Phasmamain
Phasmamain
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- Username
- Phasmamain
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Comments
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@PyroGL said:
I think a lot of posters in this thread are remembering old Freddy with rose tinted glasses... The inability to interact with survivors prior to pulling them into dream state was a complete sh*tshow and constantly resulted in Freddy waiting for the transition to finish before being allowed to attack, grab, etc. Y'all can't possibly want that back.
That was one of his inherit weaknesses. That’s why he needed some changes to make him stronger in the dream state.
Right now the dream world as a mechanic doesn’t feel impactful enough
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@Yords said:
bruhh I literally have a freddy thread about his nerf in the works rn, I was going to touch on why his nerfs were misguided, mind if I still post it?
Be my guest
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2243795#Comment_2243795
Yes, and Wraith was a bad Killer for it. Freddy was just worse.
I will say with add ons wraith was much better but without Freddy was slightly better imo
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They are fixing the animations in his face to make it look like it should so that’s probably why
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@humanbeing1704 said:
Completely agree with this post Freddy is genuinely boring to play now and I miss old Freddy
https://us.v-cdn.net/6030815/uploads/16OT1AYPOIR9/6b4c6535-4465-417f-b2c4-a1c97abe8712.png
I think most of us do honestly
we only realised after the rework what we lost
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2243829#Comment_2243829
There was also Legion and Old Bubba.
I actually forgot about bubba yeah he was terrible to a point where his power was nearly unusable if the survivor just held W
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2243824#Comment_2243824
Precisely. And I don't think he was the weakest, to be honest. Even Otz said so.
Tbf at that time clown litter slowed himself down throwing bottles and didn’t have the antidote and had a 5 second reload so I’d say he was competing for worst.
Not to mention wraith and trapper
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@TMCalypso said:
https://forum.deadbydaylight.com/en/discussion/comment/2243737#Comment_2243737
Pretty much this. Old Freddy was the weakest killer in the game. He couldn't even basic attack unless you were asleep. Playing as or against him was a joke at best. It was easier to win against him than a console nurse...to the point it was a guaranteed free victory. Just my personal opinion...but I feel as though the only ones who actually want old Freddy back are survivor mains as he was incapable of hook camping....or having much pressure at the end of the game.
That being said....I say please everyone and get the license for Robert Englund's Freddy and instead of making him a cosmetic...make him another killer with old Freddy's power. Either that or make a new original killer with this power....and maybe a free one since all the work has already been done to make it. (Just rename the old add-ons.)
I’ll definitely agree old Freddy was weak but what made him better than new Freddy imo is originality. New Freddy is just a bunch of toned down killer powers put together while old Freddy was a faithful recreation of the way 2010 Freddy was portrayed (whether you like that version of Freddy or not is a different discussion)
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While I’d agree he isn’t terrible needing 2 green add ons to be viable isn’t very good. For reference look at spirit with 2 greens
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2243790#Comment_2243790
Yes, except Wraith doesn't only have four of them before he needs to reload.
Still doesn’t mean he had much gen pressure back then. Freddy didn’t need to patrol gens faster since he slowed down the repairing of them anyway through action speed and forcing failed skill checks
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2243775#Comment_2243775
Wraith had the basekit ability of going from gen to gen faster.
At 126% move speed. This is the same as clown’s antidote
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2243773#Comment_2243773
He didn't have to hit you to slow down gens, true. He did have to hit you to actually not lose the game, however.
Well yeah he did but so did wraith. Sure he had his big lunge but that could only get hits at short loops most killers like Freddy can already deal with anyway.
Plus Freddy was more stealthy when you were awake then wraith was when cloaked since he was completely invisible as opposed to wraith’s shimmer
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@GeneralV said:
https://forum.deadbydaylight.com/en/discussion/comment/2243748#Comment_2243748
Thank you, my friend! I am happy to see that you've liked it, I was trying to make them as useful as possible.
Swing Chains is a bit too strong, you say? Should its value be reduced?
What I’d do is make it so that if you spend more than 30 seconds in the dream world the action penalty goes up from 40% to 60%.
This encourages waking up early and not trying to power through heals or gens while asleep
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2243756#Comment_2243756
Ghostface can potentially end a chase before it goes on for a while.
Also, I should clarify. That makes him a bad OLD Wraith.
Wraith before assuming no addons was bad at even hit and run tactics since he couldn’t effectively juggle people with how slow he was.
Freddy didn’t have to hit you to get slowdown he just had to be close. Not to mention just powering through gens injured didn’t really work because of his dream state
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2243743#Comment_2243743
That kinda just makes him a bad Wraith/Ghostface from my POV.
Ghostface doesn’t have a way to end chase either though. He’d probably be worse than wraith but that’s no insult to Freddy since wraith is very strong now
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@TAG said:
"Old Freddy used to be...very strong within it which gave him his identity that he has now lost"
I remember Old Freddy having zero power in a chase.
Yes because he was more focused on the 1v4 as opposed to the 1v1. He made sure gens stayed at bay so he had enough time to down Survivors
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@GeneralV said:
Well said, my friend. Well said.
As @QwQw said, the only thing Freddy required were a few QoL improvements, never a full rework. I completely agree with you and @glitchboi when it comes to Dream Projection, for that is a very interesting mechanic. Not to mention one of the buffs which Old Freddy required.
It warms my heart to see this love for my old main. It is about time we get our killer back.
Also, thanks for the compliment about my concept! I am happy to see that you liked it. If you want to add it to your post, here it is:
Power: Dream Demon
Pull survivors into the Dream World
-Survivors who are awake do not see The Nightmare.
-Once targeted by The Nightmare’s power, survivors enter the Dream Transition for 7 seconds.
-The Nightmare’s Movement Speed Penalty for putting a survivor into the Dream Transition lasts for 1 second.
-During the Dream Transition Survivors can see The Nightmare intermittently and they suffer from the Incapacitated status effect.
-When the Dream Transition Lapse, the Survivor is pulled into the Dream World.
Once in the Dream World:
-Survivor’s auras are revealed to The Nightmare when they are outside of his terror radius.
-Survivors suffer an action speed penalty of 40%.
-To exit the Dream World, Survivors can find non-sleeping Survivors to perform a wake up action.
-Failed Generator Skill Checks can also wake up.
-Hooked Survivors wake up.
Special Ability: Dream Projection
-Teleport to a Generator in view. Releasing the button early will cancel the action.
-Survivors cannot interact with the targeted Generator.
-For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by stack-able 20%.
“You have nothing to worry about. This won’t hurt one… little… bit.” -Freddy Krueger
I also have add-ons, if you would like to see it:
Wool Shirt:
-Slightly decreases Skill Check chances in the Dream World.
Sheep Block:
Slightly reduces Dream Transition time.
-Time to fall asleep is reduced by 0.5 seconds.
Kid’s Drawing:
Slightly increases Dream Demon range.
Garden Rake:
Slightly increases Movement speed while casting Dream Demon.
Prototype Claws:
Moderately increases Movement speed after successfully putting a Survivor into the Dream Transition.
Outdoor Rope:
While Survivors are in the Dream World:
Applies a moderate (-6%) Action Speed penalty to Repair, Healing, and Sabotage actions.
Nancy’s Sketch:
Moderately increases Dream Demon range
Green Dress:
Considerably decreases Skill Check chances in the Dream World.
Slightly decreases Dream Projection cool-down for each sleeping Survivor.
Cat Block:
Moderately reduces Dream Transition time.
-Time to fall asleep is reduced by 1 second.
Unicorn Block:
Considerably reduces Dream Transition time.
-Time to fall asleep is reduced by 1.5 seconds.
Swing Chains:
Survivors suffer an additional 25%Action Speed penalty when pulled into the Dream World for the second time.
Survivors only see glimpses of The Nightmare during the Dream Transition.
Nancy’s Masterpiece:
Tremendously increases Dream Demon range.
Jump Rope:
Tremendously decreases Survivors' Action speed when in the Dream World.
Blue Dress:
Moderately decreases Skill Check chances in the Dream World.
Moderately decreases Dream Projection cool-down for each sleeping Survivor.
“I had to keep you awake long enough so when you finally slept… you would never wake up again” -Freddy Krueger
Pill Bottle:
Survivors do not see The Nightmare during the Dream Transition.
Paint Thinner:
Tremendously increases Movement speed after successfully pulling a Survivor into the Dream Transition.
Class Photo:
-When a Survivor is pulled into the Dream Transition, all other Survivors' Auras are revealed to The Nightmare for the duration of the Dream Transition.
-Tremendously increases Dream Transition time.
Time to fall asleep is increased by 2 seconds.
“Z” Block:
Tremendously reduces Dream Transition time.
-Time to fall asleep reduced by 2 seconds.
Red Paint Brush:
-Tremendously decreases The Nightmare's Terror Radius.
-Tremendously reduces Dream Transition time.
Time to fall asleep is reduced by 2 seconds.
-Survivors suffer from a Hindered penalty during the Dream Transition
“Don’t be afraid. I can make it the way it was... Just the way you liked it” -Freddy Krueger
Black Box:
-Broken pallets are replaced by Dream Pallets
-Non-sleeping survivors cannot see or interact with Dream Pallets
“I can sleep… I just don’t want to” -Dean Russell
I like those add ons a lot! Swing chains might be a bit too strong though but otherwise they all seem great and worth running unlike his current set
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@glitchboi said:
https://forum.deadbydaylight.com/en/discussion/comment/2243680#Comment_2243680
I think Clown was an incredible take of an anti-looping killer, and I love playing as him. Being able to spread the smoke out is so damn fun to mess around with. The difference between him and Freddy is that he actually takes a brain to play.
Exactly. It’s pretty clear to me they made Freddy to be the starter meta character in the sense that he has so much reward for so little effort.
It’s sad since playing old Freddy required a completely different mindset to any other killer. Strategically planning out when to pull survivors in and using your glimpses to mess them up at loops was really hard to pull off effectively
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His snares aren’t really great tbh. Even if they work they’ll just predrop the pallet and hold W since Freddy can’t counter that.
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@QwQw said:
https://forum.deadbydaylight.com/en/discussion/comment/2243667#Comment_2243667
All Old Freddy needed was some small buffs and QoL improvements, not a full rework.
I can't believe I ever got excited about the rework. If it took place in current times, I'd have the foresight to see it's a terrible idea.
It was because nobody really spoke out about it. Common consensus was that Freddy was irredeemable and needed to be fully changed so the devs just did what the community wanted.
Sadly like many things people didn’t realise how bad of an idea it was
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@glitchboi said:
Well written. I don't like the current Freddy, however I will say Dream Projection is fun as hell and I believe they can implement that to another Freddy rework.
Dream snares basically turned Freddy into generic anti-looping killer, and was a lazy concept. Place ######### on the floor, awesome concept.
Snares are just a rehash of clown’s bottles but they forgot the fun part of using clown bottles. Strategically throwing bottles is infinitely more fun than just spamming snares at a loop
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Let’s look at the 3 base killers
Wraith: Has been buffed to be very solid and contender for best stealth killer now
Billy: Very strong before and still solid but too hard for the reward you get
Trapper: It took 4 years for me to be able to reset my traps and I can still only carry 1
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@QwQw said:
I completely agree. Old Freddy, despite not being the best, was unique and fun.
Nowadays we got Mr. Generic Anti-Looper. His modern power just feels lazy and uninspired, which is incredibly ironic as Freddy is known for being a creative slasher killer.
I think it's time for Behavior to admit that this rework was a failure in many aspects.
I really wish they did. Them adding and changing all these things to make new Freddy work when old Freddy worked fine is annoying to witness
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A matchmaking one too don’t forget
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I played against @Leachy_Jr at one point. They were playing slinger and they played really damn well
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@GoodBoyKaru said:
Oh yeah I've also played with @Phasmamain vs a tunneling Blight on the Game and facing their freddy where they gave me the gate
Yep I remember that match. I hate playing Freddy but the daily ritual called me
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Curtain call or demise of the faithful
Both added cool killers with great perks and some decent survivor perks. Jane and clown are my mains though so I might be biased
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@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2243465#Comment_2243465
I remember that in one match we were playing on autohaven, you were Jane, I was Cheryl. I believe I was wearing her dark bangs, with Cybil's pants, and probably her red shirt, could have been a different one though.
Yeah I think I might remember that then again it feels like I get auto haven every second game so I could be wrong
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@indieeden7 said:
I've played with @Phasmamain a couple of times, not sure if they recognised me though seeing as my username isn't all that unique
Who did you play and what cosmetics did you use? I might recognise you
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Handsome would be Jeff or Quentin and most ugly would be jake (current face) and Felix (I’m going to be crucified for this one)
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So I can see if my teammates pipped? Not really necessary tbh
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@CoalTower said:
https://forum.deadbydaylight.com/en/discussion/comment/2240878#Comment_2240878
Slinger has a good chase and that's it. That's why. At least Clown has mobility.
Using your bottles for mobility is never worth it
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Fixated and vigil if I want maximum sprint burst value but the perk is fine in any combination
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Finally Gearhead can be meta!
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2240814#Comment_2240814
We´ll see what they really plan. Since it has been taking them really long.
I’d imagine they didn’t think it was worth doing a half assed nerf in between so they just waited it out. It was easy to just make mori’s 2 hook compared to trying to change keys
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I’ll never not have fun as clown. There’s something so satisfying about throwing the perfect bottle and hearing clown’s laugh when you hit someone
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That actually looks really good tbh
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Yeah this would be nice. Can’t see it being too hard to do either
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God Quentin has some competition
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@Guest1567432 said:
Should have been nerfed more imo.....also BNP should go and flashlights well when I can get blinded from the side out of my fov that shouldn't happen.
A 4 man flashy squad is the easiest win in this game tbh. As for toolboxes they are okay but medkits are stronger
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@Guest1567432 said:
Probably not anytime soon because survivor item.
Tell that to toolboxes and flashlights
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Keys are being changed and already have. It’s taking awhile because they clearly have more than a numbers change in the works
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No way in hell clown is better than deathslinger and this is coming from someone who one tricks clown
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2240804#Comment_2240804
What do you mean?
They said during the anniversary stream that they had plans to ingrain mori’s and keys into the flow of the trial as far as I know.
This is probably why the change is taking so long
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2240764#Comment_2240764
Moris were the direct counter to keys.
Yet moris will probably see their third nerf before keys see their first.
Tbf they did nerf keys slightly to make way for the bigger change that they have now revealed
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@Tsulan said:
I'm not using moris anymore. Because they are useless. Like seriously, who spends a third of his bloodpoint income for killing someone on death hook?!
Also the devs apparently think they're toxic. So that's another reason to not use them.
That was more so then talking about the way people used to use them which to be fair is quite true
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Hag would be so much more fun to fight if the game didn’t encourage this type of play
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Well their last game was predator hunting grounds so I don’t have much hope tbh
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Not really excited. I don’t care about nemesis, the map will be garbage and the perk seem situational but fun
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@Tsulan said:
Because we can't have killers using their power, obviously.
Noticed how using the killers power also impacts negatively on the emblems?
Weird how they’ve never changed that. But from what I understand it doesn’t effect Myers or ghostface