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Remedicist

Remedicist

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Remedicist
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  • He can be fun to play. Soloq tends to suffer from his passive though

  • Just give me GeneralV's version of the Nightmare and I will be happy with my main again

  • His pre-rework power was definitely more unique, inspired, and a fun design. He had a different playstyle from other killers that survivors had to adapt to and the power was fun to play with. The dream world actually gave a sense of urgency for the survivors to escape from. In fact, his original design before the nerf he received one week after he originally released was a very balanced and fun killer. Some ideas that GeneralV gave to improve upon this design instead of outright reworking him were to add the teleport special power and incapacitated effect when survivors were transitioning into the dream world. Couple additions, but he did not need a rework from my perspective.

  • @ManyAchievables said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653387#Comment_2653387

    It's actually not that bad for nearly guaranteeing Blood Wardens, what with the amount of people that 99 gates.

    The effect itself is not bad. The problem with it is that, for an ultra rare addon, it is useless for almost the entirety of the match, except for one part of the match that you may not even get to. Awake survivors are also not affected by it so it could potentially be rendered useless even when it activates.

  • Is this bait or did you have a bad day of matches

  • @SuperSaiyan4GT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653641#Comment_2653641

    You say they aren't all that powerful but they are effective nonetheless. I play on console and not from what I've seen about his lunge being the same as any other killer. I watch him lunge far and it appears that he lunges farther than let's say Pyramid Head does. I do agree that the previous Freddy was better and more like to the movie character

    His lunge is more of an illusion. He has the same lunge as other killers. He only appears to lunge farther because of his smaller size. Trapper looks like he won't go that far when he lunges because he is tall so the distance his legs make are shorter. Freddy is small with the shortest weapon so to cover the same distance in the same time will look faster and longer but it is in fact the same. And yeah, the power is effective if used right but boring.

  • I still play him and have fun with him. I just enjoy his gameplay in general.

  • @SuperSaiyan4GT said:

    Freddy is one of the most overpowered killers. Has the ability to teleport to gens, place fake pallets and place blood pools to slow down looping. Also his lunge is super op. I've seen his lunge reach where others can't. Obviously you are playing against baby killers

    The lunge is the same as other killers. There is a video analysis on YouTube proving it so. His dream snares and pallets aren't all that powerful, but they can catch survivors off guard. That does not take away from the fact that those powers are boring and uninspired. Og Freddy power with some tweaks would be preferred personally.

  • @SunsetSherbet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2653566#Comment_2653566

    Tremors with deadlock has negative synergy where many many times your deadlock is going to be entirely negated by your tremors since it appears to supercede deadlock in any activation. I used deadlock+tremors a while back and ended up removing it when I noticed deadlock seems to always be eaten by tremors, sometimes losing you half or all of your deadlock timer.

    That's true. If it happens at the wrong time, it can negate the effect. This feels like something the devs should fix in a sense where deadlock keeps its duration during the thrilling tremors activation.

  • Bring back the on-release Freddy power with the teleport special power and we'd have a unique and fun killer again.

  • No Way Out is great if you prefer a gen block build that some content creators have been using. For example:

    - Corrupt Intervention

    - Thrilling Tremors

    - Deadlock

    - No Way Out

  • As GeneralV said, 3.1.0 took away og Freddy so that's one of the worst for me personally. I will say that the mmr patch has also ruined the DBD experience for a lot of people. I'm not sure why they want to turn a party game into a competitive one, but it doesn't work for DBD and ruins the experience for many

  • The bush just wanted to take a look inside

  • Swf isn't necessarily the problem. The devs try to balance the game around soloq and then balance killer around that as well. Any buff to soloq indirectly buffs swf and makes killer harder. If they try balancing killer around swf, then they make soloq unenjoyable. I think they have to find a way to give soloq the same level as swf, such as communications: voice chat, or a system that tells other survivors where they are and what they are up to, and pinpoint generators like in the tutorial. These are things that wouldn't change swf since they already have these abilities, but it would put soloq on par with swf in this system. When this happens, then they can buff killers to be able to deal with comms.

  • @katoptris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647451#Comment_2647451

    My Favorite add on was pre-work class photo and the Nancy masterpiece. Straight shot to Dreamland and free auras against the awake survivor.

    @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647471#Comment_2647471

    I personally enjoyed running Nancy's Masterpiece + Blue Dress.

    Did you guys ever try pill bottle + paint thinner? I used it when I wanted to change his playstyle a bit.

  • I play on console so for me it is definitely harder to land hits with him, but I still have fun playing as him. Most of it is practicing with aim. I use gen block perks rather than gen regress perks: corrupt, thrilling, deadlock, and no way out with addons that increase my knife-holding movement speed (such as caged heart shoes) so I have an easier time throwing around loops.

    If I wanna feel speedy for fun, I'll use shadowborn and iron maiden with increased initial throw rate addons.

  • Quentin cuz I'm a Nightmare on Elm Street dude. I also like wearing denim.

  • Sometimes I use Shadowborn to avoid that disorientation. I think there are too many antiloop as someone who wants to chase, but m1 killers have a difficult time currently.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646678#Comment_2646678

    Oh, there is also that initial and extremely undeserved nerf merely a week after his release, which is directly responsible for his rework years later, and the most recent nerf.

    Freddy's journey in DBD is the most tragic. He received so many changes, even though his very first version was perfect...

    https://forum.deadbydaylight.com/en/discussion/comment/2646823#Comment_2646823

    Thanks!

    Though I only really thought about the Incapacitated status effect and incorporating the Dream Projection. Everything else came directly from his on-release version, which was, imho, the only perfectly designed killer in DBD.

    Yeah that is why I only mentioned that it was slight buffs. He did not need much else because his kit was already well designed.

  • I remember when Freddy had a unique, different playstyle power with good addons. Now he is just a normal killer with nothing really defining him. His power is lackluster, his addons even more so and do not add to his gameplay, and the Dream World poses no real threat to the survivors. Old Freddy's power and gameplay had all of this and only needed some slight buffs that @GeneralV listed in a feedback forum discussion. His rework was unnecessary and I wish they would revert it with some small changes.

  • That with the shadowborn that would increase your brightness

  • Predicting a survivor's movement and landing a long range shot with Deathslinger is very satisfying for me

  • Man, I relate to this a lot. It's a special kind of nightmare playing current Freddy and missing old Freddy. I still main him because I love the movies but his old power felt more like him.

    z8d3oowx0fze.png


  • I have experienced this in my games. I think this is caused by both map designs and the amount of antiloop killers in the game now.

  • @Phasmamain said:

    Being asleep has so little punishment there’s no point

    I have experienced the same playing as and against him. His current power is not a huge threat for survivors to need to get out of the dream world quickly.

  • @[Deleted User] said:

    It's not as imaginative but it is way more balanced. I personally think basekit freddy right now is a decent killer. But his add-ons are pretty garbage. I would love to see an add-on pass like they did with Pig

    I do agree that he needs an add-on pass at the very least

  • The chases are my favorite part of the match. However, map rng can easily make this experience very fun or very frustrating for either side. Sadly, it feels like I have to end chases as quickly as possible in order to apply pressure on generators all the time when I would personally like them to last a good amount of time to be enjoyable for both sides. Again, this can be heavily dictated by the map rng.

  • I'm not bored playing the game. The matches tend to have annoyances though, I would say. The game can be frustrating with bugs and unnecessary changes at times.

  • On console, I tend to find faster queue times, variety of players, and more chill players with crossplay on.

  • The characters were a great addition to the game. I wish they had added Robin before going away. I hope they someday find their way back for those that do not have them.

  • Freddy's addons do not benefit his power in any meaningful way and are more gimmicky. I would like to see an addon pass for him.

  • Freddy does not have the best mori, but the movie reference is cool

  • Around 4-5pm est. Although, I find games way more easily during the night.

  • I agree. I have had more fun with chase builds and endgame builds than gen regress builds.

  • The killer would lose the element of surprise with this change, especially if it is a stealth killer, so I don't think it would be a good change. The early game is always the worst for the killer and if survivors know exactly where the killer is going and what they are doing (such as trapper setting traps down), they can avoid that location and immediately waste time for the killer.

  • I like seeing other Freddy and Deathslinger players

  • Nightmare:

    Like

    - I love how the dream world looks

    - Using tech to teleport to gen at beginning of match if I time it right is fun

    - Survivor going to dream world as soon as exit gate opens and getting black box value in my end game build

    - Survivor dropping dream pallet

    - Catching a survivor hiding because of their blue aura in dream world

    - The weapon sounds cool no matter what it does (breaking wall, hitting survivor, etc.)

    Dislike

    - I have no power on some maps because dream snares and pallets are somewhat map dependent and I become an m1 killer

    - I miss old Freddy power :(


    Deathslinger:

    Like

    - My favorite chase music in the game

    - Survivors walking into my shot

    - Landing a shot through a vault or hole in loop

    - Satisfying flick shots on console

    Dislike

    - My shot looking like it went right through a survivor but didn't hit

    - My shot misses from dead hard

  • By itself it can possibly be considered useless, but if you combine it with caged heart shoes, Trickster's base movement speed while holding knives becomes 4.0m/s which can help at certain loops.

  • I would take this change, selling unwanted addons and offerings for half BP, removing perk tiers, or keeping all earned perks when prestiging. Anything would be a nice change to reduce the grind and give an incentive for others to prestige characters.

  • If the devs do not want blessed totems to be outright destroyed, they could add a time hindrance to each consecutive totem being blessed. Similar to the wake up action, if a killer snuffs out a totem then the blessing action takes a bit longer to bless each time the totem is snuffed.

  • Not necessarily boring, but some games are definitely annoying for me. I either have to stress myself to do well or play in a way I don't typically like to play so it can be tough.

  • @GeneralV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2633410#Comment_2633410

    Hey there, fellow Old Freddy enjoyer!

    I never expected this thread to be revived. Actually, this thread has one or two things that I would have to change, since I updated the concept once or twice. Still, I really appreciate your support.

    While I do think you would change far too many things, I believe you are absolutely correct on your comment about his current power. We really need to get rid of that.

    https://forum.deadbydaylight.com/en/discussion/comment/2633464#Comment_2633464

    Hey, thank you so much! This concept has one or two things that I would have to update, but I really appreciate the support!

    Thanks for the feedback! Looking back on it, I definitely changed too much. I'd honestly be just as happy with the changes you suggested. See you in the fog 😎

  • I play on the Series X and I don't notice any disadvantage. It all feels the same for me. I'm not in the EU though but not sure if that makes any difference. I do not think excluding portions of this community would be healthy for this game either.

  • Sorry to respond to an old thread, but I like looking at your stuff as a fellow Freddy main. Freddy used to be my exclusive main too from 2018 up until the rework where I now jump around between killers. I miss how is old power worked and I had my own changes for how I think a buffed version of his old kit could be along with some quality of life changes for both sides:


    - Freddy is invisible to awake survivors and see glimpses of him when transitioning to the dream state. Freddy cannot injure awake survivors. He must manually put them to sleep with his power.

    - Reduce transition time to 5.0-5.5 seconds base kit (before you basically had to use add ons to do this so now they won't feel as mandatory, however keep the slow affect he had on himself when he used to pull survivors in the dream world)

    - Use the concept of dream clocks, wake up action, and hooks making survivors awake that current Freddy has and remove skill checks putting survivors out of dream world (the rng of skill checks made his old power infuriating to use so only the wake up action, dream clock, and hooks would give the Nightmare some slow down and consistency)

    - Remove or reduce the slow down survivors gained in the dream world (same reason survivors hated it on reworked Freddy before the nerf and old Freddy: makes gameplay boring for survivors)

    [fun fact I have noticed over the years playing as Freddy: ever since survivors were made to no longer be slowed down in the dream world, I never see survivors fail skill checks to wake up. They always find someone else or waste time going towards a dream clock which is nice]

    - Keep the aura reading of survivors in dream world outside of terror radius (this is one thing that made his power unique and a good tracking killer)

    - Add the teleporting ability (allows the Nightmare to punish dream survivors working on distant generators instead of going to dream clocks)

    - I also had an idea that the Nightmare himself gets stronger with each survivor he pulls into the dream world. This way it benefits himself instead of doing the thing that survivors don't like: decreasing their action speed. For example:

    1) At one survivor in dream world, he unlocks his other power to scratch a wall at a loop. This would work kind of like a dream snare but covers the wall he scratches with his claws (like in the movies). He can only scratch one wall with his claw to keep it balanced before it goes on cooldown but this would make survivors have to either go around the wall a bit which allows Freddy to get closer or they get hindered by the clawed wall like the snares do. And he can switch between pulling survivors and scratching a wall with a button like how Clown switches between bottles

    2) At two survivors, teleportation recovery speed increases

    3) At three survivors, pallet breaking speed increases

    4) At four survivors, vaulting speed increases

    Nothing too crazy to be unbalanced but works well with his personal perk Fire Up. I'd like to know if you like these changes or would change things that I have suggested. I feel this is more unique in correlation with his old design compared to the unimaginative power and design he has right now that we dislike.


    (11/16/2021 Edit Update:

    I no longer agree with my version of old Freddy changes. I think my ideas at the time change old Freddy too much. I personally support GeneralV's old Freddy changes completely and wish this version of Freddy would be implemented into the game. Here is to supporting old Freddy and advocating for our boy to come back to us some day.)

  • I feel like Freddy is a tier lower honestly

  • I think boon totems should take a bit longer to bless each time they are snuffed out. Similar to the "wake up" action.

  • For Legion, I would keep their power nonlethal as it is right now. Their power works fine the way it is: providing tracking and injuring survivors.

    I would increase their feral frenzy movement speed so they have a chance to reach other survivors. Nothing too huge to where it is annoying for survivors and the duration of ten seconds can remain the same. Right now, though, sprint burst is faster than their power and can completely deny their power being used.

    Next, I think they should have a default 3 second fatigue. The current 4 seconds is too punishing for a nonlethal power. However, the addons that reduce fatigue time should change because I think it would be too powerful if they could recover in under 3 seconds.

    I would also like if they could see pools of blood while in frenzy. I understand why they cannot see scratch marks as they should rely on killer instinct, but I think seeing blood pools would be nice and make the bloodhound perk more viable.

    I think the Legion should also be rewarded for hitting consecutive hits with their frenzy such as each consecutive survivor hit has a lower deep wound timer. For example, if the starting time is 20 seconds, the 4th survivor hit has 5 seconds to mend. It shouldn't go any lower than 5 seconds though if the Legion manages to hit a survivor a fifth time in order to keep the power nonlethal, but this makes mending more urgent if a survivor was consecutively hit after another.

  • So another killer has to experience their addons not adding much to their gameplay? That's depressing.

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