The Freddy nerf changes literally nothing. | Dead by Daylight



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The Freddy nerf within the upcoming mid-chapter update changes literally nothing about the killer’s strength, and demonstrates the developers lack of understanding as to why Freddy is so incredibly powerful.
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10 thoughts on “The Freddy nerf changes literally nothing. | Dead by Daylight”

  1. I feel like this is less of a change designed to completely bring down his power level, and more of one to make him feel less oppressive and unfun in Chase. Most of his Chases resort to placing 2 Snares at either end of a loop and then counter-looping them until they run in either/both and are slowed enough to take an M1. In comparison to other Trap based Killers, (such as Hag or Trapper) there's no clear way to disable his Snares without walking through them. That's the part most people despise about him – that once a Snare is down, it is staying there until triggered or replaced by the Freddy player. There's no back and forth juggle of resources like with Trapper losing Traps and having to replace them versus keeping them on him; or carefully triggering Phantasm Traps while the Hag can't teleport. Even Demo's Portals can be disabled if the Demo player isn't taking care of them. Imo, I think Snares would be way more interesting if they had a different effect instead of slowing. Something like they push or pull players towards/outwards would make placing them way more interesting since now you can use them to pull Survivors away from loops or push them away from Windows/Pallets and mess with fast Vaults in a different manner. It would also separate him from being "just a better Clown with a teleport".

    As for Dream Projection, I think it is the much more interesting part of his current power due to the ability to cancel it and fake, though I do agree that it's absurd how frequently he can fake it/commit and how there really is no downside to it at all.

    If they were to Nerf Dream Projection, I would personally make the Channeling bar take away from your recovery bar the longer you fake the teleport, and only drain completely after a complete teleport. There are way more decisions then as in "he faked for so long, and can't fake/teleport again for awhile so I'll stay on the gen", as opposed to "he didn't teleport but he could try again soon, so I can't stay and have to make distance to not get caught". I also think that you shouldn't be able to move immediately after a teleport and should have a short cooldown similar to Demo coming out of a portal. It'd give Survivors ample time then to make a decision and make it more of a Utility secondary power like Static Blast. Either that or make it so you can't cancel beyond a specific point. Otherwise you could accidentally hit CTRL and have no power for 60 seconds. Realistically though, BHVR would probably Nerf the recovery rate modifier from each sleeping Survivor and increase the cooldown.

    Overall, this change feels more like a slap on the wrists to appease the players begging for a Freddy Nerf.

    Also, how are you Tat? You said you were out of surgery, so I'm hoping you're doing well and staying hydrated. Take your time and try to stress less about YouTube or Streams. We'll be here waiting!

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  2. I know how to fix Freddy – REVERT HIM
    holy fuck the prework was so much fun to play, rn he is the most boring thing to play. The teleporting is fun, the snares are fuckin wank and the pallets even more so. IDGAF if they get nerfed, he will still be boring and have a crappy power. Might aswell slap on overcharge, that way they will wake up but not have 60 years of immunity to sleep.

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  3. I would say it makes alarm clocks more useful. Before going to an alarm clock was useless if you had some awareness/spine chill because the gen progress being asleep loses you is outweighed by the loss of time to go find a clock, use it, then go back to a gen.

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