Freddy Is still not that strong

I've been playing with the new freddy a bit in the past days and he really is not that good to play, he feels clunky and like release singularity too easy to counter(And the counter is a too strong for how easy it is).

First of all the chase of freddy is the same as an M1 killer at the start, and you need 2 snares to make a survivor fall asleep (Wich is already a -14 second in chase before you can do anything) then you have to hit him with your snare and you get that slow that, don't get me wrong, it's pretty good, but if the pallet is safe enough it will do close to nothing.

The second and most annoying thing is how EASY is for surv to "escape" the dream world.
1)They can wake each other up in a couple of second (3 the first time then 6 the others)
2)The alarms are everywhere in the map (5 per match usually close to generators), they give 30 seconds of immunity to sleep and then the countdown starts of 60 seconds (and if you chase them for atleast 30 seconds you are an M1 killer and then you have to spend atleast another 14 seconds to put them to sleep) and they only have i think 45 seconds of cooldown, not even enough to make them fall asleep again.
3) Getting downed wakes you up: This is horrible, if you even think about slugging 1 survivor he is instantly woken up so if you then go back and they get saved you have to restard that whole putting to sleep others again.

Not to say that his power is bad (atleast half of it is not) the snares are really REALLY good, being able to almost perma able to slow them is really good, especially when you slow them before the hit they gain almost no distance.

But the pallets my god how useless are they?
1)They can stun you???????(Not when exploding but sometimes you just cannot switch fast enough to make it explode since there is a delay with the CTRL button to ensure you are not trying to tp)
2)The zone where you placed the pallet would've been already a dead zone
3)Smart survivors and coordinated teams can just avoid them

The only good thing is zoning wich can be usefull in indoors maps or maps with a bit pathway in the middle splitting the map in 2 pieces(Making the traversal between the two king of minefield example are haddonfield, where to get to main you need to cross the cars where there usually are spots for fake pallets)

This is not to say they fucked up with the rework, it's to say that it's just frustrating not being able to use you power for half the chase because they are either awake from a missed skiller or another surv, or they are completely immune and you have to remain a normal M1 killer for atleast 44 seconds.

To make him better one thing I would do is to either increase the time to use every time it is used(so it becomes a resource to manage and not spam whenever) or increase the cooldown of the alarms. Maybe they could make the basic time to fall asleep around 45/40 seconds, so you can use 1 snare and then if they were already 10/15 seconds since the cooldown started they would be immidiatly be put to sleep, making the chase feel less "clunky".
The slug I think should remain as is because encouraging slugging isn't the best thing for the game, since it's not fun for either part involved.

If you have any constructive criticism be free to write it down below (I don't want to hear the usual people only being able to say "skill issue" or "stop complaining") I would like suggestiong and maybe if anyone else found it kinda of limiting I could say.

Thanks for reading and remember to be kind to all :) <3