http://dbd.game/killswitch
Is the Current Dredge Teleport Priority Intentional?
Video explaining for context:
TL;DW
When the dredge teleports to a group of lockers, it will always prioritise the locked locker over the unlocked locker, unless the unlocked one has a survivor hiding in it.
This effectively allows survivors to lock a grouped set of lockers multiple times instead of just once because they can use only one of the locks and once that lock is broken use the other lock.
Comments
-
That's what I assumed! In that case, it certainly makes sense to me and represents some skill ceiling in the way of countering Dredge. It seems like a smart way to resolve the various cases that can happen when teleporting to a cluster. If the Dredge can grab someone out of the two, they should be awarded the grab - if not, the survivors should get the value of having locked one of the lockers.
3 -
I think it's better than if you would go for unlocked lockers first. The other lock would be literally useless. That would be just weird imo.
Only way to fix this would be to let you choose, but that would mess up teleporting overall -> too many targets.
EDIT: how it works when none are locked?
1 -
Wait how is this any different than locking both?
Scenario 1 -
You lock one locker, and he breaks it down. You lock the other locker, he automatically goes to that and breaks it down.
Scenario 2 -
You lock both lockers. He teleports to the set twice and has to break both lockers.
There only advantage to locking only one locker is that you're saving that resource for other survivors. Otherwise he can break out, 180, break the second lock, then continue the chase. Wouldn't that be considered a good counterplay against him though? Maybe that was an intentional counterplay design decision.
2 -
I think you underestimate how much of a time loss it is for the killer if he has to break out of a locked locker, then hit another locker, then start chasing.
1 -
I almost certainly am. I've only ever played against him twice, so I'm absolutely comfortable with being told what greater point or context I'm missing.
0 -
You also have to figure in the time saved by the Dredge teleporting to lockers in general.
Even outside of Nightfall TPing to a locker is MUCH faster than walking. That alone often more than counters the time it takes to break out of lockers and/or M1ing random locks. Add in Nightfall and the time saved through TPing is even greater. 5-7 seconds "slowly" teleporting to a locker compared to the 10-20 for walking. That's a hell of a difference and most likely can afford the extra 3 to break out of a locked locker. Teleporting is almost ALWAYS faster than walking. The time saved adds up!
Teleporting also somewhat limits Survivors reaction time as there isn't all that much of a warning where the Dredge is till after he already teleports. Can't W meta and run early by reacting to a terror radius when there is none even if the Dredge is in a locker 5 meters away. Even bad locker spots are often gonna give better chase starts than walking.
Im all for the current priority system. Dredge is (so far) looking to be strong enough to handle it, and this also allows more more things for Survivors to think of instead of just sitting on gens or holding W
1 -
My guess is that it's either an oversight or in true BHVR fashion they did it like that to avoid bugs with locker targeting. If the game prioritizes the unlocked locker then you can still lock paired lockers twice.
Btw didn't he said it himself that teleporting wasn't going to be his primary chase power? I don't see how that's remotely game breaking compared to other issues in the game.
Post edited by Flawless_ on0
