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Dredge is a somewhat workable hit&run Killer!
It might just be low MMR from me not playing that often, or at all in the last several months, combined with Survivors not really understanding Dredge that well yet. But so far Dredge is working out as a reasonable hit&run Killer. Current build is
Perks
Sloppy Butcher, Thana, Pop, and Darkness Revealed
Preferred add-ons
Malthinker's Skull (66% faster natural nightfall progressing when a Survivor wounded) and Burnt Letters (25% more to the nightfall boost when hitting a Survivor).
The start of a game you instantly go to a locker and use DR for Survivor locations. Depending on the map you can either know exactly where everyone is, or where they are not. Either way gives decent early game pressure by starting that first chase that much faster. Not perfect, but DR can be used throughout the entire game and is rather good at it's job!
Sloppy and Thana explain them selves in how they combo. You hit someone, they stay wounded for longer, and gens get a minor slowdown. Almost a win win for Dredge as Survivors are gonna take longer to do most things no mater what. And Dredge can afford to spread pressure and do hit&run thanks to his map mobility. Who is aided by DR's aura reading. You know where almost anyone is at any given time and be near their location ASAP! Add that with how much longer it takes to heal and things start to add up. Plus, it isn't all that bad of a setback for committing to a chase that runs you into the middle of nothing. Hook and teleport cross map, or simply give up on that chase and teleport away towards where you need to be. Got choices.
Pop is just Pop. Combos with locker teleports well along with Thana slowdown and just does good work on it's own. Also lasts the entire game unlike some other anti gen perks.
Then comes Nightfall! Nightfall is proving to be a MONSTER of a power for hit&run. Not only does it make Dredge's map mobility insane, it forces Survivors to make more guesses, or make more mistakes on average. If they can't see you directly, they never know what you are doing. Can't tell you how many times Iv hit someone and let them get away only to be right on them again thanks to a locker teleport or be on someone else within seconds to do the exact same thing. Lastly you got how dark Nightfall is and all that does against Survivors.
There are negatives though. Starting off I lost almost every game played till I started to figure out what tiles to loop, where to mind game, and effective locker teleport pathing. Often found me playing a mind game with myself. Gotta really learn how to read the Survivor's pathing and the map layout. The last few games have been heavily in my favor though.
As said, it might just be a MMR thing with it being very low. But I swear hit&run is working on Dredge.
Comments
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Curious as I keep forgetting to check, with the locker perk, when dredges teleport is ready you can just walk up to and jump in a locker to start his teleport. Does just getting into the locker also trigger darkness revealed?
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Never tested it either. You'd think it would, but it's also safe to assume it wouldn't. Doesn't really mater either way as it's better to just open the locker, look around, then teleport from how you often need to adjust yourself to aim for that exact locker you want cross map.
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It does not, you need to physically open it.
I run something similar, with Ruin / Plaything / Pentimento / Thana. - Same idea ofc, just more slowdown. Using Tilling blade and Field recorder.
Tilling blade is basically sloppy fyi, when hitting full health survivors in Nightfall, Field Recorder to start off in Nightfall, or use Worry stone for some Aura's to get a decent start to start the Thana / Nightfall buildup.
Ruin for regression, Plaything to apply oblivious and cover ruin somewhat. Once they start cleansing, hit them with the pentimento for 30% slower gen speed / Heal speed (Depending on how many totems are cleansed), Ideally keep one totem spot free if more than 2 are cleansed), on top on Thana which is 20% slower speed if all 4 are injured. With how mobile he is, you can easily make this build work, and take advantage.
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The problem I see with that build is that it can't be sustained.
There's no way you can ever keep a constant supply of those add-ons. It's hard to keep a supply of green add-ons. Great for a once in a while type of gameplay, but you just can't sustain add-on use like that. Pentimento also isn't really reliable. Plaything as well is doubling up on Dredge's natural stealth from Nightfall. If Survivors are gonna be oblivious for half of the game anyway from Nightfall, why would they want to cleanse totems to get rid of Plaything? It has potential, but not all that sustainable. Ruin is a good idea though for the total combo package in making Survivors want to cleanse at least 1 totem.
If it works it works I say! Love that Killers can actually make use of varying builds according to the player's playstyle.
But I really don't like making higher tier add-ons part of a core build mainly due to how non sustainable they are. Browns, Yellows, and Greens yea I have odds of keeping a stock of any of those for constant use. Greens might run out once in a while. But Purple and Red add-ons are just far too rare for me to consider a "build" and are just one off things to change things up.
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While I'm not denying that Dredge is an absolute beast and pressuring all over the map with hit and run, I've also noticed it isn't just him doing well. I've noticed the Boons (especially Circle of Healing) starting to die out and the hit and run tactic making a comeback.
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CoH is still too strong for hit and run to be viable on anyone essentially. At high mmr it’s still nearly in every single game. If they aren’t running CoH then yeah hit and run works but that’s always been the case, it was CoH that really destroyed those type of killers and that play style and that’s still the case. The healing is just too fast and unlimited for everyone at only 1/16 perk slot cost, hardly any downside at all and realistically no counter play. The new anti boon perk is laughable.
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COH murdered hit&run strats due to how much of a pain it is for a Killer to go to some random far off spot on the map again, again, and again. Dredge can do that though, for the most part, within moments instead of minutes. That's also why I went with Sloppy. Smack a fool, let them run away while you maybe pressure someone else or break a lock, and just teleport to where that first Survivor might have gone to interrupt their healing and undo it. Then teleport back to the gens and repeat as needed.
Honestly starting to like Dredge.
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Well for the teleport, walk to the totem (assuming you know exactly where it's at over there), get your cooldown back up to leave that spot, and the travel time of the teleport back to gens you're still looking at least 8 seconds and I'd say that's me be extremely generous. 8x4=32 seconds of time lost since you're pressuring no one. So even with Dredge it's extremely not worth it compared to the time the survivors are spending and like I said before, 8 seconds could very easily be much more even with Dredge.
It sounds good on paper, but it's still quite bad. This is essentially where the devs went wrong in the first place with boon design. They treat the game as a 1v1, rather than a 4v1. They don't realize how much more precious time is on killer than it is on survivor.
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sloppy and lightborn(lmao) were some of the first perks i got on dredge. i have yet to part with sloppy, i need help
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are you serious? hit and run tactics died when boons were introduced...
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All I can say is give it a try. The combo of Sloppy slowing heals and making 99% heals impossible added with Dredge's high map mobility, surprise attacks, and anti loop might just surprise you.
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They're pretty common in my Bloodweb at least, You don't have to rely on them though, most of his addons are very decent so just pick and choose.
Pentimento is more viable now than ever, when less people running boons and more people using inner strength, they will cleanse most anyway due to fear of NOED.
Plaything plays to his strength, he is most dangerous while undetectable in Nightfall, Outside of it you will get the jump on people a lot more, especially useful hiding his red stain when mindgaming. But the main reason i use it, is to help cover Ruin, Once they realize it's in play they will start searching for it, if anything it's prolonging Ruin once you get going. Then that goes hand in hand with Pentimento once they start cleansing plaything totems to try and find ruin.
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No survivors are running Inner Strength or cleansing totems, that is just not happening whatsoever. Inner Strength used to be considered a good healing perk but is just completely invalid with CoH existing now anyway.
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Nothing is hit and run as long as COH is in the game.
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