Small change to locker bolt priority.

Zozzy
Zozzy Member Posts: 4,759
edited June 2022 in Feedback and Suggestions

I am actually enjoying the dredge.. weird i know! The only thing ticking me off is locker bolts. I know these will not be changed or removed, but there is just one thing that needs to be fixed. The teleport priority when a locker is locked, and a survivor is interacting with the one attached to it.

I have missed so many grabs because i teleported just after, or at the same time as they locked one of the lockers. the game will then default me to that locker, even if they touch the one joined to it when in all honesty, it should grab them for being that daring.

TLDR If a survivor messes with an attached locker after one has been locked mid teleport, then it should default to them and grab them.

Comments

  • ad19970
    ad19970 Member Posts: 6,813

    Can't say I agree. That teleport grab is pretty much an instant down, it doesn't need it's odds to be increased.

    Together with his new perk that reveals survivors near lockers when opening a locker, it can already be ridiculously strong.

  • Zozzy
    Zozzy Member Posts: 4,759

    You think his anti loop is op and want to gut it into uselessness so, that says enough.

  • ad19970
    ad19970 Member Posts: 6,813

    Increasing the teleport time to his remnant from 0,25 seconds to 0,6 seconds will gut it into uselessnes? Lmao what?

    You don't seem to know how counterplay in a game like DBD works it seems like. All this would do is give survivors a bit of a chance to run around the loop the other way when Dredge teleports, and to get to the pallet in time, if they can predict the moment he teleports perfectly. It would certainly not gut his anti-loop in any way thinkable. It would be a very small nerf in fact, and I don't reallly think his anti-loop is op, I just think design wise, it would be better, because it would allow for more interesting counterplay while looping.

    What an insane exaggeration. But to be fair this forum is filled with people like you, both among killer and survivor mains.

  • Zozzy
    Zozzy Member Posts: 4,759

    Oh yes.. that 0.25 to 0.5 seconds change they did to Deathslinger was so miniscule that it didn't change his play rate at all did it? It didn't make him feel clunky and awful to use at all /s

    Just because you have problems with slow reactions or thinking ahead, doesn't mean other people do.

    All these "small" changes turn into a massive change that destroys the killer and makes them feel awful and clunky to play. There is a reason nobody plays artist and it isn't because she's not viable.

  • YOURFRIEND
    YOURFRIEND Member Posts: 3,389

    Moreover 0.25 to 0.6 isn't a small change. It's DOUBLE the original value.

  • ad19970
    ad19970 Member Posts: 6,813

    It's definitely not the same. Survivors can think ahead and react fast all they want, but if they are forced into the remnant without the pallet being nearby, they won't be able to mindgame your remnant, if line of sight isn't broken that is.

    Artist I guess is a fair point, though I am not sure if it's really her being clunky or her just not having the most interesting gameplay for many? I mean she is another ranged killer in a game filled with those, although she does have a unique twist to that formula.

    I don't know, I enjoy playing her a lot.

  • Zozzy
    Zozzy Member Posts: 4,759

    How do you get forced into the remnant without a pallet nearby? That would mean the survivor screwed up and didn't pre drop or they are in a dead zone and are trying to loop a basic rock or hay bale. Either way it is on the survivor for getting in that position.