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Dredge changes I'd love to see
I've been playing Dredge quite a lot and generally I find it mostly fun to play as and against it. Most of games were at least 3 kills, the rest were about 2 kills. But there are some things I would love to see changed or need to be changed:
Power changes
- Hooking a Survivor should grants +30 charges to the Nightfall meter; right now grants +20 charges (I find hooking Survivors more rewarding and I think this should also award with more charges, since now hooking grants the same amount as hitting.)
- General locker spawns slightly more spread (e.g. Shelter Woods)
- Remove this from Killer power description, since it does not change anything: "Survivors destroying the Remnant will reduce that time."; otherwise make it work.
- Give most loops on the edges of the maps the lockers (Some maps like Dead Dawg Saloon have lockers indeed on the edges of the map but some lack them)
Example: Wrecker's Yard:
Add-on changes:
- Air Freshener: Complement: Teleporting to a locker is silent. Does not affect the locked lockers; Complement: Consuming the last Power Token will force the Dredge to leave a locker automatically.
- Destroyed Pillow: Obscures Survivors' Aura-reading abilities from at least 24 meters away of them during Nightfall; does not affect on hooked Survivors. (This would make the Nightfall even "darker" by seeing auras only from the distance Survivor is able to navigate. Right now it reduces power cool-down by 2,5 seconds during Nightfall and I personally find that add-on a bit useless since the base cool-down is 4 seconds.)
- Broken Doll: Increases the duration of the Nightfall by 5 seconds after hitting or hooking a Survivor. (I feel like during the Nightfall you need to get the most out of it. This would be a good opportunity to keep Nightfall as long as possible. A good Survivor will do everything to escape the Dredge untouched. Right now it increases Nightfall by 20 seconds.)
- Lavarier Microphone: Complement: Any time after teleporting to any locker, all lockers leave the warning sound. Locked lockers the Dredge does not teleport to do not leave additional warning sound indicating its presence. (Right here I would even think about removing the slamming point of this add-on, because I see no reason for this to benefit the Dredge - even more, it informs Survivors only to stay away from them. The warning sound would obviously do pretty much the same but make Survivors later on a bit used to the "false alarm" and give them a slight hesitation.)
Comments
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These are very smart and common sense buffs. Could you please elaborate about what you don't like with lav mic?
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So the thing is that the slamming is the sign that survivors need to leave the locker areas and this point makes the add-on ineffective, because Dredge might still lose them since they'd be already far away. Now that I write this, I'd say that I could simply remove the slamming in order to raise the effectiveness of this add-on without adding any warning sounds.
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Forgot to mention about the bug Dredge has: meg grunts of pain during teleport
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What about the other bug, in which Survivors can lock one of the two lockers next to each other; and Dredge when teleporting is forced to TP to the locked locker over the one that is opened. It is kinda annoying that double lockers make tp to a open one, is always tp to the locked ones instead.
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This is the mechanic, I'd say. The strategy some don't know about. Lock one and spare another. If you lock all, all will be gone. But idk how it prioritises when it comes to a locked one and the other with survivor inside. If it's annoying, add-on to reduce getting out will help a lot. And I use it many times and never fails.
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I think it is not healthy, and that Dredge should be priority the unlocked lockers first and should forced survivors to lock both. The Killer's time is more valuable then survivors; as multiple Survivors can lock all the lockers at any time. And the killer being delay many time in locked lockers wastes so much of their time.
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Then at this point I'd suggest the change of an add-on but we have for example car keys which break all the locks that were used when all the generators are completed. Dredge has some weaknesses, yes, and I find this killer unique that you can counter them in many ways. Too long teleport? Car keys add-on. Chase hard? Use remnant. Too long cool down to use again? Cool down add-on.
To achieve many kills, I prefer anti-loop build (spirit fury, enduring, brutal strength, hubris) with add-ons for cool down of power and the reduced locker exit. (I used killer instinct outside nightfall add-on)
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