Kill Switch update: We have temporarily disabled The Legion due to an issue that allows for infinite power spam. The Legion will be re-enabled once this issue is fixed.
http://dbd.game/killswitch
http://dbd.game/killswitch
Weirdest, yet most reasonable QoL change that Dredge deserves to get
notJustDante
Member Posts: 102
I love Dredge's concept, when they were released it was the first time in years of playing the game that I genuinely got jump scared in this game. Still, Dredge has some flaws in their design that make them unfun for both the killer and the survivors. I will offer solutions for both problems, but not gonna lie, one of those changes will probably sound weird to most people, but if you give it enough thought, it will make sense.
The problems:
- Dredge's map dependency is extremely insane. If they go to a map that has no lockers close to gens or areas that they want to have easy access to, their teleport power feels useless. Obviously, the dev team cannot rework every single map just to make it more accessible for Dredge, especially because if they guarantee that there will be lockers next to every gen it will indirectly buff Huntress and Trickster, and although that indirect buff may or may not be relevant, it would still bring some unnecessary discussions;
- Dredge's antiloop mechanic is simply boring to play against. When Dredge puts down their Remnant, you either hold W to the next loop or you die. The problems with their antiloop mechanic are two - they can insta hit after canceling their power, the Remnant hitbox is too small for the survivor to be able to touch to counter Dredge's power, and after Dredge teleports to their Remnant, they can regain speed and hit the survivor way too early. The way to make this power more balanced is to buff some aspects and nerf some others, as I will explain in the solutions section.
The solutions:
- Here is the weird solution for the lack of well-placed lockers: Allow Dredge to turn broken pallets into lockers. They can have up to 5 at the same time, and the survivors can interact with those lockers for 10 seconds to take them down. Those lockers would have a distinct visual to make sure that survivors know that it's a locker placed by Dredge. Dredge can still reuse the broken remains of the pallet after survivors take their locker down with no problem, but it will always take Dredge 3 seconds to place the locker, and their power will go on a 5-second cooldown after doing so. This will not only allow Dredge to have better control of where they will have lockers but also give survivors a side objective, on top of creating this need for a strategy on the survivor side of "do we use this pallet to hold the killer for longer or deny them of their power, and only use this pallet in extreme scenarios?", and lastly, some of those locker placements can be quite powerful during Nightfall (inside of a jungle gym, for example). It's weird because we will have lockers in the weirdest places, but the more you think about it, the more sense it makes.
- Now for the antiloop mechanic... Well, in the other part, Dredge already receives a major buff, but it's understandable that they still need a playable anti-loop mechanic, so here are my suggested changes: Increase the Remnant's hitbox for the survivor to touch it and remove it, remove the insta hit after canceling their power, similar to what was done to Pyramid Head, increase a tiny tiny little bit of their speed while holding their power, and decrease their speed after teleporting back to the Remnant. 3 nerfs, 1 buff, this will not 100% solve the problem with their anti loop, but should be enough to allow the survivors to have extra options other than holding W while Dredge is using their power, on top of forcing the killer to think better before placing their Remnant and choosing when to teleport or cancel. Still, with the other locker buff, Dredge's map control would be much better than the current one, and having a nerf on their anti-loop mechanic
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