Updated Dredge Change Suggestions
Hello, DBD team. My name is KMD and I am a Dredge player.
The Dredge is a Killer that has been consistently struggling to keep up with the meta of Dead by Daylight and is slowly being outclassed by other Killers. These suggestions are meant to make the Killer feel better and let it keep up with the rest of the cast, while preserving its identity and fun factors.
My qualifications:
- P100
- Dredge Guide Writer
- Over 2K Hours in DBD, 1K on Dredge alone
- Top #10 Nightfall downs EU
Base Kit:
Its power cooldown needs to be based on its power tokens. Make Remnant consume one token, because its power tokens at the moment do nothing, considering at max you will use 2 tokens most of the time.
Let us teleport to Remnant while in lockers and after leaving them AS LONG as you are holding M2 and have at least one power token. It would give it a trap Killer aspect and would give it a proactive chase power.
Movement speed while charging The Gloaming: 3.8m/s => 4.0m/s
- This would decrease tedium when using The Remnant. Holding W will still be possible, but The Dredge will not lose as much distance as before. The counterplay to Dredge is gaining distance whenever possible, but at the current moment, leaving a tile might be too punishing. Anything above 4.2 m/s would be overpowered.
Daytime teleportation speed: 19m/s => 24m/s
- The Dredge’s Daytime Teleport speed is still painfully slow and allows for a lot of pre-running.
The Gloaming activation time: 0.5s => 0.25s
- This will make letting go of the Remnant feel less clunky, as well as help with catching up faster and teleporting by a minimal amount. It’s just simple QoL.
Initial Charge time of The Gloaming: 10s => 6s
- 10 seconds is way too much time to give Survivors to lock lockers before you can teleport. With The Blight and Kaneki having their powers instantly available, I don’t think letting The Gloaming charge faster after spawning is too much.
The Gloaming daytime cool-down: 10s => 8s
- Please just make Ottomarian Writing basekit and give it a full rework.
Camping penalty range: 12 meters, applies on multiple levels => 8 meters, applies only on the same level
- On maps like RPD, Dredge can suffer from the camping penalty while chasing above the hooked Survivor. I also think decreasing the range of the camping penalty will decrease tedium from chasing a Survivor that is near a hook.
Exiting locked locker: 2.25s => 1.85s
- Please just make Haddie’s Calendar basekit and give it a full rework.
Let The Dredge interrupt and grab Survivors who are in progress of locking Lockers.
- The chance that the Survivor is locking the exact locker Dredge is teleporting to is not gigantic, and getting locked mid-teleport because their animation started one frame earlier sucks.
Automatic Nightfall charge rate: 0.25c/s => 0.5c/s
- This would make Nightfall happen faster without requiring injured Survivors.
Charges for Teleporting to The Remnant: 10 charges => 20 charges
- This would incentivize players to use The Remnant more instead of just playing for teleporting and Nightfall.
Rework Nightfall VFX to make it work like the Lights Out fog for Survivors. Remove the ambient screams.
- This is mostly for accessibility and not letting filters counter Nightfall (I am not opposed to filters as a thing in general).
Let The Dredge teleport to chests or make lockers a Killer Item to make map and locker RNG less detrimental.
Add-On Pass Concept: https://youtu.be/6PJf3ZfL2X8
Thank you for giving me your time of day to read this!
kmd
Comments
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I like the suggestion to teleport to chests. That would be interesting. It would be awesome to be inside a chest when a survivor unlocks it and you just spring out.
Everything else here are just tons of buffs.
On https://nightlight.gg/ on average, killers have a 52.5% kill rate among the community. The Dredge has a community average kill rate of 52.83% kill rate. So, the Dredge is performing close to the average community kill rate. Why does he need all of these buffs?
Having said that, I don't really like using the remanent mechanic on The Dredge. It's extremely clunky. I prefer builds that allow me to jump scare from lockers as the dredge. It's a lot more fun for me. I have a 70.91% kill rate on the dredge (according to https://stats.deadbydaylight.com/), I know that's not great, but it's just to show that my playstyle does work. You can actually play him and completely ignore the remanent mechanic, which is nice.
I would enjoy The Dredge a lot more if they scrapped the remanent mechanic and gave him something else entirely.
Picture for proof0 -
Survivors should be blind while nightfall is active. It’s pitch black. You shouldn’t be able to see auras. This would only make sense. You shouldn’t have to bring perks for that to happen.
This power would counter the Windows Users.
-1 -
Dredge, like most killers, performs extremely well against most average survivors because he has several mechanics that can confusing and challenging. If survivors are not locking lockers correctly or at all, Dredge suddenly becomes one of the most oppressive killers in the game. Add Nightfall on top of that, and survivors may as well be headless chickens. His remnant can sometimes make survivors feel as if they don't have a choice in the matter.
The glaring issue with all of this though is that Dredge becomes kind of gimmicky once you figure him out. You learn how to maximize double locker value and Nightfall is just an annoyance because Dredge is so loud and the maps aren't as difficult to navigate. It's easy to tell what locker he's in, and his teleport isn't actually all that useful in chases.
So yes, Dredge does need some help, but if he's given the wrong kind of buffs, he'll be a nightmare for average survivors and will be received very poorly.
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It used to be better, but survivors complained. He wasn't always a glow in the dark beacon. Here's a screenshot from a game from 3 years ago.
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respectfully, this take is very tone deaf
i dont want to call you bad at the game, but proper usage of the remnant is pretty much REQUIRED to win on this killer facing well equipped or skilled survivors on maps that aren't in your favor
also, the remnant is the part i enjoy the most, removing it, removes the killer for me
-1 -
Its really all he has on his bad maps. If Dredge wasn't so map dependent then we'd have a far better baseline to work with when asking for adjustments.
I think his remnant is just fine and will remain fine if Dredge can get more lockers and better locker placements, then he'll be tons better and then remnant will feel less of a requirement
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