Dredge auto tping to locked lockers
Dredge really should have the choice of choosing which locker to teleport too if it's 2 lockers next to each other. The fact survivors can get essentially 2 effects of the locked locker because if you lock one of them, dredge will be forced into the locked one and can't choose between the two. It's just weird. What is the point of slowing a killer down this much that already has probably the slowest TP in the game.
Dredge is super fun tho, other than the fact his anti loop is hilariously bad and the double locker situation.
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It's decent counter to his power though, as it allows double lockers to effectively be locked twice.
I wouldn't mind though, if you had the ability to teleport to a locker that's right next to yours. You'd still use up a charge by TPing to the locked locker initially, but if you haven't used all 3, you can then swap to the one next to you on the off-chance that one is still unlocked. It still slows you down a little, but not quite as much, and it retains the lock, so it's a fairly neutral change.
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But then I have to ask. What is the need of needing a counter that strong when locks are already strong. Why force the dredge into a locked locker as if this character isn't already practically forced into running the "escape lockers 1 second faster" addon because of how strong locking lockers is.
The killer is too mid tier to be needing to force him into locked lockers.
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I mean Dredge is already a decently-strong killer even with that. Doesn't need a buff in my eyes.
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It takes 2 extra seconds to break out of a locked locker. It's really not that big of an issue, but it helps slow the killer down slightly.
The Dredge is a pretty strong killer. I've yet to lose a game with him unless I'm purposefully giving away escapes. And I'm not a top-tier killer.
I've noticed a lot of Dredge players who have struggled, are simply not using the power well enough. They don't even bother using it in a chase because they think it's not good enough, but I get tons of success jumping ahead to cut survivors off. It doesn't need to be right on top of them, it just needs to push them to another area of the map where they're less safe, or to close some of the distance.
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and in those 2 extra seconds the survivors have already won the championship in running, probably reached half of the map
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Of all the killers that can deal with that, Dredge is one of them. He's not an M1 killer, he's a mobility killer. He's up there with Blight, Billy, Spirit, etc. He's significantly better than Freddy and Sadako, and even slightly better than Demo.
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It's 3 seconds not 2 unless you use an addon to decrease a second. Additionally, I disagree that 2-3 seconds is "really not that big of an issue". It's half of a DS stun and most people would say a 5 second headstart on a killer can literally be what turns the game around. Dredge regularly stunning himself for so long automatically is awful. If survivors had to make the choice of whether to lock both or risk getting 0-1 stuns max potentially it would be a lot more interesting in my opinion.
Right now there is no locker lock choices going on because the game literally plays it for you. All you need to do is lock each single locker you see and lock 1 of every double. Grats, you just completely shut down the dredge's TP ability in chase unless the dredge wastes 10+ seconds at any given locker concentrated area to break locks and EVEN if you invest that time a survivor can just come and lock the other single locker in the set and you will STILL get stunned.
In another twist of ######### design it also takes a ridiculously short amount of time to lock a locker so there's no reason to not do what I just described.
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I don't know what to tell you.
I've been playing nothing but Dredge since he came out.
I've got a 90%+ kill rate with him.
I've never had a problem breaking out of locked lockers. It's a minor inconvenience.
The fact that you can so easily catch survivors out and cut them off far outweighs the 2-3 second stun from a locked locker. It's nothing like a DS stun or a pallet stun, those have the survivor automatically running away from you. Cutting survivors off usually catches them off guard and you still end up with a lead on them.
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i agree he is better but still when the game forces u to tp into that locked locker every time i tends to get boring and just frustrating
he can become an actual nightmare during nightfall since his tp speed is massive and i think the can break the lockers faster as well
and honestly sadako is just sad, i main her....don't ask, i literally need to have the sweatiest build and tryhard every time i play, then outplay someone and die inside because they have dead hard
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It takes 2 seconds to get out of a locked locker, you can break them while walking the map, the Survivor has to get to the locker and lock it (yes, locking takes 0,5 seconds but going to the locker and then going back to a gen takes a bit more) and they can only be locked once per trial, thats not what I call a strong counter to a power.
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If 2 extra seconds doesn't matter, how about removing locks altogether because cluttering game is something doesn't matter is not great.
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Because it's still slow down, and if the Dredge is playing poorly, it can make the difference between a Dredge TPing directly behind you and giving you no chance to move out of the way.
Repairing a shack gen for example. No lock = instant hit or even a grab. Lock = time to vault the window.
The difference is, the Dredge is still a good enough killer to be able to cope with that scenario, drive the survivor away from the shack, or even re-TP back into the shack during the looping phase to the now broken locker and complete the chase. Or, use gloaming to cut off the loop.
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Report it as a bug it seems like one.
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Never said he's weak but no one uses it in chase because if a survivor is looking behind them while running (like any half decent survivor) they watch you tp to a locker in front of them and they simply W the opposite direction and it can cause you to lose even more distance. The issue with his power in chase is also the fact that it's too slow. Outside of lockers within like 10 feet of the dredge the teleport is just too slow and gives survivors so much time to react and simply go the opposite way.
Also if you think 2 extra seconds is not that big of an issue that idk what to tell you other than you have no idea about the sense of time in this game because 2 extra seconds is 2 extra seconds of distance you need to now make up. Easily enough time for them to get to a strong loop and have you stuck in a chase for quite a while.
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Because killers need all the safety options turned on. They made a Mistake when they created Nurse, they won't allow any other killer to be that strong ever again.
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Ok well yea but that would make sense if any killer they released had a power that allowed them to go thru walls at will and casually chase down multiple survivors and completely ignore loops. Dredge most definitely does not have that.
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He doesn't because they've learned from that one mistake. Opressive killers will undoubtly kill the game. It's Nuse got changed, Spirit got Changed, Billy had heat mechanic added. It's easier to change killers than it is to adapt the game as a whole.
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He also prioritizes lockers interacted by a survivor before closed lockers.
It kinda balances out. If one goes, the other one should as well.
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The issue is that there is no time lost locking every locker on the map. Every game I play as Dredge (which is all the time) any locker I go to a minute in is locked, it's a LARGE slowdown considering every locker is now locked, I have to either teleport to each one to break it or go around breaking each one, locking needs to take longer, to make it actually a counter thats fair, otherwise my power sucks completely to use, after 1 minute in game.
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Would you prefer if survivors couldn't lock lockers but they nerfed his power so that TP's always took an extra second or two? Because that's what would happen.
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But why? His teleporting speed is ALREADY slow lmao. Pretty much forced to use boat key addon every game because if you don't your teleports are hilariously slow and it can cost you a whole gen by not getting to a place fast enough.
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Tbh it doesn't even looks like an intended feature, like there is no logic behind this...
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Totally agree. Dredge should have more pinpoint precision and that means both his auto target to survivors and auto target into locked lockers goes away. I do not like that the entire 'game' mentally of locking lockers and picking what locker to go to doesn't exist because both are optimized away from players
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I've genuinely never even captured someone inside of a locker before as dredge because as soon as people see it's a dredge, no one goes inside of lockers. So i've never had this happened to me so sure that can go because honestly it's so much rarer compared to the double locker strat which has happened in literally every single game of mine as dredge.
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Another problem with this already pretty weak (but fun) killer is that the selection of lockers is very annoying because there are so many highlighted lockers to choose. I've often misclicked because of this. extremely annoying. Also a lot of dead zones where no lockers are in a wide area. also very annoying. the 1 lock trick for double lockers is just as u guessed another annoying feature. but guess what the devs like to add a lot of annoyance to the game because of "balancing"reasons.
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Literally just did it back to back with the same Bill directly after he got unhooked. Didn't know he was getting in there, but he must have touched a locker as I was mid-teleport to one of the two.
So yeah, the fact that it prioritises interacted lockers has its pros and cons.
Once again, I haven't found this at all, and I never run Boat key.
Teleporting across the entire map is slow, teleporting 20-30 meters most definitely is notn and subsequent charges are faster than the first. You can kind of treat it like Nurse blinks. TP to one locker, use the killer instinct to locate a survivor, then hop to another locker close to them.
Also, If you're teleporting often enough, you're going to be breaking a lot of locks, which means fewer locked lockers later in the game.
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Killer instinct is only a thing in nightfall. That doesn't exist when outside of nightfall which is when the teleporting is slow. And I'm talking slow as in you can't use it in chase. You have to wait til nightfall to be able to use it in chase and even then it's not hard for the survivors to see you teleport and then just W key the opposite direction.
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