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Locker Algorithm Needs To Change When Playing As Dredge

RealRuin
RealRuin Member Posts: 15

Swamp maps and farm maps completely take away his main power. Haddonfield is also a joke. There's not much you can do when the closest locker is in a different time zone than a gen survivors are working on.

Fractured cowshed is an instant loss with somewhat competent survivors. I have seen some debate about which is the worst, this has to be it. I have gotten steamrolled every time this map comes up. I am curious if anyone else has had this experience. I think this map screws him over more than any other map for any other killer. It really seems like they just slapped lockers on the cow loop and called it a day.

Using your power always results in a net loss, not even taking into account if a locker is locked or not. The barn spawns lockers facing away from the gen on the other side of the wall. A lot of loops don't spawn lockers. Lockers are no where near most gens. Other maps at least offer some moments where I can use the locker in some way. Fractured cowshed only offers pain and despair.

Comments

  • TeleportingTurkey
    TeleportingTurkey Member Posts: 589

    they also need to get rid of the "priority" algorithm (If you TP to a cluster of lockers, you are forced into the locked locker if there's any or in the locker which is being interacted by the survivor).

    I think it's plain unfair to the Dredge, because it completely negates the "locks work only once" thing by allowing survivors to maximise the efficiency of cluster lockers by locking only one instead of all of them.

    I believe if survivors want to increase efficiency of locking lockers, they should play a guessing game, just like Dredge and guess which locker is Dredge going to choose and lock it or lock them all if they want guarantee in delaying Dredge's attack.

    It's just cheap that survivors can delay Dredge multiple times in the same location because of that priority mechanic and the fact this mechanic "kinda" benefits Dredge in those rare occasions when he is lucky to TP to lockers when survivors are interacting with them is not helping.

  • DY86
    DY86 Member Posts: 570

    Come again? U had problems with dredge on haddonfield? How? Almost every gen is inside a house or right in front of one. I haven’t played much Dredge, but all my matches in haddonfield ended positively.

    fractured cowshed may be the worst thats true, some gens are right in the middle of the corn with no lockers close, survs with spine chill can see u coming from miles.

    But I love swamp bro. All the loops in open areas give a lot of remnant play, the sinked ship is great for locker play, so is the shack. idk about net loss tho, but never been a problem not on my pc nor on xbox series.

  • Chewy102
    Chewy102 Member Posts: 613

    Wouldn't say most. Some gens legit have a locker within inches, but there are several gens outside that are miles away from a locker. Roughly a 50/50 of too damned close and too damned far.

    Much better than several other maps though I'll say where there isn't a single good locker placement around any gens but maybe shack.

  • RealRuin
    RealRuin Member Posts: 15

    Maybe I have gotten bad rng on Haddonfield. My experience has been: when survivors are doing gens outside of the buildings you can't use your power. When gens are done and you need to teleport to check on one of the exits, you can't because all of the lockers are in the buildings.


    As for the net loss statement I was specifically talking about Fractured cowshed and I was speaking in terms of "net loss" in chase. Meaning using your power always seems to make you lose distance. Sorry for the confusion.

  • DY86
    DY86 Member Posts: 570

    Oh ok, but Haddonfield is awesome for the dredge, maybe u got some ######### rng. About the teleport tho, were there by any chance any survs hooked close when u tried to tp? Cause u cant tp near a hooked surv.

    I understand about fractured, I get that same problem sometimes in Coal Tower w/ nurse. There has been a lot of reports on Rubberbanding since the latest update. Maybe its a shared issue of some kind