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Is the Dredge locker priority intended?
Why does the game force you to teleport to a locked locker? It effectively makes it so that survivors can lock a set of lockers twice, robbing you of your power. It's really dumb that in a set of two lockers you are forced to go to the one survivors want you to go. Why not fixing the teleports so you can decide which one to go to, and then if it's locked, you still have to spend a few extra seconds moving one over. It's super simple. Hell, you could even make it random, so in a set of two lockers if one of them is locked, you have a 50/50 chance of teleporting to either one. Even that would be better than the current priority. At least that way survivors still need to be alert, and they still get a sound notification when you teleport so it's not even unfair for them.
I really hope someone takes a look at this and they fix this bug, or if it's intended, at least do something about it. Survivors should not decide when you get to use your power.
Comments
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When there are 2 lockers side by side, this is how the game currently prioritizes them:
- The locker with a survivor in it
- The locked locker
- The locker the Dredge chose
If they remove locker priorities, that should include prioritizing a locker that the survivor is hiding in if it's next to the locker that the Dredge chose.
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This is intended. Locks are limitted resourcess, and managing it is survivors responsibility. Other on that. If Dredge would teleport to random, or non-locked locker, then what is the point of double lockers and breaking locks in the first place?
Imagine locking only one locker. Dredge is teleporting to oppened one so surv have to lock both, no brain power in countering killer power.
Imagine locking both lockers. Dredge broke from closed locker, and have no reason to destroy second one since it will never use it. Resource is wasted from the beggining.
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You are saying that like it is alright to artificially force you to eat a counter so survivors have more of them at their disposition. Also, locking just one locker because the game forces the killer to eat the counter uses the exact same brain power as just locking both, but you are allowed to do it two times.
Seems fair. I don't even know why there is a priority system for this to begin with.
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- Not "More". Survivors have counters, and have to use them properly, otherwise killer can just remove it. Its up to survivors.
- No, If you lock both, then killer may just breake second one, and you stay without protection. If you lock only first one, then after using it by the Dredge, you can lock second one. Without this mechanic, this second one would means nothing.
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... so, you are justifying it with "Survivors would have one less counter when two lockers are side by side", as when one of the two lockers would have it's lock broken, there is no point in teleport to the second one!
So yes, "more". And come on, using them properly is as hard as just locking it, it's not like there is much thought or muscle memory skill behind this "counter".
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Yeah it’s intended. The current priority system is fine imo, but I think the time to exit a locked locker should be reduced from 3s to 2.5s (and then nerf Haddie’s Calendar addon from 1s to 0.5s). Basically make half of the addon basekit as locks feel a little too punishing right now.
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They are very limited and one time use resources , So destroying both locks would be a huge waste
The killer also has an add-Ons that interacts with locks
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Either i dont understand You or You dont understand me, because Your answer looks like You didnt payed attention to what You read.
If its my fault then i'm sorry i cant explain it better.
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Well, counters to killers power that doesn't have any drawback for survivors or benefit for the killer should be limited and one time use resources to begin with. Want to know why? Look at the Singularity.
But the point is that I'm forced to get countered not even in my main power, and that without taking in count that the priority system completely removes any 50/50 mindgame possible from it, like the other non-locked locker maybe containing a survivor hiding or the next time I teleport to that locker that I thought was open they locked it.
I don't know, why give me the chance to even chose where I want to teleport if the game is going to force me to do it in the one that less favors me, as I'm going to assume that knowing this nobody is going to hide in the unlocked one. I still don't understand why is this a thing.
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Let's put that I teleport to a double locker, and I does it in the one that is locked. Now, I know that locker don't have a lock anymore, so there is no point in teleporting to the other one unless I want to try to catch a survivor that is trying to hide there as he expects me to always teleport to the one without a lock. That's how I think it should work.
Now, if I don't misunderstood anything, how it works right now is that it doesn't matter what of the two lockers is locked, and doesn't matters if I choose to teleport to the unlocked one, the game would force me to always teleport to the one locked. Which means, if I teleport there a second time and the survivors have locked the other one, I would again teleport to the one locked instead of doing it to the one without a lock anymore. And I think it should not work this way, for the reasons I already mentioned.
Yet again, I didn't play with the Dredge yet, so I'm just trying to follow what is being said here.
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You do realize that there's still pallets and windows right? If you're repairing near a pallet or a window, you shouldn't have to be locking lockers to begin with. Double lockers existed before the Dredge and you only know a locker is locked until you are already teleporting to it for the first time. In any case the Dredge shouldn't be able to see locked lockers when teleporting ever and that'd solve the issue you're describing very easily unless you're a 3000IQ genius who can remember every single locker you've teleported to during a game.
Yes, that's how it works. The game forces you to teleport to the locked locker which means survivors can deny you of your power twice at the same spot.
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During nightfall dredge can teleport/exit lockers so quickly, that you will not make it to closest window - providing locker is not locked. It's free hit most of the time.
Like dredge could use a slight buff, but it shouldn't be anything about lockers. If he get his nightfall a little quicker (so it's more often on), his mobility and lethality would be increased enough for him to be a menace.
Also - you can have a tripple locker in some rare occasions. In these rare spots - you can get denied 3x from same locker (example being RPD's unicorn room next to library, but mother's dwelling locker-gym has that too)
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First of all, Dredge is not seeing which locker is locked and which is not unless it equiped special addon.
Second is that thae fact those doubles lockers existed before the Dredge is actually argument for (not against) Dredge teleporting to locked one.
Idk how easier this can be explained. Im really sorry i couldnt provide You simplest explanation. Only thing that i can say is that You should try to read my posts most closely since argument "double lockers existed before" correlate with my explanation, which means that a little more effort would makes You understand.
If there is double locker, then Dredge have no controll over which one it will teleport to. Mostly its random except few cases:
- If surv is hiding in a locker, Dredge will teleport to survivor and grab them. (If surv is trying to lock the locker while Dredge is teleporting, they instead will be grabbed into the locker and taken with Dredge).
- If there is locked locker, Dredge will teleport to locked one.
And the thing is that if Dredge would instead teleport to unlocked one (what this topic is about), then locking one locker would be totally pointless along with Dredge decision if to breake the lock.
Imagine it teleporting to unlocked locker in case of double lockers. Then if surv would lock only one locker, Dredge will teleport to unlocked one, and act of locking would be pointless.
Imagine surv locked both, Dredge broke lock while exiting locker, and now we have one locked and one unlocked locker. In current system, Dredge can decide if to breake another locker thus removing only protection that reckless survivor had, or to start chase risking delay after another teleport to this double locker. In proposed scenario, locking both lockers is the only thing surv can do, but Dredge have no reason to destroy second lock since it will never teleport to locked locker.
Post edited by Archael on1 -
Exactly, survivors should have to lock both lockers. It's really not that complicated. You are not shown the lockers that are locked so it's not like you'll be able to remember every single pair of lockers where the other one is still locked so there's still a chance that you may teleport to the locked one again. Also, breaking a lock immediately after leaving a locker would still waste time which is in favor of survivors. If you're in a chase, you don't have time to immediately break a lock and if you do, the survivor gets free distance. It's literally still a win for survivors.
Locking a locker is just like dropping a pallet. You wouldn't argue that you should be able to drop the same pallet twice or a strong breakable wall should magically respawn but somehow justify bad design just because survivors can take advantage of it? All you need to do in this scenario is not be an idiot with your resources. If you're repairing next to a pallet why would you even lock the locker next to you. The optimal way to lock lockers has always been after the pallet nearby has been used. Locking a set of lockers is strong enough as it is against good survivors, unless you just want to repair for free.
Post edited by Flawless_ on1 -
And this is exactly why current mechanic of Dredge teleporting to locked locker is better than suggestion from this topic.
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