We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Portfolio of Dredge suggestions

kermit_snacc_choke
kermit_snacc_choke Member Posts: 303
edited September 2023 in Feedback and Suggestions

Main edit: I've seperated necessity buffs and optional buffs

Dredge rn is fun to go against, and to play as, but there could be a lot of things that could be done to lean him into being more tolerable to use.

Main Suggestions include:

- haddies calendar add on basekit (srsly playing without this feels like ur drunk exiting out the locked locker - at least make this basekit, or shave at least 0.5 seconds off the basekit locked locker exit and nerf the add on to compensate)

- tp cooldown adjustments (you get a flat big cooldown for whatever Action you do without your power - even exiting a locker that you manually walk into incurs the lengthy cooldown, adjust the cooldown length for: each tp token used; remnant tp: exiting the same locker after manually walking into it // if worried about camping hooks by walking into a locker beside it - just remove the benefit of walking into the supposedly barred lockers that are next to the hooked survivor //)

- ambient noise reduction (bro why does this guy naturally sounds like he's constantly on his last breath from 20m away, it's too loud, please reduce this, it reminds me of ghostfaces night shroud cacophony when he was nearby from his ptb)

- locker counts and distribution (there either a lot of dead zones near gen areas, not enough lockers or both)

Qol buffs/nice to have buffs:

- nightfall charge speeds buffs (rn it only goes faster for each survivor In the injured state, make it like thanatophobia so it accounts for dying states, and being hooked too - so hooking and injuring isn't the main source - and if that turns out to be too much then account for the dying and hook states, but make it charge faster than normal but slower than the injured state benefit)

- increase tp speed (like the add on "boat key", increase the tp speed by a flat 25 percent or less if needed - OR - increase the tp speed for each token used, that way it won't be broken for tping to a locker next to a survivor during chase, and is better used for map traversal)

- reduce attack cooldown for successfully breaking a lock with a basic attack (nothing really more here, basic qol buff)

- let manually walking into a locker activate "darkness revealed" and "ultimate weapon" perks (why isn't this a thing? I don't want to have to run iron maiden for this) + speed up manual walk in locker animation

- nightfall: automatic blindness status effect (I can see how this would be annoying to deal with, but idk its just a thought)

That's all I can think of right now, but ill edit it to add more if I can think of anything

PLS devs buff this killer, I love going up against it as survivor, it would be nice seeing him more

Post edited by kermit_snacc_choke on

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,072

    I agree with ambient noise reduction. With how loud it currently is. He might as well have a lullaby in nightfall. The only aspect that I could think that needs improvement is his locker exits. he should exit lockers faster when using his teleport. It would improve his ability to ambush survivors in nightfall and cut survivors off at loops that have lockers that he can teleport on.

  • Steakdabait
    Steakdabait Member Posts: 1,293
    edited September 2023

    Other than the ambient noise when out of nightfall and nightfall itself, he's pretty fine as is

    Nightfall should be changed to be more kinda walls of darkness that prevents vision pass X meters instead of just actually making it hard to play the game with how dark it makes it

  • kermit_snacc_choke
    kermit_snacc_choke Member Posts: 303
    edited September 2023

    Idk tbh, there's a lot qol buffs he could use. Exiting a locked locker without calender add on is very jarring, especially within nightfall too.

    And some maps are hit and miss with its locker counts. Like I don't want the maps to be filled with lockers, but I also don't want to be able to count all the lockers on the map quickly when highlighted from my power, and/or discover dead zones of lockers within a couple gen areas

    The tp cooldown outside of nightfall as well is a bit lengthy.

    Imo there's a lot of add ons in his kit that could be base kit, but my main gripes are his locked locker exiting, ambient noise, and locker counts and distribution and tp cooldown

  • CrimsonMothKing
    CrimsonMothKing Member Posts: 437

    I play Dredge a lot, and I agree with most of these. Especially 'Enter Locker' counts as 'Search Locker'.

    If they add the Blindness in Nightfall, one change I would like to see is the Ambient Noise in Nightfall become more of a Lullaby. It would make it so that Solo survivors have a better time during Nightfall, and it would make it so that the 'screams' make you feel more uneasy, because you know that the Dredge is nearby.

  • mca240
    mca240 Member Posts: 456

    My main problem playing Dredge is you teleporting to the locked locker by default. Survivors can basically lock a set of lockers twice. Either they have to lock both locks or Dredge teleports to the unlocked locker. That’s the way it should be.

    When putting down a remnant he should not move slower, but at normal speed. Also, the screen shouldn’t go darker.

    These are my main suggested buffs for Dredge.

  • Imo I think the priority system is fine as it is, besides if the survivors lock all lockers in a grouped area, you can just break out of one of them and smack them all away

    I agree with the the gloaming movement speed changes and darkness reduction, never understood why that was a thing

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,005

    I agree with some of these ideas but not all of them.

    The big one for me is making half of Haddie’s Calendar basekit, this I 100% agree with, reduce the base time for locked locker exit to 2.5s and nerf the addon to -0.5s. I also agree that his ambient sounds should be reduced just a little.

    I do not think he needs buffs to his cooldown, teleport speed, or nightfall charge speed though.

    More lockers on certain maps would definitely be nice, there are too few lockers on some maps or sometimes none of them are near generators which provides a significant disadvantage all up to RNG.