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Some Love for Dredge please.

With the release of Alien and the newest Sadako changes it's clear that Dredge could benefit from some buffs. After playing Dredge since chapter release the most clear issues that could use adjustments are Locks and Nightfall. Locks should be broken either at a much quicker rate or simply be removed from the game. Many Dredge players feel forced to use Haddie's Calendar just to deal with the immense slowdown of locks and with Alien now being released having an entire underground system that they are free to roam and exit at quick speeds one can't help but feel its a bit unfair on Dredge players. Locker placement is already extremely bad on many maps, especially the maps that have come after the release of the Dredge. So the slowdown from locks is simply such an unnecessary pain. And then for Nightfall one very clear issue is the amount of noise you generate during nightfall despite it encouraging some stealth. It would be great to see the noise of the Dredge lowered during the nightfall as even if you don't see them you can very much hear them floating around sounding like a bowl of wet pasta. It might also be good to look into the generation of nightfall as it is pretty common knowledge that Malthinker Skull is the most popular add-on for the Dredge and clearly for a reason. Many seem to agree that the generation of nightfall is simply too slow without the add-on so perhaps giving Dredge an extra 10-15% more generation at a base while reworking the add-on would be a healthy QOL change.

Comments

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,015

    The locked locker exit time should be reduced from 3 to 2.5 and Haddie’s Calendar’s effect should be reduced from -1 to -0.5. That alone would make Dredge feel a lot better to play. I also agree about reducing the noise level especially for Nightfall and better locker placements/adding more lockers on certain maps would help too.

    As for Malthinker’s Skull, it’s just straight up busted. It is far better than every other addon that gives extra progress towards Nightfall (and while some of those weaker ones need buffs, Malthinker’s would still be better than those even if they were buffed) and does need a nerf. I don’t think any basekit compensation is needed for that, I feel like the basekit rate is fine especially since going into a locker/teleporting to a locker builds up Nightfall very quickly. If they want to make Nightfall less reliant on that, they could slightly reduce Nightfall buildup from being in/teleporting to a locker and increase it in other areas.

    I’m saying all of this as someone who plays Dredge a lot btw, they’ve been one of my favorite killers since release.

  • Emeal
    Emeal Member Posts: 5,295
    edited September 2023

    Some more locker coverage on maps would be great,

    if bHVR dont feel like they can put lockers everywhere perhaps bushes and cars can be used as Lockers-

  • Crowman
    Crowman Member Posts: 9,569

    Swamp is certainly the biggest offender for this, but at least Swamp is the last map that hasn't gotten a rework so hopefully it'll get more lockers.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,015

    It is. I'll compare it to every other Nightfall-increasing addon. I actually did some extensive testing of this just the other day.

    Wooden Plank: Extra 5 charges added for hooking a survivor. (+25% of 20)

    Burnt Letters: Extra 5 charges added for hitting a healthy survivor. (+25% of 20)

    Fallen Shingle: Extra 0.9 charges added per second while in a locker or teleporting to a locker. (+15% of the normal 6 charges per second added. The 15% only applies to this number, it does not apply to the other values.)

    Malthinker's Skull: Extra 0.5 charges added per second for every survivor in the injured state. (+66% of the normal 0.75 charges per second added per injured survivor. The 66% only applies to this number, it does not apply to the other values.) This stacks for each survivor in the injured state, so it'd be an extra 0.5 for one, 1 for two, 1.5 for three, or 2 for all four. Note that only injured state counts - survivors in the dying state or on the hook do not count.

    This means, after 10 seconds with Malthinker's and one injured survivor, you've gotten the extra 5 charges that Burnt Letters would've given you for injuring that survivor, except then it keeps working indefinitely and giving you more value. I do believe that Wooden Plank and Burnt Letters are pretty weak addons and should be buffed, however, Malthinker's would still be better than those addons unless they were buffed to some ridiculous value. It has too much power for a yellow addon.

  • BubbaDredge
    BubbaDredge Member Posts: 815

    I thought this would be a thread where we all get together to share our love of Dredge, coz I love Dredge.

    If you want more Nightfall, spend more time in lockers. You shouldn't be patrolling on foot unless it's Nightfall or you have some deadzone to check. Otherwise, as soon as your teleport is ready, you should be using it again. Nightfall comes whether you're teleporting or not, you can chill out and let it build and maybe get a grab.

    Locks mess you up in chase, so find them while patrolling and break them. Teleport specifically to find and break them, that's a great way to clear them out while building Nightfall.

    I often bring caffeine pills, then I can see which lockers are locked and use that to track survivor activity. Also great for snagging survivors while they're on a locking-spree, just see where the yellow lockers are leading and be in the next one.

    Keeping people wounded should be your priority. Wounding and hooking cause jumps in Nightfall, being in lockers causes a steady passive growth, but wounded survivors that stay wounded are the gift that keeps giving. With other killers I want that quick hook, but with Dredge I'd rather wound everyone and then go after the ones that heal up. The ones that don't are feeding me while they work the gen. If everyone heals, hit them everytime they touch a gen.

    If you're doing this, Malthinker's isn't necessary, it will be just usually be about to happen. You can cover any map relatively quickly, even if you have to run to check a gen in an area with no lockers. Make them go to that gen and hit them there, or let them have it and end it's usefulness. The Dredge can really control a map even if areas are dead.

    Jumping out of car trunks would be awesome.

    Dredge Rules

  • HolyDarky
    HolyDarky Member Posts: 844

    I agree: Dredge needs some buffs and tweaks but also a slightly rework

    Basekit:

    • In my opinion the Add-on "Haddies Calendar" should become basekit because this Add-on feels so necessary on Dredge since locked Lockers slows you down so hard.
    • Make the Dredge quiter. You cannot make any mindgames because survivors can easily track you due to its loud noises. Its loud noices also makes the undetectable status during nightfall so useless because survivors hear you from a mile.
    • The Dredge should also get points for nightfall when he downs a survivor - i mean - why does he get points for injuring and hooking survivors but not for downing? This is such an akward choice that makes no sense.
    • The Darkness of nightfall should get a slighty buff for survivors because according to some friends and other players nightfall is so disgusting on console/TV (PS4/5, XBOX, and Switch) - I play on PC and on PC it's fine.
    • In my opinion the cooldown for teleporting to the Remnant should be a little bit shorter than 12 seconds during daytime.10 seconds would be fine.

    Locker Placement:

    Firstly, I have to appreciate that the developers improved the locker placement on many maps like the Coldwind Farms have now a better locker placement - still not perfect but better. Garden Of Joy has also now more lockers. This is really nice and I am happy the developers care about this gameplay element. However, the locker placement is still not perfect on various maps such as Badham, Haddonfield, Red Forest, and the labyrinth gym that can spawn on Ormond and Yamaoka Maps. A better locker placement would also help Huntress and Trickster but also survivors since they have some lockerdepented perks such as "Built To Last", "Head On", "Inner Healing" ect.

    Add-ons:

    • Burnt Letters should be buffed because currently there are little reasons to use it over Malthinker's Skull.
    • Malthinker's Skull should become a purple Add-on because this Add-on is so great to get nightfall fast.
    • "Destroyed Pillow" is also such a useless Add-on because the duration during nightfall is fast enough and there are little reasons to reduce the cooldown even more.
    • Tilling Blade should get a rework: Remove the Blindness effect and the 60 second duration and make it a little Sloppy-Add-on. Otherwise this Add-on is so useless because Blindness is not very strong and since Dredge is a pure M1-Killer it can run the Sloppyperk anyway.
    • "Sacrificial Knife" and "Iridecent Wooden Plank" should get a rework: Exposed-Add-ons are either useless or unhealthy and the Iridecent Wooden Plank is a useless one. Sacrifical Knife is just too unreliable and gives little reasons to use it over more reliable Add-ons.
  • Feneroe
    Feneroe Member Posts: 279

    The biggest problem with Dredge is the huge dead zones of lockers on a lot of maps. This should be fixed.