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Where is the locker map consistency? Help dredge out

There are many maps where there are few lockers and not evenly spread out. With a killer that has a power that is all about lockers, I'm surprised to see still how bad the locker consistency is across all maps.

I like dredge, I would love to play him more. But it seems to be more about what map you get with him rather than your skill, with maps lacking in lockers or locker spread, it's almost impossible to do well as him. I either just have to deal with not doing well, hope rng is on my side, or I have to bring a map offering.

Please revisit maps and make sure there is a decent amount of lockers and that they are evenly spread throughout the map.

Comments

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Locker passes should only happen if the killer is specifically Dredge, Huntress, or Trickster.

    We don’t need to buff survivors against every other killer in the game, by forcing all killers to deal with more reliable lockers.

  • BooperDooper
    BooperDooper Member Posts: 283

    Yeah I just care more about it for killers, not so much survivors, they're fine.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    If a locker pass is done, and lockers are made more reliable for every single game, then you’re buffing survivors overall, because the majority of the games aren’t with the three killers that want reliable lockers.

  • Seraphor
    Seraphor Member Posts: 9,436

    There's no reason why locker placement shouldn't be comparable between maps though.

    Why is Swamp so short of lockers? It's already relatively killer sided outside of Dredge anyway, it wouldn't hurt to add a couple more lockers in strategic locations.

    Even on Coldwind which isn't killer sided, as long as the extra lockers aren't added to existing strong loops, then they're not really buffing survivors.

    Lockers I find are generally not used much by survivors anyway. Outside of Head On or Flashbang, they can be as much of a risk as a benefit. So place them outside of loops to avoid buffing Head On, and there's no reason why lockers shouldn't be equally available for the likes of Flashbang/Inner Healing.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,833

    It would be very annoying if players had to remember specific locker locations as/against certain killers that don’t appear when playing as/against others. They have already added more lockers to some maps around the time Dredge released and it wasn’t a big deal for other killers. I highly doubt it would be a big deal if it was done on other maps as well.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Survivors that like to excessively hide, want lockers to always be available, so they can use them to dodge killer tracking perks. They also want reliable lockers to easy mode hide from the killer, because some uninjured survivors are extremely difficult to hear in lockers, even if the killer is right next to the locker, and there isn’t any chase music.

    And yes, lockers being more reliable is a buff for survivors, even if they aren’t in a chase. Excessively hiding survivors is a major game problem, and we don’t need to make it any worse than it currently is.

  • Seraphor
    Seraphor Member Posts: 9,436
    edited November 2023

    But why should lockers be more reliable, for survivors or Dredge/Huntress/Trickster, on a map like Midwich or MacMillan, but not for Swamp?

    Why the imbalance between locker placement on these maps, for either side?

    Are there too many lockers on MacMillan? Is that what you're saying? Is a map that's good for Dredge an indication that it's also too survivor-sided due to having more lockers than necessary?

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    I’m saying that a locker pass would make every part of every map contain lockers, and that would be a large nerf for the vast majority of killers. It's better for the game, that some maps have imbalanced lockers, because of the survivors that like to excessively hide.

    The actual best solution would be having special "half lockers", that survivors can't fit in, but Dredge/Huntress/Trickster can interact with for their powers. And if maps lacked lockers in some parts of some maps, then BHVR could throw the half lockers there, to help out the 3 killers that want lockers, without needing to nerf every other killer in the game.

  • LuckyJewel
    LuckyJewel Member Posts: 141

    In my opinion, i see that lary's memorial is the worst map for dreage, lockers are not to much + there's no good place to teleport between generator nearby. Its the most unbalanced map for dreage :(

  • HolyDarky
    HolyDarky Member Posts: 1,374

    True. Some maps have really, really, really bad locker placements and it is so sad that out six years anniversary killer suffers so hard. To be fair the devs try to give maps more lockers like coldwind farmhave now more lockers but overall many maps have no good lockers. In addition, these maps not only need more lockers but also good locker placements. This feels sometimes so painful when you have a killer with mobility but you cannot use this mobility to get asap to the other side of the map. I really hope they will work on this to improve maps with more lockers. This would also help Trickster and Huntress but also survivors.

    One first and relative easy buff could be to use the TV (from Onryo) and Controlstation (from Xenomorph) placements and on these placeses there will be spawn lockers when you play Dredge. This would make sure that he can teleport to generators. They could spawn a little bit more far away from lockers for a better reaction time on survivors.


    However, Dredge needs way more love. Haddie's Calender should be basekit, he is still way too loud (what's the point of a stealth killer which survivors can hear 20meter away from them??) ect. But this is different story.

  • BooperDooper
    BooperDooper Member Posts: 283

    Yeah, lary's is definitely tough with bad locker placement ad you get further from the centre of the map. Swamp, coldwind, upstairs of the game are especially bad ones as well in my experience.

  • myersgoestochurch
    myersgoestochurch Member Posts: 169

    Hiding is a valid strat, actually encouraged by the Devs ;)

  • BooperDooper
    BooperDooper Member Posts: 283

    That's definitely an interesting idea! I'd take anything to help out, whether it's an interactable locker for some killers or certain killers spawn more lockers or a map locker pass. They definitely need something for poor dredge especially.

  • myersgoestochurch
    myersgoestochurch Member Posts: 169

    Says who? You? Lol. It's not a problem whatsoever, it's a valid strat just like I said.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Why did you create a post about exit gate placement? lol. It’s not a problem whatsoever, it’s valid.

  • suicidaldredge
    suicidaldredge Member Posts: 1
    edited October 23

    Im here in 2025. Cant believe i wasted points on the character and money on a skin just to get time penalties from rage quitting every lockerless map. Its absolutely pointless to play this character more than half the time. Also i prestiged him almost twice now and no midwich offerings? Really? The only map hes worth playing on and i cant even waste an offering for an extra like 2% chance to go somewhere worthwhile. How have yall not fixed this or gave him locker props? This is such an easy fix that it feels like a huge middle finger for it to still be a problem. Idk if im gonna find a new main or just stop playing tbh. Really disappointing especially when matchmaking is as insane as it is. Total noob against p100 survivor team with comms and a useless ability? Totally fair.

  • Elan
    Elan Member Posts: 1,402

    Pls, give Dredge proper buff:

    Power:

    → Holding remnant movespeed 4.2m/s (was 3.9m/s)

    → Teleport during daytime movespeed 25m/s (was 19m/s)

    → Nightfall teleport movespeed 50m/s (was 38m/s)

    → Initial charge time 5s (was 10s) - this means how long it takes to use power at the start of the trial, giving dredge better early mobility

    → Cooldown during daytime 6s (was 10s)

    → Cooldown during nightfall 2s (was 4s)

    → teleport around hooked survivor restriction 24m (was 12m)

    → Exit locked locker duration 2s (was 2.25s)

    → Lockers are unlocked and cannot be locked during nightfall (new)

    → Warning sound threshold removed (this means that survivors won't get feedback that Dredge is hiding inside locker)

    → Nightfall activation charges 200 (was 300)

    → Automatic charge rate 0.5ch (was 0.25ch)

    → Hiding inside locker gives no charges (was 6)

    → Injuring survivor with basic attack gives 30 charges (was 20)

    → Hooking survivor grants 50 charges (was 20)

    → Teleporting back to remntant grants 5 charges (was 6)

    → Nightfall duration 70s (was 60s)

    Add ons:

    → Wooden plank: Added charges to the nightfall when hooking survivor to 40 charges (was 25)

    → Burn letters: Added charges when injuring survivors to 20 charges (was 25)

    → Fallen shingle: Increase charges added when using reign of darkness to 30 ch (was 15)

    → Haddie's calendar: Every locked locker within 12m of your destination will be automatically unlocked (rework due to exit locker base buff)

    → Broken Doll: Increase nightfall charges by 15ch (was 20ch)

    → Iridescent Wooden Plank: Survivors are revealed for 6s each 30s during Nightfall (new)

    → Sacrificial Ward: Hits caused within 3s after teleporting back into Remnant will trigger Nightfall for 30s (decrease base Nightfall duration to 50s)

  • Elan
    Elan Member Posts: 1,402

    With Dredge a lot of lockers were added. I think that people focus too much on his mobility rather than his true weaknesses.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,787

    If survivors are excessively hiding they aren't doing gens, if the match is boring there is an abandon feature if no gens are being done?

    I don't see how having lockers for both sides is an issue?