http://dbd.game/killswitch
How would you change The Dredge?
I think he is rare, on the weaker side Killer who needs some help. I think he is so cool and creepy killer but his power is hard againts decent Survivors.
I would love if locked lockers would not work or only half duration during nightfall. Add more lockers on some maps too (helps other killers too).
Comments
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Able to teleport to chests
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That‘s a good idea
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Lmao imagine Survivor doing a chest and then it becomes Mimic from Dark Souls.
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I honestly wasn't even aware dredge needs that much help.
As a dredge main, I win most of the matches I play.
He is not an S Tier killer thats for sure and I get that it is very hard to play against very good survivors but I would be carefull to not overbuff him.
Because the consequence of an overbuff in the history of dbd lead to the killer being nerfed to a weaker state then before the buff.
Dredge has the highest mobility (depending of lockers of course) among all killers. His ability to traverse the entire map including different levels in seconds is unparalled even the Ghoul cannot do it this quick.
However using his remnant effective can be tricky and the most effective thing against dredge is holding W which will cause long chases with good survivors.
In my opinion the best usage of its power is to surprise survivors, catching them offguard and try to chase them to an edge map loop (corner map tile is best). That way you can place down your remnant without the survivor being able to hold W and then it becomes a 50/50. With every second you see the survivor and hold the remnant the chances get higher you get the hit.
On the other hand survivor being able to destroy the remnant for free has always annoyed me.
In summary I think dredge is decent but maybe you could tweak some numbers. For example breaking a lock from insde the locker happens twice as fast during nightfall18 -
I mean I agree that the lockers should be looked at because you can't teleport on some maps in some places (it would also be good for trickster and huntress that sometimes have to run into the middle of the map to reload), but outside of that I don't ever feel weak with him, dredge was a killer I was always able to do something with. That being said I'm not a dredge-main, and I'm surely not playing on highest mmr with him, so I can only speak of my experience with him xD
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Apart from locker placements I think Dredge is in a good spot, they have mobility, anti loop, stealth; and some of the best skins in the game.
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Remove him. He's fundamentally flawed by taking bare minimum skill to play and encouraged to hit and run
Post edited by Rizzo on-46 -
One change I‘d like is that locked lockers reset to open after a generator gets completed. It is extremely frustrating having to break every lock when you teleport in endgame.
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sounds like someone lost to a hit and run dredge….
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wait this is actually kinda balanced and funny. Imagine getting grabbed off a chest
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sounds like someone can't make a good counter argument....
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the only buff he needs is to add more lockers to maps
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This 100%. If maps were more consistent in locker numbers and placement Dredge would be much better.
Dredge is also hurt by metas which enable rapid healing since Nightfall charges faster when Survivors are injured. The popularity of Resurgence, We’ll Make it et al is an indirect nerf to him, as is the prevalence of Syringes and really strong medkits.
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alright then following that same argument we should also remove: Legion and wraith and we should also punish holding W because that also requires low amount of skill….
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I agree with all 3 of those
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crawling out da chest would be funny coded
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Cut the attack recovery time for breaking locks by 50%, and change the Locker spawning logic to spawning one every 24 meters on the map if no other lockers are within that range.
Naturally this could lead to some "Odd" locker spawn locations, but its still far better than the current RNG, will leave less locker dead zones, and Make his power far less Map Dependent. Even better, this Spawning logic can be tied to Dredge directly, meaning that they don't have to change it for Every map, and all the time, Just for when someone starts a Match as Dredge. I mean, they already have killers like Trapper, Onryo, Xeno, and Pig who Have props tied to their kits that spawn in the map with them, Simply adding that to Dredge but for Lockers shouldn't be too hard. Probably also have to code it so they don't spawn within 6m of a Vault or door location so they don't completely block paths/routs for everyone.
As for the Destroying locks recovery time… Honestly, I always felt that it was really terrible of the devs to include a mechanic that forces the killer to attack it, but still punish them with the full missed attack recovery time. I'm not saying Half his overall missed attack recovery time, Simply Half it if he destroys a lock, that way the punishment isn't as frustrating to the player.
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Dredges biggest issue is extreme map dependency because of locker amounts and locker placements. That’s it. That’s the core of the problem. That’s why not many people play him. To fix him they need to add more lockers to maps, at least when he’s the killer anyway. Allowing him to teleport to chests would help some I guess, but I doubt it would be enough to fix the problem. Essentially between how far lockers are from gens on most maps and how much of a sound heads up the survivor gets from you teleporting they gain far too much distance pre running you. This causes him to just have way, way too many bad maps that already make you unlikely to win before the match even starts.
Other smaller grievances:
Boat Key and Haddies Calendar also still feel required for teleporting mid chase for cut offs. Being able to do this is what makes them fun and even with these addons it’s still not generally viable against good survivors. Even nightfall teleports are barely fast enough for this.The “lock only one locker and it always forces dredge to use that one” thing should’ve been gone ages ago.
Fix how bad his ultra rares are. This isn’t a numbers issue like some addons, their design is just bad. Make one that silences him entering and exiting lockers but it reduces his teleports by one.
Why does he light up like a Christmas tree during nightfall again? Kinda defeats the point.
Post edited by Blueberry on12 -
I’ve noticed a huge amount of people running healing perks lately. Well Make It and Resurgence are seeming super popular.
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If Dredge could place lockers like Freddy can dream pallets it would help since they're map dependent
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I'd ban him from Father Campbell's Chapel 😡
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Hit and run is a playstyle that in most circumstances is less effective than just focussing and tunnelling one Survivor out so I wouldn't discourage it, especially since it's not particularly strong right now anyway.
Dredge, while not requiring the same mechanical skill of, say, a Huntress, DOES require extensive map knowledge and understanding of the macro/win conditions of the Survivors you're facing, so you can reliably teleport to where they intend to go and cut them off. You also have to understand positioning and timing really well to get the benefit of the Remnant ability to anti-loop. Dredge isn't an overpowered Killer by any stretch of the imagination, though he can be a bit of a noobstomper during Nightfall because new Survivors struggle with Blindness and Undetectable Killers. You're the only person I've ever seen complain about the Dredge in such strong terms. Would you like to elaborate on why you dislike them so much?7 -
Well, it depends on how it is programmed, if adding additional lockers is a matter of a couple of clicks, then just add lockers, but if it is a big process that requires manually placing lockers on each map, then it is better to just give it +3-5% speed boost at night
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How does it follow that hit and run shouldn't be discouraged just because it's already weak? It should be weak, just as tunneling should be, because it's an uninteractive and unskillful strat, one that also disproportionately screws over solo players who can't consisntently find each other to get healed or have comms on the killer's location.
Most of what you're describing, map knowledge and macro skill, is just general killer knowledge that's not unique to the dredge and only made easier for him thanks to having a mobility power. The only things he has that could be argued as skill expression are remnant placement, which is really the bare minimum and has a very low skill floor, managing locks, which again is the bare minimum and don't fully prevent dredge from getting free hits, and nightfall which is mostly charged by keeping survivors injured without having to put effort into getting downs.
I don't think he's overpowered, but he's very easy to play and encouraged to play with even less effort thanks to the main source of charging nightfall. On top of this the vfx from nightfall serves to restrict survivor's info, forcing them into a potential guessing game without having to put in any effort yourself.
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Since Dredge is top 5 in kill rates except in high MMR they won't buff him in any way. I think he's in a pretty good spot they just need to add a few more lockers on some maps at least in Dredge games.
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Hit-and-run and tunnelling are arguably diametrically opposed strategies but you don't want either in the game. What do you want Killers to do if it's not acceptable to apply pressure evenly across the Survivor team or to apply it heavily to one Survivor, while being realistic that going for 8 hooks across 4 Survivors is not a feasible strategy in most trials? Moreover, it's far easier to counter hit-and-run than it is to fix tunnelling: bring a decent medkit, or some perk that lets you self-heal, or an aura perk that lets you find other Survivors more easily. There are plenty of good options for all of these but I never see Survivors bring these (whicever side I'm playing) because 90% of them all bring flashy chase perks instead of ones that might help their team survive.
Locker locks are, at least in principle, easy to deal with, but also easy for Survivors to apply. It's literally pressing a button in front of a locker. For Dredge it also breaks Bloodlust and removes momentum if they break locks from the outside, slowing you down if you're trying to chase a Survivor.
When Dredge charges his teleport, you can't see any of the map geometry you pass through, so you need to know where you're going to end up in relation to Survivor and tile positions, which is a skillset that's not unique to Dredge per se, but is peculiar to some (Freddy, Unknown and Dracula have similar mechanics). No Killer is totally unique in how they operate and what skills they require, otherwise learning more than one Killer would be insanely difficult.
I agree that Nightfall can be oppressive for new Survivors, and I wish they'd make some visual adjustments so it's not so bad on some monitors. But it's virtually a non-issue for experienced Survivors (or anyone who uses shaders).
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The best buff for Dredge would be to actually allow him to choose which locker to teleport to, instead of being forced to a nearby locked locker.
If there are two lockers next to each other, survivors should be required to lock both of them at the same time if they want to slow down this killer.
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I don't understand why it's always asked "what else is the killer supposed to do" as if the only possible strategies in the game are hit and running or tunneling/camping/slugging/3 genning, the answer is literally just chasing survivors. It's widely agreed upon that chase is the most fun part of the game (up until hit and run is brought up, oddly enough), and while it's not a viable strategy in most trials my point is that it should be.
And why should solo survivors have to bring an item or perk just to do what swfs can do without them? Especially when it's to counter a strategy the killer can do without having to sacrifice any part of their build, or effort for that matter.
Locks being easy for survivors to use doesn't make dredge take any more skill to play as, I'm not sure the purpose of bringing up that point.
Knowing the surroundings of where you're teleporting is hardly necessary, hardly difficult, and as you mention hardly unique. Sure no killer is totally unique, but there are plenty of killers that aren't identical either, and this singular point of the very slightest skill expression is basically identical to the other examples, and that wouldn't even be an issue if it wasn't also unnecessary and easy, but it is. It doesn't magically bring dredge's skill floor out from the gutter.
Just as it's a non issue for experienced Survivors, the lack of it would be a non issue for experienced Killers who don't rely on Survivors lack of knowledge to do well and instead their own skill. Something that serves the entire purpose of making the killer easier to play should be trivial for inexperienced Survivors to deal with as well, so it should just be removed entirely. My point stands that it serves no purpose other than taking advantage of Survivors' lack of info, and therefore getting results just because Survivors guess wrong, without having to put any effort in yourself.
-7 -
Make his acting out of tp more fluid, like peak Unknown's tp. I'm so tired of Dredge and Unknown and Hag losing out on hits because the game physically didn't let them swing, or in fact slowed them down, when their gameplay loop hinges on their teleports being instant.
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Dredge isn’t fundamentally flawed at all you can literally leave loops and they just have no power, in chase people use the teleport that is a relatively healthy 50/50 if you wanna fight it since if dredge ######### up they wasted alot of time and by that logic alot of hit and run killers should be removed
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While I agree that just downvoting and saying nothing isnt very useful (not a fan of the downvote system and I never use it)... I also just wanna point out that you haven't really said much of anything to justify/substantiate your claim...
"He is fundamentally flawed by taking bare minimum skill to play and be encouraged to hit and run"... skill is its own topic (I'm a believer that skill in DBD is more than just mechanical skill, macro skill, build construction and map knowledge are just as important skills in their own right), but you haven't qualified why hit and run is such a problem to be considered "fundamentally flawed".
Doesn't this also count for Legion? Wraith? Sadako? Are all these killers also fundamentally flawed since they too are taking bare minimum mechanical skill to play? Cause I can't realistically see a justification for gutting Dredge and not all of these killers as well if we follow this line of reasoning; and I think not many would agree these killers are in a position they should be gutted.
Not to mention numerous other killers have the mobility to also play hit and run effectively if they choose to. Blight, Nurse, Spirit, Wesker, Unknown, Ghoul, Freddy, etc, etc. These killers generally have higher lethality so tend to prefer to close out chases instead of play hit and run, but they are absolutely capable of doing so, and while some of them take more skill than Dredge, I'd argue that Spirit, Freddy, Ghoul or Unknown are not really any harder to play than Dredge... debatably easier.
So for any discussion to be meaningful you need to clarify your argument... because without a tangible point, this does sound a little "I don't like Dredge because he can hit and run... so nerf him pl0x", hence likely why you've been ratio'd.
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Not every killer needs to require a genius to play.
Also, hit and run is mostly a dead playstyle, so not sure how that's a problem.
I would understand if the argument was that it encourages brainlessly holding W, but making hit and run the base of your argument against him seems really shaky.
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Asking for a character to be removed will almost always result in getting backlash. There are people that like that character and will defend them. They have any right to do so.
I personally dont think that Dredge is that insanely easy to play, especially when you have Killers like Ghoul and Legion in the game. Using the tp effecitvely and maximizing nightfall efficiency is nto so easy to do on a higher level. His anti loop also requires some thinking if survivors chose to leave / disrupt the remnant.
Hit and run might not be the most fun playstyle, but doing it effectively is a lot more skillful than brute forcing pallets and catching up with *some killers* for a free hit. Or lets be more precise, getting a hit completely for free (Legion, Ghoul).
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I think there should be extra locker spawns around objectives when a Dredge is in the trial. There's a handful of maps that are a nightmare for Dredge to play on due to massive locker deadzones.
Have some lockers show up with the same kind of spawning rules as Sadako's TVs (or a similar prop), especially on maps with a small amount of lockers.
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This was always my thought, though my only hesitation is Dredge is pretty monstrous on maps like Midwich where he is locker heaven... I'd be a little concerned his great map traversal might be a little toooooo good with this change...
Maybe if they were remnants or special manifest lockers with their own cooldown, or the locks do not break and are always available?
That might be alright.
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I know this is a hot take, so don't come for me, but I'd get rid of or change the nightfall somehow. It's awful and it really hurts my eyes. I think his kit in being able to teleport to his remnant and to any locker on the map is already pretty good. I'd be happy if they were to do something else to compensate for the removal/change of nightfall i.e. maybe he could 'attach' himself to walls and move along them as a shadow, but he's second least favourite killer to go against losing only to Plague.
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I don't think Dredge is in any way weak as it is, but maps are the big issue. The best thing they could do to buff Dredge is just add more lockers to maps.
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Guys? This person has also stated in an earlier thread about possibly buffing Ghostface they think stealth Killers are "faceroll gameplay" because they "are too easy" when you have to actually be very good at macro to play as a stealth Killer, especially at higher levels. They aren't here to argue in good faith, they don't like any Killers, they have a track record of this. Ignore/block them and move on.
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Not a good idea, it just logically doesn't make sense because the lockers don't have power running through them. But then again a lot of things in this game logically don't make sense, but this also would also just be kind of annoying to deal with from a balance standpoint. It would mean that the Dredge wouldn't break as many locks because of their own kit & it would make macro play for survivors much worse, and not to mention kind of broken to just never keep any of your lock progress you've made to have a chance in chase.
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my baby boy dredge isn't weak but I wouldn't complain about a buff to my main
he has chase power for pallets and teleportation as well as stealth
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sigh…
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Love his teleport and night fall but his anti loop is soooo boring for both sides
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It moves with survivior speed while holding his ability. (4m/s)
So loops become very risky.
We got another artist that shutdown any loop if surviviors decide to loop.
Ability, cacel m1, if keep holding W survivior wont have much distance as before and you will catch em.
If Dredge teleports to double lockers and one locker is closed, when exiting, breaks both locks to prevent using 2nd time.
This will limit locks usage from double lockers, and help it in map pressure or chase for a bit.
Its is fine as It is, just not for everyone, and its ability need in some tweaks to make its trials smoother to play as.
Alternative, make remnant slowdown surviviors if they'll go through. (Exposed, or blind for a short duration, last is funny)2 -
- Dredge in the game should spawn more lockers by default, and even potentially have them in weird places to change things up.
- Breaking locks should be faster.
- Remove the thing that makes it so you auto teleport to the locked locker. If 2 are close together, a survivor should have to lock both of them.
From there i'd see how that goes and if he is still bad potentially increase his anti-loop potential by making him move a little faster when anti-looping and/or adjusting his teleport speed (the anti-loop one)
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i disagree with you on the faster breaking of locks and not teleporting to the locked lockers but adding more and in strange places would be fun
a lot of people lock both anyways
and you could just add an option to swap what locker you are in to the adjacent one if anything of course requiring a teleport charge
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Thats my point. Most people lock both, so its a change that doesn't really hurt low skill players, but in high level play, where dredge needs some help, it would be a buff.
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yeah if you are higher up you don't need the buff anyways because you are already doing good almost everywhere else BUT I do see your point so why not buff his chase a little instead of teleportation which i'd say is fine as is personally
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minecraft trapped chests be like
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If you are higher up dredge needs tons of help, he's one of the lower win rate killers in high mmr.
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really?
he seems extremely powerful when I play him and I get iri every month when just messing around with dredge
do people just not use his power mid chase? or what because that genuinely confuses me on how higher skilled players are having more trouble with a pretty good killer
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