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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).

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Comments

  • lettuchia
    lettuchia Member Posts: 607
    edited May 16

    Remove him. He's fundamentally flawed by taking bare minimum skill to play and encouraged to hit and run

    Post edited by Rizzo on
  • Langweilig
    Langweilig Member Posts: 3,136
    edited April 25

    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.

  • lettuchia
    lettuchia Member Posts: 607

    sounds like someone can't make a good counter argument....

  • Blueberry
    Blueberry Member Posts: 14,459

    I’ve noticed a huge amount of people running healing perks lately. Well Make It and Resurgence are seeming super popular.

  • Raccoon
    Raccoon Member Posts: 8,134

    I'd ban him from Father Campbell's Chapel 😡

  • sanees
    sanees Member Posts: 846

    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

  • lettuchia
    lettuchia Member Posts: 607

    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.

  • DBD78
    DBD78 Member Posts: 3,583
    edited April 26

    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.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,668

    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.

  • lettuchia
    lettuchia Member Posts: 607

    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.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    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.

  • UndeddJester
    UndeddJester Member Posts: 4,970

    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.

  • jajay119
    jajay119 Member Posts: 1,232
    edited May 15

    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.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    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.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 15

    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.

  • Jadelysta
    Jadelysta Member Posts: 189

    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.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727

    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

  • Twiggsy
    Twiggsy Member Posts: 139

    Love his teleport and night fall but his anti loop is soooo boring for both sides

  • LordHeXaGoN
    LordHeXaGoN Member Posts: 273

    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)

  • Reinami
    Reinami Member Posts: 6,603
    • 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)

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727

    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

  • Reinami
    Reinami Member Posts: 6,603

    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.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727

    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

  • Reinami
    Reinami Member Posts: 6,603

    If you are higher up dredge needs tons of help, he's one of the lower win rate killers in high mmr.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727

    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