The Dredge needs an Add-On Pass
There's a problem with the Dredge currently and it's that many of its add-ons are typically either too situational or too terrible to use. While the title itself is clickbait, the thread here is meant to showcase the problems with quite a number of its add-ons and how they could be fixed. Let's start.
Fallen Shingle
- Current: Increases the Nightfall meter charge rate while using Reign of Darkness by +15% per second.
- Problem: As it stands, this add-on is extremely situational and basically requires you to activate some part of its Reign of Darkness ability to get any use. Overall too situational and not worth running.
- New: Reign of Darkness' cooldown is reduced by 75% at the start of the Trial. Injuring a Survivor reduces the cooldown of The Gloaming by 15%.
This new effect basically allows players to make plays at the start of the game much sooner, as well as give them a way to refresh their cooldown faster and have their ability sooner.
War Helmet
- Current: Increases the duration of Killer Instinct during Nightfall by +1.5 seconds.
- Problem: Killer Instinct is completely unnecessary to add to part of The Dredge's kit, since it will most likely be close enough to Survivors that it can track them afterward.
- New: Grants the Undetectable status effect for 15 seconds after teleporting to a locker or to a Remnant during Daytime.
This new effect grants players the ability to use The Dredge's Gloaming ability in more creative and utterly terrifying ways, while also making it more of a threat to Survivors who may not be paying attention.
Tilling Blade
- Current: Healthy Survivors injured during Nightfall suffer from the Blindness, Hemorrhage and Mangled status effects for 60 seconds.
- Problem: I don't even need to explain why this is a problem.
- New: Hitting Survivors during Nightfall afflicts them with the Hemorrhage and Mangled status effects. During Nightfall, pools of blood become brighter than normal.
This change in effect removes the Blindness status effect (mostly because it isn't useful) and gives The Dredge more ability to track the Survivors during Nightfall. This also removes the limitation set to the add-on and instead just makes it basically act like a combination of Sloppy Butcher and Bloodhound.
Simple and to the point.
Lavalier Microphone
- Current: Consuming your last power token will reveal Survivors' auras for 3 seconds. Entering a Locker through teleportation will cause Lockers within 6 meters of Survivors to open and slam shut.
- Problem: The niche usage of getting the Survivors' auras revealed when using the final token already makes this a rather situational perk--especially paired with Air Freshener. Additionally, the tight distance between Survivors and lockers would make it hard for the secondary effect of the add-on to be usable.
- New: Reveals the auras of Survivors within 16 meters of any Locker for 3 seconds while teleporting. Reduces the amount of noise made when teleporting to a locker by 50%.
This change basically gives The Dredge some new tools to play around with and information to use, while also reducing the Survivors' abilities to notice it unless they can pay close attention to themselves. This is also really helpful for some players who might want to better figure out the general playstyle of Survivors and how they operate during a normal match.
Boat Key
- Current: Increases Teleportation speed by +25% during Daytime. When all Generators are completed, all active locks will be automatically broken.
- Problem: Requires mostly getting to endgame to work, and while getting rid of active locks is nice, it does tend to happen that locks are almost all destroyed by the end of the match.
- New: Increases Teleportation speed during Daytime by +25%. When all Generators are completed, you are granted the ability to teleport in front of the Exit Gate switches.
This change basically gives it a new endgame ability, which allows players to be able to make one last effort to try and prevent Survivors from "deserting" the Trial. An overall interesting ability that would make for some amazing endgame plays.
Sacrificial Knife
- Current: Exiting a Locker during Nightfall will block all window vaults within 16 meters of it for 5 seconds.
- Problem: Activates only during Nightfall and basically has too low a range and too little of a duration to make good use of it. The numbers are far too safe and the ability isn't really indicative of the add-on's appearance.
- New: During Nightfall, Survivors will see multiple illusionary versions of The Dredge roaming around the Trial, performing actions that can be done by The Dredge. Approaching within 8 meters of these false Dredges will cause them to dissipate, but will allow the real Dredge to see the Survivor's aura for 8 seconds.
Basically, you want to create fear and uncertainty with The Dredge. This change to the add-on makes Nightfall just that bit more terrifying by introducing false Dredges that can make Survivors second guess themselves over and over again, and if they make one mistake, then the real Dredge might just be waiting for them around the corner...
Iridescent Wooden Plank
- Current: Survivors suffer from the Exposed status effect for the last 12 seconds of Nightfall.
- Problem: It once more requires Nightfall, and can actually not be good when paired with the Broken Doll add-on, which increases Nightfall duration. Additionally, 12 seconds isn't too useful and the Exposed status effect is really overdone here.
- New: During Nightfall, while The Gloaming is active, The Dredge can teleport 8 meters in the direction it is currently facing by pressing the active ability button. Performing this action will cause any Generator, Totem, Pallet, Vault or Locker teleported through to be blocked for 15 seconds, and will break any Breakable Walls. Increases The Gloaming's cooldown during Nightfall by 8 seconds.
This change to Iridescent Wooden Plank grants The Dredge another new ability during Nightfall, a time in which The Dredge is meant to be at its most powerful. Worthy of being an Ultra Rare add-on, this ability makes trying to escape The Dredge for the next 60 seconds much tougher and the chase much more tense and exhilarating for both parties.
And that's it for the add-on pass, or well, certain add-ons pass. These changes would certainly liven up Dredge's gameplay and make it a much more appealing Killer to play than just what we got; and it removes all of the "safe" numbers or restrictions that cause these add-ons to not function well and become mostly overlooked and overshadowed by their peers.
Comments
I like the sacrificial knife idea. Sounds unique.