Ghoulstab
Ghoulstab
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Honestly a lot of what was suggested here, even the values, are incredibly close to what has been posted in here.
I'm hyped! -
Weirdly enough I submitted my own suggested changes thread for Dredge just a few minutes before this but it was set "under review" so I don't know if it'll even post. But this is convenient and I'll share my thoughts on how I would tackle improving Dredge as a Dredge main.
I think the ideas presented in this video are interesting, and I particularly like the concept of Onryo's speed boost when teleporting applying to Dredge exiting lockers but I also don't see it as a necessity. I went in a different direction, and seeing as I meant for this to be its own thread it's a wall of text but here goes:- Make movement speed while holding a Remnant similar to powers such as Demogorgon holding Shred and Trickster holding/throwing his knives (the first proposed value) or powers like Freddy’s Dream Snares and Vecna’s spell charging (the second value): 3.68 m/s → 3.86 m/s or 4.0 m/s
- This will make it more worthwhile to use for larger loops or long set-ups such as through multiple floors while making it slightly less punishing if the Survivor leaves the loop early but still rewarding if the Survivor chooses to leave
- The lethality and level of commitment (Set-up time, walking around, and recharge time) of a Remnant teleport & M1 is far less than other powers with similar speeds such as Hillbilly’s Chainsaw Rev (3.68 m/s), Pyramid Head’s Torment Trail (3.68 m/s), Wesker holding Virulent Bound (3.68 m/s), Deathslinger’s Aim Down Sights (3.74 m/s), Plague’s Vile+Corrupt Purge (3.6 m/s charging, 4.4 m/s holding/vomiting), or Nemesis holding Tentacle Strike (3.8 m/s in Mutation 1+2, 4.0 m/s in Mutation 3)
- Lower the passive “wooshing” sound’s radius, especially during Nightfall. As far as I understand (since it is not listed anywhere), the distance at which you can hear it is over 24m away (Likely 26m or 28m?), and it is directional. I would change this from 26~m → 16m.
- It defeats the purpose of the aspect of Nightfall that makes Dredge Undetectable and not visible past 20m. I hesitate to match it to the range at which you see Dredge highlighted in white (20m), because it’s already a fair distance and at 16m it only adds just over 1 second before you can hear it while still being able to see Dredge if they are approaching before hearing the woosh.
- It defeats the purpose of the aspect of Nightfall that makes Dredge Undetectable and not visible past 20m. I hesitate to match it to the range at which you see Dredge highlighted in white (20m), because it’s already a fair distance and at 16m it only adds just over 1 second before you can hear it while still being able to see Dredge if they are approaching before hearing the woosh.
- When the Dredge is the Killer in a trial, add an extra locker close to each generator exactly where Sadako’s TVs or Xenomorph’s Control Stations are set to spawn.
- Dredge’s locker teleporting is most often used for the purpose of patrolling generators and on many maps is either in a very awkward spot or just too far away. Some maps even have complete dead zones for lockers where a generator could spawn, and others can have a gamble on whether a tile with a locker spawns where the generator is hidden, making it essentially pointless to patrol or guard the generator when you can get to the others much quicker.
- Dredge’s locker teleporting is most often used for the purpose of patrolling generators and on many maps is either in a very awkward spot or just too far away. Some maps even have complete dead zones for lockers where a generator could spawn, and others can have a gamble on whether a tile with a locker spawns where the generator is hidden, making it essentially pointless to patrol or guard the generator when you can get to the others much quicker.
- Make the add-on Ottomarian Writing partially basekit by reducing the Gloaming’s recharge during Daytime from 12 seconds → 10 seconds while also changing Ottomarian Writing so it instead reduces it by 2 seconds instead of 4 seconds, effectively keeping the add-on the same as it currently is.
- Make the add-on Haddie’s Calendar completely basekit and rework the add-on’s effect to something entirely new. This effectively reduces breaking out of locked lockers from 3 seconds → 2 seconds.
- I don’t know exactly how I’d change these next add-ons, I’d hope the devs could come up with something less useless if not actually useful. But as it stands these add-ons either do virtually nothing or not enough:
*As a note for the first 3: It takes 300 charges to fully charge up the Nightfall Meter which equates to 20 minutes if you do literally nothing to charge it as it charges at a rate of 0.25 charges/second. So injuring Survivors, hooking Survivors, having Survivors stay injured, teleporting & hiding in lockers, and teleporting back to your Remnant are the ways to significantly gain charges. Any add-on that affects the charge rate of the Nightfall Meter that isn’t Malthinker’s Skull is never worth it and I don’t think Dredge needs to have any add-ons that affect the charge rate with the exception of the Malthinker’s Skull. It’s strong enough on its own and having any other ones is boring and lazy design potential. - Wooden Plank
- Increases the charges added to the Nightfall Meter for hooking a Survivor by 25%. This makes it go from +20 charges → +25 charges.
- This is a 0.02% increase in charges for a hook. Completely rework this.
- This is a 0.02% increase in charges for a hook. Completely rework this.
- Increases the charges added to the Nightfall Meter for hooking a Survivor by 25%. This makes it go from +20 charges → +25 charges.
- Burnt Letters
- Increases the charges added to the Nightfall Meter for injuring a Survivor by 25%. This also makes it go from +20 charges → +25 charges.
- This is also a 0.02% increase in charges but instead it’s for injuries. Completely rework this.
- This is also a 0.02% increase in charges but instead it’s for injuries. Completely rework this.
- Increases the charges added to the Nightfall Meter for injuring a Survivor by 25%. This also makes it go from +20 charges → +25 charges.
- Fallen Shingle
- Increases the charge rate of the Nightfall Meter while using Reign of Darkness (holding a Remnant) by 15% per second.
- I am unsure if this also affects teleporting to/hiding in lockers due to the wording choice of “using Reign of Darkness”, but the values would equate to 0.25 c/s → 0.29 c/s for just holding a Remnant and 6 c/s → 6.9 c/s if it affects teleporting/hiding as well. Completely rework this.
- I am unsure if this also affects teleporting to/hiding in lockers due to the wording choice of “using Reign of Darkness”, but the values would equate to 0.25 c/s → 0.29 c/s for just holding a Remnant and 6 c/s → 6.9 c/s if it affects teleporting/hiding as well. Completely rework this.
- Increases the charge rate of the Nightfall Meter while using Reign of Darkness (holding a Remnant) by 15% per second.
- Air Freshener
- Increases the number of Power Tokens to 4.
- This allows you to teleport 1 more time before you are forced to leave a locker. Almost every time 3 teleports is more than enough which makes this a rather useless add-on. It doesn’t combo with any add-ons in a significantly positive way either. I would up the amount to 5 or 6 to make it at least somewhat fun and useful in a niche way. But should the change for guaranteed lockers spawning next to gens go through, I would leave it as is or rework it completely should that be too strong.
- This allows you to teleport 1 more time before you are forced to leave a locker. Almost every time 3 teleports is more than enough which makes this a rather useless add-on. It doesn’t combo with any add-ons in a significantly positive way either. I would up the amount to 5 or 6 to make it at least somewhat fun and useful in a niche way. But should the change for guaranteed lockers spawning next to gens go through, I would leave it as is or rework it completely should that be too strong.
- Increases the number of Power Tokens to 4.
- Destroyed Pillow
- Reduces the cooldown time of The Gloaming by 2.5 seconds during Nightfall.
- This is rather pointless because the cooldown time is normally 4 seconds during Nightfall, which is short enough to always be ready to go again when you need to use it. Making it 1.5 seconds is overkill and not practical to take advantage of. Completely rework this.
- This is rather pointless because the cooldown time is normally 4 seconds during Nightfall, which is short enough to always be ready to go again when you need to use it. Making it 1.5 seconds is overkill and not practical to take advantage of. Completely rework this.
- Reduces the cooldown time of The Gloaming by 2.5 seconds during Nightfall.
- War Helmet
- Increases the duration of Killer Instinct by 1.5 seconds during Nightfall.
- This one is more of a personal beef with the add-on but an extra 1.5 seconds on something that is 3 seconds and only gives visual/audio notifications maybe every 0.5-0.75 seconds effectively adds one to three extra notifications. It also doesn’t work with the Follower’s Cowl add-on which allows you to receive Killer Instinct when teleporting back to a Remnant during Daytime. I would increase the duration by 1 second and allow it to combo with the Follower’s Cowl. Barring that, completely rework this.
- This one is more of a personal beef with the add-on but an extra 1.5 seconds on something that is 3 seconds and only gives visual/audio notifications maybe every 0.5-0.75 seconds effectively adds one to three extra notifications. It also doesn’t work with the Follower’s Cowl add-on which allows you to receive Killer Instinct when teleporting back to a Remnant during Daytime. I would increase the duration by 1 second and allow it to combo with the Follower’s Cowl. Barring that, completely rework this.
- Increases the duration of Killer Instinct by 1.5 seconds during Nightfall.
- Tilling Blade
- Survivors suffer from Blindness, Hemorrhage, and Mangled for 80 seconds after being injured during Nightfall.
- I don’t hate what this add-on applies but the fact that it has to happen during Nightfall is what kills it. Hemorrhage and Mangled would be perfect for Daytime where you want to delay or disincentivize healing to accrue more charges to the Nightfall Meter. Blindness however is more effective during Nightfall. Perhaps remove Blindness from this add-on and make it one of the lower rarity add-ons I suggested that need to be changed. And change the activation condition to something like a hit after teleporting to your Remnant and/or a hit shortly after exiting a locker.
- I don’t hate what this add-on applies but the fact that it has to happen during Nightfall is what kills it. Hemorrhage and Mangled would be perfect for Daytime where you want to delay or disincentivize healing to accrue more charges to the Nightfall Meter. Blindness however is more effective during Nightfall. Perhaps remove Blindness from this add-on and make it one of the lower rarity add-ons I suggested that need to be changed. And change the activation condition to something like a hit after teleporting to your Remnant and/or a hit shortly after exiting a locker.
- Survivors suffer from Blindness, Hemorrhage, and Mangled for 80 seconds after being injured during Nightfall.
- Iridescent Wooden Plank
- Survivors suffer from Exposed for the last 12 seconds of Nightfall.
- Expose add-ons are already boring and unfun for Survivors, but this one is also way too niche to make use of reliably. Maybe if the Broken Doll add-on that adds 20 seconds to Nightfall effectively made this 32 seconds when used together?... I’d rather it be reworked entirely though as I can’t see a fair way to have Exposed within Dredge’s abilities and not from perks. It’s an iridescent add-on so it should feel powerful and worthwhile, but this current form is pathetic. Completely rework this.
- Expose add-ons are already boring and unfun for Survivors, but this one is also way too niche to make use of reliably. Maybe if the Broken Doll add-on that adds 20 seconds to Nightfall effectively made this 32 seconds when used together?... I’d rather it be reworked entirely though as I can’t see a fair way to have Exposed within Dredge’s abilities and not from perks. It’s an iridescent add-on so it should feel powerful and worthwhile, but this current form is pathetic. Completely rework this.
- Survivors suffer from Exposed for the last 12 seconds of Nightfall.
- Sacrificial Knife
- Block all vault locations within 16m of the locker you emerge from for 5 seconds.
- I love the concept of this add-on. There are three problems with it though.
- 1. This is completely impractical to use outside of Nightfall due to the speed at which you teleport to lockers. You are mostly going to use this during a chase, and Daytime teleport speed is almost always far too slow.
- 2. It’s only for 5 seconds. You waste a second or two orienting yourself to continue chasing and/or swing to attack, and that’s if you time it for when they run in front of a locker and not just to block the vault locations. The orientation of the locker may also make it impossible to capitalize on the 5 seconds and make distance to attack before they can reach the vault again.
- 3. It’s only 16m from where the locker is located. You’d think that would cover the area of most tiles, but it definitely does not. Not to mention whether you’re lucky enough that a locker spawned in the tile in the first place.
- I would change the values from 5 seconds → 7 or 8 seconds and the distance from 16m → 20m, which I feel relatively confident would cover even the largest non-map specific tile that can spawn lockers.
- I do worry that this could make it oppressive though, so it would definitely need some thorough testing. But I want to keep this add-on’s effects as is, just buff the numbers.
- I love the concept of this add-on. There are three problems with it though.
- Block all vault locations within 16m of the locker you emerge from for 5 seconds.
- You could argue the Mortar and Pestle add-on that makes it so you emerge from your Remnant facing your current direction instead of the direction you were facing when you placed it should also be reworked as it causes the player to form bad habits when using the Remnant seeing as it only works this way when using this add-on. But even though I’d never use this add-on as is, I think it’s fine as a niche quirky brown rarity add-on that some players may enjoy from time to time or entirely prefer when playing as the Dredge.
- As for Dredge’s other add-ons, I feel they are in a good place and fulfill fun and useful gameplay moments for the Dredge player.
This may look like a lot of changes, but it's only 3 basekit changes that are mostly number buffs for better quality of life when playing as the Dredge. Of course I also suggested changes for 50% of its add-ons, and outside of making Haddie’s Calendar and Ottomarian Writing fully or partially basekit I wouldn’t be overly upset if the others were left unchanged. But would the others be changed and depending on the strength of what some of the add-ons could turn into, I still feel it shouldn't feel dramatically different to play against the Dredge, but still make the Dredge more powerful to play as and even more importantly, consistent from map to map.
- Make movement speed while holding a Remnant similar to powers such as Demogorgon holding Shred and Trickster holding/throwing his knives (the first proposed value) or powers like Freddy’s Dream Snares and Vecna’s spell charging (the second value): 3.68 m/s → 3.86 m/s or 4.0 m/s
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@aerie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646555#Comment_3646555
yeah. imho this would be a great QoL change. it's just having a big stockpile of map offerings concerns me, either they're kept out of the big stockpile and make map offerings character-specific (even just temporary if they wanna make a change to map offerings later) or just take em out of the game.
I understand this concern, most players don't like when others bring Map Offerings. But do you think that this would cause a massive or even significant influx in Map Offering usage compared to now?
Surely people who actually want to use their Map Offerings on a regular or frequent basis would still have the exact same amount of Map Offerings to choose from.
The only thing deterring them is if they don't like the aesthetic/movement of a Survivor or if they are lacking specific Items/Add-Ons. They currently won't have many Offerings that they want to use if they don't have all perks unlocked on that Survivor, which would be the biggest factor.
Unless you meant for Killers, in which case I wonder how many Killers you see that frequently bring Map Offerings, especially ones that aren't just a Macmillan Bone or Azarov's Key. Obviously you'll see some others (Midwich, Dead Dawg, maybe Lery's/RPD/Hawkins/The Game for gimmicks) but I really don't think they're that frequent or that a majority of people want to use them over other Offerings.
Also note that while it will be significantly less than someone's total Map Offerings due to how many different Map Offerings there are, Sacrificial Wards will also become stockpiled.
Personally I'm mostly interested in just making BP Offerings role-wide or even account-wide. So if they could only allow those and not the others without any extra major hassle that would be more than awesome too!
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@Mooks said:
https://forum.deadbydaylight.com/en/discussion/comment/3163594#Comment_3163594
May I ask how it is unfortunate and what kind of mode you would have preferred/wanted?
It's unfortunate because of what I said originally:
"I was hoping this meant that Anonymous Mode just hides your Steam profile but you keep your Steam name in-game."
So I would still be able to have unique names for myself within the game, but they wouldn't be able to see my profile while in-game without me having to set my Steam profile to private. I guess I don't want to have to private my entire Steam profile in all contexts just to avoid having people spying on it while playing Dead by Daylight?
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@TragicSolitude said:
I think this is the way it works:
Anonymous Mode hides your name from other players (not including any in your SWF group) in the lobbies and on the end game tally screen. I think this also hides your profile.
Hide Your Name hides your name from yourself. That way, if you're streaming, the people watching your stream don't see your identity. Pretty sure your friends in SWF still see your name just fine, though. My friend and I still saw each other's names when we tested this out.
That is unfortunate news for me, but it makes sense! Thanks.
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Just had this happen on PC as well. I was already in struggle but when it glitched I didn't need to touch anything to continue the struggle.
My allies couldn't unhook me for a while but just as I was about to die I somehow was able to be unhooked and went on as normal.
Here's a screenshot I have of it:
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Not sure if they said it'd be half off but this is the first time in the entire history of the game on Steam that it didn't follow the trend of matching the discount from the previous sale. It's 40% off this time instead of the expected 60% off. I hope it's a mistake but I also doubt that.
There's a first time for everything I suppose...
