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Siphonicwheat16

Siphonicwheat16

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Siphonicwheat16
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  • Sorry for the week late response, but I'll leave this here.

    I appreciate your feedback, so I will elaborate on my earlier points:

    Dredge already has incredibly limited insta-down potential, being limited to locker grabs that are exceedingly rare (barring Dramaturgy shenanigans). Even then, the window to actually properly grab a survivor is so small, that I think that he should be rewarded for committing to a build using a very counterable perk (due to items like Fog Vials, or perks like Distortion). With the special lockers, I agree that they would be a huge boon to Dredge's overall power; I do wonder if the devs have the time or resources to currently implement those however in a timely manner. That said, I think locked lockers are just an entirely separate issue in their own right.

    In regards to locked lockers, in the time that it currently takes for a Dredge to break a locked locker, a survivor with an exhaustion perk can easily gain 13.5+ meters before the chase even begins, which is absolutely game changing. This is especially in consideration that easily over 60% of all players run at LEAST one exhaustion perk nearly every single game. This can extend chases by 15-30 seconds at MINIMUM. I feel that this is simply reducing the gap between Dredge and average-tier killers, making him more in line with modern DBD standards.

    1.5 seconds is still enough time for any survivor to gain at minimum 6 meters WITHOUT exhaustion perks, which is still very useful to your average survivor.

    Between that change, and the 5% haste upon exiting a locker, I just want to close the gap between a C/B tier killer to be more balanced, and to actually have some chase power beyond his incredibly weak remnants, which as said, can be countered by holding W.

    I do wonder what other ideas you may have in mind, especially regarding the devs currently busy workload.

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453252/dredge-buffs

    If You're even within attack range of a survivor once exiting a locker, you won’t even need a speed boost. If they aren't right beside a locker though, you're likely not getting a hit anyway. That said, they should extend the window to get the teleport hit score event

    His game start tp timer as well as his ordinary cooldown is only 10 seconds. Idk where you got 15 seconds from.

    Absolutely not. Haddie's Calendar is already partially basekit as of his buffs last year, and locking lockers is the only counter to his tping. If it was that short, then whats even the point in locking lockers? Survivors need that reaction time to make something if they're doing a gen for example.

    Dredge isn't even a bad killer tbf, idk what other changes he needs. Hes quite balanced in the current roster

    For your first point, that's why I'm suggesting a haste bonus. Because a killers ability to chase should not be dependent solely on whether or not it's a good map for them, which is the case for Dredge, arguably the most map dependent killer in the game.

    Thank you for the correction. Still, if Dredge being in the middle of survivors is problematic in the first 10 seconds of the game, then how is it not as problematic for, say, a Blight or Hillbilly to do the same thing? They can secure downs far faster than Dredge, but is accepted as healthy game design.

    And frankly, Dredge has multiple counters to his power beyond locking the lockers. Teleporting to even an unlocked locker generates a LOT of noise, making it very easy to pre-run, especially if the survivor has exhaustion perks (which is nearly every game). Furthermore, the survs can do this up to 2 times PER location in a game at many places, which fundamentally wastes far more time for a Dredge than any counter to, say, Vecna.

    Finally, I don't exactly agree with Dredge being good. Not only is he weak by BHVR standards (at a 52% kill rate compared to the target 60%), but at higher MMRs, he struggles like crazy. Having to run mindbreaker just to even have a chance at catching a survivor isn't a healthy solution to his weaknesses, and at the very least, he shouldnt be completely at the mercy of map rng.

  • @TheSingleQuentinMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/453252/dredge-buffs

    No disrespect intended here, just providing critique. I play about 60% killer, 40% survivor, and not a lot of dredge. I'm not an expert.

    However, I think the biggest, most map consistent, and least RNG buff they could give him is effectively a sadako tv type of thing. Put a special locker right next to generators, this way his power is less map dependent.

    In response to your ideas though

    1. Giving a flat haste buff I'm not for. His power can be very weak do to needing the lockers to be in a convenient spot, but making it so when his lockers are more conveniently placed he's even stronger doesn't sound good to me.
    2. The initial Teleport delay I think lets survivors prepare for a teleport, and seeing as they all spawn grouped up now, it's necessary to give them that window to get away from each other. I do think lowering it to 10 seconds is reasonable however.
    3. I kind of don't bother locking lockers most the time, unless he's in chase, but even there I reserve it for those, "the generator is almost done, so I need to make sure he can't come back here," moments. This might be a huge misplay on my part. I don't think they should raise the time at all, but lowering it a full 1.5 seconds I think would make it pointless.

    I can agree with points 1 & 2, but I need to clarify point 3.

    I'm not asking for devs to reduce it BY 1.5 seconds, I'm asking them to reduce it TOO 1.5 seconds, from the current 2.25 seconds.