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TheKestrel

TheKestrel

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TheKestrel
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  • @ad19970 said:

    I know some some people will not like to hear this, but I personally do think certain aspects of Dredge need to be toned down just a tiny bit.

    None of these nerfs will impact his effectivenes when playing as him in a big way though, these are all just smaller changes to make him more fair for survivors. I do think that he is a lot fun to go against, but there are certain aspects that should be looked at.

    First of all, his tunneling potential. It's too much.

    1. The range to a hooked survivor in which lockers are blocked should be increased from 12 to 16 meters
    2. Lockers should stay blocked for 3 seconds or so after the survivor is unhooked

    The range of 12 meters is not quite enough in my opinion. But the second change is the more important one. He shouldn't be able to teleport back to where the survivor was hooked immediately after they were unhooked. That's just too strong.

    Second is his Nightfall ability. Some people are having too much difficulty with it, and I can understand why. The biggest problem in my opinion is the fact that sometimes, it's unnecessarily hard to see even within the range that you are supposed to see, because certain maps, or certain areas of certain maps, become too dark.

    One of my main problems is the blackening of the screen edges. You can only see within a limited space in the center of your screen, and that really needs to be toned down, if not removed completely.

    Whether the visibility range should be increased could then be seen. Because I am not sure if that is needed or not. Interestingly, it says that the vision radius around survivors is 18 meters, but it doesn't really feel like that in game.

    The Gloaming Cooldown during Nightfall should also be increased from 4 to 8 seconds, it being 4 seconds means it pretty much has no cooldown at all, which I think is a bit overkill.

    Third is regarding his anti-loop.

    1. Bloodlust should be canceled as soon as Dredge starts charging his power
    2. Increase the time it takes to teleport back to your remnant from 0,25 seconds to 0,6 seconds

    The one change that 100% needs to happen in this category is to cancel bloodlust and bloodlust buildup as soon as he starts charging his power, and not only when he teleports. Since chaining loops is one of his main counterplays, him gaining bloodlust while trying to zone you or leading you away from certain loops is absolutely bad. That should 100% not be a thing.

    The other nerf I would suggest I am not 100% sure is needed, but I do think it would be good, as it would add just a bit more counterplay for survivors. I would simply increase the time it takes to teleport back to you remnant from 0,25 seconds, to 0,6, maybe 0,7 seconds, or maybe even just 0,5 seconds. This way, survivors would also have the option to counteplay while looping loops that don't break line of sight, instead of just chaining pallet loops or running away from the loop to force him to dectactivate his remnant.

    This would only be a very small nerf, because survivors already have other options to counterplay Dredge, but it would make looping him at simple pallet loops, at least the smaller ones, not impossible, but mindgameable. That means Dredge could still get hits with the help of his remnant, but if survivors predict when Dredge will teleport perfectly, they have a better chance of getting back to the pallet the other way around the loop.

    The odds of getting a hit as Dredge will most likely still be higher, and increasing the time to teleport beyond 0,7 seconds I am pretty sure would be too much. It would make camping pallets a bit too good for example.

    Making sure a killer has fair counterplay for survivors as much as possible, without stripping him from counterplay against survivors, is the best way to design a killer. I do think the devs already did a good job with this regarding Dredge, but it could be improved with this very small nerf. Dredge has some counterplay against holding w, survivors should also have a bit of counterplay while looping at least most loops. Right now, it's only the ones that break line of sight that allow for mindgaming his remnant while looping.

    Well put and I think a fair suggestion. And kudos for calmly replying to people who are jumping down your throat for opening a conversation.

    Though he seems to have a butt load of powers, adding extra time to his powers seems like a simple offer. Certainly the locker near the hooked survivor.

    Could just make its movement speed lower instead. Always find it surprising how quick it moves, expected it be a slow lumbering mess to be honest!

    Perhaps if not doing the increase in time, if the locker is locked then it actually destroys the locker smashing it open? Making the use of lockers limited toward the end of the game? This might be a bit extreme but a thought.

  • @TheKestrel said:

    With Dredge now out, I have seen a lot of people saying that dear Sadako needs a rework and had some thoughts! I main Sadako most of the time cause I think she is the scariest killer! However, she is slightly lacklustre with the Dredge on the scene.

    As they might need to be in keeping with the license here are some of my ideas!

    • - After a survivor sees the VCR play on the tv close up, 30 seconds later their mobile phone rings, revealing location within a certain distance (not far, but similar distance to whispers perhaps?)
    • - Spider Walk. One of the creepiest aspects of this delightful lady is the on all fours spiderwalk she does in the movie. Could this be implemented as a crouch feature? Maybe lower her base walking speed, but crawling is faster? And you have to return to standing to attack? You also project out of TV's into the spiderwalk.

    Some ideas for reworking condemn.

    • - Have the Tape Editing Deck add on as standard (survivors start trial with tape), this will allow an easy fix for the condemnation; however, I think it would be better to have a full workover for condemn.
    • - Have the Well present in the level somewhere. Perhaps this could 'leak' condemnation to the area? Maybe as part of the basement? Inflicts condemn on survivors in the basement?
    • - An add on similar to ring drawing but for gens? Survivors share condemnation when they work on a generator together?

    Just some thoughts, I know these aren't perfect but just wanted to post some starting points for ideas!

    @dugman made a good point about the crawl speed out of the TV and looking around. If the spiderwalk was implemented, it could continue the tv walk. Perhaps they could make her more like Dredge where she can teleport to TVs and look out of the screen before crawling out. Therefore not needing to commit to turning a TV off.


  • @Risky_Biscuit said:

    I played her a bunch, and have been thinking of some ideas to fix her and make her stand out amongst other killers like her. Like everyone's been saying, they need to fix some major things that are just wrong with her:

    • Remove Her Lullaby. No reason for a supposedly stealthy killer to give away their position.
    • Condemned made into a consistent threat that persists throughout the game, building up throughout the trial and is a constant threat that must be removed, lest survivors end up on the receiving end of a mori.
    • TV cooldowns fixed. Shorter cooldowns for TVs to turn back on.

    And then for other adjustments she might benefit from:

    • Allow her to phase through pallets and vaults while demanifested. Could move slower through this, but it would give her something no other killer has. In chases, she could phase through both to gain the upper hand and waste less time on vaulting or breaking pallets.
    • Small speed boost when going from demanifested to manifested, giving her a bit more of a hit and run ability like Wraith has when exiting stealth.
    • Make both Demanifested and Manifesed states make her harder to see coming. Two of her addons do this and help decrease her visibility, allowing her to sneak up on survivors, unseen. I'd like them to double down on this, since really only Wraith does this, and half the time you hear a loud bell before he's able to get a hit anyway, removing the element of surprise.

    Love the pallet idea! That's great!

    Yeah the condemned is way too easy to remove so making it a slow build throughout the game would work easily.