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Shouldn't Skull Merchant's skill check add-ons work with traps rather than drones?
Tower_XVI
Member Posts: 109
When reviewing her add-ons and seeing the pair that affect skill checks, it's hard not to think that they were meant to work on the claw traps rather than drones. It doesn't seem logical as a survivor to be doing any sort of skill checks in an active drone zone while under the threat of exposure and being located. While the claw traps have a high uptime and seem to be the more subtle debuff meant to affect survivors.
Any thoughts? Were they like that originally but deemed too oppressive in gen-centric set ups?
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Comments
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Them working on the active zone makes it harder to just ignore them and rush the gen or while injured. Not sure which is better tbh.
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