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Skull Merchant Rework

So, Skull Merchant's kit still has three glaring issues.

-Her power is still very weak in chase.

-Her power only helps her when she uses it to camp gens.

-Her power is one of the most effective at holding 3-gens.

These issues make 3-genning the only viable strategy to win against good Survivors. Other Killers can also be good at 3-gens, but Skull Merchant is next to worthless without 3-genning. I know because I've used non-3 gen playstyles on her; you just end up losing gens for little to no gain. 3-gens aren't particularly fun for the Killer or Survivors, so Skull Merchant's design should encourage more than that.


The solution? She needs a new power that functions in chase, like Demogorgon's Shred, Nemesis' Tentacle, or anything really. In exchange, her drones are now a passive ability; they slowly wander randomly around the map like Nemesis zombies instead of being stationary, only following a Survivor if one enters their detection radius or possibly makes a loud noise.

When a drone is disabled, it will still attach to the Survivor as a Claw Trap so that Survivor will be unable to hack other drones, and the drone will automatically respawn at the Skull Merchant's current location when the Claw Trap expires. Drones will also automatically path away from hooks to keep them from facecamping, and away from each other so they don't all end up patrolling the same area.

Comments

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    Hell no, zombies are 90% useless. I want reliable power, not rolling a dice every game.

    This would make her really boring.

  • Monlyth
    Monlyth Member Posts: 982

    She's already really boring.

    And zombies do a lot of work for Nemmy, you just can't see most of it. And Skully would have 4 of them.

  • themirrortwin
    themirrortwin Member Posts: 280

    All my recent games versus Skull Merchant have had the same formula:

    The first 4 gens go with 1 or 2 hooks.

    Then we spend ages trying to pressure the final gen. It is tedious and boring and she never committs to chases unless there is a dead zone and she can hook.

    We finally get the last gen. Someone may have died in this long, tedious, boring, unfun period.

    When the final gen is done typically it is easy to get out.


    The point is....

    Skull Merchant == 3 gen == Unfun, Boring Games

  • pigslittlepet
    pigslittlepet Member Posts: 483

    I like this idea. It needs some fine tuning but anything to make her more interactive. Right now she is boring to play against and boring will drive people away from the game. They need to make versing her fun.

  • Gandor
    Gandor Member Posts: 4,268

    You have no idea. I have to work on 3 gens instead of 1 (and so there's huge time waste when moving around the map) because those 2 zombies always know when somebody is working on a gen and are just attracted to it.

    Just because you don't see the zombies or the fact they get hit very rarely, it doesn't mean they are worthless. The amount of information and slowdown is very valuable. It's like saying pinhead's box is useless, because you can't get survivors to forget about it so that it chain hunts them during chase for easy downs. Same thing applies - survivors just have to run for the box and hide a little and solve it wasting a lot of time...

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    That's why I didn't say 100%.

    Fact is you can't rely on it. This rework would make her so boring. I wouldn't think you could make her more boring than she is.

    Yay, something I can't control and another antiloop power. Basically new Nemesis.

  • Gandor
    Gandor Member Posts: 4,268

    I know it's very subjective, but I don't really agree. I think you would be hard-pressed to make the killer more boring than it already is. The only thing I can think of is making the killer also AI controlled (so you only watch the match from her perspective). It wouldn't even change anything from surv's perspective BTW...