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Crazy Skull Merchant Rework Suggestion
Make it so that her drones have auto lock-on like they did on release and remove the rotating scan line. When survivors are within the drone's detection radius their bleed-out meter depletes at 100% of the normal speed. Injured survivors within the drone's detection range bleed-out at 150% of the normal speed. Dying survivors within the drone's detection range bleed-out at 200% of the normal speed. The bleed-out timer continues to deplete when within the drone's range, even while in chase or repairing generators.
Increase the drone setting cooldown time and their hacked time considerably; just enough to prevent the Skull Merchant from slug camping one survivor with 200% of the normal bleed-out speed effectively. Survivors who disable a drone automatically receive a claw trap for a set duration but do not become injured. Keep claw trap addons and effects the same as in the base game. Rework the addons which affect rotation speeds to increase bleed-out depletion rates by 15% and 10% for claw trapped survivors. When claw trapped survivors sprint within detection zones they become hindered for the same amount and duration as the live game, but hindered scan immunity is moderately increased.
This rework would force multiple survivors to use their time on each objective / side-objective wisely (even if a drone isn't nearby). Keep in mind that the bleed-out meter's basekit duration lasts for 4 minutes and time to fully recover off the ground as efficiently as possible takes about 35 seconds without any perks. If all 4 survivors are spread out, no drones are hacked and near the gen, no survivors are injured and they have no means to speed up gen repairs, each survivor will still have 66.6% of their bleed-out meter full and only 1 gen will be left to complete. If survivors are kept doing side objectives, stay injured, or get rotated from gen to gen, the Skull Merchant will have a much easier time depleting their bleed-out timers, without necessarily having to slug. In other words, this rework does not intend to create an easy afk Skull Merchant. The killer would be rewarded for adapting to a hit and run playstyle with the occasional anti-loop (via the hindered effect).
It should be noted that this rework gives survivors the opportunity to bleed themselves out at 200% of the normal bleed-out rate if they wish to remain within the drone's detection range while dying. In my defense, the Skull Merchant has such negative publicity that most survivors are going to give up either way; so, I say let them reach their next game 2 times faster. However, if survivors decide to crawl out of the drone's range, this exaggerated bleed-out rate will only last a few seconds before returning to the default of 100%.
I would love to hear some feedback on this type of power, especially since most people hate slugging. Personally, I think slugging is a viable option even without this kind of power. I've seen some people suggest speeding up the base-kit bleed-out timer, and that's what inspired this rework idea.
Edit: reduced the drone scan's bleed-out rate to accommodate for incorrect math on my part.