General Discussions

General Discussions

I do not like this skull merchant changes preview

Member Posts: 332

This is coming from someone that loves playing skull merchant and p100 her, and from what I'm gathering, they are straight up removing aspects in what I love about skull merchant (lock on stacks, double tap, and clawtraps and having to manually scanning survivors)

haste and hinder I kinda don't mind them going away in my opinion as it was unfun to go against, just wished it gave a different effect instead of just becoming pinhead with engineers fang but with the ability to down survivors,

Really not liking what bhvr cooked in these preview and I surely hope this doesn't go through as I liked skull merchant the way she is currently even if she's a terrible killer at the moment

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Comments

  • Member Posts: 2,973

    seems more fun and interesting. That’s what she should have been in the first place why use drones if you can’t control them? And they didn’t move?

    I want to see visuals of this happening

  • Member Posts: 332

    I sure don't, I would much rather they try another solution then just becoming another dash type killer that removed so much in what I like about her

  • Member Posts: 1,077

    Does anyone else feel like BHVR should be using their resources on other things like game balance, maps, reworking/updating the other killers, introducing new things (new game modes, new items/add-ons), etc instead of reworking Skull Merchant like 50 times?

  • Member Posts: 74

    Agreed. I respect that many things can change but this feels like a bait and switch for the killer I've devoted time to. I've posted my own discussion on this as well, as these changes aim to remove everything that Skull Merchant players enjoy, while also not removing what players did not enjoy. Skull Merchant is doomed to mob mentality and players will continue to hate her regardless of power design. This change also involves more removed animations and models so that will just strip away any personality of the killer.

  • Member Posts: 13
    edited March 25

    They have to rework the gajillion (like 3 or 5) poorly designed killers or eventually, the spark from the wire might catch fire

  • Member Posts: 698

    … ? A pin head with engineers fang

    No….

    What is with these comparisons?


    You are still placing drones at loops, still tracking, still causing area denial.


    The only difference now is you can throw your drones at survivors.


    This is in no way similar to engineers fang pinhead.

  • Member Posts: 332

    Then tell me, what other killer do you want me to compare to

    Sure it acts different, but still has a similar concept to pinhead with engineers fang

    Injure survivors at range but with the ability to down survivors also

    Say what you will but I do not want my favorite killers rework to be something different

    I want skull merchant's rework to maintain aspects I love about her

  • Member Posts: 698
    edited March 25

    Its in between current Sm and Singularity.



    You cant compare it to any killer is the point.
    But comparing it to chains in anyway regardless if it does damage is absurd.

  • Member Posts: 332
    edited March 25

    And why those two

    Especially singularly?

    *You can't compare it to any killer is the point *

    Almost lots of people are comparing to dash killers like houndmaster, demo, pinhead twins etc

    Idk what you mean by you can't compare to any killer when she clearly has similar concept to the other killers

  • Member Posts: 698
    edited March 25

    Singularity because you are leaving devices down and are now actively using them(update) versus passive(current)


    Dash killers???
    Yea and they are equally silly as hell she doesnt dash.

    How do dash killers behave? Do they stand still and let something else shoot at the survivors ? No.
    Do they place things down almost like a trap, and push you towards those zones to down you? No


    Have your own thoughts is the lesson here. Not "lots of people are saying…"


    Does she still place drones? Yes
    Do they still scan the area? Yes
    Do they still provide area denial? Yes


    What changed?
    She can launch them at people now.


    Conclusion:
    1)Shes … not like a damage add-on chain, in anyway
    2)Shes nothing like dash killers


    Also houndmaster? Who in the heck is comparing her to houndmaster lol what????


    Okay you got me but April 1st is in a week, not today

  • Member Posts: 1,396

    Depending on if she's able to deploy them at a distance/how far she can remote control them, wouldn't placing a drone in an open area/corridor and corralling survivor(s) towards it also count as a trap playstyle?

    Pre-place or distant place a drone, run the survivor into position where they'll be hard pressed to dodge the dash, and bonk?

  • Member Posts: 8,371

    What they described in the design preview would function similarly to the Engineer's Fang because you'd be controlling a projectile that increases in speed to deal damage after impacting a survivor.

    It's an extremely one-to-one comparison, it's obviously fine to like it (though I personally don't for a variety of reasons) but that's very obviously what's being described in the design preview.

    It's also making her like some dash killers. Specifically, Twins and Houndmaster, because controlling the power separate from the killer to launch it at survivors is how they work too- at least, for Houndmaster's second dash.

    Overall it shifts her far more to the dash/projectile kind of killers and very hard away from actually being a trap killer, because the "traps" aren't traps, they're projectiles you control.

  • Member Posts: 698
    edited March 25

    Okay you are ignoring so many aspects and places and… honestly the entire mechanics of chains if you are attempting to compare them to drones man. Its not even close.

    Like you found remote control and shoot, and then went "oh yeah its the same thing"


    No. Theres more to drones than remote control and shoot.

    And honestly theres more to chains with that addon than just remote control and shoot.


    Both them have different areas and behaviors entirely so comparing them is inappropriate, the killers are nothing alike.

  • Member Posts: 8,371

    …I think you might be misunderstanding the criticism.

    The new mechanic of launching drones at survivors is, as described, like the Engineer's Fang, especially when used against healthy survivors. What they described sounds almost identical, at least if the drones are in first person camera view. It's different against injured survivors, in that you obviously don't get any of the Possessed Chains effects you'd get on injured survivors, but it still sounds like the exact same interaction from a control standpoint.

    Nobody's saying that Merchant's entire power is being replaced with Engineer's Fang. They're saying the Drone Propulsion mechanic makes her into another dash/projectile killer, because… it does, it's a projectile you control like a dash. That's literally what is being described. Some people's touchstone is Victor, some people's touchstone is Engineer's Fang, because that's the kind of power that is being described in the design preview.

  • Member Posts: 698

    Yea you're doing exaclty what I just said

    "Oh remote control and shoot, they must be the same"

    Like no man.
    Theres more to both powers.

    You are basically saying a whale and I are the same thing, we both use oxygen to breathe

  • Member Posts: 8,371

    Yes, there is more to both powers. There is also, in this design preview, a similarity that does not currently exist on live servers.

    That's what people are criticising. They BOTH have this feature in the design preview. People do not like the idea of Skull Merchant having that similarity to that power.

  • Member Posts: 698
    edited March 25

    Then just say that you dont like the mechanic, dont compare it to something that has probably 15 differences to its 1 similarity.


    Thats not how comparisons work.


    If you need any more proof how silly it is, you are also defending people saying its like

    Twins and Houndmaster

    Equally silly is saying Twins, Houndmasters power are anything alike.

  • Member Posts: 8,371

    Twins and Houndmaster do have a similarity. They, like Pinhead, control their power directly and separate from the killer model to launch it at survivors.

    That doesn't mean they play the same. It means they have a similarity. Not many killers actually work like that, it's not exactly a common similarity across the cast.

    Even without the dashing part, I think the only other killer to control their power separate to themselves like that is… Singularity, right?

    It's a meaningful criticism to say "This change makes Skull Merchant too similar to these other killers by shifting the main value of her power towards this style of mechanic". That's all people are saying.

  • Member Posts: 698

    The only one that has similarity you should be comparing is singularity. But even then its still an in between for current SM and Singularity.

    Anything else is just a stretch as already listed

  • Member Posts: 809

    Well, noone know how it would actually work. It all depends on amount of fuel and how would you control it.

    It may be something similar to Twins rather than iri addon pinhead.

    I would guess movement around will be basically slow Dracula's bat and than you have straight dash, which may beweak depends on movement speed, because it gets destroyed if you hit wall. So depends on movement speed of dash and if you can turn to some extent.

    My main issue is powers that let you control something while being inactive are not popular for either side (quite the opposite) and they want to give that to one of most hated killers in history of dbd… How could that ever end well?

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