http://dbd.game/killswitch
Skull Merchant enjoyer since day 1, a little concerned
After reading some of the notes of the Skull Merchant rework, there are a lot of aspects i'm curious about and some I immediately noticed will be a problem when it comes to playing as the Skull Merchant in opposition to playing against her.
Disclaimer: Some may come from survivorship bias
About the new drones:
- Pros: Auto surveillance on deployment, Visual and Audio indications are toned down
- Cons: Can't rotate the beams, beams move slower
While I can appreciate the idea of the beams, a system I would rather go back to is the Active Zone mechanic from the original variation of Skull Merchant, to elaborate this is what I mean.
- Upon deployment, active zone scans (8m radius) along the immediate vicinity for 10 seconds.
- If a survivor is caught in the active zone, the skull merchant will receive killer instinct for 4 seconds. Re-entering the zone does not trigger killer instinct again for 10 seconds.
- After the initial 15 seconds, the Skull Merchant can opt to trigger the active zone for an additional 10 seconds. Doing so drains the drone power faster.
- Alternatively the Skull Merchant can recall the drone after the initial 15 seconds.
While I like the idea of her drones being controllable and lethal, there is a worry to me that it'll lead to gameplay that is seemingly boring and well just lead Merchant players to just zone and 'walk down' survivors with the drones, which is already a complaint in relation to a few other killers.
That aside, removing Claw Traps feels identity removal from the Skull Merchant as that has been a part of her since release.
While I entirely understand wanting to remove the entirety of status effects, I did want to suggest thePacify effect to claw traps that has not been fully utilized since Doctor (and has a bit of a usage with Houndmaster) instead of fully removing them.
- Upon drone propulsion, effected survivor will obtain a claw trap. Skull Merchant will be able to destruct the claw trap and pacify the effected survivor (disabling them from being able to vault, drop pallet, etc) for 4-5 seconds. Claw trap will be destroyed upon destruction.
- Claw trap will last 20 seconds on the survivor and will not be able to have timer reset. This rewards the skull merchant for effective chase mechanics and game sense
- Alternatively, make it a second option on the drone. Doing so will allow the Merchant to be a little more dynamic in their decision making (and in some cases, altruism counterplay)
This may not be an idea i'm entirely married to, if it is something to look into, I would love to see it in testing!
Onto the main gripe I have involving this entire rework, it's not the powers themselves but the abundance of counterplay that exists for essentially existing.
Let's call a spade as it is, Skull Merchant is a weaker killer with no mobility of the sort, not even haste. While I do believe that counterplay should exist, the counterplay should be in line with other killers on the roster (using lockers for stealth and playing appropriate distance). For drone hacking:
- Remove the aura reading on Skull Merchant for a successful hack. Instead, grant the hacker detection immunity from Red Light, Green Light for 30 seconds. Failed hack effect stays the same.
Red Light, Green Light (personally i'd call it Biologic Sonar), a few suggestions
- Any survivor within 32 meters of the Skull Merchant when this power activates will be revealed to the Skull Merchant for 6 seconds. Any survivor outside of 32 meter radius will only be caught if they are actively sprinting.
- Any survivor not hiding in a locker at the time of reveal will be revealed to the Skull Merchant for 6 seconds.
The entire point is to completely drop the stand still/crouch counterplay as that easily makes most of her kit useless, while having a mechanic that puts her at even more of a disadvantage than any other killer in the game and essentially makes a portion of it useless.
Comments
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Someone pointed out in their own post that these changes are not for the Skull Merchant Players. They are for the survivors who will never accept or adapt to her current style. I think that rings true.
5 -
Given that the survey didn't ask any questions from a SM player perspective and only asked if you would enjoy the changes as a survivor, it is absolutely true.
6 -
Yeah I very much was upset with that. I would've liked the survey to have included an opportunity to voice concerns directly/make a comment. I just hope other Skull Merchant Enjoyers voice their opinions and maybe Behaviour won't utterly change her. But it's such a toss up at this point.
4 -
I think a 'rework' is inevitable, as in it's already planned and will happen since it's been amped up and promised for so long but I don't necessarily think that'll mean the playerbase of that character will have their feedback ignored. As little faith I know many have in BHVR (And it's warranted), I think there are people who understand the importance of a Killer characters core audience
I think Sadako's the prime example of a character who they tried to 'improve' and completely failed at, to which they seemingly listened to the character's 'fans' let's say and ultimately we got there in the end.
Though how long that takes, is up in the air. Look how long Hillbilly was left in a completely ruined state before finally being restored to where he should've been.
2 -
It's nice to be reminded of those changes and the adjustments over time. It's just so easy to feel cynical and focus on the negatives. But you may be right, there's always a chance that the voices of the people who care/enjoy her playstyle will be heard and acknowledged. Thank you, that does make it feel less daunting and distressing, I just hope we're heard.
3 -
You know it's quite funny since I've always been a massive SM hater since day one. I just don't like a single thing about her and that's just how I feel.
Even still, I also main a character that a lot of people on the survivor side don't like very much (Legion) and I think about how I'd feel if they did some kind of Legion rework that completely changed them as a character and I really get it.
My hope is they try to meet somewhere in the middle in this whole thing, A killer's rework is a colossal failure if it alienates the core audience of people who liked the character before, in my personal opinion.
4 -
Agreed and very much so, the people who actually enjoy the character for what their core is, their lore and just overall feel, I really hope BHVR focuses on them as well.
And I appreciate your empathy regarding the situation. I myself don't enjoy going against Legion all that much, but I also know they have a place as a character and playstyle.
It's important to maintain what was presented and designed.4 -
Bumping this for visibility in hopes the devs see these and take any into consideration, but mainly the last point.
Again I heavily appreciate the effort put into this rework, I just want to see the kits actually be useful and not heavily countered by any method that doesn't involve in game elements (lockers) or possibly altering the benefit of hacking from revealing the skull merchant's aura to being immune from detection for either a time frame or having it be indefinite until detection happens, and regains it after next hack.
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