The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Skull Merchant OP and good???
Ok, getting beyond clickbait title so the forums actually read what I have to say on this-
Y'all really just didn't read the post properly did you? I'm trying to be nice, but most of you are posting blatant misinformation. Like, some of you said the drones share a power resource, when the devs IN THE INITIAL POST, said that each power resource was unique for each drone and are used WHEN CONTROLLING THEM. Then some of you said it's a rush/chase power, which is only true if you would consider Freddy's pallets a chase power. It's stationary and uses resources to move at all, it's not meant to be mobile 24/7 and they made that clear. Drones are still MOSTLY stationary, with bursts of movement when needed. People compared it to victor- but unlike victor you can place one down preemptively to make a hazard for later (aka, you place a trap for later use. Wild Idea I know). They also made it apparent that the drones weren't supposed to be your main source of info anymore. Yes, they still can detect survivors- and they even don't flash their entire detection range for the world to see as easily anymore. Now it might actually be possible for someone not paying close attention to get caught off guard. However, you now have a dredge-adjacent map wide detection…. as long as you are either running (which leaves scratch marks making you easy to find anyway) or just walking without crouching (yes, crouching does hide you, they said this in the post.)
This is where MY (few) PROBLEMS with the killer's new design come in.
First of all: We don't yet know how quickly the drones will detect a survivor- so it may be possible for them to get caught by a line and still go unnoticed, which would suck. If they detect survivors on contact, then this is a non-issue and we have our "top down" trap killer I always dreamed of.
Second thing: The Green light red light power is OBVIOUSLY already under tuned. Being able to avoid a map wide power by just crouching the whole time isn't very useful unless you or a drone are nearby making it redundant.
If I were to solve this second thing, I would fix Locker generation on the maps (Typical dredge main, I know, but hear me out). That way the speed at which you get revealed could vary based on your movement type, with lockers being the ONLY way to hide and reduce the "detection" progress while the ability is active. Crouching giving you the longest before being detected, and running making it almost no time at all, obviously this would make hiding much harder. That's good, a killer's power should be a concern to worry about, not a casual reminder you can use your knees. The only problem here is counter play, which would be solved if lockers were consistent enough to be useful to traverse the map in between each tactical and careful movement so the killer won't be on you like mud on a pig.
It would both make lockers useful in a way they haven't been for a while, make skull merchant more unique while keeping with her intel based play style in a way that is neither OP nor pathetic, and even give dredge the only buff they've ever needed. Best of every world right there if you ask me.
Overall? Most of you are getting the mechanics wrong and complaining over objectively untrue things, proving that a demonstration is useful to understand the complexities of a power in action. Me? I'm looking forward to these changes (especially if they do alter SM and the lockers how I hope they would). Finally a trap killer other than Hag that can actually be threatening, it's birthday and Christmas all in one.