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The Skull Merchant (rework) I like to see
Barin
Member Posts: 46
Skull merchant is very weak and hated. They will get reworked or changed in the future. However, it is difficult to please everyone. I want to make her a better version that contains aspects of her old power.
What is the problem with her?
- Too many status effects
- Too overwhelming/not fun to play against
- Bad feedback on the survivor's end
- Weak power (chase/traps)
What is the goal?
- To make SM stronger and more fun to play
- To make SM easier to understand from both sides
- To add and encourage more counterplay/skill play
Skull Merchant - Rework
Change
- Drones are now split into 2 different drones (see Attack and Defense drones below)
- Claw traps have a different functionality (see claw traps below)
- Added a different way to injure and down survivors (see claw traps below)
Buffs
- Increased the total of drones to 8 (was 6)
- Increased the battery life of a claw trap to 60 seconds (was 45)
- Removed the power cooldown after placing a drone (was 10 seconds)
- Decreased the disabled duration of a hacked drone to 30 seconds (was 45)
- While a Survivor is Claw Trapped, you see killer instinct for 5 seconds
Nerfs
- Removed all status effects: Hindered, Haste, Undetectable, Broken, and Deepwound
- Increased the terror radius to 32 meters (was 24)
- Hacked drones cannot be recalled for the disabled duration
- Hacking a drone gives the survivor immunity to scans or lasers for 30 seconds
- Claw Trapped Survivors see an icon (eye) while being watched on the radar
Attack Drones
- This drone creates a sweeping scan with a radius of 10 meters when deployed
- When a survivor is hit by the scan, they get a stack.
- If the Survivor has 2 stacks and gets scanned, they automatically get a claw trap
- The scan is immediately active, the way you are facing
- The scan lines are only visible within 16 meters to survivors
- They rotate 105 degrees per second, and the direction can be manually switched
- The scan can be avoided by crouching or standing still
Defend Drones
- This drone creates a horizontal laser beam with a distance of 8 meters when deployed
- When a survivor is hit by the laser, the drone will shoot a claw trap (like a dart/projectile)
- The laser is active after 15 seconds
- The SM can manually activate the projectile if a button is pressed, even if the laser is inactive
- The laser is only visible within 8 meters, and the projectile goes 8 meters
- They do not rotate/static (one way)
- The projectile (claw trap) can be dodged by crouching
- The laser can be avoided by crouching underneath
Claw Traps
- If the claw trap is attached, the survivors can be seen on the radar until the claw trap is removed by any means
- If the survivor is scanned by an attack drone or hit by another claw trap, the claw trap explodes.
- When a claw trap explodes, the survivor loses a health state
This creates a new ''Chess Merchant'', but without gen defense hopefully. I hope some aspects of my changes are good. Thank you for reading.
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Comments
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If being downed across the map by a drone is unhealthy, then only have hindered be applied to injured survivors.
When injured: 10% hindered for 5 seconds when hit by a scan and 5% hindered for 30 seconds when hit by a laser beam.
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