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Rework Skull Merchant power

Oh boy alright lets get started on the new killer....

I'm mostly a survivor main but also have a share few hours on killer.

I'm writing this comment on the new Killer from the perspective of a survivor main,

hoestly first the power didnt seem so bad but as I played a few games against the killer it got worse and worse.

I play on rank 1 mostly solo q or with my mate, we get matched together with survivors that have 100 hours or less basically all the time(thats a big ass flaw fix your matchmaking honestly)

We both are players with over 1.5k hours and would like some mates with a brain.

but back to the killer power

we often find ourselfs in a non favourable position for the survivors, bcs we are always the one running the killer leaving the gens most of the time to our mates and well they obviously dont know what gen spacing is so killers most of the time abuse that fact(us getting 3 genned alot)

and well the knight already wasnt a great addition with his easy 3 gen potential shown by for example hens( holding survivors hostage for over an hour)

but in my opinion with solo q mates the skull merchant is even worse

she can just place a drone at all 3 last gens and wait till either survivors just try to power trough the gen or hack the drone. well as she gets knowledge of the survivors position she'll just come by. If the drone got hacked she'll just place a new one bcs it feels like she has no ######### penalty to her power if she just places 3 and if it didnt get hacked survivors need to leave instantly cause the drones expose one so quickly.

so to sum up this short complain fix the power of the skull merchant by for example add a radius around a gen where the drones cant be placed and a bigger penalty where she cant place drones

please its so annoying playing games that last like 30 minutes

Comments

  • Anti051
    Anti051 Member Posts: 662

    When I run SM, I notice that not a lot of people bother to use the perks available to combat a 3-gen strat.

    The people who have been breaking through it have used 'Deja Vu,' 'Potential Energy,' 'Hyperfocus/Stakeout,' and saved stacked toolboxes for the end.

  • JuJuu69
    JuJuu69 Member Posts: 3

    yeah exactly, I just think a killerpower shouldnt be only be countert by a certain perk build yk?

  • Eathian
    Eathian Member Posts: 82

    +1 BHVR please do something about this killer. Allowing this killer to consistently hold the game hostage with three gen is absolutely horrendous.

  • ChaosWam
    ChaosWam Member Posts: 1,843
    edited March 2023

    I'm not a huge fan of disabling her power near a generator, mostly since it'd be obnoxious to try and place them in tactical spots if a gen is nearby. Midwich comes to mind on how obnoxious it would be, though larger maps would be a little easier.


    My own opinion is claw traps and drones should be linked: You disable a drone and get claw trapped, SM gets 1 less drone placement until the claw trap runs out of battery. That way survivors can focus drones, avoid her when she chooses to chase one person to get a drone back earlier, and still allows newly placed drones to recharge the batteries of survivors who neglect to remove the claw traps and attempt to rush gens immediately in the radius of a drone.

    Note I said until the battery ends, because if it's fully linked to claw traps then she becomes far too weak since if all 4 decided to hold empty claw traps then she'd have no power and just be an M1 killer. Still needs to be risk/reward.

  • Gandor
    Gandor Member Posts: 4,261

    Buf her chase. Make entering her zone more risky. Make it do some hindered once exposed. Make active area slightly larger. Just please remove her ability to camp so efficiently