A Skull Merchant rework idea
Before I begin to explain the reworked power (it is quite wordy), I wanted to preface with my philosophies behind the redesign. First, I wanted to completely strip her of any, or atleast a lot of her power at defending generators (more so than any other killer can). Second, I wanted to not only make her a lot more chase-oriented, but also more effective at tracking survivors, and be heavily encouraged to and rewarded for chasing different survivors/spreading pressure. Third, I wanted her power to more closely reflect her behaviours and strategies from the lore and tomes, an analytical egotist who lets her true colours show when hunting and killing her opposition, after learning every little thing she can about them and using that information to carry out her misdeeds. Another note, but specific numbers such as information thresholds to unlock new attacks and apply debuffs can be moved around, so there's no need to be nitpicky about them.
Drones
The Skull Merchant can place up to 4 drones around the map. When a survivor enters a drone’s radius, it will move toward them and place a clawtrap on them. After doing this, the drone will go into a recovery state, where it cannot place another trap on a survivor, survivors can hack it and SM cannot recall the drone. When a drone is hacked SM cannot use that drone again for 40s. A clawtrapped survivor can hack the drone that trapped them, but no other drones.
When a survivor is within a drone’s radius, regardless of being in recovery or not, it will sound an alarm, give a loud noise notification to SM and the drone’s aura turns yellow.
Survivors who have been unhooked are immune to being clawtrapped for 20s but cannot hack drones.
Clawtraps
When a survivor has a clawtrap, they gain a unique debuff ‘Information’. Information accumulates when sprinting, healing yourself or teammates, unhooking, dropping pallets, fast vaulting windows or pallets, cleansing totems or opening chests. Information on a survivor is counted as a percentage, 1 to 100. Clawtraps last for 90s at base. Clawtraps are automatically removed when they run out of battery, and when a clawtrap is removed, that survivor is immune to being clawtrapped again for 20s, this immunity ends if the survivor attempts to hack a drone that is in the recovery state, the hack is interrupted and they are clawtrapped, but they are free to hack it again after as the drone's recovery duration is reset.
Information
The Skull Merchant’s goal is to learn all she can about her targets, then use that knowledge to crush them, ‘Information’ is what the Skull Merchant has learned about a survivor.
When survivors accumulate enough Information altogether, the skull merchant gains access to buffs and new attacks.
information on a survivor will passively drain down to 40 if they have more than that and are not clawtrapped. (I.E SM will eventually have a minimum of 160 information at any time). Survivors lose 20 information when they are hit by SM and cannot begin to gain more information by sprinting, fast vaulting or dropping pallets for 3s. Survivors will go back to 40 information (if they had more than 40 previously) when hooked.
At 100 information total, Skull Merchant has a 25% increased lunge distance on basic attacks.
At 240 information total, she gains access to a new sweeping attack, capable of hitting multiple and through survivors. Adrianna swings in a 180 degree radius in front of her and has more range than a normal attack (discounting lunge), she can add a lunge to this that only goes 50% of normal lunge distance. Missing this attack leaves Adrianna in recovery for only 2s, but landing it on at least a single survivor increases it to 3.8s. (for reference, basic attack recovery is 2.7s on-hit)
At 300 information, Adrianna gains a downward slashing attack, this can be used to hit a survivor who is further into the pallet vault animation than a basic attack, and hitting a survivor with this in the middle of a pallet vault will break the pallet. Adrianna cannot lunge with this attack, but it has a 2.4s recovery on hit or miss, and grants Adrianna 3% haste for 8s on a successful hit.
All of these thresholds are reduced by 80 for every survivor who has been sacrificed or has escaped.
Survivors who individually have too much information take on debuffs
A survivor with 50+ information will leave a digital trail on the ground that only SM can see, these appear as orange holographic spikes, they are placed at a frequency similar to haemorrhage bleed rate and last longer than ordinary blood duration. SM can see the aura of these at a short range and they shrink in size when she is close to prevent them from obscuring sight (at max height they are still shorter than a crouching survivor).
A survivor with 60+ information cannot see SM’s red stain, making her deadlier at loops and giving her an edge over normal M1 killers like Ghostface with his Nightshroud, in addition to her basekit increased lunge distance.
A survivor with 90+ will have a hologram displayed over their head, the aura of which SM can see through walls and from any distance away.
Comments
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this again?
why is everyone so obsessed with drones moving/following?
Go play Knight or Nemesis if you want this...
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The drones return to where they're originally placed after trapping a survivor. This is also why I heavily shifted her power away from drones and towards clawtraps and to the new information mechanic, so she is less similar to Knight and Nemesis. It's also not possible to outrun them, they move fast and have a long reach, you WILL get clawtrapped and quickly.
I also don't see how this is in any way similar to Knight or Nemesis zombie? The drones become nothing more than traps that can't even hurt survivors or expose them like before. They're just the first step to her gathering power.
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Then why moving in first place?
It's just so unnecessary...
This kinds of reworks are so overcomplicating it. Most of the times it's worse Knight, or just completely different killer that would create completely new issues instead of fixing anything.
I know you have put quite a lot of work into this, but I just hate this kinds of reworks, because I play her quite a lot and I don't want to see rework ala Riot (League of Legends).
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What do you want her to do man, the community at large doesn't like the way she plays and hate facing against her.
I STILL don't see how this is remotely close to knight, other than having AoE detections against Survivors. Like, if you don't have anything interesting to add I don't get why you're here.
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Bro it isn't overcomplicating. This is moreso what people were expecting out of a 'Technology' Killer, something cool and Tech based. If you say she is fine as is, you are one of the very few who actually like playing her. Many upon many will say she is the biggest flop of a killer chapter with a very unfun power to play as and against.
If it's too complex, play someone else, like Bubba. Chainsaw go sweep, hit survivor, hook survivor, ez.
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Regardless of what others will say, I think this would make her more fun and more chase oriented. A killer who's power is strongest by camping gens and holding a 3 gen hard is very boring and very unfun for the game. That's why chase killers, like blight, are very fun. They make the game more interesting and unpredictable, and that is what this rework does for Skull Merchant. I liked the idea of drones and claw traps, but the execution on live servers was not good and disappointed many upon many people.
If you'd ask anyone, the top killer most would want removed is Skull Merchant. This rework would make her a lot more fun and even Lore accurate.
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I believe this is a good idea that could actually make her fun to play against and play as.
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I am definitely one of few people that enjoy her and I am not going for 3-gen.
I just like M1 killers, not with MFT existing tho. My other main is Legion and I find them quite similar.
I don't believe she needs complete rework. I commented changes I have in mind few times on other posts, so can do it again:
-lower delay and higher duration on stealth
-purple hindered addon basekit
-skully can't place drones in area where drone was disarmed less than 20 seconds ago
- when survivor gets locked on (exposed) it disarms the drone and they get claw trap
So you can basically take drone in first second (work on gen) and other survivors can take protection hits, if needed.
-If you have claw trap, then you can't disarm another drone (drone gets active and claw trap recharges), but other survivors can disarm it (so no issue for soloQ)
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Then you have a killer who's still fundamentally unfun for most to play as and against, with more restrictions on her own power.
The basekit hinderence will just become a massive pain point for survivors, they HAVE to leave the loop AND they won't ever make the next pallet, and if they don't leave the loop they're hindered AND exposed. It's an even more annoying AND basekit Blight Compound 33. There's no counterplay and it's just free hit for SM.
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So they can't be used to camp gens? This is pretty much the only way to while keeping her power relevant in chase
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Main issue is her ability for 3-gen, this would mostly fix it.
So what survivors have to leave a loop? That's basically true only when survivor is injured.
It would basically be worse Clown when you are injured.
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Most killers don't have any AI components and are viable in chase.
Why should it be different with Skully?
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Because she doesn't have any power besides drones?
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Purple addon does make it antiloop power.
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Yes, that's using drones
Besides the topic is about her 3 gen, and making them AI will fix that since they can't just camp it anymore
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If you make her drones viable in chase, she is less likely to use them only on gens.
And changes I suggested would help a lot with 3-gen breaking.
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I don't see any of this changes stopping her from just 3-genning and forcing survivors to give her buffs while not having to earn any of it.
Making her more complex but keeping the exact same design flaws doesn't fix anything.
You are just putting chantilly on top a burned cake, the cake is still burned, you just got to start things from the begining.
You either remove the passive tracking and make it active, kinda like what the rework for Doctor did. Or remove her lethality and make her a pure info killer and you just have to deal with the rest. Having both on such a widespread area will always lead to 3-gen strats being the most optimal strategy.
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