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Addressing The Skull Merchant
Comments
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If that's all you've got to say on the matter, I think this conversation has concluded.
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Anyway, there aren't that many
So there is 12 addons around claw traps... That's more than half of her addons.
Most of her addons are already bad, she has like 5 decent addons.
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Okay, I was actually in game so I went and checked, you're right, there's twelve.
The reason I was thinking there weren't so many is that were some I wasn't counting for this purpose. Like the ones for extra Hindered percentage and time, those don't really matter to our conversation because they're only for chase.
So, let's tally up the addon effects that are only for chase. To me, this includes: Extra Hindered percentage, extra Hindered time, Exhaustion, and arguably the aura when the claw trap is first applied and the Mangled + Haemorrhage. I say those last two because cross-map info isn't useful when you can already see them on your scanner, it's more useful for mindgaming in chase, and because the Mangled one requires you to get a down on a claw trapped survivor. Taking these off the table, we have seven addons.
These include: Blindness, battery life duration, smaller skill checks, silent skill checks, aura reveal when the claw trap is removed, Oblivious, and the Expired Batteries iridescent.
The next step is to see which of those are actually good. In my opinion, both skill check addons and the Expired Batteries are bad now + won't get worse with my hypothetical changes. The skill check ones are a meagre effect for a small duration only if you're ignoring survivors with claw traps entirely, and the Expired Batteries are just a hot mess of backwards effects that don't do anything noticeable.
Taking those off the table, we're left with four. Blindness, battery life, Oblivious, aura reveal when removed. Do these get worse with the proposed changes?
Not really. Blindness and Oblivious are still somewhat useful in chase anyway, battery life is useful for if you choose to drop chase on a claw trapped survivor, and aura reveal when removed is... fine? Honestly I don't think those last two are good to begin with, especially the aura one which feels very vestigial from an earlier design of her power where it made more sense, but I'm trying to be as generous as possible here.
Considering you'd still be able to spread your Lock On stacks with careful play, and considering most of the addons that affect claw traps at all seem more geared towards either using them in chase or dropping chase after getting the claw trap anyway, I don't think much changes here.
Honestly, the bottom line is, the addons here that aren't good need reworking anyway. My changes don't really change much at all for them.
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having no passive gains on drones means that skull merchant has to do everything manually which is already the case vs non-bad teams. Alongside having lock-on removal, you statically will not be able to get 2 claw traps if everyone removes every lock-on stack. The default 10 second detection is low duration that I am not going to count.
This is where I'll point out again that if it's tied to hacking drones, you can deny survivors the ability to do it. If you want to split pressure on your Lock On stacks, you just need to make sure there are fewer drones out than there are scans to remove. Hell, if you're quick enough on the draw you can recall a drone immediately after a survivor trips it and deny them the chance to remove that stack.
Yes and this encourages 3 gen gameplay in order to camp drones. the entire rework for skull merchant was specifically done to make 3 gen less. Nerfing skull merchant would just make me camp more and tunnel more. Camp hooks+3 gen and tunnel people off-hook because split pressure is meaningles. Right now lock-on mechanic incentives me to spread pressure.
2: No, actually using her drones and playing around them is the skilful way of doing it. If anything is brute force, it's forcing single scans and relying on random mistakes to win a war of attrition.
There's a lot of skill that goes into using her drones properly, they aren't just fire and forget.
I disagree. The nature of trapping killer is that they rely survivor mistakes to win. Their viability hedges on the capacity to win a war of attrition. Skull merchant does this somewhat better in my opinion compare to trapper & hag but game-play principle is the same.
I believe that most player over-think trap placement on killers. For me, traps are fire and forget. They either provide value or they don't. They're also some of low-skill floor+low skill-ceiling killers as well. Unfortunately, this means that these killers often hit max potencial for most killer players very quickly as there is not much to learn.
It's also worth mentioning that a Hag's traps don't do anything unless she decides to act on it.
Debuffing survivors with hindered, Haste and tracking doesn't do anything either unless killer acts on it. I suppose the trap does injure you and put into broken. Maybe changing it to be exposed though this one of the changes between Skull merchant 1.0 and 2.0.
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1: You should have to do most things manually against teams that aren't outright bad, though. That's not a bad thing, that's part of the point.
I'll also point out, once again, that survivors can only remove every stack they get if you leave drones out for them to do so. If you want to spread Lock On stacks, you would need to pay attention to how many drones are out and evaluate how likely they are to be hacked. In other words, building split-pressure Lock On would require active effort and wouldn't be passive.
2: You do actually have to support this point with some kind of argument.
What it actually encourages, if anything, is recalling drones instead of leaving them out. I don't see any reason why it'd encourage 3-genning in someone who didn't already want to 3-gen, and, we've already laid out why attempting to build Lock On stacks in a 3-gen wouldn't actually work with these new changes.
3: Just saying that they're fire and forget doesn't make it true. The mechanical depth in exactly how the beams work and how you'd play around them exists either way, so placement and positioning still matter a lot.
Skull Merchant is a trap killer, that much is true, but she doesn't work exactly like Trapper and Hag. There's more mechanical depth to her power than those two.
4: Or, instead of changing the injury to Exposed, you could just make it so the claw trap is very unlikely to trigger outside of chase, so the killer only gets the Haste and the tracking on someone they aren't actively chasing.
The whole point of these changes is that getting a claw trap shouldn't be passive. The other stuff, sure, that much can be relatively passive and I think it'd be fair, but the claw trap should require active effort.
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I have a lot more to say, but we disagree on major levels about her, where there is no chance to get any result.
There is a lot of errors in your logic. Like whole broken / mending conversation and effect of drones outside of chase. There is one whole comment completely nonsense, whch is probably why you didn't clarify any of my questions about it.
You are also unable to express yourself effectively and I am too lazy for that. That's why I usually point out only part of your comments, because most of that text is useless. For example your next post:
Do these get worse with the proposed changes?
Yes and almost all claw traps addons are just bad and unreliable. I don't care about most of those effects in chase.
Mangled + Haemorrhage is completely useless, when survivor is broken. Ha, another reason for removing broken instead of mending... Blidness, Skill checks, Oblivious are way worse, when claw trap could be used only in chase.
Almost all of them should be reworked no matter what changes she gets.
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If you want to take another shot at specific questions, I'll try and answer them. These messages can get a little long and so some things get missed out unintentionally.
While I agree that those addons are bad, they aren't made any worse by my changes, they're just bad. Though, to speak up for one one of them mildly, the Mangled + Haemorrhage only applies when the survivor is hit, which downs them, which breaks the claw trap, so they're not actually afflicted by all three status effects at once.
Either way, though, they're just bad. They're not good addons being made bad by these changes, so it's kind of irrelevant to bring them up.
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I was talking about this comment. It simply doesn't make sense.
Even more when you admitted before, that dropping chase with survivor having multiple stacks is waste of time.
This whole comment works only if you would drop chase with multiple survivors having two stacks, which is simply pointless thing to do.
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so it's kind of irrelevant to bring them up.
This post is supposed to be about skull merchant changes, isn't it? I consider her addons to be issue, which should be addresed.
Or you want me to only say how I don't like your changes and nothing more? I am fine with that...
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Right, gotcha.
So, I did explain this poorly, I 100% admit to that. I'll start from the beginning again and try to clarify what I meant from the start.
The issue is, I was too caught up thinking about the way I play Skull Merchant, where dropping chase on survivors with one Lock On scan is a waste of time. I don't generally try to spread the Lock On stacks (unless given a very easy opportunity to), I focus on trying to build them on one person quickly, because I find that a little more fun overall.
For me it's a waste of time. It is worth pointing out that it doesn't have to be a waste of time. Right now, you don't actually have to put much effort into making it worth your time because any stacks you get can't be removed, meaning you don't actually have to try very hard to get random claw traps mapwide from survivors that aren't very aware.
So, the right way of phrasing it would've been this: If you are playing Skull Merchant in an active and skill-based manner, dropping chase on survivors with one Lock On stack is usually a waste of time.
With my changes, playing passively and aimlessly would be punishable because survivors could reset and remove their Lock On progress. You'd have to start being active and putting more thought + effort into what you're doing to spread Lock On stacks. If you do that, dropping chase strategically would be worth it again, but in a more balanced way.
Again, I explained this poorly, that's on me.
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You'd have to start being active and putting more thought + effort into what you're doing to spread Lock On stacks.
Not really, only option would to play like you
I focus on trying to build them on one person quickly
just go 1 by 1
I enjoy hit&run killers, that's why I play skull merchant (also Wraith, Legion). She is quite decent for it, not best, but decent. That means I am dropping chase often, survivors usually are injured with 1/2 lock on stacks (kinda hard to tell, when you don't see it).
I don't really care if they will get claw trap when I am chasing someone else, point is to have chance to get claw trap faster and possibly instadown (very rare tho) in my next chase with that survivor.
Letting them remove stacks negates most of my chances for this. That's why it is massive nerf for me at least. That's why I don't understand why even go for any other nerfs for her.
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It does not force anyone to play like me.
If that's what you want to do, you would still be able to do it. The requirement would just be to be on point with recalling your drones so they don't get hacked, and hiding the ones you do leave out so that it takes longer to get to them and hack them after they're tripped, thus giving you more time to recall them.
I genuinely have no problem with that playstyle. I only want it to be something the killer has to actually commit to doing while paying some kind of attention.
It's important to remember that letting them remove stacks in this regard doesn't put something on the map for them to consistently do it with, like a Freddy clock or a Pig box. The thing they use to remove stacks is something completely in your control, and you don't have to let them have access to it.
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It does not force anyone to play like me.
It makes it more difficult (it already is harder then just go 1 by 1 in my opinion) and less effective. Sounds like limiting options to me.
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It makes it more difficult, yes, but that's because basically no effort has to go into it right now.
There's no way to remove Lock On stacks, so the only limiting factor is how fast the generators get done. Otherwise, you can cheese out basically free claw traps cross-map with barely any effort beyond regular M1 chases. I want to see her power and its skill expression be more of a focus, and the only way to do that is to make it so you have to put in effort before getting serious rewards from it.
The options are limited but they aren't removed. All it does is expect some skill expression from you.
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All it does is expect some skill expression from you
It's funny going 1 by 1 is exactly same with your change...
Only dropping chases and trying to pressure multiple survivors is more difficult to do properly than just playing "I see survivor, I chase"
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And how the hell Skull merchant went from "survivors get punished for disarming" into "survivors should get rewarded for disarming"...
Old system where it was basically trade off was way more interesting in my opinion. This is basically win win situation for survivors.
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Well... yes?
Dropping chase and spreading Lock On stacks is made harder because that's the thing it's currently easy to try and cheese. The thing that requires you to be more on point with aim, positioning, and placement is unchanged because that's the thing that currently requires skill expression.
If you aren't putting skill expression into 1v1 chases then you're going to lose, it'll take too long to get to three stacks and you'll only have it on one person. If you aren't putting skill expression into spreading the stacks, it can still work out for you because you don't actually have to put much effort into it to benefit from claw traps. It isn't guaranteed, mind, but when it works it doesn't require nearly as much from you.
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if you make it harder, then sure, but then make it more rewarding to do, because it would be definetly not worth the effort.
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I don't think that's necessary, getting multiple claw traps on different survivors is a very strong position. It really doesn't need to be more rewarding than it currently is.
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That would be near impossible to do. That would be harder than Sadako getting condemn and she can mori survivors...
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Again, I don't think so. Sadako's Condemned stacks are removed from a static map object that Sadako has no control over.
Lock On stacks would be removed by hacking drones, which Skull Merchant doesn't have to leave out if she doesn't want to.
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Hmm, I have a good idea.
Let survivors remove lock on by disarm, but they don't lose their current lock on when they are downed, or hooked.
If survivors can get rid of lock on with their effort, there is no reason to also remove it for skull merchant's effort.
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Maybe not when they're downed, that would need to be tested, but they should definitely not keep Lock On stacks when hooked.
We don't want Skull Merchant to be too good at tunnelling with her power.
Which also raises the question, when would keeping Lock On stacks when downed be useful, and the answer is kind of just "slugging", so I don't love that either.
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why they shouldn't keep lock on, when there is an alternative to remove them?
Sadako keeps it, Pyramid head also.
Claw trap is not that good for tunneling in my opinion. It won't instadown. She would be nowhere near best tunneling killer, or slugging killer. It would simply become passive slowdown, because survivors would have to give it some effort.
This is the way how I can imagine it could be used.
There is a way how to lose lock on in the game, there shouldn't be multiple of them. Otherwise drones are just a joke.
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Considering there's only sometimes a way to remove Lock On with my suggestions, and considering the killer can completely deny survivors the opportunity to use it at all, I don't mind Lock On resetting when the killer gets a hook or a down.
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I don't mind Lock On resetting when the killer gets a hook or a down
Because you don't use it properly, but that doesn't mean your playstyle should be only viable and ignore everything else.
If killer denies survivors option to remove lock on (recall drones) that means there are no drones prepared in advance. I see that as a fair trade.
Right now there is basically bullet proof system how to get rid of lock on -> get downed. All stacks are wasted when you down survivor, so you kinda gets punished for playing well as a killer at that point.
If you want give survivors option to get rid of lock on with their actions -> ignore their mistakes while walking into drones, then there is no reason to clear stacks for them whenever they get downed/hooked.
If you are worried about that, then we can simply get rid of broken and just make it always mending as I suggested. Then it can't really get out of hand more than Legion can do.
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What?
How is it a bullet proof system for getting rid of Lock On when it gives the killer a free hook? That doesn't make any sense, the reason it clears when you get downed is so that the Skull Merchant can't tunnel you out with a claw trap and thus Hindered when you're unhooked.
You do not get punished for playing well as killer because you get a hook. Those progress you to your goal, killing survivors, so they are a reward. Your power exists to make those easier to get.
Removing Broken wouldn't change anything here, because it's the Haste and Hindered that help tunnel someone out. If someone's unhooked, you should start from zero again, because the stacks you put on them did their job: They made that survivor easier to down. That, or they weren't needed to reach that goal in the first place, in which case it doesn't matter.
Also, I would appreciate if you'd stop insulting my gameplay, especially when you haven't actually seen it. You have no idea whether I'm using Lock On correctly, you can only judge based on the way I talk about Skull Merchant's power-- and I could be just as unhelpful by saying that it sure seems like I understand it better than you do. That wouldn't achieve anything, though, it'd just devolve the conversation into name-calling.
We've also talked at length about how other playstyles would still be viable, that's just repetition without anything to back it up.
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It's bullet proof, because it will always happen and you can't prevent it.
Claw trap will not make tunneling that much faster compare to any other killer, so I don't understand why you worry so much about it.
You do not get punished for playing well as killer because you get a hook.
You get punished by losing your power progress. That's a cost. Hook is something that would happen no matter what.
Removing Broken wouldn't change anything here
it wouldn't change anything for tunneling, but it would make it less punishing for survivors overall.
We've also talked at length about how other playstyles would still be viable, that's just repetition without anything to back it up.
Talking doesn't mean I agreed. You just said it would be viable, I disagree. It would make it more difficult and less effective. Why bother?
Your argument was: "You can still try to do it, if you want". But that's about it. I can also play completely without power, if I want. That doesn't make it good idea...
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That doesn't make it a bulletproof strategy, it just makes it a thing that'll happen as the game progresses. It's not a way for you, the survivor, to actively remove your Lock On progress, because the Lock On does its job in this scenario: it makes you easier to down.
That's why you're not "punished" by "losing your power progress". The whole point of your power - any power, even if it's sometimes indirect - is to make survivors easier/faster to down. Once it does that job, it is totally fair for it to reset where applicable if it can't be removed manually, because you already got rewarded for using it with the one thing it's meant to do.
Claw Traps don't make her better at tunnelling now, because the stacks get reset. If someone could come off the hook with two stacks, especially if the power still inflicts Deep Wounds to cancel their anti-tunnel, they'd become extremely easy to tunnel out with a claw trap. That is, obviously, a bad thing.
While talking doesn't always mean agreeing, you have failed to really evidence your argument. Take your statement here, where you say it gets less effective: How? Getting multiple claw traps is completely unchanged with my suggestions, so how is it less effective on top of being harder?
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you have failed to really evidence your argument.
so did you... just saying
Take your statement here, where you say it gets less effective: How?
For example if you let survivors to heal 50% faster. Is hit&run strategy less effective? Hell yeah
So if survivors can remove stacks, is spreading lock on less effective? Hell yeah
Getting multiple claw traps is completely unchanged with my suggestions
No, it's near impossible unless it's first game against skull merchant for all those survivors... If they get lock on, it means there is drone nearby, which means they can remove it.
Also you not only would need to drop several chases with two stacks, those survivors would also have to be blind and run into some drone...
they'd become extremely easy to tunnel out with a claw trap
How do you exactly apply it on them, even if they have two stacks? You can't place drone next to the hook, so that won't work. Then they can just keep running, other survivors can bodyblock. It's same as any other M1 killer.
Only scenario I can see is survivor got into basement with two stacks, but at that point, if I want to tunnel someone in basement, I don't need claw trap to kill them, I can just bodyblock them on stairs for 10 seconds.
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Right, so, this comes back to the same thing I have to keep repeating: Letting survivors remove stacks of Lock On by hacking drones DOES NOT MEAN that stacks are inherently temporary. They have to have drones nearby to hack.
So, does this make spreading stacks less effective? Nope! Once you put in the effort to keep your drones away from their reach, spreading stacks is just as effective as before. The thing that changes is the barrier of effort before you get to start doing it, not how effective it is once you've started.
I'll hit that point again, because it's important: If they get a stack, you recall that drone. If you want to spread stacks, you do not keep drones out as a rule. There may be exceptions for specific drone spots, but by and large, if your strategy is to spread stacks, you would put the active effort into making sure the stacks aren't removed by recalling drones. This is the part that cannot be ignored or waved away, it is THE most important part of this argument.
Which leads to, getting multiple claw traps is not less powerful or less impactful than before. It is harder to do, though it's not even close to impossible, but it's not less effective.
As for your last question: You... place the drone down by them after/as they're unhooked? You're tunnelling them in this scenario, so you use your power in that chase. It wouldn't be immediate, but no killer currently gets to down someone as soon as their feet touch the ground, it takes a few seconds for their power to circumvent anti-tunnel where applicable.
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They have to have drones nearby to hack.
If I get lock on, there simply HAS TO BE a drone nearby. So outside of chase, survivors can always remove it.
If they have lock on, it means they got in chase, which means I had to drop chase against a survivor with two stacks.
How is that so hard to understand?
Once you put in the effort to keep your drones away from their reach
If I take aways drones, then they will never trigger it on their own. This logic has lot of holes...
you would put the active effort into making sure the stacks aren't removed by recalling drones
again... this means survivors will never get injured outside of chase, even if I chase every survivor and get two stacks on them.
How the hell is not supposed to be less effective? It's terrible way to play and you are going to lose most of your games for this.
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It's not hard to understand, but there's a hole in the logic.
If a drone is tripped outside of chase, there is a delay before the survivor starts to hack it. The more hidden the drone, the more the delay, generally; usually the hidden drones require navigating around an object before you can actually reach the model itself. If your active strategy is to spread stacks, you'd put drones in those hidden spots and react to the survivor being scanned, recalling the drone before they can hack it. Generally, you're probably not going to be relying on this, but they'll be the exception to the whole "don't leave drones out" thing- the drones that take a second to get to, giving you time to recall them after someone's scanned.
(I have considered making it so drones can't be hacked while you're on the Skull Merchant's scanner, to embolden this playstyle, but I'm wary about buffing her when she currently needs nerfs + does fine otherwise.)
Additionally, if your active strategy is to spread stacks, yes, you would be dropping chase on survivors after tagging them directly. That wouldn't actually be changing from the way it works now, that's just a part of playing Skull Merchant this way.
I keep italicising "active strategy" because right now you don't need to do those things, right now you can passively benefit from stacks spreading across the map without putting in any effort at all. That is the thing I want to change, and anyone who wants to benefit from multiple survivors having stacks at once should need to adapt to that requiring a small amount of effort.
You aren't inherently going to lose based on this if you're actually good at it. If you know the trap spots, if you know the right time to drop chase versus the right time to actually progress your objective, if you're good enough with the drone's mechanical skill expression to reliably force scans quickly... yeah, it'd be viable. It'd be kind of a risk/reward playstyle where the reward is way way higher than the more traditional chase-based playstyle, but it also requires more management so there's more room to mess up.
You would lose if you're just tagging survivors once in chase, recalling the drone, and aimlessly wandering to someone else. That's good. Killers putting in that little effort should do noticeably worse than killers who do put in effort.
Still, there's middle ground between those two scenarios, and real games are messy. You'll face survivors who just don't react to being scanned properly, you'll face survivors who make the wrong decisions about when to hack, you'll face teams that accrue more scans accidentally than there are drones to remove them, etc. I don't anticipate this being something you have to do perfectly in order to get value, you'd just have to put in some effort.
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Funny is you still expect survivors to run into it without thinking. Right now, they are not able to remove lock on and it's not normal to see survivors getting claw traps around the map. It would be even less likely to happen with your changes.
Trying to hide doesn't really work when they are easily visible and there is circle around them, unless you want to make them actually hidden and display properly what state is that drone.
As soon survivor starts disarming you can't recall the drone. So depends where survivor triggers you have like 2 +/- seconds to check your radar to even find out who it is, aim at it and recall it, where there is high chance you are middle of chase. I really want to see you trying this :D
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Two things: First, hidden drone spots typically also remove the ring on the ground. This is one of those things about Skull Merchant that people don't realise, and over time will separate decent Skull Merchants from very very good ones. These drones aren't just placed wherever, you're taking advantage of the specific placement restrictions and quirks that come with her power to remove as much information from survivors as possible. There are also plenty of structures where the drone's beams shoot straight through the wall because of a small gap, and even if you know there's a drone there, you can't know if the beam's actually passing through that gap while it's invisible and the drone itself is blocked from view.
Pixel Bush's video on Skull Merchant showcases this pretty well, though it's also pretty long and I don't have a timestamp for when he talks about those parts specifically on hand, sorry.
Second, I'm not saying that reacting to the scan and recalling the drone will be incredibly easy. It'll require you to remember where you've placed your drones, and quickly ascertain which one just turned yellow, on top of whatever you were doing. I will remind you that you're doing this in service of spreading your Lock On stacks, which is a very powerful outcome to be in; even if you never get a claw trap out of it, having everyone at two stacks means any chase you take is going to be quite short.
I'll also say again, if this does end up too difficult, I have a buff in mind to alleviate it, as I already said.
Finally, you're doing it again. The "funny how" and the "I'd like to see you try" while alluding to my gameplay or my games specifically. It's not constructive, I'm politely asking you to stop.
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It's not constructive, I'm politely asking you to stop.
You mean like "it will work if you are good enough"?
Most of what you said is highly map dependant and beam is not full circle, so it is kinda random if survivor will run into it or not and you can't influence this.
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No, not like that all. Because I'm making arguments that I back up with evidence and explanations.
Sure, some of it's map dependant. I don't know off the top of my head if every map has those hidden drone spots, though I think every map does have the gaps in walls + structures that let you scan through them- think Trickster knives and Deathslinger harpoons, it's that kind of gap you need.
I think you would probably be able to spread stacks on every map, the map will just affect how easy it is.
Let me ask this. Assume everything else I want to do happens, but we add this buff: While a survivor is shown on the Skull Merchant's radar, they are not able to remove any Lock On stacks by hacking drones. That way you'd always have time to react to a survivor tripping a drone so you can recall it. Would that be more acceptable for you?
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Because I'm making arguments that I back up with evidence and explanations.
so did I... I told why it doesn't work, I even gave you an option how to fix your idea.
If my explanation doesn't work because you don't agree, then yours is not valid either...
While a survivor is shown on the Skull Merchant's radar, they are not able to remove any Lock On stacks by hacking drones
Change it to "survivors are not able to disarm the drones, while on radar". Otherwise survivor could just start disarm and wait, which sounds annoying.
That would also buff addons to keep survivors visible for longer, which is currenly trash.
Then I would be fine with it.
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I've not had an issue with the actual arguments you're making (beyond thinking they're wrong, obviously), I am specifically talking about when you'd say things like "I'd like to see your gameplay", or "You aren't using Lock On correctly", or any other attempt at making the discussion personal and pointed. That is extremely different to making an argument in favour of your case, which we've both been doing.
I'm glad we could come to some kind of agreement, at least. The changes would be healthy ones, it seems, the question is whether there'd need to be a compensatory buff. I don't personally believe it would be necessary, but it wouldn't be harmful either, so if both happened at once we'd still get the part that matters. It'd be nice QoL in general, too.
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I'd like to see your gameplay
I just think what you described would be extreme difficult to do. I am not saying you wouldn't be able to do it, maybe you are that good, but that's just more of a reason, why I would love to see someone pull that off and win doing it.
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