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two small reworks that are objectively needed
won't bother formatting so here you go
skull merchant:
1st: drones no longer hinder you whilst claw-trapped. ABSOLUTELY horrible, i'm (not quite) fine with the drones injuring you but hindering you that's lame, simply keep the addon adding 3% hinderance
2nd: successfully hacking a drone removes one tag. self explanatory
alien:
1st: crawling through tunnels no longer recharges your power faster. pretty simple, turrets and hooking/have a survivor get rescued from its grasp are the only ways to take alien out of its power. if that happens then there's the option to go back to the tunnels for a few seconds and come out with your power back up, which takes WAY shorter than placing another turret which is definitely still on cooldown
2nd (CAN BE DISCUSSED, BUT THE OTHERS ONE CANNOT BECAUSE I'M NOT REALLY SURE IF IT'S HOW IT WORKS, I DON'T PLAY EASY KILLERS WITH 0 SKILL CEILING)
turrets will drain your power even when already on cooldown, i'm tired of having a xeno come m1 to me after hooking someone, GET BURNED, DESTROY THE TURRET WITH AN M1 and a few seconds later HAVE ITS POWER BACK UP. the uhh turret simply did nothing to help 🤪
thanks, i do not accept any counterarguments because i know i'm right and these changes are needed
Comments
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Why do you believe those changes are required for Skull merchant?
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Because her kit has way too much, instant injures, free hindered , haste, tracking, stealth. She has way too much. I think she needs some form of change, her currently design is unhealthy, and extremely boring to verse.
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isnt that just because people dont disable the drones?
If you don't do them, she gets buffed and you run the risk of damage.I play vs teams that do the drones and she is pretty weak.
I suppose Survivors need a better reason to do drones than doing it for others, but to remove clawstacks seems bad because her rate at getting those is so bad when the drones get done properly.
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this “kit” has way too much is so funny learn how to play against her
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No, those sound like terrible changes. People don’t think SM is too strong just unhealthy. You’re nerfing her heavily. It’s also not objective, it’s subjective.
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you prolly think that her kit has very little 🤪🤪 stealth, information, haste and hinderance, i just wanted her hinderance removed while keeping the absolute rest which COULD AND DEFINITELY SHOULD be reworkd, i provided a very lazy solution that is gonna keep the vast majority of entitled survivors happy enough cause they can do their looping without running at turtle speed
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emeal i honestly appreciate your comment stating that i should do the only thing that counters her power which is to disable her drones. im on my way rn to do the drone mid-chase so that i'm not afflicted by her power
as previously stated i am POORLY fine with her getting almost the whole list of killer buffs by pressing m2 i just don't want my whole chase to be cut shorter than it should because of a drone having some sort of seizure-inducing lights that hinder my character. that makes no sense bro other than that i couldn't care less about what her power do. hell if it's really not too much to ask for i'd also appreciate it if her drones were unable to be called back while hacked, maybe then it's gonna be worthwhile to support your teammate in chase just like when versing the singularity
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"you prolly think that her kit has very little 🤪🤪 "
And why would you assume that? I actually don't think that. No need to be mocking towards someone, especially when you're mocking them for a point they don't even believe and you just assumed they did.
All I said was that we should remove the unhealthy parts of her kit to make her more fun to face and play as while buffing other areas so that she doesn't get nerfed as we remove her unhealthy features. What's so controversial about that to mock me?
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i really must be blind because i genuinely don't see the part where you said that we should remove the unhealthy parts of her kit, see you come to MY house and tell me i am wrong without adding to my original proposal
on the other hand i DID propose to remove hinderance from her kit while keeping all the rest. a temporary solution to a permament problem which is her lame existance in this game, which is alongside the knight, the worst additions to this game
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So for Merchant, they have 6x very wide traps essentially. They're wide and easy to set off. The drones downside is that they need 3x triggers on 1x surv to add a claw Trap. Then a 4th to add the Hinder.
Compare that with a Trapper trap, or a Hag Trap, its likely the weakest trap. They're not subtle, they have an orange floor indicator. So for the hinder removal, probably no good. As in, its not a good thing for a merchant to rely on, and they're likely being handed the chase if it occurs.
I think your second point of hacking cleansing a tracking stack is actually kinda cool, and interesting if you can cleanse the tracker dots and merchant's tracking haste right after a laser hits you. This way it would allow a surv making a mistake while they're far away from Merchant to undo the mistake.0 -
I like the idea of a stack being cleansed on hacking a drone. The only issue with it is if you just let survivors cleanse a stack for hacking a drone as is, it allows you to blindly run up to a drone, eat a stack then immediately cleanse it by hacking the drone. There is no reason tondodge the beams, and you just reactively remove a stack k when you get hit.
The modification I would make: -
- While you are tracked on the Skull Merchant's radar (12s at base), your ring on the HUD is coloured red to indicate she is tracking you (same for when you are claw trapped).
- Hacking a drone while tracked will only disable the drone.
- Hacking a drone while not tracked will remove a stack.
This gives some much needed feedback to survivors to understand what is going on, you know you are tracked and when you aren't.
As the ability to remove a stack and see the track time is a nerf to Skull Merchant though, and her strength is not where the issue lies, I would increase the time you are tracked to 15s to compensate. This makes sticking around to deactivate the drone to remove a stack more costly, and SM is aware you are doing it... but you can still do it normally.
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If Drones won't do anything against claw trap, then you can just fully ignore them while injured, which doesn't seem right.
Also removing tags on disarm is simply terrible idea as I have stated in so many posts already…
Btw you should really learn what rework means, you definition for small is also questionable at best. Just for the title you are objectively wrong.Post edited by VomitMommy on1 -
main problem with skull merchant, and with proposed changes is that they all seem to have a vengeance against skull merchant seemingly wanting to kill it forever. I have made bad skull merchant change threads too, after playing her a lot more over the last few days a good change to SLIGHTLY increase to main issue which is “too easy to use” is…
- Max 4 Drones
- Increased cooldown maybe to 15 seconds
keep Everything else the same, raise the skill floor, keep the skill ceiling
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i'll take it, i shoulda probably said rebalance or something
i think that's fair changes, i'd be happy with simply not feeling like a turtle when the 4th drone hits. maybe make tags decay over time instead of getting the ability to remove them yourself?
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i'll take it, i shoulda probably said rebalance or something
Word you are looking for is "nerf". Skull merchant is definetly in need of either rebalance, or rework.
But you would want to simply nerf her (a lot), just because you don't enjoy playing against her.0