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Skull Merchant rework possibility

New power:

Skull merchant has 2( maybe 3) drones available to her during match. She can deploy a drone to create large area in which she gets undetectable and reveal survivors aura. Undetectable lingers for 3s after leaving the drone active area. She can recall the drone at any time to set them at her choice. When she downs a survivor, they receive claw trap. Survivors with claw traps can see drones outlines. The claw traps no longer have battery to be depleted. Survivors with claw traps are shown on Mechant's radar. Survivors with claw trap can deativate mechant's drones to get rid of their claw traps, once they get rid of them their aura is shown for 7s and killer instinct is triggered. For each survivor with a claw trap merchant has stackable 10 % bonus to damaging gens and pallets and vault windows.

Comments

  • Lord_Kaine
    Lord_Kaine Member Posts: 34

    3-genning you say?

  • Marzipan210
    Marzipan210 Member Posts: 7

    Or revert their dumb nerfs from the last midchapter because her original rework was fine. Then they should remove hook suicides so that babies have to either stay in the game or give a bot like they are supposed to.

  • jesterkind
    jesterkind Member Posts: 7,832

    I don't hate this. It's certainly not better than what we had before the recent nerfs, because that was honestly a really well designed power with just a couple flaws to tighten up, but I do appreciate that this rework has a clear vision for how she'd be supposed to play afterwards.

    This'd turn her effectively into a pure stealth killer instead of a hybrid, and I think there's some merit to that. It fits thematically and stealth is a fun way of playing in general, so it's not just executing her again.

    I think if you wanted this to be workable, though, the stealth would have to linger for longer than three seconds. Hypothetically, if she maintains her web, she should be really hard to track, because this power design's counterplay would actually be hacking drones unlike her current version.

    It is worth pointing out, though, this version of Skull Merchant would actually be pretty uninteractive and lacking in chase counterplay, which are the complaints people currently have. Changing her so that those complaints are actually true really wouldn't go over very well.

    Then again, nothing anyone could do with this killer would go over well, so maybe that shouldn't be a concern lol

  • Elan
    Elan Member Posts: 115

    You cannot 3 gen anymore. And prividing auras would not be a good tactic either way. It is less possible to three gen with this version of SM than with current.

  • Elan
    Elan Member Posts: 115

    The nerfs were quite reasonable as no one enjoyed playing against her and that was not very good for game health. You basically had to crouch to avoid being injured by drone to give her free m1 and eat the speed boost. In loops she just deployed drone and bloodlust while you get injured and get -10 % move speed which was also pretty boring. Lose-lose situation is just not engaging, that was proven with Knight and Chucky.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,528

    The nerfs were too much though. They butchered the character entirely which isn't healthy either.

  • Elan
    Elan Member Posts: 115

    From what they say there will be a complete rework next year, for the time being thex gutted her because she had highest kill rate only because players didnt want to play against her.

  • MechWarrior3
    MechWarrior3 Member Posts: 2,528

    Yup - that part I am aware of. We will just have to wait and see.

  • WarCorrespondent
    WarCorrespondent Member Posts: 13

    So, once a 1x or more survivors get a Claw Trap, Merchant recalls her drones. Then the survs never get their Claw Traps off??