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Skull Merchant Feedback: Drone Control Idea, The Energy Beam, More Clawtrap Ideas

RomeroJane
RomeroJane Member Posts: 60
edited March 25 in Feedback and Suggestions

Hello everyone,

As said yesterday, if the situation would evolve during these hours I would come back on my feedback to add more ideas and feelings.

After seeing many concerns at how drones would become "5 Mini Victors" and "Too Many Dash Killers", or about how anti-thematic is a drone jumping on a survivor, I though of… The Energy Beam.

How does it work? Energy Beam is a charged laser (hitboxes like Deathslinger Harpoon) that can hit the survivors. The energy required for its activation is so draining that the whole drone deactivates after shooting it. While controlling a drone, this will move at 4.4 m/s (ranged killers speed), the Energy Beam cannot be instashot (or quickscoped), but it has to be charged for a bit and then released before the drone deactivates itself once it's at full charge. While charging the Beam the drone would slow down accordingly to numbers that go accordingly to balancement.

I thought of many ways to implement Energy Beam, accordingly to different kind of players.

1) Just allow the beam to injure directly once in control
2) Reintroducing Clawtraps x 3 times scanning and keeping drones rotation: Instead of directly injuring, the Clawtrap only allows to use the Energy Beam to injure a survivor. Clawtraps can be removed only by a survivor after 45 seconds and after doing the skillchecks of OG Skull Merchant.

How to reintroduce Drone Rotation after your suggested changes?

A) Drones will track once again in an area way as OG Skull Merchant: With the removal of Lock On Exposed the threat of being seen is not so big against a 4.6 m/s killer. Also survivors now know if someone else is hacking another drone thanks to HUD changes (but other mechanics can be implemented) to allow coordinated hacking moves even in SoloQ.
B) Drones beam rotation is ONLY for applying the Clawtraps: Clawtraps will still grant visibility on Radar.

Benefits of this proposed change:
1) Keeping Skull Merchant identity in a mix between OG Merchant (Area based tracking) and 2.0 (Beam Rotation), adding lethality based on a more active mechanic (the Energy Beam)
2) By making the drones lethal only with an applied clawtrap and dealing only one health state, the power wouldn't allow an obnoxious threegening strategy. The time to apply a Clawtrap and making the Energy Beam working on Clawtraps would make the Skull Merchant benefit from committing a chase on Clawtrapped survivors.
3) Area Tracking Drones Look Easier to Balance and less Overwhelming of "Red Light/Green Light" and I'm sure it's more than enough for OG Skull Merchant players.

The projectile can be even a bit more original if resources allow for it with something that maybe moves forward and then it's detonated on command, but it can be too complex to code into the game, so I let you be creative eventually, but in the most simple scenario a sort of "Minimum charge necessary, but don't Overheat if hold for too long" should do its job.

Of course it's just an idea of Day 2 Skull Merchant Design Preview, but I think that by getting the main mechanics of the two iterations without making these obnoxious and introducing a new mechanic that promotes a more active and direct approach, we can have an interesting killer that will not alienate her OG player base (with me dropping her after that she lost the macro aspect of her power), nor the 2.0 one and can finally reach new players and be more interesting to face for survivor players.

This is just an idea, it's not gonna be perfect, but it shows the direction I would like to achieve with my feedback <3

Drone 3.0.png

This is how I imagine a Drone 3.0 seen from the sky, to help with visual Feedback.

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Comments

  • ObsidianButterfly
    ObsidianButterfly Member Posts: 210

    How about we stop trying to turn her into a dash OR a projectile killer?

    We have plenty of those killers already and it's getting incredibly boring and repetitive. We need variety and killers that do things differently.

  • RomeroJane
    RomeroJane Member Posts: 60

    Because even if you make a killer trap based you're still taking something from other trap based killers who do that job with less steps. One example is Freddy: Freddy had traps that hinder and he was reworked as he was considered weak, even with a teleport in his kit. Also OG Skull Merchant was mainly considered as an info killer, not a trap based one.

    It's like Fighting Games: You have some types of characters and new ones are based around that. You've the zoner, the grappler, the one who goes for a more direct approach and high combos, the tanky who deals more damage with less hits… then the new ones either belong to one of these types or are hybrid of these.

    In DbD trap based killers are on the weaker side unfortunately and are good mainly at staying in the same area (that often becomes a threegen or the basement area if someone is so unlucky to go down there): Trapper and Hag are already amazing trap based killers, but also really limited. Singularity is an hybrid, but works better than Hag because his trap gives him strong buffs in chase. If you want to keep Skull Merchant as trap based you need to give her lethality and a different kind of lethality, but at the same time being careful at not making her obnoxious as her OG version for area control. The only alternative is the "Pacify Version" someone else spoke about, but then you've to be careful at how applying it: more complex than Doctor and it's pointless, easier and more effective and it's gonna be obnoxious in another direction.

  • Emeal
    Emeal Member Posts: 6,618

    Glad to see you continuing the feedback. Great to have you.

    I think one of the real and biggest disconnects is how the Clawtrap appears on Survivors, like you walk into a line and then you get shot by a lightning and then it appears on your arm. Like honestly it would work so much better if the Drones had a canon that shot the Clawtrap at the Survivor.