Feedback and Suggestions

Feedback and Suggestions

Skull merchant new rework is not good enough and takes away her identity

Member Posts: 447
edited March 26 in Feedback and Suggestions

Stealth drones (VERY GOOD): these were always a very cool feature and fun as a survivor having to pay attention to the lights coming out of the drone to not get scanned. So is a great decision to put back the Stealth mode.

Hacking changes (BAD): hacking drones is very very easy, there shouldn't be any reward for survivors. Actually you should increase the minigame steps number from 5 to 7-8, because is way too fast.

Deep wounds, Hindered and Broken effects removal (VERY GOOD): both Skull merchants and survivors would agree that this was very obnoxious.

Claw traps removal (VERY BAD): they were always a very cool and unic form of tracking. Claw traps should only reveal survivors location in the radar and no one would complain.

Changing scan rotation removal (VERY BAD): this is a very cool and fun to use feature, do not remove it.

Controlling drones (GOOD): it would be great to have some way to pilot the drones and make them move around. But not in the way the devs proposed.

Propulsion, kamikaze drones (VERY BAD): Skull merchant should be a tracking/trap/stealth killer. She doesn't need to be another "I throw something to injure you" type of killer. There's already plenty of killers with damaging projectiles and dashes. This is very unoriginal.

Red light, green light (NEUTRAL): it sounds cool and fitting with Skull merchant abilities, so why not?

Here is my rework. Is just basically a mix of the older and newer versions:

Drones start in Stealth mode. Now you can also deploy them by holding the button and release it to make them fly away (the longer it's hold, the further goes) up to 16m or collides with an obstacle. Now you gain Undetectable by staying inside a drone area for 2s (not near hooked survivors) and lasts 3s once outside. Hacking drones gives claw traps (20s).

Survivors getting scanned for the first time are tagged with claw traps (40s). Claw traps now only reveal survivors in the radar. Once the battery dies, do the (up, down, left, right) minigame to remove them. Claw trapped survivors getting scanned are revealed by killer instinct and get Exposed for 20s (doesn't reset until the timer run out).

Hacked drones (white aura)

Stealth mode (yellow): the area of the effect shown on the ground is invisible for survivors. Survivors inside are revealed in your radar. Laser beam rotation of 90º/s but the drone only shows a small light.

Scouting mode (red): laser beam and area of effect visible and rotation speed of 120º/s.

Haste removed. Changing scan rotations puts the power in a 3s cooldown.

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Comments

  • Member Posts: 46

    As someone who mains merchant any buff is welcome. Ive come to learn that as long as her drones give undetectable i will have success. Trail, Devotion, Tinkerers, Plaything (or honestly any 4th perk) The full stealth build actually makes her playable to the point where it feels unfair.

    It still sounds like merchants rework is still really far away. I dont think theres a date yet (correct me if im wrong) But trickster will be first so my guess will be 4/2- Kaneki —> Mid chapter, Trickster rework —> June/July FNAF—> Mid chapter, Skull merchant rework.

  • Member Posts: 817

    The full stealth build actually makes her playable to the point where it feels unfair.

    Works mainly on soloQ and you need map where you can break LoS. If it was actually strong then Ghostface/Wraith would be even stronger than that.

  • Member Posts: 322

    "Skull merchant should be a tracking/trap/stealth killer"

    So a killer that gives you game sense for free, a killer that only wins by taking advantage of lack of info provided to soloq, or a killer that only wins by taking advantage of lack of info provided to soloq again. Maybe her identity should be taken away, doesn't seem like a good identity to be in the game

  • Member Posts: 817

    Don't be so dramatic…
    It can't really replace game sense, when it still needs survivor to run into drones. Knowing where to place drones is part of game sense too.
    It has nothing to do with soloQ, because every survivor can just see them.

    SoloQ has their own issue, which should be changed imo, but definetly shouldn't be gatekeeping killers.

  • Member Posts: 322

    I should say it partially replaces game sense, or that its replaceable by gamesense, so it only serves to make her easier to play for no reason. I don't like thinking of trap killers like this but most people I see think of hiding traps as part of trap killers, which only works if survivors don't have one person following the killer and comming trap locations, which would only happen in a swf, and stealth is definitely a soloq issue since you cant always see the killer but swfs can always comm their location

  • Member Posts: 46

    Ive put a large amount of hours with this build… Don't make an assumption if you havent played the build lol. I literally had a game a few nights ago against a 4man ttv swf 3 of them were p100… 3 of them had syringes and the other had the agent… still got the 4k. In my personal experience and opinion, it is a strong build which is why i said any buff is welcome so long as they keep the stealth drones. and no map has posed an issue for me yet. i even have plenty of success on erie and auto haven.

    Comparing true stealth killers to an undetectable build is ignorant and the difference between undetectable and full stealth killers is that while undetectable you can spend the whole chase at full speed without a red stain. Without a stain to read the killers positioning and movement it becomes VERY difficult to loop. Not to mention the info you can get on loop from her drones.

    wraith is just a stupid comp because he can't even attack or grab while in stealth and with ghostface once you swing you are no longer in stealth. Not to mention you're going for Exposed with Ghostface. Youre not going to be trying to sneak up and grab or loop without exposed that often at all.

  • Member Posts: 817
    edited March 27

    it only serves to make her easier to play for no reason

    So basically what Doctor and Legion have? It's nothing unique to have power focused on giving information.

    It's also not really a big deal with how many information perks we have, where many are actually better than killer's power.

    If stealth was such a big deal, you would see way higher kill rates on Ghostface, or Wraith. Which is simply not a reality.

  • Member Posts: 817
    edited March 27

    You are wasting perk slots on killer who has stealth from start….

    Also highely map dependant. Not going to do much, if survivors have vision around the gen.

    Basically the perk that makes the build work is Tinkerer, because it tells you where to get to stop survivors from finishing gens.
    If you used Tinkerer, Whispers, Surge, Pain res/corrupt it would be way stronger build.

    4 undetectable perks on stealth killer is just wasted.

    Saying you won against X don't mean anything, when you can't show how good survivors were and how did you play.

    Comparing true stealth killers to an undetectable build is ignorant and the difference between undetectable and full stealth killers is that while undetectable you can spend the whole chase at full speed without a red stain

    You really think stealth is going to win you chases when survivor know about you? It's useless when survivors have LoS and red stain can be hidden simply by movement, so stealth in chase only removes skill issue.

    and again, Skully just need to use drone for it, no need for any perk…

  • Member Posts: 46
    edited March 28

    way to just discredit everything i said with nothing to actually base it totally neglect me going against your comparison point attempt. Loading up on stealth perks absolutely helps and makes her stronger. Thats like saying you shouldnt load up on m1 killer perks because theyre already an m1 killer. what youre doing is strengthening and expanding on what shes already good at and again you just need to stop talking because youve never even attempted the build. Don't try to argue against something you clearly know nothing about. Also nice cop out. Just discredit my example because "i didnt see it so it didnt happen" crazy absolutley crazy.

    and skull merchants drones only last for roughly 18 seconds with addons and you cant spam them in a chase. having tinkers and trail are extremely helpful when in a chase as well as giving you generator information. Theres nothing wrong with expanding on what makes a killer good by investing perks into that.

    I did also say that plaything was more for an overkill and you can run any perk you want for a 4th it just makes them be even more paranoid until they find their totem, but every perk there has way more benefit than the stealth. It's crazy how you downplay everything. It almost sounds like you dont even play the game at that point.

    Dark devotion- Will make the obsession unable to heal and do anything for the most part until it wears off do to always hearing your radius. Will also keep survivors away to prevent co-op actions

    Trail- gives you generator information because once that wears off you know that either its fully regressed or a survivor is on it. as well as keep survivors away from it

    Tinkerer- this ones obvious so i dont need to explain it

    and again i did say any other 4th perk works. i swap it out frequently. Spies/Lethal/Pain Res are other ones i frequently use. Also devour hope is great with this depending on the totems spawn.

    "You really think stealth is going to win you chases when survivor know about you? It's useless when survivors have LoS and red stain can be hidden simply by movement, so stealth in chase only removes skill issue."

    This is another redundant statement. if you take proper pathing you'll almost never be in LOS. How many maps are just 100% wide open with no obstacles? 0 literally 0 If that was the case you literally wouldnt be able to play as killer. Also yes, Hiding red stain helps but its not the same and being undetectable doesnt make up for a "skill issue" Red stain can still be very easily seen through and around obstacles even if they moon walk because its extremely bright and has a wide cone. While trying to mindgame with manipulation of your red stain you can very easily mindgame yourself and hinder your movement in the process. And if the survivor manages to break out of the Chase momentarily theyll have no heartbeat or indicator of where you are.

    You act like survivors can see the killers aura 24/7 and im severely annoyed by you saying that running stealth perks just makes up for a "skill issue" with that logic i hope you only ever play perkless killers because youre essentially saying at that point that all perks are just used to remove skill issues…..

    run gen perks because survivors are doing them too quick? must just be a skill issue since you cant put enough pressure without them.

    Running chase perks? must be a skill issue because you cant finish a chase quick enough.

    Running lightborne? must be a skill issue because you just cant help but stare at the light while being locked in an animation…. and you say i have flawed logic. Okay buddy, okay.

  • Member Posts: 274

    Just….keep her current claw-trap mechanic she has going, remove the whistles and bells (haste/hinder, hell even the broken status effect, but keep deepwound) and let her claw-trap injure survivors with her new drone controll mechanic

    and her redlight-greenlight thing should just also work on stationary targets since people will be sitting still on gens or heal

    just my 2 cents

  • Member Posts: 322

    And doctor and legion aren't well designed killers so what's your point? Also no, something can be a big deal without being universally overpowered.

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