http://dbd.game/killswitch
The SM Rework Will Be Slug Heavy if Unaltered
If unchanged, the Skull Merchant rework will have them frequently slug. Drone downs under the rework can be quite far off from drones placed earlier, such as to monitor a gen or one placed near a reset/healing location. But if the SM player is far away, they might not go to pick up and hook. And even if they do go travel for the pickup, if they spot another survivor along the way, they may well go "ooooh, shiney", start a new chase, and leave the slug on the ground.
If this slugging is going to be seen as problematic, which is probable, I can think of three possible solutions. Two highly unlikely ones are automatic teleport to hook of downed survivors at a certain range, or automatic teleportation of the SM upon downing a survivor via drone at a certain range. A much more possible solution is to allow the SM to only initiate moving and firing the drone when it is a certain hard coded physical distance from her. If this is done, it is best to be done well before the PTB so that this limitation is accounted for in the design. Of course, BHVR or someone else may come up with a better solution if avoiding slugging is deemed to be for the best.
Comments
-
I doubt it'll have too much if an impact, since survivors can just take the time to disable the drone if the killer isn't in the area to defend it.
And while this feels a bit like an "Artist Crow" that could be used to force a hit in chase in the right situation, I fully expect the majority of people will just continue planting drones on gens and trying to snipe survivors while repairing.
5 -
People are gonna slug and tunnel no matter what, I don’t buy the fear mongering anymore tbh. If the version they cooked up goes live and that happens I suspect it was premeditated anyways. Also nothing new, doesn’t really matter who the killer is if they wanna slug or tunnel that’s what they’re going to do. Survivors will adapt and get craftier so I hope you like gen rushes against better players that know how to combat that and play on comms because yeah once SM finishes eating up noobs off that strat the high mmr squads about to give them licks for that if you can’t compete else wise, and SM is not going to know what do and probably come here and ask for buffs because they can’t tunnel and slug everyone to death. I can’t wait for all the GF mains after that Hens video, they’re about to catch high mmr heat once they’re done eating up lower mmr because they’re about to get their ankles broken, bc GF isn’t S tier. So to that I say go ahead I guess? Have fun at the top and don’t neglect learning loops and mind games bc you’ll pay for it.
1 -
Explain to me how information equates to ez mass slugging potential. My guess is it's all based off the idea that if a killer sees you, he gets you (just because he's faster, or something). We know that's not true, because people loop like crazy in this game all the time. What's more, everyone is capable of doing it. Think about the level of player you're advocating for. They KNOW that if the killer finds them, they're going down instantly, which doesn't buy their team enough time, and then they lose. Why would you recommend anything other than those players getting good? Why should their matches against good killers who are capable of slugging result in a close match? They're not even playing good themselves.
And you make it seem as if slugging is simplistic. It's not. A killer who is slugging 1 to go for another obviously has weighed that it's a more worthwhile endeavor than hooking the person they just downed. That takes thinking, way more advanced than, "The tutorial said I should hook, so I'll just do that." The ones thinking about killer one dimensionally like that, just going for hooks and max gen defence every time, have been left behind. They only ever win vs uncoordinated/weak teams, because the slowdown is only as good as the killer's ability to get downs constantly, which ultimately is in the survivors' hands.
What you're suggesting is super inconvenient for the killer player. There's already tons of killer powers which can't be used close to hook, or they have to stand back from an obstacle to use it, or there's a really long cooldown on it. Nobody likes having to deal with that. They pick one killer, as opposed to any other, because they want to use that specific power. Being dictated that you're only allowed to use it sometimes* is so annoying.
And really, this is another example of "Hate Skull Merchant no matter what." We're not liking her design because it seems really weak and not consisting of any good ideas. Simultaneously, you're not liking her design because you're assuming she's gonna be too strong. How can that be?
-3
