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Design Preview | The Skull Merchant Part 2
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Welcome back to another edition of the Skull Merchant Design Preview! As we mentioned in our recent status update, we received a great deal of valuable feedback from you on our initial rework proposal. Today, we’re excited to share an evolution of this rework!
This places a considerable focus on Skull Merchant’s role as a high-tech hunter – a modern slasher, if you will – who uses the tools at her disposal to generate a network of information as she keeps tabs on her prey, weakens them, and then goes in for the kill when the time is right.
Let’s first dive into the specific changes:
WHAT’S CHANGED?
- We’ve removed the Killer aura reveal when hacking a Drone.
- The Global Detection Power detects Survivors who are running or walking, keeping this consistent with how Drones detect players.
- Stealth Drone scan lines are now visible, but will not extend entirely down to the ground, providing a visual indicator for Survivors to crouch-walk as a counter action.
- Skull Merchant has two different types of Drones:
- 5 deployable Stealth Drones, as previously mentioned
- 1 Drone Buddy (name pending!) that hovers directly over her shoulder. Note: This is not a separate AI-controlled entity.
- Stealth Drones function as previously stated, but Drone Propulsion only injures – not downs – Survivors.
- Any Survivor hit by Drone Propulsion is tagged and tracked with a Claw Trap.
- Claw Traps can be removed by Survivors following a held interaction.
- Skull Merchant gains an activatable ability that fires an EMP dart from her Drone Buddy.
- This ranged attack has a small AOE and downs Survivors tracked with a Claw Trap.
- The EMP dart does not hurt Survivors if they are not tracked with a Claw Trap.
Sound interesting? Let’s break this down by looking at it in the context of an example chase from the perspective of Skull Merchant:
DEPLOY AND DETECT
Your first order of business is to make use of the tools in your arsenal to figure out where Survivors are. You begin by deploying a Stealth Drone and piloting it to a high traffic loop, where you leave it passively scanning. Switching focus back to Skull Merchant, you head towards another loop, activating your Global Detection Power in hopes of catching a Survivor heading to their first gen.
Both the Global Detection Power and your passive Stealth Drone detect separate Survivors, notifying you of their whereabouts on your radar. You’re now perfectly situated for a chase...
TAG AND TRACK
Switching focus back to the idling Stealth Drone, you see the Survivor who was detected running away. Making use of the Stealth Drone’s increased movement speed, you give chase.
Mid-chase, you see an opportunity to strike, launching your Stealth Drone forward with Drone Propulsion and hitting the Survivor. Not only does this injure them, but it attaches a Claw Trap to them. This inflicts the Broken status effect and tracks the Survivor on your radar.
While Drone Propulsion can’t be used to down a Survivor, this opens them up to her other ability...
USE EMP DART TO DOWN
At this point, Skull Merchant could take matters into her own hands and hunt down the Claw Trapped Survivor by hand with an M1 attack, but where’s the fun in that? Hovering over her shoulder at all times is her prized Buddy Drone, which hides a secret weapon.
By charging up and releasing the activatable ability when in control of Skull Merchant, her Buddy Drone fires a short-to-mid range EMP dart that hits with a small AOE. If a Survivor is being tracked with a Claw Trap, the dart will activate this fearsome contraption, downing them. Good hunting!
A SURVIVOR PERSPECTIVE
All that’s well and good, but if you’re a Survivor, how are you supposed to deal with these high-tech tools?
- Stealth Drone passively scanning an area? Either crouch-walk to avoid the scan lines or hack it to send this Drone back to Skull Merchant’s personal stores.
- Hear the Global Detection Power notification? Same as above – begin crouch-walking or stop moving altogether to avoid having your location given away.
- Notice a Stealth Drone being piloted? Keep to tight loops and be ready to juke to prevent the Stealth Drone from attaching a Claw Trap to you.
- Afflicted with a Claw Trap and see Skull Merchant approaching? Be ready to juke her EMP dart. It has a short charge time, so use this time to put an obstruction between you both.
- Afflicted with a Claw Trap and feeling hidden? Hold the interact button to remove it.
With that, we’d love to hear what you think of these changes! We’ll be keeping a close eye on all our community channels and relaying any feedback back to the team, so don’t hesitate to share your thoughts with us (i.e. in the replies right here)!
While we won’t be running a survey this time, we are taking note of the feedback you shared from the last iteration to inform future surveys.
See you in The Fog!
The Dead by Daylight Team
Comments
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This looks amazing. Glad you kept the haste and tracking with a completely different approach on how drones work in chase. Good work
-8 -
I love it, she seems much more interactive and definitely what I envisioned her to be when the chapter was announced
-6 -
It looks actually very fun, I think she doesn't need anymore changes
-11 -
Alot less of a dash killer now, i like it
-9 -
This is much better, keeps her power feeling unique without it being overwhelming to new players due to to many statuses to keep track of.
-7 -
"P100" (SKULL MERCHANT HERE)
WE DON'T WANT A SKULL MERCHANT REWORK, MAKE ANOTHER SIMILAR KILLER
RESPECT MAIN SKULL MERCHANT NOT THE CRYING OF MAINS SURVI COMMUNITYMAKE ANOTHER KILLER WITH THIS "REWORK"
PLEASE We are Main Skull Merchant for how she is respect the minority Main Merchant
Make another killer who is his sister or something like that… Skull Merchant just need small BUFFS-36 -
this is incredible! the first design preview left me a little sceptical as a SM main despite really enjoying the concept, but this second design preview knocked it out the park. i cant wait!
-3 -
Well, this looks interactive from both sides and a milion times more fun than it's current and previous versions. Keep up with this work, because it looks very, very interesting!!
0 -
What is a held interaction?
The changes sound great!
Post edited by KhrisCo on-3 -
im in love with the drawings 🤩
13 -
So it was impossible to make a killer whose main focus is map making. I'm personally disappointed. It would have been much better if this had been a preview of a new killer, rather than a rework of the Skull Merchant.
7 -
It's better, I can see how changing the drones from just a health state period to only being able to injure would be less abusable, but it still has most of the old issues from the first design preview and a few new ones.
At this point, though, the thing I want to really point out is… if your goal was to make her simpler and easier to understand, you're going in completely the wrong direction. This version of Skull Merchant would be just as complicated to keep track of as the current one, if not moreso, because the various things to keep in mind at once aren't all stacking versions of the same concept (being scanned makes chases harder), they're genuinely separate parts of her kit.
Additionally, while this version of Drone Propulsion is better, it's still ultimately trying to polish a concept too flawed to properly function. Pilotable drones is one thing, a lot of people would enjoy that even if I myself find it unnecessary, but changing Skull Merchant to a projectile killer is bad for her identity and being able to place down projectiles like this is questionable for any killer.
I have some concerns about the EMP Dart being rejected by players for similar reasons to her current kit being rejected, but broadly I do like the idea of Claw Traps existing to set up damage/debuffs from an active ability, that part seems cool. That part being a projectile also seems less objectionable to her identity, even if ideally it shouldn't be a projectile there either.
Ultimately, though, my big feedback is this: If the goal is to shift Skull Merchant into an easier to understand and more actively-controlled niche, this rework is going to fail, no two ways about it. This version of Skull Merchant would be just as complicated, more overbearing, and would carry practically no upsides outside of the novelty of people who like projectile killers trying her out briefly. It also still obliterates her identity, just slightly less so than before.
TL;DR, Drone Propulsion isn't going to work out and you're putting more bells and whistles on this power than she currently has, making her just as complicated to keep track of.
EDIT: whoever did these drawings deserves a raise, they're great lmfao
24 -
It sounds fun but i feel like it would be quite weak.
The global detection still doesn't seem useful at all if survivors can just completely counter it.
And it seems like a lot can go wrong with her gameplan, like if you fail to hit a survivor with a drone then you wont be anywhere near them. After attaching a claw trap she has no mobility or stealth to get to them and if there's a big enough distance it doesn't seem like anything stops them from instantly a removing claw trap?
I do think making it so drones can't down you and skull merchant herself needs to approach is a lot better though but i do feel like it's starting to become complicated and weak, there's so many steps just to get a down and the global detection power feeling useless isn't helping to make it feel more straightforward.
I think it needs to be further revised but there are things i like about it, most importantly is just the ability to control drones.14 -
This seems it just destroys the entire Track playstyle. Firstly, if you can see the Scan Lines they are not Stealth Drones. Secondly since drones can be hacked, you can't get cross map downs and claw traps can be removed there is little reason to use drones like that. From the way this is read it seems like it will be "Chase a Survivor, drop a Drone in loop, if the Survivor doesnt leave the loop shoot a drone at them, then shoot your dart at them."
This seems worse than the first Preview. I'd rather keep F Tier Merchant forever than keep this.
10 -
Looking forward to playing as and against this, hopeful the addons give her multiple options for playstyle. Sounds like you'll be able to build around your power or your m1 so far (Tracking speeds her up).
It sounds complicated in concept but, when you're focusing on one roles perspective of it. I don't think it's that hard.
My guess is there wll be stealth addons, since stealth isn't mentioned here.-2 -
This sounds like a pretty fun kit for her to use, my only gripe (at the moment) is that the trap aspect of her kit still seems to be sidelined, is there any plans to tie the idle drones' scans into the rest of the power?
-9 -
I love the idea of bringing back something form launch skull merchant with disabling a drone and disappears. I think this would make her less boring to go against!
-8 -
A "held interaction" refers to an action that requires you to hold it for a short period before it completes. In other words, think healing.
0 -
Controlling drones is stupid, just like these twins.... nobody plays Twins
TWINS 2.0 NO PLEASEPost edited by Jtflorencio on-1 -
Thanks for taking the time to lay all of this out. Your comments about complexity are something we're carefully considering on our side as well, especially if there are ways we can help guide players in their understanding of potential playstyles. I'll be sure to share your notes with the team
10 -
I totally agree, Skull Merchant. They just need buffs… this idea for create another killer. (his sister?)
They should respect the main Skull Merchant minority, but it seems we're going to lose, and all the bloodpoints we spent on it are in vain.
I hope Skull Merchant stays as it is, even if it's Tier F.
1 -
Overall, better than the previous edition. I understand you've already decided you want to move away from the trap-based Merchant, so I won't tell you to keep her current gameplay-style for the rework, (even though it feels weird to make her a projectile/dash killer). I like that when you hack a drone it goes back to her inventory, but it should probably have some kind of negative effect if you do so. I think there would be no point to her passive drone scanning if you constantly have to put them back up, because the survivors are hacking them as soon as you put them down. It seems this part of the power would be completely useless. I conceptually really like her drone companion though, and i think the comunity would love for her to have a cute best-friend drone! There should also be a period of time before you are able to remove claw-traps, since it seems alot of the time you would be controlling a drone from across the map and you wouldn't be able to get to the survivor fast enough to capitalize. Overall much better, but SM-mains will definetly still complain.
Post edited by Kels_Runs_Amok on-3 -
I appreciate the kind words!
For the record, I do see how changing her to be less complex and less passive could be considered positive for the game even if I don't personally believe those things are problematic right now. There are definitely ways to do this that would be worthwhile and better for everyone, I just think this particular direction is off the mark.
7 -
I hope the drone buddy gets cosmetics like the hound master!
I also hope that the EMP dart has more of an EMP effect, like disabling nearby drones if you miss bit giving killer instinct on survivors within range as compensation or something
4 -
I liked how the last version was for the most part but this just seems like the same but a bit worse, besides removing the aura reading on skull merchant from hacking drones, that's a good change
Drones no longer down, instead only injuring and having to use her Drone Buddy to down — …Why? What is the point of this? Drones downing wouldn't be an issue so long as they were balanced accordingly. This just seems like unnecessary complexity, if you really wanna go through with this then at least make it so instead of claw traps injuring they just make it so the emp dart instadowns, so that it isn't balanced in a way that just encourages her to get free pressure from easy injuries.
Global detection power buffed to track walking survivors — Again, why? Seriously this whole mechanic should just be scrapped, it's either useless or provides value without needing to put in any effort.
-3 -
Overall, I like it, but I still have a few small questions, such as:
- After deploying a Stealth Drone, will the Skull Merchant still gain the Undetectable status?
- After a Survivor successfully hacks a Drone, does it return to the Skull Merchant immediately? Or does it stay in place and come back online after a cooldown? Or does it remain inactive until the Skull Merchant manually recalls it?
- What is the POV like when using Drone Propulsion? If I had to guess, I think the devs might implement it similar to The Houndmaster where the POV shifts from the Killer to the Stealth Drone to aim and attack.
- If you hit the same Survivor again with Drone Propulsion (someone already injured or already has a Claw Trap), what happens? For example, does the Claw Trap’s battery get charged, or do they receive additional effects like Deep Wound or Hindered?
- As for EMP Dart: I think that if a Survivor does not have a Claw Trap but is hit within the AOE of the EMP Dart, they should still suffer some sort of effect not nothing at all. For example, it could inflict Hindered.
3 -
Its actually looking quite good this time, but remember BHVR if you make it too hard to play the Killer's power at a low skill level you strangle the community that could form up around them. But I'm pleased to see that showing the Survivor they are being viewed by Global Detection is on the table this early and the change to scanlines to indicate crouching.
Questions:
How able is the Skull merchant able to set up a Drone in chase and directly go to damage the chased Survivor with it?Would it be possible to use the EMP Dart for something else on non-tracked Survivors, since you give her a ranged people would like to fire it. I know I want to.
Since Scanlines are visible, what is going to prevent the Survivor in a chase from seeing where they are going and then going away to another place. Also what will prevent Survivors from just disabling all the drones I put up? before I can loop someone into them?
2 -
Lots of problems here.
I think going the projectile route isn't the right way to go and is killing her identity which is supposed to be a trap killer.
The whole red light/green light thing looks like a meme and is generally completely avoidable by the survivors.
You won't have drones around the map since they're so easy to remove.
The game play you're creating here is Artist
all over again.
16 -
I don't understand how you guys claimed to try and declutter her kit and make her more simple to understand after coming to this iteration; it's far too bloated. However, I do think there are ways you can salvage parts of this kit while also keeping her player base, which have still been largely overlooked, in mind. Keep her drone focused playstyle of scanning survivors and switching the drones rotation to secure lock on stacks and the claw-trap, but remove all status effects (haste, hinder, broke, deep-wound, all that). However, you can keep her lethality tied to the drone buddy idea; as in allow her to charge a projectile that injures survivors but only if they are claw-trapped. I genuinely think this is the best way to go about it. It keeps her simple by decluttering her kit, removes the status effects that people found cheap to go up against, it preserves her general gameplay loop so that she remains recognizable to her player-base, and makes her lethality much more telegraphed and conventional to go up against.
Please reconsider the direction you're going; this iteration is far too bloated, and in order for her to get a down it takes way too many steps. It runs the risk of being too complicated to go up against, being good at 3 genning, feeling far too clunky due to switching between a drone and the skull merchant's perspectives, GD doing nothing against good survivors while being overwhelming against bad ones, and drone propulsion getting hard countered by lockers.
4 -
I'm skeptical. I liked and played the short lived release Merchant that everyone hated. But I've hated Merchant since the first rework. Don't play her on Killer and loathe her on survivor. Nevertheless, I sympathize with the sentiment of players who don't want to see their character commandeered for a different concept. I mean, you can't please everybody, but I really don't understand the projectile. Wish I had something more constructive to say. But that's all the feedback I have rn.
3 -
When I bought skull merchant I never expected to get 3 killers for the price of one! Get it done and move on with it already - atp it seems like you're just wasting time when you could've just deleted her and refunded us. But it's never that easy is it?
-6 -
As a Skully main, this really fixed my issues with the first design preview (which essentially, made a counter to EVERY part of her power, including just being able to ignore the global scan essentially). Not only does this still keep her unique identity with claw traps, make her drones feel like they are going to be active in AND out of chase literally and thematically by making a drone follow her, but also provide the simplicity that if you aren't tagged with her power, you know what she's going to be doing. Forced to resort to M1-ing or telegraphing easily that she wants the claw trap injure with a drone that gives ample chance to dodge, if she's even able.
Personally, the only thing I would still want to keep is her short stealth. Granted, with this iteration she will have ways to injure and down without being forced to mindgame with the short stealth and not have to rely on it. Though I think keeping it (even as a higher rarity addon slot perhaps) would add to her focus on confusion and terror. Is her radius going away because of her piloting a drone, or dropping one on the move? Those kinds of mindgames are her whole identity, especially with tracking and causing chaos (rip/not rip 32 meter radius, you might literally come back anyways).
I'm excited to get future specifics on her power! Like cooldowns, addons (she needs good ones!!!), as well as presumably new animations and effects! It seems hacking will be stronger, but that's ok if her drones risk vs reward are equal (injure or info vs. losing an entire corner of map pressure. 5 drones is NOT a lot!)
I want her to feel like a threat again, and for her to be the manga-obsessed flashy maniac she's supposed to be!!! This would fulfill that a lot for me and many others who enjoy her style and love being a successful tracker and playmaker.
-3 -
omg, this has turned really bad, let me break it up… She does not have the EMP ability to use her power to down non "marked" survivors nor she marks them with it. She wil become like a knight or artist, that when uses her power on a loop, the survivor simply run away… BUT… artist can snipe and down with her snipe… what this merchant version cant do since her drones dont down anyone, only her emp does that. Knight can simply call other guard into the next loop close the gap, also being able to down with his power. So basically, if i am guessing right, her drones will have controls that are similar to pinhead chains iri addon but without the slow.
After she hits this very extreme hard to land aim thingy, she gets to hit the surv like an unknown uvx, except that if the surv takes your claw trap off mid chase, and you hit it with your emp, you will be doing nothing, and will not be able to quickly reposition your drones to hit then, because you dont summon it at distance like pinhead/knight neither snipes true obstacles at great range like the artist.
Its seems like you got all the weaknesses of the knight, artist and pinhead and mixed it with the original power from the nightmare, because i dont know if you guys remember, but you already did a killer that couldnt down survivors with his power unless marked by a mechanic that was hard to pull out and it turned really bad.
Every single part of this, are mechanics that where changed from other killers because they where bad. Knight cant cast near ghost but can quickly cast multiple at high distance. Freddy used to not be able to damage awake survivors, now hes got the teleportaion and a slow down that even though doesnt work on wake survivors, does make then sleep faster, so its not unusefull against wake ones.
Make it so the direct central hit of the emp aplies a claw trap or make it so the stealth drones can down survivors, preferably the second one, make it so the drone breaks when hit a survivor, this way the killer needs to have another nearby one hit the survivor.
Also, an info global power that the survs can hear it? you mean like a doctor pulse that can be countered with a quick crouch?Are you even contabilizing that to her powers? because it looks like to me that its going to be garbage against any player with minimal knowledge on here.
Right now, we have an info abilitie that gives no info, a damaging drone that need to be set up previally, or the survivor will just ran away, it also cant down then and a damaging emp that dont damage anyone, because when you arrive at then after hurting from a distance, they already took the claw trap off and surely they will not await you setting up a drone on the loop to trap then… You gave her three unfunctional abilities.
She should have 3 stealth drones that she can send anywhere globaly almost like the houndmaster, then this drones should detect killer instinct on survivors non crouched nearby. The killer would be abble to look through this drone and throw then on the survivor as a damaging dash that self destructs the drone if hit the survivor or an obstacle. this would be enough info, damaging and chase power for her
0 -
This does sound uniq and evrything but this just push her twords range killer wich belive me we have enough , skull merchant is okay being trap killer only needs some changes (without changing her identity) and she is good to be , this rework sounds like new killer wich SHOULD be new killer rather then killer who has already identity only needs some changes to fix some rly not problematic problems
I never understand why do u guys dont want to interact with skull merchant mains or listen to them but u did listen to trickster and xeno mains :/ kinda makes me not wanna play this game cuz only killer that i enjoy is geting turn into tech huntress ,
4 -
This is no better than the last draft because the intention is still bad. It still makes no attempt to actually preserve her identity, and it's still wildly less intuitive than her first rework. It also still wouldn't be fun to play against, and I doubt it'd be all that fun to play. Removing claw traps manually means there is absolutely zero value to using drones outside of loops, so we're back to set at loop>M1 if they leave, hit w/ power if they don't as a gameplay loop, a gameplay loop everyone despises. The global detection still makes no sense, too! Why is it a part of the power? How is that supposed to be intuitive? The old design of "drones that can detect and eventually injure you if they detect you enough" is intrinsically more intuitive than just having a weird map-wide automatic uninteractive reveal system glued onto a weird two special-attack system.
7 -
This is an improvement on the previous concept for sure, but I still find a lot of it very unnecessary. The complete loss of drone rotation, laser tagging, and her stealth completely removes what first drew people to this killer. This power seems kinda fun yeah but it's coming at the cost of a killer who plays very different from this, with a very dedicated playerbase. I don't think it's very fair to completely throw out what the skull merchant playerbase finds fun, instead of iterating and improving on the existing power. Even if this power is good, this will leave a bit of a bad taste in my mouth knowing that there's a precedent for everything that made a killer fun to get entirely removed. I think it would be a much better use of time to improve on the existing power, there's been lots of good feedback and ideas out there about ways to do that!
4 -
First, srry my redaction. English is not my main lenguaje.
Then, I have to congrats and thank the great work, it looks a lot better than before.
But I have some concerns. First, I liked Skull Merchant as an "track and slash" assassin, so I dont like her to have a proyectile to down survivors. Then, as other comments already said, she feels way too weak if fails the first Drone attack since she have no other tools, she lost the drone and, even in a hit, she need to be close to use it effectively. Finally, I think is too weak against group of survivors: if you ClawTrap one, then that only one is vulnerable and all the other ones can be pretty comfortable. All this problems makes me fear that she would have a playstyle similar to what it already was: 3 gening and stacking drones together, so if you fail one, you have a cover up.
My suggestions are:
- Instead of propulsing thereself, drone should shot the ClawTrap as a proyectile, causing the Broken status effect on the main targer, but also causing an EMP that give some negative effect on nearby survivors. This EMP also has a extended range that disables all nearby drones (including the one shooting). This way, you have more tools against grouping survivors, you make stacking not viable, and you dont feel like loosing everything by missing a drone.
- Instead of Skull Merchant having a proyectile to down survivors, give the ClawTrap a mechanic similar to Dog Hound: the Skull Merchant see a track that gives her Haste while running against that specific survivor. This way, she have a chase tool without loosing her M1 playstyle, she has more of this feeling of "predating" or hunting, and she gives a little more pressure when using far away drones.
Thats all, I hope this comment helps.
Thanks again for the hard work, It feels good to be listening as a player lol
-1 -
This feels fine… but maybe similar to Unknown in a way? Also changing a lot her identity again. We'll have to see. I wish laser tag was kept though!
-4 -
Still going to be hated by Survivors but it's not like anyone learns anything. This looks like Singularity 2.0.
9 -
I honestly don't understand how the Drone Propulsion is supposed to hit survivors. Victor moves way faster than the drone will, and he can barely hit survivors that are running around a tight loop. Honestly, what are the drones supposed to do if survivors run around a tight loop? Is that just 100% guaranteed counterplay, and the killer needs to just stop controlling the drone, at which point the survivor will hack it?
The "activating your Global Detection Power in hopes of catching a Survivor heading to their first gen" idea just seems very unreasonable. If the survivors have enough time to stop running, then how is this supposed to find anyone near the beginning of the game? Won't survivors just hear the global warning, start crouch-walking, and the killer just wasted their global warning power? Honestly, the only time the global power feels useful is if the killer knows the survivor is on a specific generator, or has just unhooked someone at a specific hook, and the killer is running to that specific location and will catch the survivor(s) unless they are running.
But super real question, should the killer be expected to get Drone Propulsion hits if the survivors play perfectly, or will this power rely on survivors making mistakes?
3 -
I've been a skully main since the 2.0 rework, and this is the first suggestion I like. If I understand correctly, this EMP mechanic is supposed to work like a lazertag? If the drone, while charging the EMP, is going to stand still before attacking, this brings one of her most important techs as a clear and telegraphed mechanic, which is amazing! Also I believe this EMP mechanic would work flawlessly with the current skull merchant iteration, which would honeslty be a dream come true (if she also stopped being an F tier killer). Making the killer use the drone rotations midchase to give the survivor a clawtrap and, instead of just slowing down the survivor, give the skully an ability to down them with a lazertag will be fun as hell personally. If you also remove the ability for the survivor to remove the clawtrap themselves this would also allow for stealth drones to be useful again. This would keep the current skull merchant gameplay loop, which would make her mains happy, remove all the status effects that keep the survivors unhappy and provide clearer threats for the survivors to deal with!
0 -
stop working on this immediately. this is a completely different killer.
we are honest to god at the point where you're talking about "juking". juking skull merchant? literally who is this? what killer is this turning into?
it is so frustrating watching you ignore the skull merchant players who actually enjoy her in favour of a bunch of people who either don't play her but "this looks fun" ("this" being literally houndmaster who already exists), or are survivors that want her to be deleted because of ptsd and not understanding that she doesn't 3 gen any more.
7 -
Current pre-nerf Skull Merchant is WAY easier to understand than this SM and it's not even the same killer.
15 -
global detection still does nothing but track survivors from what i read unless it does something else i'm missing global detection is still weak.
as i said on the other thread i would like the drones to slowly patrol and hunt people also is doing a generator count as staying still?
since as far as the exhaustion system is concerned it does will the global notification be an exception to this rule or not?
0 -
I think this sounds incredibly fun, actually!
She does feel like she has an ample focus on creating a web of information, while creating new emphasis on the direct danger posed by her Tools of Torment!
Here are my thoughts:Unique 2-Skillshot Position on the Roster:
I love love love love the idea that this is going to be a killer that has multiple types of skillshots/projectiles to use. That actually sounds really exciting, and provides a HUGE opportunity for a large skill ceiling.
That she might have multiple skill shots will put her in an incredibly unique spot on the roster, and if both projectiles have their own movements and patterns, it provides a lot of opportunity for skill mastery.
It truly feels like The Skull Merchant will have a full arsenal of high-tech tools (of Torment) at her fingertips to take down her prey!
Direct Confrontation, Slugging Concerns Minimalized:
This design also provides the opportunity to move her away from an M1 killer and makes her a lot more direct and confrontational, which is one of the biggest complaints she has received for years - that players dislike taking passive damage.
I appreciate the removal of the Drone's ability to down Survivors - this removes Slugging concerns, but also it does something else…
Full Kit is Encouraged to be Used:
I love that this design encourages the full breadth of her mechanics to be used. I think an issue with the live Skull Merchant design is that she can be played entirely like an M1 killer for the most part.
This iteration upon the last Design Preview makes her feel like the embodied fantasy of a high-tech hunter, as all aspects of her kit will need to be used to play efficiently! You can't down or use EMP Darts without the Drones, and even without the EMP Darts the Drones will provide passive information, creating a dependence cycle that demands all of the kit be used. And once using all of these different aspects, I'm certain players will feel quite powerful and wieldy!
Intuitive Counterplay:
I am actually a huge fan of seeing the comics depicting what appears to be the return of the eye-shaped tracking icon while Survivors are trackable or detected by Global Detection Event - I fully believe this will make her ability to track more intuitive, and prevents her from feeling like a killer that casual players will go down to out of sheer unawareness of how to use her power.
Additionally, if we're adding multiple skill shots/projectiles to Skull Merchant, on top of a global detection event, I think it's incredibly reasonable that Drone Scan Lines are made visible, and I'm very glad they're being tightened up visually to make it clear and obvious that you can try crouching under them.
Since we are shifting the Drones to be projectiles, they are now associated with danger. Visually, I like the thematic idea to make the Drone Buddy over her shoulder Drone-like: This will keep the idea of projectile-based danger in mind when players see the Drone Buddy, reducing the amount of visual information that players need to parse into logical quick reactions.
Concerns and Considerations:
- Do be mindful of not making the AoE EMP not feel too much like Unknown's projectile. This current version of Skull Merchant tows a very careful but unique multi-skillshot line in the roster. (A place that, let's admit it, could only be rivaled by the possible arrival of The Predator lol)
- Narrative Dissonance could foster Gameplay Dissonance:
Make sure that the Drone Buddy is drone-like to evoke the idea of danger while reducing the amount of types of visual information Survivors need to parse while versing, but still make it visually distinctive enough from the placeable Stealth Drones so that, narratively, players can deduce that there's a reason why Drone Buddy can't just ram into players like the Stealth Drones.
I think this will not just turn Drone Buddy into a distinctive, affectionate, and beloved pal in the Trials, but also create a gameplay narrative that makes it feel like her two-part skillshot makes sense from a gameplay standpoint.
Otherwise, I fear narrative dissonance could spill over into gameplay dissonance: "Why can't I just down Survivors with the done on my shoulder?"
Suddenly, she would start to feel convoluted rather than multi-tooled.
- It sounds like there's a possibility for Skull Merchant to place Drones in loops in such a way that Survivors may have no choice but to loop directly into them. I have concerns that the time it takes Skull Merchant to take control of a drone gives Survivors time to react before she can detonate the drone, but also doesn't take so long that she feels clunky to use power mid-chase. This is going to tow a very fine line.
- The Global Detection Event could potentially be incredibly oppressive and frustrating when 1 survivor is left standing. If the whole team is hooked/slugged and the Killer is determined to find the last one trying to sneak in for the save or trying to avoid detection, or if the Hatch is closed and the last remaining player is gunning for the Exit Gates while they're being patrolled…
To compare this situation to current mechanics, Pinhead/Cenobite has a global power (Chain Hunt) that doesn't affect the last standing Survivor: Maybe it's worth considering disabling the Global Detection Event when one survivor is left remaining, similar to how Chain Hunts don't harass the last standing Survivor.
It feels like a fair rule of thumb that all global Powers don't affect Last Standing Survivors.
I don't know if this will honestly be such a big deal once implemented and commmunity counterplay is learned, but conceptually it does already give the Survivor in me a headache just thinking about going against it. - DBD has 9 years of mechanical complexity and counting. It's expected that things will be reworked, but often many many changes can be super easy to miss unless you're an avid fan of the game and keep very close tabs on socials. But I'm sure we know many players only come in every several months.
Such large reworks as this, while fine and necessary, can confuse players who pop in like twice a year (a lot of players are still confused on how Sadako works). I think it may be worth considering creating some sort of in-game notification system that indicates to players when mechanical reworks have happened since they last played: when Killer's Power (or Perk's functionality) has received an overhaul. Such as, some sort of ping/tab/notification on the Perk or the Power in the main menu and on the post-game tally menu (and a new tag/text that says "this Perk/Power has received an Update since you've last played." This could draw attention to reworks, and hopefully notify to players when mechanics don't work like how they remember from a year or two ago.
In response to some comments I've been seeing on different platforms, I do think that this version of Skull Merchant slightly shifts her identity, but in a way that is necessary. It does not shift her thematically, but in fact makes her identity stronger: A high-tech hunter whose tools you should be actually afraid of.
As one of the most vocally despised Killers in the game, shifting her identity is a huge part of the goal of this design rework, and I think something truly befitting Dead by Daylight without losing sight of the original fantasy of a High-Tech Killer is coming along here.
Overall, I'm LOVING the direction that this is going in! She sounds really exciting to play as, sounds significantly more intuitive, direct, and less frustrating to go against, and offers a skill ceiling that I'm honestly kind of salivating over thinking about mastering.
-8 - Do be mindful of not making the AoE EMP not feel too much like Unknown's projectile. This current version of Skull Merchant tows a very careful but unique multi-skillshot line in the roster. (A place that, let's admit it, could only be rivaled by the possible arrival of The Predator lol)
-
There's just a ton of problems and flaws with this entire concept, that others have laid out in previous comments. This just sounds super clunky, overly complex for what it does and far too much hassle and effort with very little reward when you can simply play other killers and get results easier, better and faster, especially with the current pace of the game being so quick. Not to mention there's too much easy innate counterplay built into the power for survivors to simply make all your time and effort wasted, which just makes the killer weak and no one is gonna play her at all. It doesnt take alot to understand that killer players dont want their powers largely negated by survivors, its just poor design and frustrating to play with.
12 -
Only issue I have is the complexity.
I see a decent amount of positive feedback from people and a lot of negative feedback from SM mains.
BHVR is going to have to pick a side. SM mains want the old SM back, which was universally reviled, and most of the rest of the community wants something completely different to SM's original design.
These cannot co-exist, one side will get the opposite of what they want.
-1 -
While it is definitely better, I still don't like about her becoming a range/projectile killer
What I liked about current skull merchant is the ability to scanline survivors when you place a drones at a specific spot, being able to successfully track survivors down in chase possibly even injure them with a clawtraps, her core identity as a stealth trap based killer is what let's me enjoy my time and hours playing her
So the recent preview no matter how good or bad of a rework is, the killer that I once love to play is basically gone
13 -
There's a big difference between only wanting old SM back and wanting whatever comes next to still be recognisably Skull Merchant, which the original design preview wasn't at all and this one still deviates pretty massively from.
Both iterations of Skull Merchant we've had were radically different from one another mechanically, but still made sense for the character's identity. That's all that's meant, it still needs to work for the character.
8 -
I'll be making a proper video on this when I'm not on a mini-break, but I'll be relatively brief here: there's still a TON of problems with this version of the character.
-The power still gets hard countered by lockers, small rocks, trees and fire barrels but gets the first health state for free if none of those things are around.
-the large number of aforementioned safe zones + 100% visible scan lines + the fact she can't down remotely ever means that her days of being a trap Killer are completely gone. there is no point setting up drones as traps if Survivors can always see the beams, disarming a drone sends it back to the Killer and there's a huge number of areas where the drone is incapable of hitting you. it is LITERALLY not worth your time any more to set them up.
-the global tracking system is still useless because it can't find anyone on gens or healing (i.e. the players you want a tracking system to find)
-she can still check through the cameras to get a remote health state on someone repairing a gen, meaning she can still turbo 3-gen. you haven't fixed that problem at all.
-If you stay injured the power is completely useless. A clawtrap you can immediately remove whenever you like in exchange for the drone going away forever is a net positive for the Survivor player even if you make every single mistake you can possibly make (run facefirst into the stealth mode drone and then fail to evade the attack).
The EMP dart and the beams only reaching halfway down to showcase crouch counterplay are the only significant improvements made in this version of the power, and those mechanics could easily be retro-fitted into current Merchant's kit, replacing the Deep Wound, Haste and Hinder. This would make her more fun to play and play against without causing all of the above issues, issues which I believe are inherent to the unfixable drone propulsion design.
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