http://dbd.game/killswitch
Design Preview | The Skull Merchant Part 2
Comments
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Also, scan lines always being visible means the killer can’t hide the drones behind environmental objects to ambush survivors.
So we can’t ambush with the drones, but we also probably cant use the drones against survivors that are running a tight loop, so the entire thing just has so much counterplay that survivors will almost always be completely safe if they play correctly????
Post edited by Coffeecrashing on2 -
That's exactly what I'm saying, do this "Rework" for another Killer (his sister) or something whose Behaviour respects the minorities that we are MAIN SKULL MERCHANT, this rework is unfair because of Main Survi who cry a lot Behaviour has to listen to those users like me who gave hours and hours and made it P100 and not the others
It's really unfair... #NoRework
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Let's start with the elephant in the room... No matter what you do people will not change their opinion on skull merchant. You can dress her up in a clown costume and Max out every survivor she plays againsts BP categories automatically while auto giving double pips and people will still DC, give up, and collectively groan going against her. She's a shadow of a killer right now and seeing her is still synonymous with her original release iteration.
Now skully is futuristic yes but her primary fanbase and the reason people enjoyed her is because she is one of very few trap/setup based killers. For these kind of killers confusion and survivor mistakes are literally part of their power. Her identity is being the edgey trapper like trickster is the edgey huntress, has a few extra steps between his hits and an injury while being flashy with ultimately a more flexible application.
I'm not good at laying things out so it'll be somewhat coherent. Merchant is one of those rich people corrals victims into a kill pen for sport kinda people, so start every survivor off with a unremovable claw trap to give that hunted for sport vibe. This iteration of claw traps charge when in a drones radius(and not standing still/crouching/working on a gen) and when full give the usual hit on the radar and are trackable till battery dies. Failing to hack a drone auto charges the traps(if battery already full injures or deep wounds, it's an electric shock) and fully hacking removes all battery progress. Can give back pallet breaking when full but might be too much. Like to add as a balance to a later feature battery fill up while in chase is reduced
Drones, no clue how many but however many seems balanced, I see 5 thrown around so 5. Reminiscent of first iteration drones scan lines only show where it reaches/doesn't reach in range but remove the goes through upper and lower floors. When in the radius and not walking/crouching/working on item the battery either slowly or quickly charges(balance). Can do more but honestly they are her traps her edgeyness is information over injury.
Drone companion! (We all know this was added to endear people to the reworks concept) Droney is a unique drone with a stun feature. When a survivors claw trap is fully charged Droney can injure or down with a short to mid range EMP shot that drains all battery from the trap hit. Droney may full charge a trap upon hit instead if trap is uncharged. This rewards the killer for player mistakes and good trap usage and makes it unviable to chase down and double tap for every injury with Droney alone.
Global detection is what you want it it's basically doctor shock with more ability to locker out of it so I see no real reason to love or hate it. Useful and useless in one package based on survivor knowledge.
Not the most thought out idea but she stays as a trap killer while being rewarded for using the traps and incorporating a skill reward similar to laser tagging. Remember first iteration or "chess merchant" is basically all skill merchant will ever be remembered for no matter how she changes or how strong or weak she becomes. The community zeitgeist is set and will not change for a long time if it ever does. People who play her want traps and setup. The chase oriented push behavior has been putting on every killer is gonna kill creativity and the game making everything homogenized yogurt.
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The problem with this passive injury is, it's almost universally despised to play against passive injury.
I personally feel the new version allows for stealth and a sort of "trap" playstyle by still being able to detect Survivors, but it eliminates the headache of being passively injured for getting caught by these traps while still allowing you to injure survivors that get caught by these traps - you just need to activate the injury yourself by taking control of the drone.
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Also u guys somehow made her even weaker killer then now, skull merchant cant play range set up cuz ppl can hide in lockers or behind rng or even better get hit by drone and remove claw trap
U cant play close range cuz u cant control newly placed drones
If u injure them u just m1 killer so u just turn urself into low mobility no mend legion who doesnt have add on that breaks pallets to help u out in some way
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And I do not think that is possible. Not in a way that appeases both parties.
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I disagree. There are hundreds of ways of overhauling her that would preserve her identity, each radically different to each other and to either version of SM we've had in the game so far.
Finding one that SM haters can tolerate may be difficult, but far from impossible.
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As someone who loves skull merchant and has played her through all the ups and down I have to say the main thing i like about this is the drone buddy concept and also the whole drone dart concept but I wish you guys would also keep her trap play style this is better then the the first iteration of what you guys did but she is losing a good chunk of her identity which stayed consistent across every change of he the trap playstyle of the drones but reading all the stuff with the drone projectiles putting the drones on the loop shooting the survivor with a drone so they can get a claw trap I like that to and extent but you guys can honestly keep some of this while also keeping the identity of what the majority of people that love playing skull merchant love man
FOR INSTANCE-
The whole AOE dart concept with the over the shoulder drone shooting the survivor with the claw trap how about we keep that but we go back to how they got the claw trap in the first place getting within the scan lines and getting scanned with the drones hence them getting a claw trap and also the stealth drones having scan lines that survivors can see that wouldn't make it stealth at all i think you guys should switch that back to where survivors can not see the scan lines while the drones are in stealth mode.
OR HERE"S AND IDEA-
what if you guys make it to where skull merchant can manually choose which mode she want's to place her drones in like STEALTH,ACTIVE,CONTROL with maybe that little radar she has or even a gadget on her arm and when she picks a stealth drone and let's say in a corner where a survivor can't see it and after 4 seconds of placing the drone in that spot the drone hovers down to the floor laying there and if a survivor or survivor's runs across the radius of it activates and turns into it's scanning mode giving the survivor a claw trap for 35 seconds or if not a claw trap the stealth drones if a survivor is detected by them gives them 2 pips instead of one so there one pip closer to getting a claw trap and back to the claw trap they can't remove it until those seconds are up and after they move it they go back to there regular healthy state but during the mean time skull merchant can see the claw trapped player on her radar but instead of being white like when a normal scan happens there RED to indicate they have got a claw trap and with that skull merchant gains haste to get to them and once she gets to them maybe then she could use the drone buddy over shoulder to shoot out one of those darts you guys talked about and maybe have them lose a health state or even some thing on the lines of a shock and the survivor can't move for 3 seconds or they even get downed possibly
WHAT ABOUT HER SCOUTING DRONES-
I think her scouting drones should work as they usually do with the two scan line on each side and it takes someone getting 3 scans to get a claw trap but here me out with this what if on the survivor side when a survivor crouch walks up to dismantle a drone right they go through the little direction clicking mini game but what if they instead of just you know them putting it in the arrows almost like glitch a couples times and the survivor has to catch it at the right time then it goes to the next one and it's the same process and they would potentially have to do that twice to get the drone dismantled and if they fail that they get an automatic claw trap to where skull merchant as before can see them as a red dot on her radar and go after them but if a none claw trapped survivor actually dismantles her drone the survivor gets to see her aura for 4 seconds and skull merchant's drone take 3 possibly 4 seconds longer to come back to her also another thing on the survivor side there could also be some counter play where for a claw trapped survivor to get the claw trap off of them if they don't want to try to loop the killer in chase for 35 seconds or them and a teammate are claw trapped the SURVIVOR that isn't in chase by skull merchant could go up to a drone and try to dismantle it to lose the claw trap early but if they fail they go into a down state but if they succeed they lose the claw trap and skull merchant again has to wait 3 or 4 seconds to get her drone back.
THE GLOBAL DETECTION POWER-
For the whole red light green light power I can see it wasting the survivor time and being and interesting fun power but I won't lie i really don't know how to feel about it and i feel as if it could potentially be really useless cause it can be really easily countered and when they succeed which seems very easy and likely depending on the situation seems like skull merchant can't get any value out of it on her end only this survivors which on the survivor side is cool and all but what about the killer?
CONTROLLING THE DRONES-
For the controlling the drones I am interested in it in the sense of just controlling the drones to re position them maybe instead of going to a place to reset them up if your too far away but the whole using the drones as a artist crow I'm not really feeling I'm gonna be honest that doesn't feel unique or really that different from how her powers work think about it using the drones as projectiles it's cool at first glance until your really think about
POSITIVE FEEDBACK-
OTHER THEN THAT first off the drawing are amazing love the little pictures i agree with everyone else please do more of that and also thank you so much for actually trying to fix this killer BEHAVIOR instead of leaving her in the dust or deleting her like other people in this community where saying this community can be really immature when it comes to things and also I REALLY HOPE you guys do this with your other killers who need fixing like trapper and artist and I'm sure there are others I don't know about just keep all the health updates up there please with fixing stuff with you guys game and it not taking years too fix singular thing's i also appreciate you guys communicating with us I know making a game is difficult and managing a community trying to make everyone happy with the things they wanna see changed is hard but you guys are definitely doing better I HOPE it continues and I hope that what i said helps you guys put this killer in a direction hopefully most of the community and especially skull merchant mains like me actually like ESPECIALLY PIXEL BUSH ALSO PLEASE CHANGE HER WALK ANIMATION SHE WALKS LIKE A GTA STRIPPER!! AND ALSO I HOPE WITH THIS you guys are changing a lot of her add ons too please.
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No this version can't go live either. If you thought day 1 Singularity was bad since he was so easily hard countered this version will be even worse.
- Line of sight blockers and debri is gonna be her hardest counter.
- What's stopping the survivors from just immediately ripping off the claw traps when SM isn't nearby when she has no mobility.
- Survivors would just hold W and leave the loop if she ever places down a drone so tagging them would be an excessive hassle.
- If the drone flies off and misses since you aren't moving as a killer the survivor will get a lot of free distance from you.
This version feels like you have to put in a LOT more work just to get any chance of success from using your power and it still ruins her identity as a trap killer. Maybe combining SM 2.0 with this version could work? Spitballing ideas here.
- Drones are 2.0 version, but don't give SM undetectable when placed.
- Hinder/haste removed and instead gives the survivors oblivious. So she retains her stealth when hunting her target.
- She keeps the drone buddy to shoot survivors that have a claw trap.
- Survivors should not be allowed to freely rip off the claw traps. They either need a timed life or introduce a new killer object like plague pools to remove the claw traps. (Tool table?)
Another huge problem that's possible not with the killer herself but the voting poll that you gave last time of a rework idea.The majority I'm certain of from those votes are from survivors and the results are heavily survivor bias. I really wouldn't trust those when survivors players far outnumber the amount of SM players. I just can't trust that poll it when survivors would rather change SM when they don't play her at all or don't care as long as she's completely changed and risk losing what few SM players there's left.
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No matter what changes you make it's gonna dissapoint one side or the other. Either disappoint the thousands of survivors that always have a burning hatred towards her or disappoint and lose what few SM players there is left.
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Warning this is going to be long
I have been a Skull Merchant main since a little before her 2.0 edition that brought her mostly to what we have right now. I just wanted to share my thoughts, completely about the proposed reworks as it largely seems this is what we are getting no matter what or at least a variation of what has been proposed. I feel I should share why I started playing merchant and why I still do in her current state. All of these reasons are lost completely in this rework.
- I originally started playing merchant because I viewed her as sort of a pocket Ghostface with her drones providing her the exposed effect but also absorbing her terror radius. This version of her I really enjoyed but understood it's flaws and how easy it was to counter if the Merchant didn't go all in on gen defense which could be fun too but I know that was likely a one sided experience. Regardless this version was traded in for what we were given with 2.0 and I have enjoyed this version even more.
- With version 2.0 I think I began to value her uniqueness overall, it's easy to be reductive and compare killers to one another for 1 or more similarities they have but I consistently can not point out a killer that she resembles, apart from her fitting into the trap killer archetype. I love building a web of drones I can manipulate when needed and catch survivors off guard with well placed drones, well used to on that last part. Before playing 2.0 Merchant I was a survivor main who played killer about 20% of my matches which were all only really for missions. Now the split for me looks about 60/40 the 60 in favor of survivor. I'm close to being even on both sides which I never would have if it weren't for that rework. After her recent changes I still love playing with this killer, after all there are no other killers that make the moments she does. In an inverse way from the way people view Wesker, as he can also make moments that are unique to his power. Applying pressure at a near distance, and using spacing, stealth and other pathing mindgames to secure injuries and downs in ways I haven't seen on any other killer. The unique feeling of outplaying survivors that think they are safe but really not and saving lock-on stacks for two taps or injuries without having to lose pressure where you are on the map. In my opinion she is the perfected trap killer, even with one scan line. I could go on further, and as long as I felt but I'll leave it at that; even in the state she is now I would rather play her than any other killer on the roster and with this rework I will lose that.
- Lastly, I want to cover the actual proposed rework. I find myself able to compare and be redundant with these changes. I can see myself comparing elements of her kit like the propulsion system to Twins, the red light/green light to Doctor and the EMP to unknown. SM will effectively be a jack of all trades but a master of none, which beforehand I would have given that title to Vecna as well. So, no matter how redundantly I am, even if that's no warranted that's 4 different killers I can see in this rework and none of them are Skull Merchant. Specifically, the elements seem cool-ish. I would certainly experiment with this but I wouldn't feel like this is her. I do genuinely feel like losing her scan lines would be losing her completely. I understand that this is meant to make her completely different but it doesn't feel right, to lose 1/3 of the trap killer roster in exchange for something different entirely. Strength wise she's not doing too well, competitively she doesn't exist but her kit as it is can be changed to be better. It can be leaned into a trap playstyle and not be too oppressive because at the end of the day she just gets the first hit, especially with the haste and hinder changes she recieved. If anyone is interested on what I'd like to do to her current kit is be happy to provide that and to anyone who has read this much thank you and I would love to hear from you.
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This is better than the first version but still has the big core problem of being against her tactical and trap-based identity. And survivors will still hate her.
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I appreciate you taking the time to break this all out, noting both the aspects that are vibing with you and the concerns you have. There's a lot of nuance to this (and the many incredible comments in this thread), so the pulled back perspective is helpful!
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In addition to the conversation going on in this thread (which we're closely following - thanks for being so in-depth with your thoughts!), I wanted to pose two other questions:
1. What do you feel is the most complex-to-understand aspect of this Killer's gameplay flow here?2. What would YOU name the Drone Buddy? 👀
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The entire power reads like a novel while her power is nothing to do with Skull Merchant. SM is set up killer (or she was until she was nuked) and she should stay that way. People will still hate her and SM enjoyers will drop her.
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Not even close. Singularity doesn't have any projectile attacks. This version she is given 2.
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The drone buddy should be named Ryan or Olaf.
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Regardless of anything else, I like the name Valentina. Her father's first manga was named Adi Valente and it's clear she formed an attachment to his work that she carried into the world of business (the V in her company logo, for example). Valentina just feels natural for a little drone pal that follows her around.
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This concept does seem interesting devs! Good thinking!
My thoughts -
*This design might be a little too complicated to use in the heat of things in a trial. New killers that are playing the game will really struggle with this. New survivors will struggle with this as well for sure. Vet players still struggle to a degree with more complex designs.
*I really like the global detection power, but it will be WAY too easy to counter sadly. You will likely not get any value out of it once people know how to counter.
*I love the idea of a little drone buddy, that is really neat.
*I think it would be neat to have Skull Merchant layout drones in areas she walks too, but they not only scan the area they move around in that area actively scanning for survivors. This will still give the trap mechanic that people really want to keep with her as it is her identity. I don't have all the other details layed out in my head after that, but this could be a starting point.
I will keep thinking on this and get back to this post at later time if I come up with more thoughts/feedback.
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I don't think there's any one thing that makes it too complicated, I think there's just too many individual parts happening to juggle. It makes her more akin to killers like Vecna and Dracula, but with those killers, there's the consistency of knowing each individual part comes from the killer and has its own associated cooldown, making them easier to understand.
For this version of Merchant, you have:
- Passive drones still scan you, and their counterplay hasn't changed so you're still dodging beams (albeit with much less reason to bother now)
- Active drones are their own damage source and you need to keep in mind where they are and how they're hurtling at you
- If a drone hits you it puts a Claw Trap on you, and you have to be aware of that making you vulnerable to her other damage source
- The GDP lurks constantly and could be activated at any moment, causing more to keep track of when it happens
- On top of all of this, you have to remember that she can see you on her scanner at various times, which adds to the mental stack
She just has enough things happening with just enough delay between them to overwhelm the mental stack. This is the problem many people had with her before, and before, the various parts were staggered in such a way that they added up to the same basic premise: "get scanned and the chase gets harder, so don't get scanned". The interaction was one thing to keep track of even if there were multiple moving parts- the only other thing to keep in mind was her unpredictable stealth, making for only two broad elements to remember.
Here, she has many more broad elements- even if each only does one or two things and isn't as hard to keep track of individually, it adds up to more in practice because of how varied they are and how they affect different parts of the trial, not just actively being chased by her like Merchant's old effects.
If what she had before was too much to keep track of, this definitely will be.
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The most complex-to-understand aspect is how the killer is supposed to actually do anything if the survivors play well.
- Your workflow had the killer using the global reveal at the beginning of the game, but the survivors can just stop running/walking when they get the global reveal warning.
- Your workflow involved the drones chasing survivors, but then said survivors can just run around a tight loop for counterplay, at which point the killer probably needs to stop using the drone.
- Your workflow added scan lines to the drones, which means they can't be used to ambush survivors, because if the killer tries to chase them toward a drone that is hidden behind an environmental object, the survivors can see the scan lines, and not be surprised.
For the drone name, her lore mentions Adi Valente, who had a quirky robot companion. Skull Merchant's drone buddy could have the same name as Adi's robot companion, if BHVR could create a name for Adi's robot companion and update the lore.
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she just needs to stay as a trap killer. she's the only modern trap killer in the game. trapper and hag are both super outdated and rely on camping and basement to succeed. skull merchant was a trap killer that departed from that in a way that was actually interesting and fun.
dbd won't be good if the only friction the killers provide is projectiles and the only skills survivors need to develop is "juking".
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Hello there :D
I personally like the changes which are about to come. Especially the combination to use the Drones. Best Part is the Drone Buddy :D (imagine it can be customized in the future like Snug :D )
Also thank you for sharing your ideas with us. I love the transparency-2 -
One thing im concern about is the time to down (ToD) it sounds like this version of SM has a long ToD and in the current enviorment of DbD where everything is so fast paced im not sure it would be a good rework there feels like there so much you need to do to down the survivor
i know its still a design preview but could we get a rough estimate on what the devs aim SM ToD to be with this rework?
also the fact the EMP dart does nothing on non trap claw survivor seems a bit weak
but way much better than 1st design preview
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There's just a lot going on in her kit, all at once. It could be a lot to keep track of mentally.
Now, there's times when that works well; like Vecna or Dracula and times when it works poorly, see old SM.
It all depends on how well it flows together and how distinct it is, for lack of a better word.
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The improvements of this are very good homever it still strays away from being a trap killer and we have so few of these that it just feels wrong removing one. I will make a proposed change later and link it.
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My thoughts.
- There's a Lack of clarity or visible information of what's going on exactly. Haste and Hinder would be changing on the fly with no tell to the survivor. Her power should be a bit more telegraphed of what's going on exactly. Old Spirit had the same problem when she gave literally zero information for survivors to work with so there was no counter play against her until she got the directional audio que put into her phase walking.
- "Head shot" Any shooter games we always try to aim for the head, but when the head shoots back....
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Passive hits are always a great idea. Not.
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Drone Buddy suggestion:
SONNY
Scanning
Overhead
Navigational
Negation
Yokefellow0 -
Literally my thoughts exactly.
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Here are my final thoughts about the changes as a #1 claw-trap down SM main, all in one place:
- drone dash is anticlimactic, goofy and needs to be replaced with a static beam attack. Effectively can accomplish the same while being much more thematic and resembling laser tagging, a part of her almost all SM mains adore the most.
- RLGL shouldn't fully be countered by standing still/crouching and shouldn't be countered at all by doing gens/healing. You can make so she has to earn this power by scanning/hitting people so it's less passive, that way you can also buff it, for example give it a minumum, uncrouchable duration of 3-5 seconds that gets extended for each survivor individually if they move. Making the entire duration crouchable, makes the power lackluster against good survivors while stomping the newer players, which is exactly what she does right now.
- Im assuming the clawtraps still have some battery so people can't just remove them instantly
- Bringing back clawtraps and changing the way of downing survivors from the previous version is a massive W and removes a lot of frustrating parts
- This rework sounds kinda cool but it definitely doesn't make her more simple which I thought was one of the goals. New players will be having a hard time from the sheer amount of knowledge required to fully understand what she does
- Give her proper visual/audio cues in chase, cause this is something the current SM is missing, arguably her biggest flaw right now
- The drone buddy is cute and I will be naming her Petunia2 -
2.
Companion Cranium
Skully
Drone Buddy
Whirlygig
Also it'd be funny if you named either the global detection or downing someone with the drone buddy "hostile takeover" as a lore reference of her taking over companies
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I'm happy to see the claw traps being incorporated in this second design preview. I quite like most of the changes proposed in the first design preview and the simplicity of the new power concept. However, I feel like a lot of the additions in this second preview are making the power too complex. Both for the killer and survivors. I really appreciate how straightforward the first concept is. It also incorporates elements from two of my favorite killers, the Hag and the Twins. Setting up stealthy traps (drones) and when triggered being able to follow up with a speedy and lethal drone attack, seems like a really fun yet simple power design. I wish the rework would lean more into the set-up/trapping aspect of SM, which seems to be lost in this second preview.
Here are my proposed changes to keep her new rework fun, simple and balanced:
- Keep the stealthy drones with invisible scan lines from the first design preview, so she stays a trap killer.
- Allow the drones to still down survivors, but only allow the Skull Merchant to control drones that have recently been activated by detecting a survivor.
- Scrap the drone buddy. It does sound cute, but it's unnecessary.
- Scrap the global detection power. It's too oppressive and free against new players and extremely easy to avoid for everyone else.
- Keep the claw traps. It's important to have a sense of direction on where to go after injuring a survivor with a drone.
- Lastly, there should probably be a tiny delay and hinder when placing a drone, so the survivor can safely reach nearby loops when a drone is deployed mid chase (similar to Artist and Hag). This will encourage careful planning by setting up drones beforehand.
With this concept the Skull Merchant will keep a similar playstyle. She'll set up drones at key areas of the map and herd survivors into them. She'll be able to catch survivors by surprise with drones placed in sneaky spots. Once a drone is activated, she'll follow up with a drone attack. She'll have healthy skill expression in the form of well-placed drones and carefully aimed drone propulsions. It'd also be cool to bring back some of the old visuals like the eye and the survivor animations.
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A Proposal: Instead of making the drones dash like Wesker or Victor, make them fly forward with speed ramp up and limited turning like Pinhead's gateway chains. This would enable them to both actually feel like flying drones, and bring back a now missing projectile style. They would almost definitely have to be sent back after every hit, but you could extend the duration based on the battery life left on the drone. (the drone dive-bomb could also not actually end until it hits something, and start losing altitude once the battery runs out) Like imagine someone dive bombing into a jungle gym from above in a huge arc artillery style because their drone used its full battery life for a hit. Clip central.
I really don't want free injuries as a killer design whenever possible, as it just means survivors are doing gens instead of healing and less dramaturgy means I get less free exposed downs on people using it in my face. Making something that can be dodged meaningfully and is a skillshot makes it more satisfying for both sides. And it won't be too punishing to miss, as she can immediately deploy another drone or switch to another immediately afterwards.
CONS: I'm not sure entirely removing her, even with how little fun some parts of her old playstyle, to make her a fusion of Unknown & Victor/Pinhead is a good idea in the first place. A lot of people bought her for a simple killer that had good tracking and whatever else she gave for free. Like the current Freddy rework is literally the best of all his previous iterations. If you really want the slow, aura reading Freddy there's an add-on for that now. He always has dream pallets. The Dream snares add-on could probably be a little better but it's there if you want it. Legion keeps the main idea of vaulting over pallets so you have to play chicken with them and getting multiple hits in a row to this day.
This is completely changing a killer into something else entirely. I think PixelBush might honestly be on the money with her. Keep the map-wide scan, keep the EMP dart, but don't make her a dash killer at all. Let her do her mid-chase scanline things but now instead of it being a death sentence of deep wound and hindered and haste, it's "dodge this explosion" which is still way more fun. (also removing clawtraps manually might be kind of insanely strong ngl? They should probably be a set duration.)
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finally a reason to run urban evasion and not get hated on.
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Fantastic as a killer design, but terrible as a rework.
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Sorry for the Google translated English. Please let me write it down.
I'm glad that the claw trap is back, thank you. If we don't bring back this mechanism, we can come up with a new plan. Personally, the problem with the current plan is that it's unclear how accurate the drone's attacks are, and it destroys the identity of the trap killer. However, the return of the claw trap will solve these problems.I also thought the EMP darts looked interesting, but I feel it's an idea that should be reserved for another killer, so I'm not in favor of them in this rework.
It's a rework that adds abilities while leaving the base kit as is. It's similar to the Doctor's rework. This way, the management can do what they want, and fans probably won't complain.
First, the drone's ramming attack will gain one scan stack, and the existing scanline will remain the same. By utilizing add-ons and allocating it to scanline strengthening and drone ramming attack strengthening, customization will be increased. Depending on the add-on, it can become a drone specialized in ramming attacks, or conversely, a drone specialized in traps. The advantage of this plan is that it solves the problem that Skull Merchant had, that even if a survivor has two scan stacks, they are practically useless if they just stand there. Also, if the advantage of ramming is small, it won't be a problem even if it has the same power as Viktor.
Second, the global detection ability is unnecessary. The only situations where it is useful are beginner hunting, tunneling, and rescuer hunting. I don't think it provides a good play experience, it unnecessarily complicates the ability, and it reduces the number of buttons available for rework ideas. There is also no need for an eye icon to appear on survivors when they look at the radar. It looks cool at first glance, but it's sad that you can't use the radar to do legal wallhack chases while looking behind you.
I think the drone's ability to move is revolutionary as a trap killer, and it also gives it a more drone-like feel.I think being able to use add-ons to create various play styles to suit your tastes makes it even more drone-like.
I will also write down the key configuration.
Left click, attack. Right click, place drone. ctrl, check radar. ctrl+left short click, reverse drone rotation, ctrl+left hold click, control drone, ctrl+right click, retrieve drone.
Key configuration for the drone you are controlling. Move with awsd, Left hold click, drone ram. Right click, switch control to Skull Merchant.
In my proposed rework, the electrical gauge would not be necessary.
I would like to use a trap killer after all. I would appreciate it if you could give it some thought.
Post edited by OsabaSama on0 -
For example, a kind of taser for criminals. I think the concept is cool and it's really exciting to dodge as a survivor. It's definitely fun. Thumbs up
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I'm a main chess merchant and no likes this rework
The best part about this post is the comments negatives and votes against this rework because even if push these changes and destroy the SM original this killer will continue to be hated
I don't want to play twins 2.0 bores me, want to playing chess with undetectable effect.
People hate SM no matter the changes, I'm still playing merchant and many players are disconnecting even against a killer tier F.
Post edited by pandorayr on-4 -
I agree with this 100%. The EMP dart in lieu of the status effects allows for the simplification of her kit from the survivor's perspective (if you run into the big orange laser beam walls 3 times, she can down you with a dart) while keeping the depth that the scanning and tagging system provides. In this way she also keeps her identity as a trap killer, which I think everyone who plays the character (who reworks should be for) wants her to stay as.
I'm going to be typing up a new post later similar to my previous one to reiterate and organize these thoughts better.
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I’m really liking most of the Skull Merchant rework, it’s a solid step forward. But I’m on the fence about the new “Drone Buddy.” Not because it’s a bad mechanic, but because it feels a bit too close to the Predator’s shoulder cannon (Plasmacaster). If Predator ever joins the game, it would suck if that iconic weapon gets left out because another killer already has something similar. I'm sure alternatives for the drone buddy abilities have been discussed in length internally, but if I had to offer one, I would prefer it gave bonuses, for example, undetectable/killer instinct/haste, and it cycled through all of them.
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Main Criticisms:
-I'm not the best when it comes to balance stuff, so I'm more gonna talk about the FEEL of the power.
1.) The rework Concept does kind of feel a bit all over the place: the passive scanlines, detection, drone cameras, drone propulsion, claw traps, emp darts, AND the global scan. I feel like certain concepts/features could definitely be removed while keeping the power cohesive. Plus, imagine a new player trying to understand how to both play and face this killer.
2.) With how the drones work in this Rework (the camera and drone propulsion), Skull Merchants radar feels like it would be almost useless. Why would you wait for a survivor to be detected from the passive scan when you can use your drones as cameras to find them at anytime?
3.) This one is kinda a personal issue, but I kinda wish the “camera” aspect of the drones wasn't as intrusive as killers like singularity, pinhead, or houndmaster. Those killers really take you out of your gameplay loop while using their powers and i've always found that aspect about them unsatisfying. I would love it if the “camera” was somehow implemented into Skull Merchants radar.
4.) Because of how the drone propulsion works, being able to remove the Claw Trap on your own is really punishing for a drone that is destroyed when it hits anything. You could either make it so that:
A.) Drones ARE NOT destroyed on contact, but you CAN remove claw traps early
or
B.) Drones ARE destroyed on contact but you CAN’T remove Claw Traps early.
5.) Identity. I know you guys said that you're looking to go into a new direction with her, but I do wish that you could attempt to merge your current ideas with her current identity to help her still feel like Skull Merchant.
I don't know if I'm allowed to put links here, but I kinda wanted to spitball some ideas that address these criticisms, So I did a word document on my phone. You're free to steal anything you like ;)
Post edited by Mandy on-1 -
This power design much better fits the concept of a high-tech tracker than the previous iterations of SM. The Claw Traps effectively being bombs attached to survivors that she chases down and detonates is a clever idea. Overall I'm looking forward to this rework, sounds interesting to play as and against. Lay drones as traps in loops, herd survivors towards loops, hit them with drone, attach Claw Trap, then chase them down and blast them. It's a little complicated but it's good that it requires effort so long as it's powerful enough to make the effort feel worth it.
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Here's some images of the Google doc...just incase it
seems kinda sketchy (or doesn't work)
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As much as this is better from the previous preview. It still feels a like a nightmare for survivors. Here is the rework I would recommend
Keep the buddy drone the same and make its projectile a straight with the aoe.
She will only have 4 invisible drones that suffer interference from generator spots by the entity. These drones will have no scanning line but the original large scan radius that it had on release. It can’t see through walls. Any survivor that’s visible in its line of sight for 4 uninterrupted seconds activates chase mode. It will only chase that survivor and other drones can’t be placed near each other. Chase mode is when the drone loses its invisibility, makes aloud noise and emits a cone like scan line that builds up the tracking meter as it hovers over the survivor. This will not apply haste or hinderedthe drone will chase you till it run out of battery. It will not injure or maim. The claw trap itself won’t even break survivors. But it will have a full minute to where the skull merchant will see you on the radar. There will be no way to remove the claw trap when it applies.
strengths: this will enhance her tracking and allow her to use it constantly and sometimes deter someone from staying in a loop. She will have a good range attack to pair with her tracking.Weaknesses. You won’t be able to effect multiple survivors at a time with the drone. If you get close enough you can still hack the drone. The drone following you can be hacked to disable it before you get a claw trap. She will have no haste or hindering.
And that’s my suggestion.0 -
How frustrating is it that BHVR is spending so many resources reworking a killer that nobody likes multiple times while ignoring many other killers for years?
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Ultimately I don't favor this Design Preview direction with the goal of transforming Drones into a dash power as a means of damaging survivors. This is removing the trap aspect of Skull Merchant that I and other SM players enjoy. I much prefer keeping current Skull Merchant's Lock On and scan system, so here's what I would want out of this new rework!
PROS:
- Reintroduction of Stealth Drones and (seemingly, from the drawings) Double Scan lines from SM 2.0 is great! I am hoping the scan lines will stay relatively hard to spot at minimum but making the direction they're facing more obvious is OK to facilitate more straightforward counterplay from survivors. Stealth Drones are useful as a trap tool and are meant to be sought out by survivors ahead of time if they wish to avoid this trap down the line, so they should stay somewhat hard to spot from a distance.
- EMP Dart as a more obvious reward for Skull Merchant, a suitable enough replacement for Hinder and Haste status effects as they are clearly confusing for a lot of players. As long as SM's current Lock On stacking and scan system is maintained, along with the Drone trap philosophy, I think this would be OK! However testing will be needed to finally approve of the EMP Dart and removal of Haste and Hinder.
- Piloting Drones manually to a spot (BUT REMOVE DRONE PROPULSION). This can be a positive change as it prevents easily placing a drone mid-chase at a tile, since SM would be standing in place and piloting the drone to a spot, then letting it deploy. However, this is assuming we keep SM's current system as the main drive for her gameplan, NOT piloting drones to damage survivors with drone propulsion.
CONS:
- Drone Propulsion turns Skull Merchant into a "dash" killer. Drone Propulsion is basically a dash to injure survivors. This isn't Skull Merchant. This is like many of the other killers currently in the roster which have access to a simple dash power to injure and down survivors. This is NOT what Skull Merchant players want. Roll back on this please! Instead, maintain piloting drones as a means of quickly moving them to specific areas and letting them deploy at that spot. That's all!
- Global Detection Power seems more like a "free" power that also doesn't really do anything a Skull Merchant would want, which is finding survivors healing or working on generators. It only can detect survivors moving. So the only real way this can be useful is… in chase, for the one survivor you're chasing. I'm okay with just removing this entirely and focusing on polishing the other aspects of this power.
In summary, while I appreciate the additional effort and ideas into this Design Preview, I do not favor the direction of it; removing the trap setup aspects of her power and turning Drones into a dash power. However, to not let the dev teams efforts go to waste, keep some aspects of the Design Preview such as piloting Drones manually and driving them to a set spot to deploy. In addition, the introduction of the EMP Dart projectile is seemingly meant as a lethal replacement for the current Haste and Hinder status effects, as a means of giving Skull Merchant a more interesting and obvious ability to easily down tracked survivors. This would also solve the confusion surrounding her various status effects that continues to elude the knowledge of many players. This is basically all I want from this rework. As long as Skull Merchant's killer archetype and gameplan around drones as traps is intact, I am onboard for reintroducing Stealth Drones, double scan lines, and the addition of the EMP Dart! NO Drone Propulsion. As for Global Detection Power, I'm content with removing it and ignoring it, put more resources into polishing everything else.
With that being said… It seems you're very adamant on keeping the Drone Propulsion idea. I wouldn't be too shocked if it goes through to the PTB. I'll still try her but keep in mind, if the goal of this rework is to appeal to non-Skull Merchant players, I'm afraid you won't achieve that, as she is a truly unique killer like no other. Anyone that hasn't ever liked her will continue to not like her no matter how much effort. Not to mention further alienating many Skull Merchant enjoyers that love her for her trap focus and threat around stationary drones detecting careless and unaware survivors. If players want a killer that focused on damaging survivors through a dash, there's already plenty of other killers fitting that exact bill. The future BHVR envisions for Skull Merchant is straying from exactly what Skull Merchant enjoyers love about her power, concept, and theme… She lives for the thrill of tracking down prey and going in for the kill when the time is right. Drone Propulsion is the opposite of that in regards to theming and gameplay. A strategic and calculating hunter using her expensive and meticulously crafted drones to ram into survivors is crude. Using them as a means of tracking and later hunting them down herself for sport, her own sadistic enjoyment, is Skull Merchant. That is Adriana Imai. By the way, have any of you read the short story "The Most Dangerous Game" by Richard Connell? I recommend it, it's quite a fun read! 😉
I'm not an expert at writing up documents or anything, I wanted to make a statement relatively quickly since there is also no survey available this time around unfortunately. Thank you for the Design Preview update and some cute drawings, and take care!
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Im confused on how pulling off the claw trap will work. Does the claw trap still have a timer before being able to pull it off? If not than hitting someone with a drone at long range would only hit them for 1 health state and they would remove it before you reach them. and then to ever be able to use your emp shot, you would need to stop chasing, control a drone and try to hit them while they make half a map of distance, which might even be removed again before you get there.
And if there is a timer giving her a chance to reach the target before removal, would it be like removing birds while running or would it be standing in place like mending? As a timer would give her a chance to come to you and use her emp, but once in chase youd never get a chance to stand still long enough to remove the trap unless its a very short animation
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This is a fantastic basis for a power design and with some refinement might just become a new main.
IF you put it on a new killer, because this isn't Skull Merchant. Skull Merchant is a trap killer and the refusal to let trap killers exist is starting to become exhausting. You know how to do a rework, Doctor was perfect, he took the same fundamental idea of applying a location revealing status through a short range cone thsr can also help in chase and a wide ranged AOE, and then streamlined it and added counterplay. His core was kept intact, he was just better designed. That is what you need to do here. If you want help, here is what must be kept intact.
- She places drones with hard to notice/impossible to see scan lines as traps to both detect and add stacks to survivors.
- She can track detected Survivors and switch drone rotation direction with her rader
- Survivors with enough stacks from drones become claw trapped, and are injured, broken and permanently on rader until the claw trap is removed
- Hitting a claw trapped survior with a scan line improves your chase potential somehow.
If you keep the core elements of her kit, then it can improve her while also keeping her player base around, but if you insist on pushing this out, than I INSIST you issue refunds for this chapter, as this rework is NOT the killer that people bought this chapter for.
Post edited by FunkSoulSibling on5 -
People who just scream hate have become an end in themselves and should be ignored now.
They will eventually scream hate no matter what adjustments are made.
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