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Skull Merchant deserves to be buffed

She is awfull, worst killer in the game next to Trapper, her pickrate is awfull, her killrate I bet isn't good either compare to other killers. Her power is almost useless. Yes, she is getting her "rework" but lets be honest that's not happening this year and will probably take a another full year (based on two kinda-mixed back to drawing board dev posts and the feedback and how slow this process goes).

So how about you hotfix her and just buff her at least that she is playable by her 4 mains in this game, thank you.

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Comments

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Agreed. What they've done to the Skull Merchant is extremely anti-consumer. People paid good money for her and her skins. Essentially deleting her from the game for years is not ok.

  • GeneralV
    GeneralV Member Posts: 12,666
    edited July 13

    My friend, while I am having fun with her, more than any other killer, it is still extremely unfair that she was nerfed for absolutely no reason. Her kit no longer caused any problems for the game, the 3 gen thing was over.

    Worst of all is that the design previews for the rework are terrible. No only do they look unfun to play as and against, but they also completely erase her identity. She shouldn't have a dash, she shouldn't have a mid range M2, she is a trap killer and should remain that way.

    I strongly support reverting her back to 2.0 and then leave her be. It is, in my opinion, the best option.

  • Abbzy
    Abbzy Member Posts: 2,250

    She is the hardest nerfed killer but she isnt alone something simular was done to some other killers like billy when bubba got his charges as rework then devs gave billy overheat update even he was very liked by comunity to go against as bubba back then. Chucky nerfed from top 5 killers in the game to bottom of c-tier even blight could do much more and same with his rushes being 115% speed and having 10 seconds to recharge all of his rushes with strong addons. Pig first to be victim of dev nerfs trought years looks like devs dislike pigs. Ghoul got hard nerfs too only difference is he was almost same power level as released blight so it didnt hurt him that much.

  • mecca
    mecca Member Posts: 562

    As long as killers enjoy something, it doesn't matter how it feels to verse it, amirite?

  • MechWarrior3
    MechWarrior3 Member Posts: 5,396
    edited July 13

    Respectfully if I may, one of my biggest feedbacks I would give to behavior is that often times while I feel like they have good intentions, they make unnecessary changes to killers.


    Skull merchant getting whipped around like she has.


    Sadako getting some weird changes.


    Freddy while getting a rework it was a bit of an odd one but it works.

    Houndmaster got changed to where her dog doesn’t pull survivors to her but to a point they got grabbed?

    Trickster got a strange rework while at least we made efforts time and resources could have been saved…He should have had a design preview done.


    Any existing killer that we have if reworked should go through a design preview before hitting ptb so the community as a chance to give feedback to the team. This will save everyone time and energy.


    The goal should be making it fun for both sides, WHILE achieving efficiency as well as keeping it in line with their lore/elements. If you strip that, people will lose interest in the characters quickly.

  • BlackRabies
    BlackRabies Member Posts: 1,334

    Yeah this is unacceptable what the devs did to nerf SM so hard to the point to discourage anyone from playing her ever again. They have a history of trying years to rework or change something so I highly doubt her rework will go through this year all we know is that she's still in a planning phase with Microsoft paint doodles several months later and her past 2 designs they shared were negatively received by the fans. She's a trap/stealth killer not another projectile or dash killer. The past 2 versions they did shared were changes for the worst potentially making her worse than twins or a 3 gen monster again with the controlled drones. The base game gotten a number of changes since then they should just revert her back to her 2.0 state since that was her healthiest state she's been in until a proper rework is made.

  • BlackRabies
    BlackRabies Member Posts: 1,334
    edited July 13

    And what you know Pixel Bush just uploaded a vid just 30 min ago.

    The State of Skull Merchant

    Post edited by BlackRabies on
  • Yggleif
    Yggleif Member Posts: 464

    I tried skull merchant again last night after putting her away since she nerf and OMG she feels so bad now.

    She just goes undetectable occasionally and that's it. The drones no longer really do anything, like you can get the traps on people but good luck ever getting the hinder or haste effects.

    I honestly think just give her drones the 2nd beam back for now until she's reworked. She'd still be bad but at least she'd be playable.

  • Pulsar
    Pulsar Member Posts: 22,952
    edited July 13

    She needs a complete ground-up rework that buffs her. Not just flat buffs.

    They aren't going to bring back an extremely hated Killer with a 70% KR.

    Post edited by Pulsar on
  • Abbzy
    Abbzy Member Posts: 2,250

    I believe its because they dont want to the killer give straight buff some players most survivors woul cream game is kollersided and they are buffing only killers thats what happens every time look at curent ptb pyramidhead speed while holding your power I get it they dont want him to be zone god and he is strong killer but 10 seconds instead five is too much in my opinion and knight, clown are weak and need straight buffs (c-tier killers who are unenjoyable by most survivor comunity to go against meaning most survivor would just choose to go against blights all day instead these two) same as xeno changes, etc. They just fear the backlash from survivors comunity even they know if they have to give survivors something basekit like unbreakable they need to make the gab between killers small as possible to make changes like that.

  • cogsturning
    cogsturning Member Posts: 2,218

    I recently did some custom marches against her with a friend and I have to say, with a bad 3gen, it was basically impossible to beat her with mutiple drones overlapping on one gen. You either waste time disabling the drones over and over or you accept being injured and broken. You have to stragecially play for that 3gen as her though.

    But I don't know what she was like before. I rarely encounter her in matches.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,647

    No, she doesnt. Her terrible Kit should not be made viable.

    She needs a complete Rework. In fact the Devs should have pulled her back to the drawing board immediatly after they released her. I cannot really imagine that they really designed it and that it went into QA and people were like "Yeah, this is great, our players will love this!".

  • Thusly_Boned
    Thusly_Boned Member Posts: 3,428

    I don't think anyone should expect to see SM paid any attention until the rework drops. She's gonna live in the dumpster for a while, I think. I just wouldn't expect the dev team to spend any time whatsoever on changes they know will be completely meaningless in the long term.

    Sucks of you're a SM main for sure, but if it were me I'd rather just play another killer until then than spend any time at all working on a playstyle that I know for a fact is going totally out the window in the not too distant future.

  • I_Cant_Loop
    I_Cant_Loop Member Posts: 2,276

    No, I’m very happy to never see Skull Merchant when I play survivors. I think she’s just fine the way she is

  • GeneralV
    GeneralV Member Posts: 12,666

    That isn't the case here, though. Here it is the case of a killer who got unnecessarily nerfed and is constantly at risk of having her identity erased because of an unreasonable and unacceptable "hate train" caused by a problematic release, despite the fact that the problems caused by said release had already been fixed.

    You know me, friend. You know I don't disregard the survivor experience. And, speaking as someone who enjoys playing as and against Skull Merchant, I strongly support a full return to her previous iteration, that we had before the nerfs.

  • thrawn3054
    thrawn3054 Member Posts: 6,357

    While you aren't wrong she needs a ground up rework not simple buffs.

  • thrawn3054
    thrawn3054 Member Posts: 6,357

    Let's be real. We all know she only got released because she was gooner bait.

  • francesinhalover
    francesinhalover Member Posts: 376

    Trapper? No.

    I find it annoying when people ignore the killers best addons and perk synergy to do tierlists.

    Trapper with his best addons is pretty strong. Way stronger than a skills merchant that is the worse Even with her best addons

  • jasonq500
    jasonq500 Member Posts: 449

    She should at least get a buff until that said rework for however long that will take

    And hopefully not becoming another dash/projectile killer

  • Pulsar
    Pulsar Member Posts: 22,952

    She isn't going to keep her identity. I hate to break it to everyone, but there isn't a way to salvage it. It'd be like trying to salvage original Legion's identity. He was originally a rush-down Killer that stabbed the same Survivor multiple times, there was no way for it to work, so they needed to change him. And he sucked, for literal years. There were zero changes, not even bug fixes, for over two years. After all of that, he still sucks to play against, but he's fun to play at least.

    The same will be true of SM. She may still use Drones, but I highly doubt that she'll be an AoE trap Killer.

    Even the state that you want her reverted to had a 70% KR without Hook Suicides or DC's. The majority of the community hates her, the stan club doesn't help, and she genuinely was overperforming. There were clearly problems with her design, even then. A full return is out of the question, that'd be PR suicide to bring back an objectively OP and nearly universally reviled Killer.

  • Hex_Ignored
    Hex_Ignored Member Posts: 2,223

    As others have already pointed out, she needs a complete rework, which is currently in process.

    Her old playstyle of simply pooping out a drone at a loop and getting passive haste while applying passive hindered on the survivor should absolutely not come back, if that's what you're implying.

  • GeneralV
    GeneralV Member Posts: 12,666

    Well, dearest friend, we usually agree on most things in here, but I'm afraid this will remain a point of disagreement.

    I wouldn't compare Legion's original design with Skull Merchant's current situation for a variety of reasons. First, Legion's problematic release doesn't match Skull Merchant 2.0, as she no longer caused an actual problem for the game the same way Legion or her own release did. Second, Legion did keep their identity: fundamentally, they are a killer who moves fast and injures people. Skull Merchant is risking a complete loss of identity, judging by the two design previews which, as far as I know, were not well-received. For good reason, I might add.

    I strongly believe she has to retain her identity as an AoE set up trap killer. That shouldn't even be a point of discussion, in my honest opinion, friend.

    And yes, her kill rate was high. However, they do not reveal the full picture, at all. Remember, pre-buff Freddy was one of the deadliest killers in the game, and his power was terrible. Skull Merchant's kill rates were always influenced by the hook suicides and DCs (which, as we know friend, were caused by those who refused to adapt after the problematic release was fixed), because how are you supposed to learn how to counter the killer if your teammates just leave? And we also have those scenarios where people don't allow others to hook suicide. That can happen, often in fact, and also alters the kill rates. Plus, her kit was good. Not overpowered, but good. That also makes it high.

    To be honest, my friend, the only problem I see with her 2.0 design were people DCing. In games where everyone did stay she was perfectly fine and fair to go against. I even have screenshots of victories against her then, if needed. Maybe a full return won't happen simply because BHVR rarely ever does it, but I strongly support it.

  • Pulsar
    Pulsar Member Posts: 22,952

    OG Legion was, somehow, objectively in a better place than SM 2.0. He didn't have a 70% KR.

    Saying he kept his identity is like saying that because the design previews of SM still use Drones, she's still the same. Legion's playstyle was completely changed, just like SM's playstyle will be completely changed. The design previews were mixed. There were the die-hard SM defenders, who see a return to SM 2.0 as the only path forward. Then you have the people who didn't really care and give decent feedback over the kits as they were presented. Then you had the people who didn't want SM changed because they like how she is now, nonexistent.

    Her identity is objectively problematic, imo. If you want to keep her identity, you must accept she will never be viable. A Killer with a lockdown AoE is either going to be far too strong (been there) or far too weak (here now). Ironically, this is just like Legion, and more recently, Ghoul. A Killer that gets free injuries cannot be balanced. They will only ever be too strong (Ghoul) or too weak (Legion). Doesn't mean they can't be fun to play (both Ghoul and Legion are fun to play imo).

    Her kit was bloated beyond belief. She shouldn't have been called SM at that point, but just, Status Effect Merchant. Once again, disregarding suicides and DC's, her KR was 70%. BHVR was just supposed to leave that there?

    The problem with her 2.0 design was that it fixed pretty much nothing. She was bloated, poorly thought-out and exceedingly tedious/unpleasant to play against. Even SM 1.0 was beatable. Nobody wanted to play chess for an hour to get an escape. The effort you had to put in as SM was laughable compared to how much effort you had to put in as a Survivor.

    We don't need "place drone at loop, leave loop and get hit or die" and "place drone on gen, ignore? get hit when she comes to check her drone. disable drone? she replaces it immediately" to come back into play.

    Bringing her back as SM 2.0 will make the vast majority of players far more miserable.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944
    edited July 14

    Then they should have made the rework before nuking her. Leaving a character that people paid money for in this state for 9 months is unacceptable. If they were going to nuke her this bad, they either needed to make reworking her their TOP priority, or they needed to already have a rework ready to go.

    However, it's been 9 months and we literally have NOTHING to show for it. They're still in the "planning stages." They have done next to zero work getting a character that people paid for back online. They either need to start offering refunds or they need to buff her back into a playable state until the rework is done.

  • GeneralV
    GeneralV Member Posts: 12,666

    That is not a comparison I would make, friend. Legion's kill rates may not have been as high, but they were genuinely problematic for the game, simply because their kit had no counter. There was literally nothing you could do against Legion, once they decided you would go down, you would go down. The same doesn't apply to Skull Merchant 2.0, who had counter play.

    Well, Legion's changes to me felt more like adjustments, but the core idea of running around and stabbing people remained the same. That can't be said for SM's design previews, who will end up giving her a dash and a mid-range M2 attack. That, my dear friend, is a full erasure of identity. The design previews will never be well received because the whole point is that SM players have to be taken into consideration, and erasing her identity completely is something that none of them, myself included these days, want. Obviously there are those who would prefer to never see her again, but that is just personal preference towards the game. I would love to never play against Wesker again, but I don't want him gutted for that to happen.

    I would argue that her identity isn't problematic at all, imo. A killer with an AoE trap can work because SM 2.0 did work, and could have remained in the game. Would have, had people adapted and taken their time to realize that the killer was fine. Ghoul, the other character you've mentioned, I agree, he is overpowered. But the difference is that Skull Merchant couldn't disregard everything, even with the haste and hindered effects she had to deal with survivor's resources. Ghouls doesn't have to.

    Yes, my friend, I do believe BHVR was supposed to leave it there because the number wasn't caused by her kit. Just like Freddy's incredibly high kill rates before the buff. The kill rates are caused by several other factors.

    As far as my understanding goes, Skull Merchant 2.0 fixed the problem with 3 gens, and gave her a power that worked for chases, which is what some people wanted in the first place. Her kit can appear bloated at first glance, much like Vecna's for instance, but in reality it was perfectly possible to understand it and play around it. Personally, she really grew on me and became one of my favorite killers in the game, to play as and against. And, regarding effort, that goes for pretty much every killer in modern DBD: the survivor role can require more effort than killer because of how the game has been since the whole process of making killers deadlier, but that has nothing to do with SM.

    I strongly support a full reversion, my friend, and really don't think it will make games miserable. Some people won't like it, of course, just like I didn't like Freddy's changes earlier this year after insisting on this topic for years, but unfortunately you can't please everyone.

    All things considered, this is the best option, friend.

  • Abbzy
    Abbzy Member Posts: 2,250

    They will rework her by the end of the year I think, but now what was the problem with her first version was strong so the seconds was kinda ok killer not strong not weak just b-tier nice mediocre killer, main preoblem was 3genning with her but that got fixed with limited times gen can be damged, then survivors went wild caling her unfun,killing themselfs on hook getting her killrates over 70% and then the final execution was done sad story actualy. Just maker her baloons bigger and give her dash attack.

  • LokiiEU
    LokiiEU Member Posts: 9

    It felt lazy how they reworked her, instead of tailoring her power to a different playstyle they just toned down everything in her kit to make 3 genning not viable anymore.

  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,796

    I used to always say it's not fair that "m1 killer on crack" SM gets hated and deleted when Clown is right there and is genuinely one of the more miserable killers to face.

    now that Clowns been changed hopefully SMs turnaround is soon

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,997

    Sad thing is her second version was quite easy to fix in my opinion.

    Funny thing is survivors give up against her even now, when she basically has no power except undetectable.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,997

    Her rework is going to be in like 1/2 years…

    While paid killer is completely useless, she definetly needs some short term buffs to make her somewhat viable to play.

  • Crowman
    Crowman Member Posts: 10,106

    I feel this is a way bigger issue for the overall health of the game. BHVR appears to be balancing killers around survivors giving up immediately against them.

  • GeneralV
    GeneralV Member Posts: 12,666

    I don't think she created the exact same scenario as OG Legion, my friend. Skull Merchant had to scan you three times before the claw trap is even applied to you, and then she can play around Haste and Hindered, which you, as a survivor, is not helpless against. Sure, there were situations where you would go down, but that goes for every single killer in the game. Not one of them can be looped indefinitely, not anymore. Skull Merchant provided you with counter play, something that OG Legion didn't do.

    But the thing is, my friend, Legion's changes didn't go as deep as Skull Merchant's proposed changes would. Legion runs fast and stabs people, that hasn't changed. The specifics around it changed. Skull Merchant is a set up killer with AoE traps that scan survivors, and that would have been replaced by a Twins-style dash attack and mid-range M2 like the countless we already have. It isn't the same. It is an erasure of identity.

    The design previews are comparable to the idea of allowing Trapper to manually control his bear traps and have them running around chomping survivors. Or Hag's phantasms being controllable, finding a survivor, and only then letting her teleport.

    I would say, my friend, that it didn't work for those who would rather give up and leave rather than actually trying to play the match. For those players, yes, SM 2.0 didn't work, but the result would have been the same for any other killer, if they did the same thing. I don't think it is unreasonable to think that the perfectly fine and fair games I had against Skull Merchant 2.0 were also experienced by countless players out there. I can guarantee you, my friend, that if we had her in the game right now with the anti go next, players would have a much better understanding of what to do against her.

    The problem here is that putting it into any other context doesn't work because each killer has a different reason for their kill rates. Let's say Ghoul, pre-buff Freddy and Skull Merchant had 70% kill rates. We can't dismiss all three as overpowered. Ghoulsis overpowered, most certainly. Pre-buff Freddy's high kill rates were due to being picked mostly by experienced players, and survivors lacking experience in playing against him. Skull Merchant's can be easily explained by failed attempts at hook suicides and, just like Freddy, lack of experience. Because you can't improve if many games you play against a killer has someone DCing because of a problematic release that had already been fixed. It isn't silly, my friend, it is a matter of looking at each case individually.

    As for the last question, friend, well… when I first started playing DBD, if I asked pretty much any killer player out there who was the weakest killer in the game, they would say Freddy. But I didn't agree with that, and I have made many posts over the years trying to explain why I didn't consider him the weakest. Skull Merchant 2.0 is another killer that I like, and I'm trying to explain why I support her return to the game and why I don't think she was problematic, at all.

  • Thusly_Boned
    Thusly_Boned Member Posts: 3,428

    I appreciate your passion on this subject, and I genuinely feel for people who invested time and money in a character who is going to be fundamentally changed. but despite the support of a vocal minority, SM 2.0 isn't coming back. There's no way we've gotten to the point we have and they are just going to be like "you know what, we'll just revert her instead". That's just a pipe dream.

    Not only because she was and is historically unpopular, but because I think her rework is going to end up being part of a broader move away from trap/setup killers, who are all among the most unpopular and/or weakest killers in the game.

    I'm generally a fan of variety, but I think the broader audience's taste for more active simple and direct interaction as opposed to passive interactions (i.e. strategically interacting with the killer's proxies rather than the killer) is going to drive things going forward. It's simplifying/dumbing down, but I think that's where we're headed. I don't think we'll see another trap killer.

    I'm sad about that in general, but for SM in particular, there was no path forward for her other than radical change, even if devotees can't see that.

  • kosaba11
    kosaba11 Member Posts: 312

    Maybe it's just me, but I have zero issue playing her. Maybe it's cause I'm not trying to force a 4K (it just kinda happens) and instead are just having fun with her powers and just letting the match happen as it will, but she doesn't feel weak to me. 3-4Ks with her are pretty consistent.

  • GeneralV
    GeneralV Member Posts: 12,666

    Thusly_Boned! It is good to see you here, old friend! It has been a while, hasn't it? How are you doing?

    Well, my friend, I am not willing to give up. We've reached the point that we have because of an atypical situation, the hate train from a problematic release causing issues with a power that was no longer a problem for the game. I think that has to be taken into consideration and it can allow for a revert. If not a full revert, then at least most aspects of her kit without erasing her identity.

    It happened with Sadako, after all. Obviously it was a very different situation, as Sadako didn't have a problematic release, but a point was made to try and restore her identity. This should apply to Skull Merchant. In the design previews it didn't, and it is no wonder they weren't liked.

    Your second point here, my dear friend, is a trend that, unfortunately, seems to me happening. Like you, I dislike this move away from trap/setup killers towards chase-oriented killers. And while this is bad news for new releases, I do believe we should make it clear that the killers who already have this setup identity should not, under any circumstances, lose it. Trapper, Hag and Skull Merchant shouldn't become something else entirely, they should remain who they are.

    And Skull Merchant in particular, I say it is worth fighting for her to keep her identity.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited July 15

    Agreed. No one, not even SM mains would disagree that her skill floor was insanely low and she needed to be made more difficult to play at the basic levels...

    However where a lot of players get it wrong is they believe she had no skill expression either... SM definitely had skillful things she could do, just her lazy passive way of playing was too strong, and that's all that needed nerfing.

    Skull Merchant 2.0 with:

    • Single scan line on scouting drones.
    • Removal of haste on scans/claw traps.
    • Removal of broken on claw trap.
    • Switch drone deployment to the end of the deploy animation
    • Drones deploy in scouting mode while in chase.

    This set of nerfs would have been more than enough to stop the "poop a drone and passively walk after survivor" gameplay, and level out her low-mid MMR kill rate, as they would actually have to learn to time drone placements and use her radar properly to be effective. High skill SMs would have still been able to do their high skill things, but it would have hit the lowbies who didn't use her power at all.

    We could then look at meaningfully buffing her for the players that actually played SM with skill... but where she is now, she's just in limbo.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    I'm still excited for her rework, it sounds exciting to play against.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited July 15

    It had potential, but there were glaring problems...

    Chief amoung them being if she doesn't hit a drone first, she doesn't have a power, as the EMP dart did nothing unless a survivor is claw trapped... and if she does hit a drone, unless she is there to EMP them before its removed, she also doesn't have a power, as drones cannot down either and claw traps can be removed.

    So she basically is an M1 killer with a two part power, both of which basically did nothing without the other.

    Think Houndmaster/Twins, but you have to set up like Trapper/Hag first to get a scan, where a scan will let you use Snug/Victor, but they are stationary so with a single shot, that you have to push survivors in range of them for your one and only try to convert it, all on a much longer cooldown/reset. If you miss, you lose phat distance, if you hit you then have to walk after a Survivor holding W away for phat distance after you switch back, to then have a shot with a Huntress hatchet, that you can't leave chase from, because if you let the survivor remove the trap, you lose your hatchet.

    There is just no reason to play this killer over any other killer, since on all the others, traps are mostly autonomous, and the hatchet's threat is immediate; as opposed to having set a drone, chase a survivor into it, swap to drone and hit, walk them down, do a little rain dance, pay your taxes, sacrifice a small goat to the God Imhotep, and finally get to access to something remotely lethal for your power.

  • GeneralV
    GeneralV Member Posts: 12,666

    No one, not even SM mains would disagree that her skill floor was insanely low and she needed to be made more difficult to play at the basic levels

    Honestly, my friend, I would disagree, yes.

    It isn't really a concern to me how much skill a character takes. What matters is whether or not they provide an enjoyable experience for both sides, and that doesn't always mean skill.

    Nurse takes skill to learn, and once you master her survivors have zero they can do against her. By comparison Myers has a straightforward power, and yet he is one of my favorite characters to go against.

    Skull Merchant 2.0 didn't have to be made more difficult. She didn't have to be made, well, anything. A point can be made about a possible removal of Hindered, which seemed to be the main source of frustration, but that is as far as changes should go, imho.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited July 15

    Fair enough my man, I know you're a fan of her 2.0...

    However if you'll indulge me a second... not that I'm trying to convince you, but I do think I can make a pretty good case for these changes that help Skull Merchant overall... and feed a little more into Skull Merchants decision making... 😁

    Single Scan Line

    The first problem I had with her kit personally as a SM player, was I noticed while playing her that I almost never used the switch drone rotation ability on her... I genuinely almost forgot it was part of her kit, because honestly 99% of the time you didn't need it.

    Just walking after survivors with both beams running was plenty good to beat most survivors at loops... and when I started to think of ways to make it so that using the rotation direction change was a meaningful part of her kit (cause paying attention to the position of your drone scan lines feels like that should be a major point of SM), I hit a conundrum... if you make the scan lines faster, that means the survivor has to crouch much more often and easily gets overwhelmed... if you make the scan lines slower, that means the survivor has to stay crouched for longer so SM closes more distance. There was essentially nothing you could do to refine and tweak her rotation to use it as part of balancing her, because whichever way you went, you maintained the same level of difficulty for the survivor...

    So I want the single scan line change for scout drones (and only scout drones), just so it can be fine tuned and used in her balance discussions.

    Haste removal

    The issue I have with the haste on Skull Merchant was it made looping as her and against her quite inconsistent, and the worst part is the numbers are subtle. Your haste bounces around based on how many survivors are scanned, and judging it as a survivor especially becomes a similar frustration to how MFT was on killer, a lot of the time it isn't even your fault that the haste is triggered, someone gets scanned across map, and your chase suffers for it, and as Skull Merchant you often can't plan for it... it just happens randomly.

    I further dislike it because to my mind, haste is such a lazy way of making something viable... you can make anything viable by adding haste... If her haste must be a thing, I'd prefer something much more obvious/impactful but not impacting chase, have it lean more into the unique traits of Skull Merchant.

    For example: What if we give her say 10% haste when a survivor is scanned/claw trapped but ONLY applies when she is not in chase? This feeds into her catching a survivor on her radar, she might decide to drop chase and instead go for the scanned survivor using her undetctable and radar to score a cheeky hit... she's actually making decisions and putting fear into survivors off of her unique traits/power. (As opposed to discount PWYF). It also makes holding W to leave tile less effective if she has a scan on you, because she can stick on you, so playing against her now weaker drones at tiles is in a survivors better interest, so we're actually playing around loops and scan lines more often, so SM has a built in discouragement for disengaging with her power at loops.

    Broken Removal

    I like this change because again it feeds into the unique traits of Skull Merchant. She knows where you are via her radar if you have a claw trap... if you're broken, you just do a gen and run if she turns up... there isn't much else you can do.

    If she doesn't have Broken however... do you try to recover/heal against her? Or do you stay Injured? Survivors are now having to choices to make and must weigh up risk vs. Skull Merchant knowing she can see where they are, that may even be more costly than just staying injured and doinga gen. Healing becomes viable against her, but in turn things like Mangled/Haemorrhage become good for SM... her being able to track movement means something and creates more paranoia trying to get away with a heal vs. just go to gen and look out as per usual.

    Maybe it won't convince you, but these things make her more interesting for me... and with tasteful.compensation buffs, she starts to get pretty cool to my mind 😁

  • GeneralV
    GeneralV Member Posts: 12,666

    Well, my friend, I did read all of your points here, but I'm sorry to say this will remain an agree to disagree kinda thing. I'm sorry, but I just don't think these changes are things that she should have received.

    Removal of one scan line in particular, as it is something that, in my experience actively maining this killer as she is right now, is a change that really hurts her power. It just isn't something that I like.

  • jesterkind
    jesterkind Member Posts: 9,564

    As much as I don't think BHVR are going to, it really would be appropriate to give her some placeholder buffs so she actually functions between now and her rework.

    While it wouldn't be difficult to just… fix her previous iteration, I also think that would take a bit too much work to really justify as placeholder buffs, so in lieu of going all the way and fixing her outright I'd probably propose the following tweaks:

    • Revert her Haste and Hindered numbers/functionality to where they were prior to the nerfs
    • increase the slowdown for placing a drone
    • Let her scan people vaulting again
    • Maybe make her a bit louder to offset how good she is at using Undetectable

    That still leaves her with a few of her old problems, most notably her power not conveying itself very well and being unintuitive as a result, but even with a pure total reversion she wouldn't be outright problematic.

    Yes, some people will be mad, but to some degree you have to ignore the most unreasonable subset of commenters.

  • Karth
    Karth Member Posts: 361

    gimme back my damn second scanline back, at the very least.

    please.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,997

    I really don't think she is on spot where you need to add nerfs to possible buffs…

  • GeneralV
    GeneralV Member Posts: 12,666
    edited July 15