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Design Preview | The Skull Merchant

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Comments

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667
    edited April 12

    Nurse doesn't overperform in public games, which is what people should care about, since those are the games that 99.9999% of the players are playing.

    People should care about how well a killer performs IN THE GAMES THEY PLAY, and not how well a killer performs in 7,000+ hour comp games. Yes, there should be multiple tier lists, based on different MMR levels. Skull Merchant was severely overperforming in the majority of games she was playing.

    If someone is average MMR, and they asked "which killer should I pick, that gives me the maximum chances to win the game", then the answer was Skull Merchant.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667
  • Thusly_Boned
    Thusly_Boned Member Posts: 3,422

    Don't get me wrong, I am not in love with the proposed rework (as it has been presented thus far) by any means. What I do appreciate is the willingness to make bold, sweeping changes to a killer of the the sort that they have been unwilling to make before. To admit a failure and take it back to the drawing board rather than re-shuffle the deck chairs on a doomed ship. I didn't think they had it in them, and that SM would simply rot on the island of misfit killers.

    But as we sit here today, I think two things are almost certainly true:

    1. Old Skull Merchant is dead. I think the odds of a reversion of any sort are essentially nil.
    2. For there to be a future for the character at all, the changes made must be wholly transformative (i.e. an essentially new power altogether).

    I just think our energies on this subject would best be spent helping shape the "new" killer to come rather than trying to will a refined iteration of the old SM into existence. Fortunately, it seems we're well away from a finished product here and there is time to influence the shape of the changes, if not the general course of the process.

    And I also believe that BHVR likely see this as a low risk (and potentially high reward) move. Even if this rework ends up an abject failure, the killer's fate will functionally be the same as if they had left her as she was; hated and/or abandoned.

  • Marzipan210
    Marzipan210 Member Posts: 139

    No one should take you or anyone seriously when this is the level of your argument.

  • Marzipan210
    Marzipan210 Member Posts: 139

    Yeah it says that crybaby survivors like to go next on hook. Can't wait for BHVR to finally punish them for that bullshit. Go next prevention can't come quick enough.

  • Pulsar
    Pulsar Member Posts: 22,923

    BHVR addressed that as well.

    Obviously, DC's are already excluded from KR stats, but Hook Suicides accounted for just 2% of SM's KR.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    BHVR literally told us it was only like a few % that were ragequitting, so she was still massively over performing regardless.

  • zenzei842
    zenzei842 Member Posts: 8

    I think the direction this rework is heading is all wrong. I believe the problems her kit has can be linked to two things, 1) the counterplay to getting scanned can be unconventional for some players, and 2) the clutter her kit has can make it really overwhelming to face. The problem with her counterplay being a bit unconventional is that getting scanned is the direct prerequisite to her lethality (claw traps), but the solution here, in my opinion, is rather simple. The Skull Merchant should gain charges of a secondary power every time she scans a survivor; and that secondary power should have more conventional forms of counter play. By letting her keep an emphasis on scanning survivors and being rewarded for doing so, she remains recognizable to her player base. However, but giving her a secondary power, where her power budget mostly lies, then her counterplay becomes more conventional and telegraphed. For the sake of the argument lets just imagine that Skull Merchant gains charges of huntress' hatchets. If that were the case, it does not matter if survivors can't dodge a scan line easily because that's not what they have to worry about, it's the more conventional and traditional projectile that they should try to avoid. This would mean that you can keep the claw trap and lock on system as is but remove all status effects tied to it.

  • SoGo
    SoGo Member Posts: 4,235
  • Marzipan210
    Marzipan210 Member Posts: 139

    There is zero way they can account for people giving up. Also giving up can be more than just hook suiciding. It is when you stop trying to play the game. Which also happens a lot.

  • Pulsar
    Pulsar Member Posts: 22,923
  • Marzipan210
    Marzipan210 Member Posts: 139
    edited April 20

    Since when is the burden of proof on the person who rejects a claim? BHVR claims they can filter out games where survivors give up. I am not gonna believe them until they prove it. And hook suicides are only a small percentage of the way people give up.

  • Pulsar
    Pulsar Member Posts: 22,923
    edited April 20

    You are contradicting the facts of the matter.

    Either give us some proof or admit that it's conjecture and doesn't really mean anything.

    You could say that for literally anything in this game and the awesome part of it is, you don't ever need to provide any proof to back up your statements!

  • BlackRabies
    BlackRabies Member Posts: 1,313

    With so many changes made to the core game of DBD such as 8 kick limit on gens and the haste and hinder stacking being removed and more telegraphed with a % number showing and few other changes made. May add well just revert her back to her 2.0 state with a few tweaks so she's at least in a playable state.

    Just really don't want another failed rework like Twins. Made players wait for years for a rework and only for it to be a disaster with overwhelming backlash that made them even worse and had no choice but to throw it all out revert everything and toss in a few number changes.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,960

    This is kind a weirdly confused way of approaching this.

    BHVR specifically said they looked for games where a survivor died on their first hook. So I could see some reasonable discussion about "this method had too many false positives or false negatives to be accurate", or "this doesn't account for everything" (which you kind of try to say at one point).

    But you're going full bore into "I don't believe they can even track this at all" which seems unreasonable. It's fully within a computer's capability to record stats like this, and we know BHVR looks at game stats regularly.

    And, as a thought experiment for you: I personally don't believe your claim that this is impossible for them to do. Which of us has the burden of proof? were both denying a claim at that point, and we both can't be right

  • Marzipan210
    Marzipan210 Member Posts: 139
    edited May 13

    Its on BHVR to explain how they determined whether a match had someone give up or not. They did not do so and until they do I call bullshit. Simple as.

    Edit: they also just don't have a good track record at actually having done the things they claim to do. They claimed to have fixed flashbangs twice in a row and they were still broken. I don't think it is unfair to want an in depth explanation of what they did.

    Post edited by Marzipan210 on