Skull Merchant and unavoidable hits.

https://twitter.com/g0rejira/status/1766161396339786066?t=nQ6glDsmHuQXifofkip-DA&s=19

I just don't understand how people enjoy facing Skull Merchant when stuff like this happens so often. They got outplayed at the most unsafe loop on RPD and got rewarded for it??? Yes, the survivor could've crouched, but they would have got M1'd anyways since you need to compensate for server lag and crouch for longer than necessary due to it. Can you even argue that it's avoidable?

Comments

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671650#Comment_3671650

    But the same thing goes for every other killer. It isn't exclusive to SM.

    Perks not withstanding Nurse is the only other killer I can think of that would get a hit like this after being stunned in this scenario.

  • I don't know if it's been covered in here yet, but I wanted to just stop by and say (since I've seen a lot of debate in this thread about why crouching matters).


    If you pay attention to a drone, and the color of its scanners you'll notice one of two things.

    1. When standing, the drone while in its FOV is emitting yellow/orangeish scanners. That means it can see you. It's true that even if it can see you, walking or standing protects you, but the second you sprint in the counter direction of the scan the drone will mark you with 1/3 of the scans necessary to take a health state.
    2. When crouching, the drone while in its FOV is emitting white/clearish scanners. This is an indication to the Skull Merchant that a survivor is IN the FOV of the drone (if they're paying attention), however while the scanners are white it CANNOT scan you, and does not see you. This change was implemented to allow survivors to do generators while inside of the drone FOV without adding charges to your 3 scans.

    I hope that helps! ^^

  • @GeneralV said:

    To be fair, this clip isn't exactly proof of anything.

    Doctor, Artist, Huntress, even Freddy could have gotten that hit simply by using their power. This only caused a certain outrage, if I may put it that way, because the Skull Merchant's hate train hasn't dissipated yet.

    This Meg attempted to loop an extremely unsafe pallet and she got hit as a result. This is natural, it is part of the game.

    She didn't get injured by the fact she went to an extremely unsafe pallet, nor did she get hit as a result. Watch the video instead of looking at the thumbnail please and then talk about the clip. This "hate train" isn't going to dissapear because it's not a hate train, very simple thing to understand here.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671569#Comment_3671569

    She didn't get injured by the fact she went to an extremely unsafe pallet, nor did she get hit as a result. Watch the video instead of looking at the thumbnail please and then talk about the clip. This "hate train" isn't going to dissapear because it's not a hate train, very simple thing to understand here.

    No need for the harsh response, mate.

    But either way, the video shows a play made around a dangerous pallet. If the killer was Huntress or Deathslinger, the outcome would most likely be the same.

    Getting a hit on that scenario isn't something that only Skull Merchant can do.

  • I think everyone should take a step back and address the obvious: should a player drop a health state from being scanned by a passive rotating beam in a PVP game? Like, at least Plague has to aim something. SM is such a bad power design. It's auto pilot.

  • @[Deleted User] said:

    I think everyone should take a step back and address the obvious: should a player drop a health state from being scanned by a passive rotating beam in a PVP game? Like, at least Plague has to aim something. SM is such a bad power design. It's auto pilot.

    Yep. I don't understand how people aren't getting it.

    Skull Merchant plays herself. There's no real skill component to her power.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671748#Comment_3671748

    No need for the harsh response, mate.

    But either way, the video shows a play made around a dangerous pallet. If the killer was Huntress or Deathslinger, the outcome would most likely be the same.

    Getting a hit on that scenario isn't something that only Skull Merchant can do.

    No need for the "hate train" comments either, people's opinions are worth more than that. I mean how do I tell you kindly to watch a clip instead of assuming everything based off of a literal thumbnail whilst you're just blindly defending Skull Merchant?

  • @[Deleted User] said:

    I think everyone should take a step back and address the obvious: should a player drop a health state from being scanned by a passive rotating beam in a PVP game? Like, at least Plague has to aim something. SM is such a bad power design. It's auto pilot.

    Plague comparisons came out of the blue and now SM defenders are making Plague seem overpowered and way better than Merchant, even claiming Plague has the best power state in the game.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671782#Comment_3671782

    Yep. I don't understand how people aren't getting it.

    Skull Merchant plays herself. There's no real skill component to her power.

    Well apparently placing drones strategically takes a ton of skill and survivors just don't understand the thought process.

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671769#Comment_3671769

    No need for the "hate train" comments either, people's opinions are worth more than that. I mean how do I tell you kindly to watch a clip instead of assuming everything based off of a literal thumbnail whilst you're just blindly defending Skull Merchant?

    But I have not used it to dismiss your post, or anyone else's posts on this thread.

    It is a fact that a "hate train" against Skull Merchant exists, because of her problematic release. The same thing happened with Legion years ago. And because of that, a scenario where multiple killers would have gotten a hit gets far more attention, simply because the killer is Skull Merchant.

    The assumption that I haven't even watched the video is also wrong. I watched it then gave my opinion about it. It is the whole point of this thread, is it not? I am just participating in the discussion you've proposed, so I don't think a harsh response was warranted.

  • @[Deleted User] said:

    I think everyone should take a step back and address the obvious: should a player drop a health state from being scanned by a passive rotating beam in a PVP game? Like, at least Plague has to aim something. SM is such a bad power design. It's auto pilot.

    Sure? The beam is a weapon, and weapons typically take health states.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671794#Comment_3671794

    But I have not used it to dismiss your post, or anyone else's posts on this thread.

    It is a fact that a "hate train" against Skull Merchant exists, because of her problematic release. The same thing happened with Legion years ago. And because of that, a scenario where multiple killers would have gotten a hit gets far more attention, simply because the killer is Skull Merchant.

    The assumption that I haven't even watched the video is also wrong. I watched it then gave my opinion about it. It is the whole point of this thread, is it not? I am just participating in the discussion you've proposed, so I don't think a harsh response was warranted.

    You're describing everyone's opinion if they don't like Skull Merchant as a simple hate train. You've done it on basically most discussions, stating that with time it'll be fine. You have complete disregard for people's opinions and think it's just a trend of some sort. Sure, some might be on a hate train of some sort, but it's not everyone as you describe it to be.


    You didn't watch the video. You said that going to an extremely unsafe pallet caused her to get hit, these are both false assumptions based on the thumbnail because it wasn't the tile that got her injured, nor was she hit - the drone got her. She actually pallet stunned the killer so any discussion regarding the unsafe tile causing the drone to get her doesn't really work.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671569#Comment_3671569

    I like playing as and facing SM (even when she could 3-gen) so I may be biased but I think Meg could have avoided that hit if she’d paid more attention and remained calm. I think she panicked, misjudged how close SM was to her (and thereby thought SM could m1 her), and forgot about the drone.

    What's fun about Merchant games if you don't mind me asking?

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671800#Comment_3671800

    You're describing everyone's opinion if they don't like Skull Merchant as a simple hate train. You've done it on basically most discussions, stating that with time it'll be fine. You have complete disregard for people's opinions and think it's just a trend of some sort. Sure, some might be on a hate train of some sort, but it's not everyone as you describe it to be.

    You didn't watch the video. You said that going to an extremely unsafe pallet caused her to get hit, these are both false assumptions based on the thumbnail because it wasn't the tile that got her injured, nor was she hit - the drone got her. She actually pallet stunned the killer so any discussion regarding the unsafe tile causing the drone to get her doesn't really work.

    I only have 42 comments talking about Skull Merchant, 43 after this one is posted. None of them ever dismisses someone else's opinion as a hate train, nor have I ever accused anyone of being part of said train.

    Same as you, I acknowledge that it does exist. And I do believe it will dissipate with time, because this is being based on the experience we've had with Legion, but the proper feedback will remain. There are no dismissals on my comments, there never have been.

    You didn't watch the video.

    If there are any dismissals in this discussion, here it is. I can record my screen with the video playing in its entirety if you want me to.

    The fact that the tile is unsafe matters because it means different killers could have gotten a hit there. The Skull Merchant eats the stun, but the drone gets Meg. A Huntress, for instance, could have respected the pallet and get Meg while she was locked in the animation. Deathslinger would have just shot her at the spot.

    Meg had already been scanned twice, and we don't know how those scans happened.

    That doesn't mean the killer is perfectly fine as she is, or that she has no need for changes, I just think this video in particular has other aspects that need to be taken into consideration when used as an argument.

  • @[Deleted User] said:

    I think everyone should take a step back and address the obvious: should a player drop a health state from being scanned by a passive rotating beam in a PVP game? Like, at least Plague has to aim something. SM is such a bad power design. It's auto pilot.

    But that's where we disagree. Not every thing in the entire game needs to have some complicated mechanical skill. Sometimes, it is ok for things to be simple and require strategic skill. The SM there has tons of things to consider.


    • Can the drone actually scan the survivor in the spot they are in or are there abunch of LOS blockers
    • Do i even have a drone or did i use them all, if i used them all i have to spend time calling one back, and by the time i turn around and do it, the survivor might run away while i'm not paying attention.
    • Again you keep missing the point, you have to scan them 3 times, its not just a passive "guaranteed scan" so you still have to work at it.
    • The survivor has to mess up multiple times to get in this state, why are you ignoring that fact?


    And lastly, with your logic there, there are many killers here that you would see the same way, do you see the same for:

    • Trapper just puts down a trap and doesn't have to aim anything. Its passive
    • Wraith doesn't have to aim anything, he just gets free stealth
    • Myers doesn't have to aim anything, he can just instadown you without needing any mechanical skill
    • Hag doesn't aim anything, she puts down traps and survivors just run into them and she hits them for it, no skill there
    • Bubba doesn't aim anything, he just insta downs you with his saw while running.
    • Pig doesn't aim anything, she just dashes forward quickly.
    • Spirit doesn't aim anything, she just goes invisible and runs really fast no skill there
    • Legion doesn't aim anything you just are injured for free, no skill there.


    I could go on but you get my point, there are many killers in the game where they aren't about some hefty MECHANICAL skill. STRATEGIC skill is still a valid way to have the game work and create interesting killers around. If you want something with heavy mechanical skill you are playing the wrong game. You probably want an FPS or something, probably something like CoD where its about twitch reflexes and aiming rather than something a bit more on the strategic side like said CS2.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671782#Comment_3671782

    Sure? The beam is a weapon, and weapons typically take health states.

    Ok. A passive power that requires little to no input from the player and damages the opponent. It could be a beam, a banana peel, a bowl of ice cream, or anything really. Point being, it requires literally no skilled input from the killer to benefit.

  • Almost 130 responses for such a simple conclusion that SM has bad design.


    We're never making it out of the trenches are we?

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671977#Comment_3671977

    Ok. A passive power that requires little to no input from the player and damages the opponent. It could be a beam, a banana peel, a bowl of ice cream, or anything really. Point being, it requires literally no skilled input from the killer to benefit.

    Well, that's not true. You need to know positioning, timing, and even a little bit of aim.

    I think people kind of get duped into thinking Skull Merchant's drones require no kind of skill because they keep seeing survivors who stalwartly refuse to counter them, and any power looks kind of skill-less if the opponent is just running into it over and over. If you're going against survivors who put literally any effort into avoiding beams - and please note I'm not invoking the mythical "good survivor" here, this doesn't take much skill on the survivor side either - it becomes a lot harder to benefit from the drones in an actually passive way.

    You have to start, y'know, actively using them. Picking the right spots, chasing in the right direction, maybe making use of the active rotation-switch ability.

    They only passively injure with no input from the killer if the survivor lets them in 99% of cases. Otherwise, both killer and survivor are exercising their skill in trying to play around the beams.

  • @WolfyWood said:

    Almost 130 responses for such a simple conclusion that SM has bad design.

    We're never making it out of the trenches are we?

    130 responses in which some people are trying to point out the evidence provided doesn't support the claim being made.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672103#Comment_3672103

    130 responses in which some people are trying to point out the evidence provided doesn't support the claim being made.

    Its futile but I'll bite anyways.


    Why does the clip matter when the killer is just poorly designed anyways?


    Like there's so much scrutiny being applied to what is essentially a drop in an endless sea of moments where SM proves she is not well put together.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672106#Comment_3672106

    Its futile but I'll bite anyways.

    Why does the clip matter when the killer is just poorly designed anyways?

    Like there's so much scrutiny being applied to what is essentially a drop in an endless sea of moments where SM proves she is not well put together.

    Because that's what this thread is about?

    Counter arguments to any other point about why this killer is poorly designed would be seen in threads where those points are the ones being made.

    This thread is about a specific argument, and that specific argument is wrong.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672116#Comment_3672116

    Because that's what this thread is about?

    Counter arguments to any other point about why this killer is poorly designed would be seen in threads where those points are the ones being made.

    This thread is about a specific argument, and that specific argument is wrong.

    I don't think its wrong, the drones should not injure you under any circumstance, they should simply provide info/boost the killer in chase and that's it. I don't have anything else to add that hasn't been said already however, so I'll see myself out.

    Chalk it up to me having no counterargument. ¯\_(ツ)_/¯

  • @mikewelk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3671623#Comment_3671623

    What's fun about Merchant games if you don't mind me asking?

    I like figuring out different strategies to overcome her. It’s exhilarating to pull off escapes again her.

  • goodbye mike, i´ll also miss you

  • @Spare_Them_Mori_Me said:

    Well, thats just it. People DONT enjoy going against Skull merchant. You're not alone.

    The most liked comment. Yes, would love another rework for her please. Every single sm post people are complaining about her being a killer

  • wah wah Skull Merchant wah...


    good job trying to mindgame a terrible pallet that almost every killer can get a hit in...

  • Just give up. When i hear her TR i immediately kill my self in the firt opportunitty. I refuse to play against this killer. This killer has a ZERO skill to play as, like that, absolutelly unsafe pallet and, just put a drone, and? Hit... I dont try do nothing against her, i just seat and wait for a hook to kill myself. Im waiting anxsually to a complete rework on her

  • @mikewelk said:

    https://twitter.com/g0rejira/status/1766161396339786066?t=nQ6glDsmHuQXifofkip-DA&s=19

    I just don't understand how people enjoy facing Skull Merchant when stuff like this happens so often. They got outplayed at the most unsafe loop on RPD and got rewarded for it??? Yes, the survivor could've crouched, but they would have got M1'd anyways since you need to compensate for server lag and crouch for longer than necessary due to it. Can you even argue that it's avoidable?

    Yeah, I'm not a Skull Merchant hater myself, but objectively speaking there are still problems with her kit due to the lack of counter play. 1 of the big issues affecting Meg here is there is no way to remove a stack once she has it, so having 2 at the start of this clip kinda meant she was a done deal no matter what happened....


    I'd be interested in your thoughts on my proposed rework:

    @UndeddJester said:

    I do not have as much hatred for Skull Merchant as others do, and I do think the excessive hatred of this character and insta-quitting against her is unreasonable for sure... but there are objectively problems with her new design that one can't in good faith ignore.

    I've argued many times I really like the new scan lines approach to her kit. It isn't binary like the old AoE scan system, and sneaking past the scan lines to head for unhooks, move to gens, etc, is something quite unique to SM. It also offers some skill expression where the SM herself can time direction shifts, which is cool.

    I've read many discussions on Skull Merchant, it's usually quite hard to pick out useful feedback from the scores of "just completely rework her" or "just delete her", however there has also been a lot of constructive feedback. Taking the most frequently discussed points, these are the problems with Skull Merchant to my mind: -

    1. Her kit is overstacked, she pushes 1 button and gets so much for it with basically no thought. There is skill expression in this new set up, but there is no need for it, cause her drone does all the work anyway. Off 1 button she closes loops, goes undetectable, scans get perfect real time mind game info, gets speed boosts, builds up an injury with deep wound and broken, gets hindered after that. It's so stacked up on 1 ability.
    2. Just like Trapper, some people hit her drones even when not in chase. This would be fine, except this grants SM additional speed against whoever she is chasing, through no fault of their own, punishing a survivor for not making a mistake.
    3. No means of recovery from gaining a stack. Once it's there it's there for good until you get claw trapped or hooked.
    4. Taking time shutting down her power doesn't really do anything, because she can recall a drone immediately and just plant it new... in fact it's worse because you basically alert her to your presence.

    A lot of people talk about bringing back her old kit now the 3 gen system is in place. I feel like this would be a mistake, but there were some cool things about her old kit that could make a return.

    Proposed Rework

    • Standardise her speed boosts to be 3% when chasing a scanned survivor, 5% when chasing a claw trapped survivor. Other survivors getting scanned has no effect on her current chase. This keeps a survivor responsible for what happens in their own chase.
    • Each time a survivor is scanned, their lock on tracker on HUD turns red to indicate they are on SMs radar. It turns yellow when they are no longer on her radar (12 seconds). This feeds back to the survivor the state of Skull Merchant's power on them to assess the situation accordingly.
    • Hacking a drone while on yellow lock on removes a stack. Red lock on will only disable the drone as normal without removing a lock on stack. This ensures a survivor still has to avoid the beams if they want to remove a stack, and can't just yolo up to a trap to eat a stack and instantly remove it. However it does reward them for doing so successfully.
    • Remove the deep wound from being claw trapped, and just have the injured and broken state as the penalty for a claw trap. A free injury state is already plenty, and broken means a careless survivor cross map actually gets their penalty even if already injured.
    • When scanned again with a claw trap, remove the hindered effect, instead now apply deep wound and the claw trap turns red for the same duration as a scan (12 seconds). Vaulting a pallet with a red claw trap will break the pallet. This will not disable the claw trap, it will instead return to yellow. Her claw traps breaking pallets was a unique part of her old kit. This gives counterplay to survivors via windows but with SM able to read all mind games and moving at 4.8m/s permanently after you, and with bloodlust, you're in trouble.
    • IF Skull Merchant is too weak - Apply a 5% hindered effect for 3s to make vaulting windows a slow vault. I don't believe this is necessary, as you can take perks to deal with windows. E.g. Bamboozle, Hex: Crowd Control, etc.
    • Recalling a unhacked drone is instantaneous. Recalling a hacked drone requires SM to spend 2 second re-establishing communication with the drone to recall it, her movement is slowed by 85% (1.2m/s) while doing this. This means she can't just keep throwing down drones haphazardly, and a survivor disabling a trap can actually hinder the Skull Merchant. If she runs out she either has to stop to get a broken drone back, or she has to pull a drone from elsewhere that she may want to keep.

    Final Thoughts

    This probably isn't going to change a lot of the deep rooted opinions of her, but it does at least remove some of the more frustrating and overstacked elements of her new kit, gives her some of the cooler parts of her old kit back, allows good survivors to use their skill against her, and gives a little more information to the survivors to understand what is going on.

    Thoughts?

    I doubt it'd make her a popular killer, but the hope is to remove some of the more annoying interactions of her kit and at least give Survivors something they could do.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/407463/skull-merchant-and-unavoidable-hits

    Yeah, I'm not a Skull Merchant hater myself, but objectively speaking there are still problems with her kit due to the lack of counter play. 1 of the big issues affecting Meg here is there is no way to remove a stack once she has it, so having 2 at the start of this clip kinda meant she was a done deal no matter what happened....

    I'd be interested in your thoughts on my proposed rework:

    https://forums.bhvr.com/dead-by-daylight/discussion/407609/skull-merchant-a-final-attempt

    I doubt it'd make her a popular killer, but the hope is to remove some of the more annoying interactions of her kit and at least give Survivors something they could do.

    she can keep track of the lines and crouch for a bit to avoid it. she had the distance for it. she can also stand still while it passes, but it's better to crouch there.

    also why try to mindgame this pallet at all here? just a bad idea against a good killer.


    the other 2 stacks were maybe avoidable too. maybe even more easily.


    the killer is using their power, you gotta give something up, be it distance, resources or the hit. it's normal stuff. if trapper or hag had a trap, she would need to go around it. if there were projectiles, she would need to dodge, etc etc...

    you can't always just run forward

  • @mikewelk said:

    https://twitter.com/g0rejira/status/1766161396339786066?t=nQ6glDsmHuQXifofkip-DA&s=19

    I just don't understand how people enjoy facing Skull Merchant when stuff like this happens so often. They got outplayed at the most unsafe loop on RPD and got rewarded for it??? Yes, the survivor could've crouched, but they would have got M1'd anyways since you need to compensate for server lag and crouch for longer than necessary due to it. Can you even argue that it's avoidable?

    What killer with a chase power can't get a free injure here? Knight, Clown, Plague, Nurse, Blight, Artist and Chucky are all examples of killers who could get free hits at this pallet

    And not to Mention EVERY M1 KILLER WITH EVEN A MOODICUM OF SKILL COULD GET AN EASY HIT HERE

  • Except that this Skull Merchant was so bad that she did not even get a hit in there. But got a Hit, because she is so poorly designed.

    You can wah wah as much as you like, but this does not change the fact that a bad Killer got a free hit.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672640#Comment_3672640

    she can keep track of the lines and crouch for a bit to avoid it. she had the distance for it. she can also stand still while it passes, but it's better to crouch there.

    also why try to mindgame this pallet at all here? just a bad idea against a good killer.

    the other 2 stacks were maybe avoidable too. maybe even more easily.

    the killer is using their power, you gotta give something up, be it distance, resources or the hit. it's normal stuff. if trapper or hag had a trap, she would need to go around it. if there were projectiles, she would need to dodge, etc etc...

    you can't always just run forward

    I mean, I get that, but the precision required from the survivor vs. Skull Merchant is very mismatched. I could explain, but I dont have to, you can see the difference in skill required to win this exchange. We can see this Skull Merchant gets completely outplayed, and yet the Meg has to land pinpoint precision actions to get away clean.

    I like playing Skull Merchant, but it does feel very lazy to play her. She has skill expression I'm her kit, but there isn't really a need to use it most of the time, because of the relative difficulty for survivors vs. SM is pretty insane in her favour.

    I posted my rework suggestion to offer some alternative methods of mediating the skill difference, and actually allow good survivors to outplay SM a little more, and make her have to actually work for hits and downs.

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