Skull Merchant Preview 2 Questions and Feedback

So my understanding of this current design preview from the killer perspective is that you place your stealth drones around the map. If you think/know a survivor is nearby a drone through zoning them into one, or macro knowledge, you can take control of the drone (as long as it is active) and have a window of time based on the battery to claw trap them. Once the survivor is claw-trapped, if you are close enough to them (before they can remove it) you can track them down, and chase them with your "drone buddy" m2 and potentially down them. From the survivor perspective you can go around disabling these drones when convenient hoping she doesn't take control of them, if she does, you try to juke it long enough for it to run out of battery. Whenever she has global detection you just crouch walk unless you're in chase then you just ignore it because she already knows where you are. And if you're claw trapped you remove it if possible, if not you try to juke the drone buddy EMP attack.

Conceptual Questions/Concerns:

  • What will the Stealth Drones be able to do if you jump in a locker?
  • How long is the drone battery, and does it go down only when you're controlling it?
  • What happens if the drone runs out of battery?
  • What use is there to the global detection power when survivors can just crouch?
  • How much of a time investment is it to remove a claw trap?
  • What reason is there to heal against this killer?

If survivors don't have to heal against this killer unless she is camping I worry that the time to down will be too great because you are just a plain m1 killer unless she claw-traps you.

Suggestions:

  • Global detection is fairly useless against anyone who understands how the power works, I think it should always detect survivors if they're in an active drone radius so you have an opportunity to interrupt and claw trap them when they're going to disable it.

Since the stealth drones can't down this would not be too oppressive and give it an actual use against survivors aware of how the power works.

  • The claw trap should take a reasonable amount of time to remove so the skull merchant has an opportunity to do this from a distance and capitalize on it.
  • There needs to be some way to deal with lockers because if the injure is very easy to avoid AND has control of her secondary power she will be very weak.

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