Changes I would make to Skull merchent

Whille I do feel skull merchent is in a much healthier state now than beofre, I still feel like her kit has way to much going on. I don't think she is OP I just think she does way to much, like does she really need like what 5 status efect to her kit?

First things first I would get rid of the hindered part of the kit, since I feel hindered isn't really to fun to go against and already too much since she alreaddy has haste to help her in chase. To make up for the lack of hindered though i feel like she should gain an extra drone. I also feel like, after playing with her a lot over the months, is maybe add back the cooldown to getting rid of drones? For those of you who don't know, In the PTB of the SM rework she had a cooldown to placing drones AND recalling them so she could only do one or the other. It may seem like a weird nerf but I feel like pushing the player to play a little more tactically with their drones and always keep an eye on their drone count instead of just recalling another drone when their done count reaches zero, can push more skill expressive gameplay. If it is way to restrictive maybe the cooldown to recallinga drone could be half as much as placing a drone so like a 3.5 sec coodown when you recall a drone?.

Another change i feel would be best for the survvor side is some way to tell when SM is effected with haste from her ability, like for example, her eye glows more red the more haste she has from people tracked from a claw trap or drone. This would make SM so much more transparent on the Surv side due to it telling the surv if she is faster or not and how they can play aorund it.

Another small change is her mori, cause it is so underwhelming and almost feels like it has an ending but no beginning.

Thank you for reading|!!

Comments

  • Can we over buff Twins again? I enjoyed break from Skull merchant posts…

    First things first I would get rid of the hindered part of the kit, since I feel hindered isn't really to fun to go against

    It's valid to consider hindered not fun, but you simply need to replace it with another effect, so drones affect injured survivors and they can't be just ignored. What other effect is going to do anything in chase other than hindered?
    Only suggestion I have seen was shock (like Doctor → can't vault/drop pallet), which I consider to be way more oppresive than hidnered can ever be.
    You could also bring back pallet breaking she used to have… I would be more than happy to ditch Hindered for pallet breaking claw traps.

    To make up for the lack of hindered though i feel like she should gain an extra drone

    That does absolutely nothing

    In the PTB of the SM rework she had a cooldown to placing drones AND recalling them so she could only do one or the other

    And for those who didn't play it, it was terrible to play SM with that.

    It may seem like a weird nerf

    It doesn't seem, it is a huge nerf, which affect the most important aspect of any killer, how it feels to play the killer.

     I don't think she is OP I just think she does way to much, like does she really need like what 5 status efect to her kit

    Well, she is not broken. She is not ever remotely close to top tier killers, so I either that or bring something else… If your only issue is number of effects, then remove broken… easy fix

  • @VomitMommy said:

    Can we over buff Twins again? I enjoyed break from Skull merchant posts…

    First things first I would get rid of the hindered part of the kit, since I feel hindered isn't really to fun to go against

    It's valid to consider hindered not fun, but you simply need to replace it with another effect, so drones affect injured survivors and they can't be just ignored. What other effect is going to do anything in chase other than hindered?
    Only suggestion I have seen was shock (like Doctor → can't vault/drop pallet), which I consider to be way more oppresive than hidnered can ever be.
    You could also bring back pallet breaking she used to have… I would be more than happy to ditch Hindered for pallet breaking claw traps.

    To make up for the lack of hindered though i feel like she should gain an extra drone

    That does absolutely nothing

    In the PTB of the SM rework she had a cooldown to placing drones AND recalling them so she could only do one or the other

    And for those who didn't play it, it was terrible to play SM with that.

    It may seem like a weird nerf

    It doesn't seem, it is a huge nerf, which affect the most important aspect of any killer, how it feels to play the killer.

     I don't think she is OP I just think she does way to much, like does she really need like what 5 status efect to her kit

    Well, she is not broken. She is not ever remotely close to top tier killers, so I either that or bring something else… If your only issue is number of effects, then remove broken… easy fix

    So your only changes would be just to remove broken and take out hindered for the pallet break on claw trap,m that what i'm getting right?

  • @Uknownenjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731086#Comment_3731086

    So your only changes would be just to remove broken and take out hindered for the pallet break on claw trap,m that what i'm getting right?

    No, that was just related to your post. I have stated my changes in other skully post.
    I would love it back, but I don't think it is possible with her current kit to get pallet breaking back, which is sad, because that was one of my main reasons why I have started to play Skully.

    @VomitMommy said:

    Broken is literally first thing I would remove and I am mostly Skull merchant main.

    I will prefer survivors healing over working on gen any day…


    Skull merchant is simply noob stomping killer and broken has part on it. New survivors are not able to play injured.
    So by removing broken, survivors will still get punished, if they don't pay attention outside of chase → get injured, but they have chance to recover from it at least.


    It's some time since I wrote my suggestion, so here we go again:

    • remove broken → always mending
    • disarmed drone aura is diplayed red
    • drone is disarmed for 35 seconds (was 45)
    • drone can't be recalled while disarmed
    • reduce hindered to 5%
    • rework haste

    I would make haste work based on only two stacks, each giving 3%.
    3% is for claw trap duration and 3% is when any survivor got detected by laser. That would make it easier to track for survivors, her average haste will be slightly increased, but maximum decreased → less noob stomping again.

    Disarming drone would become trade off again → completely disable drone in trade for information. It would actually make it viable to disarm mid chase, which is just too funny for me. Right now merchant can just instantly recall her drone, so there is no point in doing it.

    I rarely use Hindered, so I don't care that much about it, but there just should be something, so drones can't be completely ignored by injured survivors.