Please review Knock out + Why is Hindered an effect from the drones in Skull Merchant?

First game in on 1v4 survivor I am facing a skull merchant that's running knock out and just downing people then leaving them onto the floor until everybody is down to then put them onto a hook. It's really boring to go against it's like the twins issue all over again.

Furthermore, when attempting to actually loop her at a good tile with connected tiles she places 3 of her drones at each connected tile and all of these suddenly I'm deep wounded, screens all black and I'm suffering from the "Hindered" to make it even harder for us to actually waste time for the rest of the survivors to progress.. I would appreciate if a community manager of some sorts can comment on this kind of issue cause like the developers have just a made a killer that they can't balance around properly to the absurd power that they created themselves. Changes to Skull Merchant is more than likely to be nerfed, the developers said it themselves..

But can we please put forward the issue of Knock Out, it should be changed it's such a terrible perk but in the right hands and on the right killer it makes an entire lobby miserable, this is not fun why are BHVR adding other tactics to achieve kills other than hooks by making slugging encouraged with a perk in solo queue makes it 10x harder to find people and pick them up.. I'm not disconnecting to lose bloodpoints, XP or a DC penalty as somebody thought it was funny to use a perk to the gameplay boring.

Comments

  • Probably because without hindered she will be pretty much powerless killer

  • I've actually been using knock out on Twins recently, put on the perfume that makes people in Victor's range oblivious and the glove to the extend the range and have Victor camp the slugs. It's not made me anyone's favorite person but it's surprisingly effective especially when I'm running sloppy as well picking up the slugs is a real challenge.

  • @Neaxolotl said:

    Probably because without hindered she will be pretty much powerless killer

    yeah.

    would be cool if they replaced it with the other effect.

    imo controlled doctor shock would be pretty cool. like she controls the clawtrap to send a shock to the survivor, interrupting and paralyzing them for a moment like doctor does.

  • @Neaxolotl said:

    Probably because without hindered she will be pretty much powerless killer

    I can see what you mean but she's already awarded haste and undetectable during the chase and in the drone, I think hindred is not needed.

  • @xCakeStick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3769162#Comment_3769162

    I can see what you mean but she's already awarded haste and undetectable during the chase and in the drone, I think hindred is not needed.

    True but both is pretty meh by itself, as all that things have really small number

    She has three effects, which is about as strong as 1/3 or even less of other chase powers, doesn't need to be split like that for sure but JUST removing it will simply make an already below mediocre killer even worse

  • @Neaxolotl said:

    Probably because without hindered she will be pretty much powerless killer

    And thats why she has the worst power in the game

  • I'm not gonna contest Knock Out being obnoxious, that part really does need addressing, but I can speak to Skull Merchant.

    Skull Merchant gets Haste and Hindered from her drones because they're the reason you have any reason to actually avoid the drone beams. Without both of those effects, alongside the injury from the Claw Trap, survivors could just tank the beams without having to think about LoS or crouching to avoid the scans at any stage.

    With her current design, the Haste + Hindered are both required for the back-and-forth counterplay that her power encourages. Without them, she'd have a much more flat and boring power for both sides to interact with.

  • I mean, Hindered is there so the Claw Traps actually mean something, they'd be a non-issue without it, especially against Survivors who are already injured.

    They used to break pallets whenever a Claw Trapped Survivor vaulted them, but that was replaced by the Hindered with the rework.

    The only thing I'll say about Knock Out, is a big shoutout to Almo for adding a basic attack requirement to the perk before Twins dropped. He really saved us all…

  • Skull merchant is the status effect carousel

  • Knockout is such a badly designed perk that preys on soloq's lack of communication and promotes bleeding survivors out for 4 minutes. I honestly don't understand why it hasn't been reworked yet.