NikkeGK
NikkeGK
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@ThatRyanB "Why does this feel like a nerf?"
Merchant's drones end up functioning much more like an "anti-loop" style chase power rather than more "setup-based" trap power. Since drones only have any effect when a scan-line hits a Survivor, the best situation to use a drone is in chase. While not in chase scan-lines are easily dodged or circumvented by standing still, leaving them vulnerable to hacking and not garnering much value. However, during a chase, a Survivor always has the pressure of the Killer on them - dodging a scan is not always an option when the Killer can easily punish them for it. What players find is that amongst competent Skull Merchant's, at least one drone is carried in the back pocket for use during a chase. When they reach a loop, they can deploy a drone to pressure the Survivor into leaving the loop or eating the scan and suffering its effects.
Regardless of the decision the Survivor makes, Skull Merchant gains some value and the Undetectable gained from the drone deployment furthers that. Losing the Red Stain can be very powerful in chase. Without it, certain loops can become harder to play for the Survivor. Continuing to play the loop or leaving the loop comes with the risk that Merchant might cut you off.
In the newer system, Undetectable is only gained by recalling a drone. This forces the Merchant player to take their focus off of the chase, find a drone that they can recall that wouldn't weaken their defense, deploy a new drone at their current position, then refocus their attention back on the chase. While obviously this can be done in about a second, it ends up feeling far more clunky and unintuitive than the previous. A Merchant has to do so much more to get the same value, rather than simply pressing a single button like they used to.
However, I do not have the full of the balance teams intentions. Could we perhaps hear some word back on the reason for this change, so we might better understand?