OsabaSama
OsabaSama
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016208#Comment_4016208
Do you think Wraith being the most picked killer is the reason for Self-Care being so popular? Since his speciality is spreading injuries? Was just curious
Edit: just saw ranbuta's comment where they addressed this
One reason is that Wraith is popular, but I think a big factor is that it reduces the need to rely on other survivors. Also, I think it's appealing that you can heal your own health to 99% while carrying a toolbox. To be honest, I even wonder, "If it's so useful, why isn't it being used?"
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Japanese survivors act on the assumption that all survivors have self-care. Survivors who do not have self-care will signal their teammates by bending and stretching nearby to receive treatment. I'm starting to worry that people think Japanese people are the kind of people who abandon their teammates, so I'm writing this just in case.
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I'm not familiar with foreign cultures, but at least in Japan, there are very few killer players who specialize in a specific killer, and the majority of players seem to use killers without any discipline. As a result, I feel like players use inexperienced killers, which are easily countered by survivors. I never see anyone rotating drones...
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4016173#Comment_4016173
I'm very curious to know how often survivors give up on hook/disconnect early on in the game on the asia servers, if you could give me an idea.
I'm a Japanese 1500h player who mainly plays Skull Merchant. I reviewed my own recordings and found that in the last 25 matches, there were only two DCs. However, my skill rating isn't very high, so I'm not sure if this will be helpful... Also, I apologize for using Google Translate.
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Also, how will players who don't read the patch notes or new players find out about these changes? Neither the AFC nor the 3gen system are useful if you don't know about them, and there's no explanation of them in-game. The existing system is getting complicated, so it seems a bit ridiculous to introduce an even more complicated system without introducing a tutorial.
...Or rather, there are so many killers and tactics that can be dealt with if you know how to counter them, so why don't you try to implement a tutorial?
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My biggest concern is that the game will become too repetitive. It's true that it's boring for survivors to tunnel, but they can counter it with OTR and DS, and even then, a killer targeting a tunnel is taking a big gamble. Try to reduce the number of survivors in a chase even when you're at a disadvantage, or try to target survivors who don't bring counter perks...
This update will take that away, and the game's story will become extremely monotonous, repeating the same pattern: "First, find a survivor! Once you hook a survivor, you'll see the aura of another survivor, so target them!" If that's okay with you, well, good luck. -
What survivors need to do to win the game is not to play the game and improve their skills, but to make nerf calls on Twitter.
WRAITH scattering injuries is annoying!!Please make SelfCare and Botany available by default soon lol
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I can understand the desire to implement drone attacks. They look cool. Depending on how they are implemented, they could become a tool like a sub-weapon for the current trap killer, which is what I personally hope for. (It would be even better if you could use an add-on to configure it to specialize in drone attacks.)
But I don't understand what's so appealing about global detection ability... why would you want to implement it so badly?
EMP darts should be implemented in another new killer. In fact, shooting darts that are easy to hit on a marked opponent seems interesting, but I don't think they should be incorporated into the Skull Merchant in terms of simplifying the controls.
However, I think that two design previews have given us an idea of what kind of killer the developers want the Skull Merchant to be. It seems that the drone's ramming and global detection ability are what they want to implement. I think that the claw trap and EMP darts are ideas that were found and refined from the feedback from the previous preview. I think this is hundreds of times more meaningful than suddenly starting the rework ptb without any preview, so I am grateful for this forum and the preview.
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Sorry for the Google translated English. Please let me write it down.
I'm glad that the claw trap is back, thank you. If we don't bring back this mechanism, we can come up with a new plan. Personally, the problem with the current plan is that it's unclear how accurate the drone's attacks are, and it destroys the identity of the trap killer. However, the return of the claw trap will solve these problems.I also thought the EMP darts looked interesting, but I feel it's an idea that should be reserved for another killer, so I'm not in favor of them in this rework.
It's a rework that adds abilities while leaving the base kit as is. It's similar to the Doctor's rework. This way, the management can do what they want, and fans probably won't complain.
First, the drone's ramming attack will gain one scan stack, and the existing scanline will remain the same. By utilizing add-ons and allocating it to scanline strengthening and drone ramming attack strengthening, customization will be increased. Depending on the add-on, it can become a drone specialized in ramming attacks, or conversely, a drone specialized in traps. The advantage of this plan is that it solves the problem that Skull Merchant had, that even if a survivor has two scan stacks, they are practically useless if they just stand there. Also, if the advantage of ramming is small, it won't be a problem even if it has the same power as Viktor.
Second, the global detection ability is unnecessary. The only situations where it is useful are beginner hunting, tunneling, and rescuer hunting. I don't think it provides a good play experience, it unnecessarily complicates the ability, and it reduces the number of buttons available for rework ideas. There is also no need for an eye icon to appear on survivors when they look at the radar. It looks cool at first glance, but it's sad that you can't use the radar to do legal wallhack chases while looking behind you.
I think the drone's ability to move is revolutionary as a trap killer, and it also gives it a more drone-like feel.I think being able to use add-ons to create various play styles to suit your tastes makes it even more drone-like.
I will also write down the key configuration.
Left click, attack. Right click, place drone. ctrl, check radar. ctrl+left short click, reverse drone rotation, ctrl+left hold click, control drone, ctrl+right click, retrieve drone.
Key configuration for the drone you are controlling. Move with awsd, Left hold click, drone ram. Right click, switch control to Skull Merchant.
In my proposed rework, the electrical gauge would not be necessary.
I would like to use a trap killer after all. I would appreciate it if you could give it some thought.
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So it was impossible to make a killer whose main focus is map making. I'm personally disappointed. It would have been much better if this had been a preview of a new killer, rather than a rework of the Skull Merchant.
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Leaving aside the 21% who are neutral, the 25% who are against the rework will not be satisfied with the reworked Skull Merchant. Because their playstyle is different. But what about the 51% who are in favor? They agree with the proposal only on paper, but what if they actually operate it and it is weaker than they expected? The rush speed is too slow, the operating time is too short... The worst case scenario is that the existing Skull Merchant mains are wiped out, the new Skull Merchant is laughed at by the supporters, and there are just more stupid killers. No one will be happy. Please keep that in mind when making adjustments.
......That's what I wanted to say. However, I tried to implement a function that allows you to see the Skull Merchant when you hack the drone. I said I would make it a ranged attack killer that doesn't support camping, slugging, or 3gen. I think this rework is too risky.
Sorry for the Google translation
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In this rework plan, drones do not support camping, slugging, and 3gen? That's impossible. If there is an ability to see and attack survivors at long distances, players will use it. However, if they say they will not support it, they will probably make it into a system like that. Perhaps the drone's attack can injure but not knock down, and it will put them in a deep wound state. That's probably how it is. At least, it doesn't seem strong. It would be more reasonable to use Kaneki equipped with a search perk than to use such a killer.
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I apologize for using Google Translate as I cannot speak English.
First off, the design of this killer is very intriguing, but it doesn't really fit the character design of the Skull Merchant. It's a great idea for a future ranged killer.
In terms of the story, the character Skull Merchant uses a drone to guide the survivors and eventually attacks them with his own weapon. This is the story described in Tome 15 and the skin text. Adriana Imai is not the type of character to kill survivors from a long distance. If the plan to turn the drone into a missile goes through, it will not fit with the story and the role-playing experience will be completely lost.
And the current Skull Merchant's performance is firmly in line with the story, and there are no unnecessary additives. The excessive defensive power of the early SM has already been reworked and gone, and the stealth drone that was hated in SM2 has already been nerfed. The current Skull Merchant has received an update that reduces the time of scan resistance and allows you to see the aura of laser lines, and is focused on laser line slaps.From the survivor's perspective, you can choose to change your chase position to avoid the laser slap, or trust your pallet stun skill and not change your location. From the Skull Merchant's perspective, you can predict the survivor's movements and where they will change their chase position, and then place your drone. You need to look down on the map and move ahead of the survivors. The undetectable status granted when you place a drone also plays a part in this psychological warfare.I think this playstyle is the best version of the Skull Merchant character to roleplay. For now, it's time to continue fine-tuning the character, not reworking him drastically. Look at the Doctor and the Demogorgon. These are characters that have been fine-tuned, not reworked. And I think they're pretty strong now.
Also, regarding the question, is it fun to play against the SkullMerchant as a survivor? This has become a completely meaningless question now. There are many people who reject the Skull Merchant just because it's a Skull Merchant. The replies on Twitter are particularly helpful. Even after the extreme nerf, there were even some ridiculous opinions like, "The Skull Merchant's undetectability is boring!". We shouldn't listen to them anymore.In the first place, since DBD is a PVP game, it is inevitable that you will feel stressed when fighting. And as mentioned above, the current Skull Merchant does not have excessive defense or stealth drones. There is no need to deal with the emotions of survivors any more.Some people say that using the Skull Merchant is boring. However, this opinion should not be taken into consideration too much. There are currently 38 killers. It may sound bad, but if you find it boring, you don't have to use it. There are 37 other attractive killers. I think that having more unique killers will lead to more variety in play styles, rather than a killer that everyone agrees with.To be honest, I'm already sick of aim-and-press-button killers. I don't feel the need to add more at the expense of removing trap-type killers.
Sorry for the long and clumsy post. I hope you will reconsider rework the SkullMerchant.
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First of all, I apologize for making English sentences using Google Translate because I can't speak English. I'm sorry.
I am a Japanese Skull Merchant main and I am very against this rework. There are three reasons why I am against it.
First, the Skull Merchant has been fine-tuned and has become quite unique. If the early Skull Merchant, which specialized in defense, is called "SM1," then the next era with stealth lasers and two scan lines is called "SM2," and the Skull Merchant with one scan line and the removal of the stealth laser due to nerf is called "SM2.5." Even in this SM2.5, BHVR made adjustments to make the slap with the scan line easier to handle. (In particular, the update that allowed you to see the laser aura was great.) This SM2.5 tests your ability to see the map from a bird's-eye view, and if you improve, you will have fun playing the survivors in the palm of your hand.This is a fun that you can't experience with other killers. You shouldn't throw away this big personality.
Secondly, there are already a lot of killers that require you to aim and press a button, such as rushing or projectiles. There are too many similar killers, although the degree and feel of the killer are different. Hatchet, chainsaw dash, dream snare, vomit, jump, harpoon, punishment, knife, tentacle, crow, purple rice cake, tail, chucky, strange grenade, fire pillar, dog... Are you going to add more? I don't understand. I don't like these killers, so I prefer to use Skull Merchant, a passive killer.If the Trapper is planned to be a killer who throws traps at survivors' heads instead of setting them in future reworks, and Hug is planned to be a killer who launches traps like a hadouken, then I would have to agree with the Skull Merchant rework as well.
Third. Survivors who hate the Skull Merchant will hate the Skull Merchant no matter what you do. You can see it by looking at the replies on Twitter(especially jp). They don't say anything about the rework information, they don't think about it, they just shout "Delete the Skull Merchant! We don't need the Skull Merchant!" They don't hate the Skull Merchant's abilities, they hate it "because it's the Skull Merchant." Even if the Skull Merchant's abilities are nerfed or reworked, it won't change the fact that they hate it for no reason. There's no point in being conscious of the fun of being a survivor.
Finally, we propose some adjustments to the Skull Merchant. The Skull Merchant has a special gauge that can be consumed to strengthen the drone.Survivors being pursued by the Skull Merchant cannot avoid the reinforced drone line by crouching, standing, vaulting over pallets and windows. This adjustment allows the Skull Merchant to gain an advantage in the chase without having excessive defensive power, and also requires ingenuity in drone positioning. Survivors will be required to make full use of position changes, like in a chase with an Artist.I also think that killers should be made by fine-tuning the percentages of slow and quick effects. You can see this by looking at the current state of Doctor, who has been steadily strengthened rather than reworked. Fine-tuning is a simple but important method.
I think the character design itself after the rework looks rather fun. However, I think it's inappropriate as a rework of the Skull Merchant. I think it's very exciting as a killer that requires ranged control that will be added in the future.
Sorry for the long and clumsy post. I hope you will reconsider your decision to rework.