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Theoskaiser

Theoskaiser

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Theoskaiser
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  • First, srry my redaction. English is not my main lenguaje.

    Then, I have to congrats and thank the great work, it looks a lot better than before.

    But I have some concerns. First, I liked Skull Merchant as an "track and slash" assassin, so I dont like her to have a proyectile to down survivors. Then, as other comments already said, she feels way too weak if fails the first Drone attack since she have no other tools, she lost the drone and, even in a hit, she need to be close to use it effectively. Finally, I think is too weak against group of survivors: if you ClawTrap one, then that only one is vulnerable and all the other ones can be pretty comfortable. All this problems makes me fear that she would have a playstyle similar to what it already was: 3 gening and stacking drones together, so if you fail one, you have a cover up.

    My suggestions are:

    • Instead of propulsing thereself, drone should shot the ClawTrap as a proyectile, causing the Broken status effect on the main targer, but also causing an EMP that give some negative effect on nearby survivors. This EMP also has a extended range that disables all nearby drones (including the one shooting). This way, you have more tools against grouping survivors, you make stacking not viable, and you dont feel like loosing everything by missing a drone.
    • Instead of Skull Merchant having a proyectile to down survivors, give the ClawTrap a mechanic similar to Dog Hound: the Skull Merchant see a track that gives her Haste while running against that specific survivor. This way, she have a chase tool without loosing her M1 playstyle, she has more of this feeling of "predating" or hunting, and she gives a little more pressure when using far away drones.

    Thats all, I hope this comment helps.

    Thanks again for the hard work, It feels good to be listening as a player lol