DaddyMyers_Mori
DaddyMyers_Mori
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412600#Comment_3412600
But now there's pentimento in game. You just don't risk doing totems for no reason. It could be catastrophic...
Noone is using pentimento without other hex.
If you see hex Plaything, then there is high chance of Pentimento.
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You can remove her traps.
It's already fixed...
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Oh right, why not also bad for CJ tech? Abusing that poor killers have only one button for multiple actions..
Yeah just no, if you would ban for this. You would need to apply it on killers too.
All Blight mains would get banned for exploits. Wesker and Oni too.
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@Spectralfx said:
Imagine a world where Hexes were not nerfed into the ground every patches....
Then maybe survivors would haver other concerns than gens?
NOED used to make totems valid side objective...
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Where did ruin buff go?
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Another? This is like 4th post for pig buff this week...
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Should still cause exhaustion, but it could ignore it.
Then we can call it actually anti-tunnel perk.
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Too much work, just make it 5 seconds and it's fine.
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Just make her crouch faster and increase movement speed, then I am happy piggy.
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@Milo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411713#Comment_3411713
No need to buy killers/survivors they don't care about.Exactly why they wouldn't allow it most likely. Unless they increased the costs.
Meh, I don't think it would be that big issue.
It's slow to farm iridescent shards. It would always be easier just by that chapter.
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@Gandor said:
This creates more problems than it solves.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411651#Comment_3411651
I agree with Nemi and PH. But Pinhead? His Iri and purple are super good (sure, they are not tombstone piece, they don't really need nerf - if we disregard original pain and facecamping killer). His browns are fine for being brown. And you can find a good yellow and green addons for their rarity. I don't think pinhead has bad addons overall - I would much rather move Billy's up for consideration, or even Oni's although he is also not super bad (meaning - Pinhead has some awful addons, but he has good addons in all rarities or for certain playstyle - even both Iri addons are good which is not a norm)
He has some super broken high tier add-ons, but so many ######### add-ons.
I wouldn't mind nerfing those strong add-ons if he got more options.
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Why not simply make it possible to buy any perk with iridescent shards?
That would improve the game for new players quite a lot.
No need to buy killers/survivors they don't care about.
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This would help survivors a lot.
I think it is better to be simply option for killer to take.
If you need to get to that gen above you fast, you can open it, but you risk survivor will find out and use it too.
It's not an issue if you got rid of that pallet before it, but this path open with pallet still there would be really strong.
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There is something like that in Dota, but everyone use it to tip someone who screwed it.
Not really reward, just different form of trash talk.
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Sure, I would love to see more Billy players.
He is really hard killer, but it's simply not worth the effort.
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You would need to nerf most add-ons for this. I don't really see benefits, just bunch of more issues to worry about.
Some killers have barely two decent add-ons.
I will rather have that continue with killer addon pass. Nemesis, PH and Pinhead have so many trash add-ons.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411237#Comment_3411237
Just so you know, I am killer main. And I want survivors to "suck" less in desperate situations. It is not fun to kill 2 people in 5 mins and spend other 10mins searching 2 survivors too scared to even touch the gen. Because God help them if they do.
Sure, we can boost it, so they have chance.
Just add feature that survivors who don't do any objective for 3 minutes gets crow and killer gets notification. Not just afk.
That would fix it.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411234#Comment_3411234
I think you misunderstand me. I want to give survivors little boost in their very bad game to give them a chance. Not to compensate their failures 100%. So the repair boost should take killer's leading position into consideration and keep it difficult for survivors, but fairly.
We will always have those teammates who will not rescue us. Repair boost will not make it better nor worse. I already argued that with fair amount of boost.
Having 2gens 2survivors situation is difficult, but quite fairly beacuse it is possible to win. So this level of difficulty should be the highest. That is why survivors need repair boost. To lower the gap between 4gens and 2gens when only 2 survivors left.
You know what sure, if we include feature to find survivors, who are not doing any objective.
We can help them to finish gens, but it would be nice to help killer find them when both of them go hiding waiting for hatch. That's annoying as hell.
That seems fair to me.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411237#Comment_3411237
Yes, more challenging for the killer in games when it is too easy for him. It lowers the skill gap a little so the game is not too straighforward.
Killer doesn't need to be sad. Average killer kill rate is 60% which means 2.4 survivors are dead each game. And BHVR will keep this ratio.
But easy games for survivors are fine...
Average kill rate is not 60%. Pinhead has 60%, because he stomps soloQ.
Most killers are lower.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411214#Comment_3411214
Well I should have named it "repair boost based on generators/survivors ratio". If the amount of boost was balanced correctly it would make games so much fun and challenging.
How is it more challenging when it's easier?
Unless you mean more challenging for the killer.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411213#Comment_3411213
No, I would suggest only boosting repair speed. Killer would protect last 3 gens too easily.
Nobody would sacrifice teammates if the repair boost was set NOT to be as efficient as having 1 survivor alive.
So help survivors when they are losing, but killer can be screwed. I see...
You want to tell me you were never left to die on hook as soloQ?
I have definitely hit second stage many times for same reason.
Also died there, because no one went for save.
It shouldn't be easy to get from this situation. 2 survivors with 2 or more gens to finish is bad. It shouldn't be easy
So what if most survivors give up? It's their choice. I will always try to get best chase as possible, because it's fun. I don't care about escape.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/373124/slugging-is-too-rampant
The problem is not that you can't pick yourself up. I think it is because when there are 2 of you left and 2+gens left, then it is no chance/no fun scenario. I made a suggestion for making repair speed dependent on gens/survivors ratio. https://forums.bhvr.com/dead-by-daylight/discussion/373702/repair-speed-dependent-on-number-of-gens-and-survivors-left#latest
Yeah and it's not good idea...
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So if there are 4 survivors and 1 gen, will it be slower?
That would be fun with 3-gen again....
Just no, changing gen speed based on variable is always bad idea.
Survivors left teammate to die in hook, because they wanted to finish gen instead? Guess what, you can do them even faster, because of it.
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It will be miserable, because you lost a perk?
Seems like it was needed then...
Try Inner healing if you need it so much, or resurgence with Medkit.
Or resilience so you don't care about being injured that much.
Just adapt like every other normal player, not difficult.
Self-healing was better than altruistic healing and that should have never been the case, it's good it was nerfed.
They could have simply give it CoB treatment and nerf numbers so much it's not worth to use at all.
They reworked it instead. It's not soloQ carry perk anymore, but it's not useless. 100% healing speed is a lot.
But hey, I prefer We'll make it to help teammates.
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411106#Comment_3411106
Makes sense. Rewards for both Killer and Survivor has to be balanced. Especially when we know that BHVR is striving for 60%kill rate ( = 2.4 survivors dead each game). It would make sense if 2+ survivors escaped recieved more bloodpoints than the killer.
I wouldn't really try to make it fight who has more.
Simply make it so it's easier for survivors to get to those 30k
It's not really hard with killer (depends on specific killer), so I don't think it should be that much harder for survivors.
We can say 40k should be perfect game reward, but 30k should be standard unless there is some stomping situation where one side wins hard.
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@killersRlul said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411099#Comment_3411099
Definitely, when the game does stupid stuff or the killers being a giant dildo. Just ######### on the hook. Happens every game I think. Or pull the plug on the internet, that happens alot too. I won't lie I do kill myself on hook, just much better to go next than deal with dumb #########
You are just troll account.
Keep saying how you get 4k 70%.
Now you are acting like poor survivor, who keeps killing himself on hook, so basically useless teammate.
For anyone wondering, this is your opinion:
No, killers need nerfs lol. Or the game needs to reimplemeny infinites and vacuum vaults and do something about the God forsaken slow vaulting and stupid stutter thing when it vaults a pallet.
You are survivor who needs infinites to win. Basically pathetic.
So we are supposed to believe you are god killer who can 4k most of your games and need infinites to balance yourself, so survivors have chance.
No, you are just bad survivor with funny fantasy.
Well, glad I noticed your comments from different posts. Now I don't have to take it seriously.
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I would say no to all of those.
Except BP, there is never enough BP. I want back my BBQ...
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411069#Comment_3411069
Agree with everything. But even without bonuses, I also feel that even playing good game with Survivor will give you less bloodpoints than playing average with killer.
It's because if you play effectively, you will not do everything as survivor.
It's rare to have good chase, work on gen, save survivors etc. even if you escape you probably didn't get to all of those.
As killer, you have to do everything. There is not other player to do it (steal your BP basically).
I wouldn't mind if BP were partly team based for survivors.
You don't want it fully based on team, because don't wanna reward useless teammates...
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411055#Comment_3411055
If you are unhappy about a situation you're more than likely to see everything as worse. I suspect this is a case for a lot of the people who are saying camping and tunnelling is even worse now and games are impossible.
Not to mention, we all know that there are a chunk of players who can get unhooked, healed back up, do a gen, maybe even a totem and cry "tunneller" if the killer dares look at them again.
Yes, I'm being a bit flippant but I'm grump today.
It was funny when Otz was doing experiment where he tried not to tunnel and see how it goes, but survivors were saying he is still tunneling.
Just get used to having escapes as killer and dying as survivor. You simply can't always win.
It's way more enjoyable, when you don't care...
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This is not really soloQ thing, but would be good anyway.
Survivors are trash at farming BP.
It may be because killers have basically nonstop 100% bonus. At least evenings, when I play.
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Yeah, had it same.
I am even more weird and enjoy playing skull merchant...
I have done all survivor tome challenges as soloQ to find out why everyone is crying so much.
Not really an issue. Was there camping and tunneling? Yeah, but never from first hook. Usually something like 2-3 gens left, but I find that understandable. Killer would otherwise lose that game. If you are decent survivor, then I don't think most killers have time for 12 hook games, they simply have to take someone out at that point, but you still can win...
Just use Bond and soloQ is way better to play.
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Well, if you won't respond anyway.
Just no
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@Annso_x said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410884#Comment_3410884
Why does everytime someone mentions solo q needs to be better there's always a killer main that goes "bc screw killers right?" Killers cry constantly about needing buffs because they're miserable against swf (which are at most half the survivors) but solo q aren't allowed to ask for buffs even though they're miserable all the time ? like how selfish are you lol? Also everyone asking for solo q to be playable means solo q should be buffed, not that killers should be nerfed..
Anyways the gap between solo q & swf needs to be lessened asap, it's mind boggling to me how we still can't see our teammates' loadouts when there's so many perks that don't work together (perks that need you to break totems vs boons etc)
Also I'm still mad about their new "teamwork" type of perks. Even perk reworks (new CoH) are basically only playable in swf when they're the ones who need nerfs... sooo infuriating how the devs pretend to care about solo q and announce "solo q improvements" every year and then balance all new perks & perk reworks around swf....
He wants to balance whole game around soloQ.
What do you think will happen, not affect killers in any way?
I am fine with base mechanic at this moment. Don't want killers buffed overall.
Only changes I would like to see are killer specific.
SoloQ could get buff by more information. That wouldn't affect SWF, because they already have more information.
But soloQ is not something game should be balanced around, it's not really difficult to understand.
It's like saying I want game balanced around worst killers to have 60% kill rate, while ignoring top killers.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410904#Comment_3410904
I don't care frankly. 4-man great teams are an edgecase and you rarely run into them. if you think you run into them constantly,you're wrong. Ask any experienced CC in this game besides Tru3.
If it is not done by SWF, then it is done by soloQ survivors, right?
Then there is no need for any change. Because kill rate is between 50-60% for most killers.
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I mean, it's pretty simple. Devs goal is between 50 to 60% kill rate.
Right now soloQ brings it up, while SWF down.
If soloQ would have over 40% escape rate, how much do you think would have decent team?
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I mean, for this you would basically need to also give her more clues.
I think she is in decent state.
Like sucks to be you, but I don't think killer should be nerfed for not even 1% of survivors.
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What changes you think were only around new players?
There could be new features to make this game more noob friendly. Mainly information buffs...
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Oh right, because screw killers, right?
SoloQ is not something you should balance around. We can talk about soloQ focused buffs.
But definitely not whole power level of the game.
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@notJustDante said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410728#Comment_3410728
Ok, I'm starting to understand more about what you are trying to say.
Basically, there aren't enough buffs to compensate for what I'm taking away from her, is that correct? And there should be buffs that make other playstyles more viable, is that it?
Yes,
I don't mind changes to help soloQ, if there are buffs to help killer in other aspects. So we can actually call it balancing.
But if we straight used what you proposed, I think it would end bad for her.
I love chasing playstyle with her, mainly because noone expects it.
So for me that range is main issue and I don't think that nerf is focused for soloQ. That is simply basekit nerf, nothing to do with soloQ experience, not even 3-gen playstyle fix.
Those add-ons can be nerfed, but those numbers are massive nerf, kinda too much imo.
As I said I am fine with claw trap limiting only that survivor. That would help soloQ for sure.
That time limit on disarm is bad change. Wouldn't help merchant, decent survivors can do it easily. I am pretty confident to do it under 3 seconds without an issue. Even if you lower time, it would just be noob stomp feature and noone wants that.
If it was simply that claw trap change, so other survivors can disarm, I don't think there would be need to have immediate buff. That could be simply based on results later.
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@killersRlul said:
How about make it so she can kick gens all she wants but they don't regress at a ridiculous rate if she's not willing to chase anyone outside of her camped 3 gen.
Literally only way to combat this stupid ######### is for all the survivors to bring brand new parts and save them for the last gen.
CoB got nerfed hard, so done...
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@notJustDante said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410694#Comment_3410694
A killer not being S-tier does not mean they can escape from buffs or nerfs. She is not low-tier either.
Remember old Freddy? With slowdown addons, etc? He was not strong, but the "forever" builds were so boring to play against that he needed a nerf. BHVR, unfortunately, over-nerfed him to the point that he is the 2nd weakest killer in the game, and I don't want to do that.
It took me a long time to decide on those changes before making a post, took a lot of playing both as her and against her to understand the issues. If I was being biased towards the survivor side, I'd suggest removing the Exposed from her kit, which is a common suggestion I have been seeing on Twitter but it would make her drones completely useless.
If you have any other suggestions to make her less annoying to verse without ruining her kit, I'd be glad to read them.
Yeah, forever Freddy was annoying.
And he got overnerfed for it imo. His basekit got nerfed, add-ons gutted. He is really bad now imo.
I wouldn't want to see merchant get same treatment.
My point is your changes are straight nerf and I don't believe she deserves it. It's not really balancing.
Same thing happened to Deathslinger. He got nerfed a lot, and playing him was painful after it. Same for Twins, but that's different topic.
Your buffs would be either useless, or create different issues.
Some of your nerfs are not even for soloQ experience. That range nerf has nothing to do with SoloQ, that's simply overall nerf.
Only change that matters to soloQ is claw trap nerf. Rest would affect her core gameplay against everyone.
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@SeaFlower said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410640#Comment_3410640
- Generators take longer
- Self-healing is severely crippled
- Deep Wound killers can bypass unhook BT
- Decisive Strike severely nerfed
- Dead Hard severely nerfed
- Off the Record overlapping with Dead Hard and base BT meaning one might deny another
- Excessively survivor-sided maps have been reworked in strength and/or size
So
1) offset by slowdown perks
2) doesn't matter for tunneling that much, even before you wasn't able to take multiple hits, except first version of CoH, but that was broken
3) always could
4) sure, it should stay 5
5) didn't matter for tunneling, works mostly same for tunneling anyway
6) if you want this, then ignore DS nerf, off the record was buffed around same time
7) doesn't matter for tunneling
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@notJustDante said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410654#Comment_3410654
Honestly, I'm sorry, but you are being extremely biased. Ain't no way SWF would have an "easy time" with those changes. Right now the situation is that soloq stands no chance, and SWF has A chance. The ideal spot, while we don't have more solo queue direct general buffs, is to make soloq have A chance, and SWF have the same chance as a normal average game.
SWF does not equal extremely easy games, this is an extremely absurd idea that many players insist is real, but if a fully stacked SWF has a single bad survivor on it, even an okay killer can find a way to beat the team. That was not true a few years ago, for sure, but a lot of balancing changes were made over the years, SWF is not an easy win anymore, this stopped being true ever since the update that added Conspicuous actions to deactivate DS.
All of your answers look only at the killer's point of view and ignore the problem that survivors are dealing with. I'm trying to find a solution for the issue without ruining the killer's experience. As someone who has played a fair bit of SM ever since release, I don't see how any of those changes would ruin her gameplay.
You are doing opposite... So much better
You said she is not S tier killer, she is far from that. Then nerf her anyway where buffs are nowhere near enough. Forcing boring playstyle instead.
You take into account only soloQ experience. Ignore killer and gameplay of SWF.
It's not like I turn down all your ideas, one is decent.
Your time limit disarm is funny, because it will either be useless, or noob stomp feature.
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@notJustDante said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410647#Comment_3410647
It does not prevent chasing.
Look, the drone has that "spinning radar" while inactive. If you place your drone correctly, then survivors cannot work on that gen without activating the drone, which means they have to remove it first, which means the drone is doing the same thing it would do if it was active: survivors cannot immediately go for the gen and they have to deal with the drone first.
As I said, it really only punishes bad players. The only situation where this change could affect someone who knows what they are doing is if one of the gens had all 4 sides available for survivors to work on, and that almost never is the case.
Either way, this absolutely doesn't force the killer to only tri-gen and not chase.
And funny that you mention the totem builds for SM, because those are even less impacted by this change. You just put the drone right in front of the totem and they are forced to deal with it before cleansing. If they are taking the exposed, then at max the drone being inactive before would delay the drone notification by one second. Still, the totem builds for SM are nothing compared to the tri-gen strategy, and if you play against competent survivors with a totem build, even without coms, they can deal with your totems.
If you think is only correct way to place drone, then something is wrong.
You want spots which are hard to access without triggering drone, but they often doesn't see on gens. You need to activate them for this to work.
It's fun to be little inventive with your dron placement...
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@notJustDante said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410635#Comment_3410635
Exactly my point. You can only break a competent's SM tri-gen with a SWF and that's not okay.
S-tier killers are a common problem and good people playing as them will almost never lose, but even then sometimes they can lose to a lobby where not everyone is on coms because the survivors were decent enough and the killer made a few mistakes. SM is very far from being S-tier, and still, if you know the basics and don't get out of your tri-gen there is no way you are losing to a lobby with solo queue players.
So what?
Pinhead is same for this. Hag to some extent too.
Does your changes help merchant with SWF, not at all.
You said she is possible to beat with SWF. So what do you think will happen if you nerf her this much.
SWF will have an easy time with this.
SoloQ will have chance, cute. She will be screwed.
I can agree about claw trap, but that's about it.
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@notJustDante said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410631#Comment_3410631
Hens also tested it after her updates.
You say I'm forcing her to tri-gen, right? Bro, right now she IS forced to tri-gen, this killer does nothing other than that. If you try any other playstyle you will be completely destroyed. Still. the 40-meter change does not impact AT ALL the hard tri-gen playstyle, the thing is that we have some people playing as the Skull Merchant, trying to force tri-gens but sometimes commit too much to a chase, and they get punished by this change.
Still. the 40-meter change does not impact AT ALL the hard tri-gen playstyle
That's the issue. 3-gen still work exactly same, but leaving for chase is useless.
This change would basically remove what you want to her to do.
I am weird and I enjoy playing her. 3-gen is not only way how to play her.
Totem builds are great at her. I also have build full of chase perks, where I go for any chase and just try to annoy survivors with drones meanwhile. That playstyle would be impossible with this change.
It prevents chasing, force 3-gen. It's really bad change.
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@SeaFlower said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410361#Comment_3410361
Fair. I agree, tunneling as a strategy is fine but it’s become way too rewarded compared to before.
How is it rewarded more than before?
1 less survivor was always good.
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@notJustDante said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410577#Comment_3410577
40-meter radius thing simply means that a bad killer is not rewarded for free. A Skull Merchant doing the tri-gen strategy properly already does not leave the tri-gen. This change is there simply to punish those who are playing poorly.
It's not because some radius powers/perks work on separate floors that every single one needs to. These are separate topics, every power and perk needs to be treated separately. Your argument does not focus on balance.
"They are already rewarded", you say. Yes, they are, but as soon as your Claw Trap is off, which is the moment where you can go back to doing the important stuff, she can already place it back. These changes are here to give more space for counterplay and to deal with her tri-gen, I never said that survivors were not rewarded for removing drones, just said that this should be a good extra reward because, in the current state, she definitely needs more counterplay.
"Oblivious is nowhere near strong enough status for such massive nerf."
In most cases, yes absolutely I'd agree with you, but not on this one. Earlier I mentioned comp players were testing with her, Hens333 made multiple videos on the Skull Merchant and played a lot on stream showing how oppressive her tri-gen potential is, and that's the add-on that saw the most success. Wanna know why? Because it makes it much easier to get hits or even downs right next to the tri-gen, giving a massive advantage to the killer. If players with communication had trouble dealing with this, imagine solo queue players.
And you say Randomized Strobes rewards the offensive use of her drone, but it rewards more the defensive than the offensive. For the same reason why the Oblivious add-on is good for her, this add-on is also great. It makes it much easier to get downs inside of the tri-gen.
"Buffs are irrelevant". You just said that we need rewards for the offensive use of her drone, right? If they activate immediately after you place it on a loop:
-The survivor will get more lock on before leaving the loop;
-You will immediately gain the Haste from having that survivor on the radar, not to mention that there are add-ons that can either give you extra Haste OR the Randomized Strobes, which should still be good in this situation adding to a total ~4% difference on speed.
Having the timer on the hacking mini-game means it will take more focus on the survivor part to finish it, and as I said, the number could vary. If you need to pay attention to the mini-game in order to finish on time, means that if the killer is close and possibly going in their direction, it might be too much for the survivor to pay attention to, which means they could either miss or time out, getting exposed. Either way, this is better than the current version of the hacking mini-game and there is no reason for you to complain about it.
I'm sorry but your opinion seems biased. Have you ever played against a tri-genning Skull Merchant? Like, one that was doing it properly? Because it looks to me that you have no idea how difficult it is to deal with something like that on the survivor's part, especially without communication.
40-meter radius thing simply means that a bad killer is not rewarded for free. A Skull Merchant doing the tri-gen strategy properly already does not leave the tri-gen. This change is there simply to punish those who are playing poorly
Playing poorly? With other change you want her to use drones in loops while in chase.
If she want to leave gens to chase survivors, she can't use her power.
How is that playing poorly? You would be forcing her to play 3-gen? How is that good change?
Hens tested it before her changes, before her power for this was nerfed and they used CoB. How is that valid again?
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@notJustDante said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410564#Comment_3410564
I'm sorry but I don't see how that's nerfing her into oblivion.
I've been playing with the Skull Merchant ever since her release and came back to testing her both times that an update made an impact on her tri-gen strategy. I can tell you with 100% certainty that this does not kill her, this just gives more space for counterplay. You can still place drones in front of gens and keep activating them over and over to slowdown the game a whole bunch.
If you take a look at NightLight you will see that Skull Merchant has the highest killrate in the game - which does not mean that she is OP since you will see other weak killers with big killrates, but it shows that the average DBD survivor cannot deal with her kit. We had players even testing this in the competitive scenario and it took a long time for comp survivors to learn how to deal with her tri-gen.
She needs a major nerf, but this update I'm suggesting does not ruin the feeling for her, just makes it so you need to use your brain to play as her.
And making drones activate immediately is not useless, it gives you more room to force them to build lock on in a chase. It takes time to build the lock on, but also takes time for survivors to lose the amount they accumulated.
The Skull Merchant now has to be inside a 40-meter radius of an inactive drone in order to activate it
So basically she had to stay in her 3-gen with this. Playstyle everyone is complaining about. With this, she can't leave, because she then can't use her power.
Active drones no longer work on separate floors
It's safe to say this can't be done anyway with their current code. All radius powers work this way, I don't remember any that wouldn't. It was complained a lot with boons on this too.
Survivors with an active Claw Trap no longer put drones on unhackable status while inside its area - They still shouldn't be able to hack it while having a Claw Trap
I am fine with this one.
After a Claw Trap battery dies, it will take an extra 15 seconds for the Skull Merchant to receive her drone back - some more reward for removing drones, but don't worry in the buff section there will be something to make hacking drones a little bit tenser;
They already are rewarded. And it's not tenser at all.
Reduced the lingering effect of the Brown Noise Generator to 7 seconds (was 15) -
So now 15 seconds is too much, but denying power is fine. Oblivious is nowhere near strong enough status for such massive nerf.
Reduced the Hindered status effect from the Randomized Strobes to 2% (was 5%)
This addon rewords offensive use of her drone. That's something we want.
Buffs are irrelevant with little impact.
Claw Trap power deny and range nerfs would be massive.
I would be fine with only claw trap survivor being unable to deactivate drones, but that's about it.
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@notJustDante said:
Last update the strongest tools for the Skull Merchant tri-gen strategy were nerfed (Call of Brine and Overcharge) and many thought that this would fix the issue, but it didn't.
The biggest problems are still there:
-Dealing with the drones and gens without communication is infinitely harder to the point where a full solo queue lobby will never win against a Skull Merchant doing this strategy properly;
-Survivors with a claw trap simply cannot go inside a drone zone or they will be throwing the game since it makes the drone impossible to be deactivated by other survivors;
-The way it works for you to reactivate drones in a distance means there is no punishment for drones poorly placed, meaning the survivors cannot punish a Skull Merchant who didn't place the drone in a spot that can see all available sides of the generator, so you will always be forced to choose between giving her the haste status effect or taking the Exposed, even if you take time to see if there was a spot that couldn't be caught by the drone to avoid activating it automatically;
-Once a survivor dies, the whole trade of getting a claw trap to take away that drone from her for 30 seconds is completely gone, because they manage to take 2 drones away from her, that means that 2 survivors are incapable of going inside the area of the other 2 drones while the killer simply chases the 3rd one, and if there is one gen without a drone, the killer will have full knowledge of when they need to go do something about it, and with a 3% haste which I guess for most players didn't sound like much at the start but we figured that it can be quite impactful, not to mention that there are add-ons that give survivors hindered and give the killer extra haste.
I do think we can make her tri-gen strategy get to a point that can be a fun interaction (or at least less annoying) between survivors and the killer, without ruining her kit and making her unplayable, and also make it take some more killer-specific knowledge to do this strategy properly.
Here is my update:
Nerfs:
-The Skull Merchant now has to be inside a 40-meter radius of an inactive drone in order to activate it - This means that if the killer poorly places the drone and the survivors can find a spot to work on the gen without activating it, there is some punishment for the killer for not placing the drone properly, and if they commit too hard to a chase there is a more heavy punishment for that;
-Active drones no longer work on separate floors - RPD and Midwich are completely unplayable against the Skull Merchant because of that, one drone can take such a huge part of the map while also giving such hard trouble for survivors who are on the opposite floor that it feels impossible to deal with (and yeah, I know someone is gonna say "but what about boons working on separate floors?" which is a completely different thing and has nothing to do with the Skull Merchant). Also, an important note, nothing should prevent the killer from putting two drones in the same area but on different floors, that's a whole different thing;
-Survivors with an active Claw Trap no longer put drones on unhackable status while inside its area - They still shouldn't be able to hack it while having a Claw Trap, but making it so the drones become unhackable, even for other survivors, means that survivor is simply not allowed inside that area, which makes dealing with the whole tri-gen thing even more impossible;
-After a Claw Trap battery dies, it will take an extra 15 seconds for the Skull Merchant to receive her drone back - some more reward for removing drones, but don't worry in the buff section there will be something to make hacking drones a little bit tenser;
-Reduced the lingering effect of the Brown Noise Generator to 7 seconds (was 15) - Getting oblivious for a whole 15 seconds after removing a drone (or even simply touching the drone zone) is too much. 15 seconds is more than enough for the killer to come from wherever they are to the area where the drone was and get the survivor off-guard. 7 seconds makes this addon still playable but not insane;
-Reduced the Hindered status effect from the Randomized Strobes to 2% (was 5%) - I guess many players have been sleeping on this one, this add-on makes it so the alternative play of "taking the exposed and doing the gen anyway" completely impossible, especially when combined with the oblivious add-on. If you get caught off-guard while having a 7% difference in speed (2% haste for the killer because you are inside the drone and 5% hindered for you because of the add-on) you are absolutely going down;
All of those nerfs give some more space for counterplay but the tri-gen strategy is still possible, and I know how many people want this strategy completely gone but if you take that away from her then she will not have anything going for her.
Now to the buffs:
-Drones now become active immediately after being placed - I know it is boring when the killer simply puts their power on a loop and you have to hold W, but she has absolutely nothing going for her in chase other than the passive haste effect. It takes so long for the drone to become active after you place it that it is impossible to get value from it inside a chase. Making drones become active immediately after being placed means zoning with her is more impactful, and there are more uses to her other than putting them in front of a gen to slow down the game. Just a reminder, this would mean the drone would become active after you finish the placing animation, it's not M2 into instant drone active;
-Survivors now only have 5 seconds to complete the hacking action once they start hacking a drone - some more pressure on this action, this number could vary since I obviously cannot directly test it, but the idea here is to have some more challenge to hacking drones.
There isn't much else to buff on her kit without going against the idea of making her less annoying.
This is what I came up with. I know there are some players out there that have been testing her tri-genning potential and I would really like some opinions from those players if possible.
So basically nerf her into oblivion.... Balanced
First buff is quite small, it takes time to get them exposed, they just leave and don't care about first hit, while injured, this is useless.
5 seconds isn't really pressure, you can't really got more than 1 input per second for this? There is not many options. It would be super easy to do anyway.
So basically buffs irrelevant, while massive nerfs to her ability.