Psycho_view
Psycho_view
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Let's start with the elephant in the room... No matter what you do people will not change their opinion on skull merchant. You can dress her up in a clown costume and Max out every survivor she plays againsts BP categories automatically while auto giving double pips and people will still DC, give up, and collectively groan going against her. She's a shadow of a killer right now and seeing her is still synonymous with her original release iteration.
Now skully is futuristic yes but her primary fanbase and the reason people enjoyed her is because she is one of very few trap/setup based killers. For these kind of killers confusion and survivor mistakes are literally part of their power. Her identity is being the edgey trapper like trickster is the edgey huntress, has a few extra steps between his hits and an injury while being flashy with ultimately a more flexible application.
I'm not good at laying things out so it'll be somewhat coherent. Merchant is one of those rich people corrals victims into a kill pen for sport kinda people, so start every survivor off with a unremovable claw trap to give that hunted for sport vibe. This iteration of claw traps charge when in a drones radius(and not standing still/crouching/working on a gen) and when full give the usual hit on the radar and are trackable till battery dies. Failing to hack a drone auto charges the traps(if battery already full injures or deep wounds, it's an electric shock) and fully hacking removes all battery progress. Can give back pallet breaking when full but might be too much. Like to add as a balance to a later feature battery fill up while in chase is reduced
Drones, no clue how many but however many seems balanced, I see 5 thrown around so 5. Reminiscent of first iteration drones scan lines only show where it reaches/doesn't reach in range but remove the goes through upper and lower floors. When in the radius and not walking/crouching/working on item the battery either slowly or quickly charges(balance). Can do more but honestly they are her traps her edgeyness is information over injury.
Drone companion! (We all know this was added to endear people to the reworks concept) Droney is a unique drone with a stun feature. When a survivors claw trap is fully charged Droney can injure or down with a short to mid range EMP shot that drains all battery from the trap hit. Droney may full charge a trap upon hit instead if trap is uncharged. This rewards the killer for player mistakes and good trap usage and makes it unviable to chase down and double tap for every injury with Droney alone.
Global detection is what you want it it's basically doctor shock with more ability to locker out of it so I see no real reason to love or hate it. Useful and useless in one package based on survivor knowledge.
Not the most thought out idea but she stays as a trap killer while being rewarded for using the traps and incorporating a skill reward similar to laser tagging. Remember first iteration or "chess merchant" is basically all skill merchant will ever be remembered for no matter how she changes or how strong or weak she becomes. The community zeitgeist is set and will not change for a long time if it ever does. People who play her want traps and setup. The chase oriented push behavior has been putting on every killer is gonna kill creativity and the game making everything homogenized yogurt.