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jasonq500

jasonq500

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  • Congrats :>

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963978#Comment_3963978

    She isn't going to keep her identity. I hate to break it to everyone, but there isn't a way to salvage it. It'd be like trying to salvage original Legion's identity. He was originally a rush-down Killer that stabbed the same Survivor multiple times, there was no way for it to work, so they needed to change him. And he sucked, for literal years. There were zero changes, not even bug fixes, for over two years. After all of that, he still sucks to play against, but he's fun to play at least.

    The same will be true of SM. She may still use Drones, but I highly doubt that she'll be an AoE trap Killer.

    Even the state that you want her reverted to had a 70% KR without Hook Suicides or DC's. The majority of the community hates her, the stan club doesn't help, and she genuinely was overperforming. There were clearly problems with her design, even then. A full return is out of the question, that'd be PR suicide to bring back an objectively OP and nearly universally reviled Killer.

    You say like that's guaranteed that her original identity will not return, when her preview was shown we the player gave feedback clear as day that her rework does not match skull merchant in the slightest and we're not happy by the direction it was going for, hence why they're going back to the drawing board and give a better design preview down the road

    Not to mention why you would think she's an overpowered killer when she was just a low mid tier killer at the time, is she flawed absolutely, but she doesn't warranted her absolute gutting and say she deserves to die in a whole, she needed adjustments, possibly remove status effects and add something new (like her emp darts we were shown)

    Look at sadako 3.0, she is a mixture between 1.0 and 2.0, maintaining back her identity that her first iteration had while maintaining what 2.0 had and made it so tvs that are on give condemn instead of worldwide

    Whatever you think of her and when her rework will come around at some point, we the skull merchant players deserve to be heard too, not just people who hate playing her and going against her

    We want her identity to remain intact whenever the next preview rework will be showed

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3963720#Comment_3963720

    While you aren't wrong she needs a ground up rework not simple buffs.

    She should at least get a buff until that said rework for however long that will take

    And hopefully not becoming another dash/projectile killer

  • @Rookie1978 said:

    Me disagreeing with people isn't me instituting a grand conspiracy im just regularly dumbfounded that people can actively play this game and hold that opinion at the same time

    In order to facilitate discussion, what exactly do you like about her? What character fantasy is she supposed to fulfill or portray? What does she do compared to other killers that makes you want to play her?

    Genuinely curious what merit other people see in her and I've never gotten a straightforward answer so maybe the BHVR forums can give me one

    she's a unique killer with unique gameplay that no other killers plays

    She is an area controlling trap killer (just like killers like trapper and hag) I usually don't like trap killers as they tend to take forever to set up only to do nothing in the end, but with merchant, her set up feels very different and very engaging for me. A trap set up killer that has the ability to track survivors

    I don't really read a lot of lore to have this sort of knowledge, but for what I know she is meant to be a sort of stalking type hunter that uses whatever tools she has (aka her drones) to track people down and take advantage of that information, which is what skull merchant is from her gameplay as well, I also come around liking her base design despite not being well liked by everyone

    That's my reason why I like skull merchant and why I don't want her 2.0 variant to just straight up go away and just become another dash/projectile ability that so much others killers already have

  • @Rookie1978 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962569#Comment_3962569

    I disagree. If she had literally any redeeming qualities what you said would've had some merit but I fail to see a single positive thing she brought to the game.

    As I said earlier, I like skull merchant because I do, has nothing to do with if she brought something positive into the game (which clearly she didn't in release)

    The whole argument I'm getting at is she deserves to be treated the same way when players like playing her, just like other killers.

    it's fine if you don't like her, most people do. But we the player deserves some respect for her especially since she's getting a 3rd rework preview down the road

  • @Rookie1978 said:

    i genuinely don't understand how skull merchant can even BE your favorite killer, everything from her weird mishmash lore to her fortnite skin design to her obnoxious power was an abject failure

    she literally has no redeeming qualities. this game has produced a lot of really great original killer ideas, but holy ######### skull merchat was a flop in every way possible. the devs have 3 options

    1. keep the character in the game as-is perma gutted and nerfed into the ######### floor so nobody plays her and nobody has to be reminded she exists
    2. actively just ######### remove the character and refund everyone in auric cells
    3. completely reformat every single facet of the killer to the point where they're basically just making a new one

    since 2 is out of the question by default and 3 is too much work we can realistically only expect 1, but i think 3 is the best case scenario if bhvr can ever spare the resources. i don't count any health update to the game as a health update until they remove the festering blot that is skull merchant by perma killswitching her or replacing her with a competent killer concept

    i just cant believe the same game that brought me original killers i love so dearly like unknown and houndmaster also somehow produced skull merchant, and bhvr at this point is also aware of both her unpopularity and design flaws

    who knows what could happen

    Same way as other people who like certain killers despite the controversy she got, with skull merchant I just really like her (especially the 2.0 variant). A killer that has the ability to track survivors with a stealth ability

    Hate her all you want, but she's a killer that deserves respect just like the rest of the others killers that some people actually like even if they're flawed

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958661#Comment_3958661

    i quite literally said why she would need a rework in the comment you're quoting, because she's unhealthy and has little skill expression

    Then tell me what's so problematic about her gameplay that she needs a rework

    She's been in the game for 8 years, regarded as a really weak killer who has been nerfed

  • @AhoyWolf said:

    https://us.v-cdn.net/6030815/uploads/JO6OXRQAWZGG/hehe.png

    hehe

    it will probably not be as strong as I have suggessted, but ambush buffs are real!

    My girl finally getting some more buffs 🎉🎉

  • @lettuchia said:

    Pig needs a rework, not just some number buffs, she's one of the unhealthiest and least skillful killers in the game and it somehow still has yet to be addressed throughout all her updates

    We really gotta complain about pig now? Why would she need a rework

  • @angrychuck said:

    I thought the idea of the new skull merchant was interesting, but skull merchant is unique currently and to change that into something rather generic would be an odd choice.

    Even odd that they are willing to change everything about her and not bother how they can incorporate her 2.0 variation in her rework

    Makes me wonder if they only did this preview sp they can please the survivors

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3955550#Comment_3955550

    And that, my friend, is very concerning.

    That is why I sincerely hope the design preview has been scrapped entirely. It really should not happen.

    I'm truly hoping the two previews will never be seen the light of day

  • @Lixadonna said:

    This change needs to be reverted. Sometimes it's 3 TVs overlapping Generators. Back to Onryo's playing for Condemn kills. It's either run around reducing Condemn or die for ignoring it. I thought VHS make you immune to Condemn and the changes were less of a reliance on Condemn kills. Riveting gameplay this has become for Onryo.

    Why should sadako's TV placements be reverted, maps like the swamp just moves her TVs away from generators

    This is an overall net buff for her alongside xeno and springtrap and haven't seen an issue when playing her

  • Normally I'd agree to this extent, but if they don't plan on removing the ability to power vault killers to activate the perk (Legion chucky and wesker) since one of the manager said it was a bug then I don't mind the change if it means keeping the fun aspect of the perk

  • @ThatRyanB said:

    Hey folks! I wanted to drop in to share thanks from the team and give you a little update.

    First off, from myself and the rest of the team, thank you SO much for all the time and insightful thoughts you've offered up while sharing your feedback on this Design Preview! It's been immensely helpful in giving the folks working on this design a good idea of what players are liking the sounds of, and what they feel may not be landing. Both sides of this are important parts of the design sauce!

    With that said, the team has taken this feedback - drawn from both Design Previews - and are working through it as they consider what's next for Skull Merchant's rework. This process may take some time, but we will share more about Skull Merchant when the time is right.

    In the meantime, thank you once again for your help in detailing all of this valuable feedback!

    I sincerely hope the next preview that her identity is kept in some way, I was never a fan of the Drone propulsion due to her becoming a dash/projectile killer and the global detection ability as it's just does nothing since it's easily countered by crouching/doing gens

  • While it is definitely better, I still don't like about her becoming a range/projectile killer

    What I liked about current skull merchant is the ability to scanline survivors when you place a drones at a specific spot, being able to successfully track survivors down in chase possibly even injure them with a clawtraps, her core identity as a stealth trap based killer is what let's me enjoy my time and hours playing her

    So the recent preview no matter how good or bad of a rework is, the killer that I once love to play is basically gone

  • @UndeddJester said:

    So while I was away we got a preview of Skull Merchant's rework... and not just the new direction, but the community reaction/feedback left me rather unsettled and deeply saddened.

    The joy of a Set Up Killer

    For those who don't know, I am a Pig main... I love setting up my RBTs, watching the RBT timers carefully to identify the possible patterns, and then (good chases willing), orchestrating scenarios where I put players into positions with difficult decisions to make around that RBT timer. I want to stress, it's not a case of trying to force a head pop (at least not often), it's more about using the threat of the head pop to predict survivor movement and squeeze the survivor team at the right time. Obviously this is harder to do against good survivors, and sometimes this backfires hard in your face... but this is where my enjoyment of the killer comes from.

    Other killers I enjoy playing are Trapper, Myers, Hag, Sadako, and at one point Artist. The thing I tend to like about all of these killers is the set up, followed by the pay off. Maintaining a Web of traps in clever odd little places and then catching someone off guard is very enjoyable to me, and I really like Trapper and Hag for it. With Hag specifically I ban myself from trapping hooks, because maintaining my web is the part of her game I really enjoy.

    For both Myers and Sadako, both are very much slowly building your power and paying attention to the map state to find the right moment to press your strength. Their strength manifests differently, but the point is slowly accumulating your threat and then finding the right moment to strike and hopefully put the survivor team in a very difficult to manage situation.

    Artist is a bit of an outlier for me, but she also has elements of this setup/payoff to a degree, mostly where you can try to line up a double hit on someone at distance with a staggered crow combo, and then try to get the hit, maneuvering to cut them off from where they'll likely run. I also like the shotgun combo, where you hit a single crow then try to predict where the survivor will go before they can clear it to shotgun a hit. The two stage nature of Artists hits appeals to me.

    https://c.tenor.com/9qn_nI927TYAAAAC/tenor.gif

    The thing with all of these killers is I don't really care if I'm not the strongest killer in the game... I just enjoy trying to make a plan work and catching people out/off guard.

    The Skull Merchant 2.0

    Fun fact, I started playing DBD upon the launch of Skull Merchant... I don't remember the old days of DBD, but I do have a keen interest in DBD history and have read/watched hundreds of hours of content, guides and wiki information discussing the evolution of the game, old killer powers, changes and mechanics, etc.

    I really liked Skull 2.0, yes I know she could be played in the lame poop drone at tile and make survivor leave style, but that wasn't what I liked about her. I liked the mechanic of dodging scanlines, combined with the idea of setting up drones to lock off paths and makes tiles unsafe once I pushed the survivor into my web.

    I defended this killer a lot, because with this style 2.0 Skull Merchant could be played like a bonfied trap killer, an archetype not used since Hag.... Hag for christ sake! The drop trap at tile and push survivor away playstyle did suck to play as well as play against, I might do it at a REALLY strong tile, but I much preferred setting up drones and pushing survivors into them. Quite honestly if you just said "make it takes 2 seconds to set up a drone where SM can't move", I'd have still been happy.

    I've got quite a firm idea what I want Skull Merchant to be, I've discussed her at length, and wpuld quite happily suggest it... however...

    Skull Merchant Proposed Rework and the Community Reaction

    https://forums.bhvr.com/dead-by-daylight/discussion/441096/design-preview-the-skull-merchant

    I'm not dumb, nor think I'm right and everyone else is wrong... I understand why BHVR took this route and I understand why people like this shift of design focus...

    Broadly speaking I'd split killers up in the following categories: -

    • Dash/Speed Steroid Killers
    • Projectile Killers
    • Teleport/Map Presense Killers
    • Anti Loop/Zoning Killers
    • Instadown Killers
    • Stealth Killers
    • Slowdown Killers
    • Trap Killers

    Some killers cross multiple categories, but generally speaking this can be uses to reflect vast majority of killer powers.

    To my mind, dash/projectile killers achieve effectively the same thing in regards to their gameplay... they subvert loops by using speedy thing to land hits that would normally not be possible at base for the killer, mitigated by how well they aim and time their abilities. We have an abundance of these types of killers, particularly in more recent releases.

    With Skull Merchants rework, it looks a lot like a dash/projectile killer. Fundamentally these remote controlled drones are likely to operate like Victor, or Engineers Fang Pinhead, or Snug, or remote Wesker/Hillbilly.

    Meanwhile killers with slowdown and traps are not at all common. The need to "set up", or take time away from chases, combined with their low mechanical ability to force hits, tends to make these killers inherently weaker than their mechanically demanding dash and projectile counterparts...

    I think the real shame and big concern for Skull Merchant is instead of her being modelled for a player type that doesn't have so many options to pick from... we instead throw her into the pool of killers where there are plenty of those style killers already...

    It disappoints me immensely that no one ever wanted to talk about how SM 2.0 could be fixed, no one entertained the idea of trying to make this trap like killer work (despite numerous attempts to get the discussion going)... but once she's being made into yet another dash/projectile killer, every claps like seals knowing full well there is no reason to pick her over anyone else on the roster.

    Similar Treatment to other Set Up Killers

    All this is to say, the community reaction to Skull Merchant has made me realise that we'll likely never see another trap/set up style killer... The community doesn't want them on either side.

    They refused to talk about Skull Merchant until she got made a dash/projectile killer, no one would talk about how to make her a fair and interesting set up killer.

    They tried to gut Pig RBTs and push her ambush to be discount Chucky, because heaven forbid a killer doesn't have strong anti-loop or map mobility as their main strength.

    Good luck getting a discussion going aboit Hag... The only posts about Hag is only about how shes a problem, only wanting to nerf her hook camping or make it stronger cause that's all that's "viable". There's never a discussion on making her web/setup better as a prominent part of her gameplay.

    Trapper people just want Trappers Sack basekit so they can create an impenetrable 3 gen or a hard basement cheese from minute one. No need to plan, or think, brute force him into viability to create the most mundane gameplay loop possible.

    I'm not insulting anyone... but there are times it feels like Killers are just being homogenised into some variation of Blight of Huntress, and everything else is just a problem to be fixed, or more often, swept under the rug and ignored.

    I think the real shame and big concern for Skull Merchant is instead of her being modelled for a player type that doesn't have so many options to pick from... we instead throw her into the pool of killers where there are plenty of those style killers already...

    It is an actual shame that they're not even bothering in adjusting her 2.0 variant and go for another gameplay style that other killers have (weaker, pinhead, kaneki, twins etc)

    She's just isn't the same killer that I'd enjoy anymore

  • @Blueberry said:

    Some minor things I'd change or prefer but overall I like all this! Good job.

    Thanks 👍

  • Yeah the range reduction nerf was honestly too much

    I pretty much ended up using the handkerchief as a must

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914397#Comment_3914397

    I agree - her tapes needs to be more punishable. Ring drawing base kit. Addons need reworked.

    Either make ring drawing basekit or make tapes get destroyed when a survivor takes damage but it doesn't give you condemn

  • While she's not in a good state, she does not need another rework (for like the third time)

    What sadako needs are buffs from her kit and find ways to make tapes more of a risk factor

    Like make old newspaper and bloody fingernails fully base kit, make her manifest immune to stuns for a few seconds etc.

    And my personal idea of making tapes less punishing on sadako and more punishing to survivors, when a survivors takes damage while holding a tape, that said tape is destroyed but does not give you condemn

    While I wasn't a fan of sadako 2.0, tapes getting destroyed was a nice risk factor for survivors especially if you're trying to turn it off right in front of her, so I wouldn't complain if this was brought back but in much weaker form

    To me as someone that loves playing her, I just don't think reworking her again is a smart idea, sadako 2.0 was honestly the worst thing thats happened to her and it's honestly best to keep what she has as is and find idea of buffing her

  • @PixelBush said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911498#Comment_3911498

    I just made a meta-analysis of the survey, looking at the 51% number in relation to the questions that were asked, how they were asked and the wider context of design previews in other games. It's on Unlisted right now but it'll be incorporated into a larger video when the second round of design preview feedback comes.

    Let me know what you think of the video: in my opinion, the survey's figures are WAY more damning than it first seemed, even assuming the unconscious bias I noticed in the questions wasn't a factor at all. Here's hoping a CM sees this, or one of the designers behind the rework, so the next survey that's done for this design preview doesn't have the same issues.

    https://youtu.be/GFRdGueX2Xs

    This video really sums up everything I have issues with the survey and the preview

    The survey just came off as bias and gave no room to opinion, didn't add a text box which bhvr usually adds in past surveys, really didn't acknowledge about current merchant to see what people liked about her and could find a way to incorporate in her new rework

    Saying they're on the right track despite being clear as day that they're not if this rework goes through, 51% approval rating shouldn't be something that's worth going for

    When the next survey and preview comes in the next couple of weeks, I sincerely hope we get our say in this

    Though to be quite honest I'm not optimistic about this preview either

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910202#Comment_3910202

    Billy is close but not the same. He also had to wait multiple years for the landscape of DBD to shift drastically.

    Not sure when Sadako got her latest (?) rework. Don't play much anymore, probably haven't seen it.

    Why do they get what they want? Well, Billy wasn't a problematic Killer before they publicly executed him. He had overtuned addons, but pretty much every Killer did at that point in time. His KR was fine and aside from Insta-Saw, people liked him. There wasn't a justification.

    Sadako had one particular playstyle that was an issue. She also felt fairly weak outside of it. So BHVR, naturally, completely botched the rework.

    SM, on the other hand, ushered in the single most hated meta in the entire history of DBD. When you think about Eruption Overbrine, you think SM. When you think of a Killer defending a 3-gen like it's their first-born child, you think SM. Even outside of that, she was a horrible Killer to face because her Drones forced more of the same, "I place power, leave loop or die" that we had going for years at that point. SM 1.0 wasn't even strong outside of gens, imo.

    Even after her rework, she was STILL hated because they accentuated that playstyle even more AND turbo-bloated her kit. She managed to achieve over a 70% KR and was reviled at all levels of play.

    TLDR; SM has a FAR worse rep than Billy or Sadako ever did. Billy was well-liked, Sadako had her haters, and the community at large wanted SM gone. Returning Sadako or Billy to their former selves, with fixes, was generally accepted since they had specific issues. Returning SM to her previous state will not be accepted due to her reputation being in tatters, her unengaging gameplay loop and the resulting public backlash.

    That makes no sense to say that because she's hate that means she needs to be rework

    Skull merchant 2.0 was nowhere close to being problematic as she once was before to unlike her 1.0 variant, but she did have issues that needed adjustment

    For all we know, people could hate on this 3.0 variant and still dc and complain against her whether it's a success of a rework or a complete catastrophic failure

    Her reputation will forever be this hated

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910155#Comment_3910155

    When has BHVR ever brought a previous version of a Killer back?

    It makes little sense for BHVR to bring back a Killer that was so, nearly, universally reviled that they dumpstered her rather than try to rework her previous iteration.

    Makes more sense to try to find a new way to make her work. If you want her to focus on traps, sure, that's good feedback and I'm sure they are considering that aspect. Don't envy them, because Trap Killers are usually non-interactive and are tricky to balance fun with strength. Regardless, that is valuable feedback even if I disagree with it.

    Insisting that she be reverted is not good feedback. They are not going to do that.

    I'm not saying that they should be reverted and be kept as is, I'm saying keep aspect that I and others like about skull merchant in her rework and not go with this current preview that they have in mind and try a different approach

    which brings in to your question about which killer was brought back to the previous version was sadako

    Bhvr brought back Sadako's first design when she was reworked last year, they brought back what people liked about her while incorporating new aspects of her condemn mechanic

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910057#Comment_3910057

    According to all the SM players I've seen, she already was already dead after her changes.

    I hate to break it to you, but you aren't going to get SM 2.0 back. It makes zero sense, especially from a publicity standpoint, for BHVR to bring back a much-maligned Killer.

    This is very condescending of you to say that skull merchant 2.0 is never coming back

    Skull merchant should at least keep her 2.0 aspect not delete them entirely, why can't you understand that

    Why should only the majority be the only people who decides skull merchants fate, the people who enjoy playing her should get a say in all this too

  • @ThatRyanB said:

    Two weeks ago, we shared a Design Preview focused on a proposed rework for Skull Merchant. We saw so much amazingly in-depth discussion come out of this and your participation in the survey helped us dig deeper into how you felt about the specifics of the preview!

    Looking at these survey results, 51% of respondents were satisfied with the changes and 24% had a more neutral outlook. That’s a great starting point! It shows we’re on the right track, but that there’s room for adjustments. First, let’s look at some of the interesting points we saw come up:

    • There was a lot of love for her drones! The two most positively received mechanics were the ability to control drones and the Drone Propulsion action.
    • While the concept of drone hacking was well-liked, we also heard your concerns that the value of this action felt like it could skew towards Survivors, specifically because it would reveal the Killer.
    • The global detection power sparked a lot of interest, but its practical value wasn’t totally clear. We’re taking these points into account!

    So, what’s next? Drawing on your feedback, the team is taking this rework back into the workshop to make some adjustments. In a couple weeks, we’ll be back with an updated preview and look forward to hearing your thoughts! Specifically, a few of the key topics we’re investigating are:

    • Focusing on Skull Merchant’s identity as a crafty Killer who meticulously tracks her prey with high-tech tools.
    • Balancing her map pressure so she has (and can benefit from) wide awareness via her drones, without the playstyle feeling like it supports camping, slugging, or 3-gening.

    See you in The Fog!

    The Dead by Daylight Team

    Hate to say this but this concept as it is will just bring back chess merchant if this is brought to ptb, being able to control drones with the ability to damage survivor means you can just 3 gen

    Not to mention the survey really didn't help as there was no way in communicating each of the aspects of her design as someone who very much likes playing her (especially since she's gonna be kept as a dash ability which I don't like)

    Whatever her next preview they have going, it's most likely that I'm not gonna like what it's going to be, but who knows

  • @ThatRyanB said:

    Howdy folks! I wanted to pop in here with a lil update. We haven't forgotten about this - I may have just been a little bold with my estimation on when we'd have an update to share.

    We've had some great chats behind the scenes about the next stage of this Design Preview and will have more to share about it shortly, so stay tuned!

    Can't wait honestly

    Am a bit worried though

  • Him and houndmaster are an absolute struggle earning devious bloodpoints

    @Aven_Fallen said:

    I think this is intentional, but should be changed. Houndmaster also had pretty low Deviousness-Scoring Events, at least when compared to other Killers, who sometimes have laughable high Scoring Events for simple tasks.

    But if it is the same for the Ghoul, I would guess it is intentional since it was/is also the case for Houndmaster.

    Idk why all of a sudden they're intentionally doing this now to reduce devious bloodpoint capacity when it was never an issue to begin with

  • First main: pig, legion

    Current main: sadako, skull merchant, houndmaster, Chucky, legion

    Favorite map: never really have a favorite map

    Favorite perks: fire up, brutal strength, enduring

    Favorite item: medkit

    Favorite chapter: sadako rising

    How many p100s: currently 3 sadako skull merchant and houndmaster (legion and Chucky are my next priority to p100)

    Hours: somewhere around 10k hours

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901066#Comment_3901066

    Its in between current Sm and Singularity.



    You cant compare it to any killer is the point.
    But comparing it to chains in anyway regardless if it does damage is absurd.

    And why those two

    Especially singularly?

    *You can't compare it to any killer is the point *

    Almost lots of people are comparing to dash killers like houndmaster, demo, pinhead twins etc

    Idk what you mean by you can't compare to any killer when she clearly has similar concept to the other killers

  • @ChuckingWong said:

    … ? A pin head with engineers fang

    No….

    What is with these comparisons?


    You are still placing drones at loops, still tracking, still causing area denial.


    The only difference now is you can throw your drones at survivors.


    This is in no way similar to engineers fang pinhead.

    Then tell me, what other killer do you want me to compare to

    Sure it acts different, but still has a similar concept to pinhead with engineers fang

    Injure survivors at range but with the ability to down survivors also

    Say what you will but I do not want my favorite killers rework to be something different

    I want skull merchant's rework to maintain aspects I love about her

  • @Sandt1985 said:

    This doesn't feel like Skull Merchant at all. Its just another dash killer with a Skull Merchant skin on top of it. This really feels like a bait and switch for a killer I've put a great deal of time into learning.

    Taking the last real macro-play killer and changing her into just another dash killer feels like the ultimate slap in the face from Behavior

    It doesn't really help when there are some people are advocating for this change

  • @LordGlint said:

    Isn't this going to be 4.0 now?

    I don't really consider current skull merchant 3.0 since it's just nerfs from her 2.0 variant

  • Her identity as a strategic trap based killer

    The recent changes she got (removal of her clawtraps, lock on stacks, her drones act like a projectile attack, her radar essentially becoming worthless) basically removes all that and becomes another dash like killer

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900590#Comment_3900590

    Would you prefer her to retain her current identity and remain non-viable and hated or would you rather attempt to shift her identity to appeal to more players, whilst also increasing her viability and (possibly) lessening the hatred towards her?

    Genuine question with no ill will behind it.

    As someone who used to main Legion, I know what my own answer was in a similar situation.

    She'll always be hated, no matter how perfect she'll in a rework

    And I want was best for her too

    But if she were to be reworked, at least keep her identity in tact that most skully enjoyers loved then just straight up removing them

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3900516#Comment_3900516

    Would you be able to elaborate on the specific aspects that you, as a Skull Merchant player, enjoy and aren't seeing in this so I can note them down on my side?

    she's very much different killer like way too different, once a trap based killer into pretty much a dash type ability, which takes away all of my hours in why I love playing skull merchant

    To me it sounds like I'm playing as pinhead with engineers fang addon which to me that type of killer isn't for me and do not want that type of gameplay of my favorite killer

    The removal of clawtraps lock on stacks I do not like soley from how useless her radar will be especially with the changes to her detection range, and her lock on stacks had a fun niche which is her double tap, very difficult but feels so good to pull off, very disappointed that it was removed

    Only good changes were the removal of haste and hinder from her kit, though I would like if she had a different effect to hinder (no pun intended) survivors in some other way that isn't annoying deal with

    That's pretty much all my details why Don't like the skull merchant changes, hope this helps

  • I really hate this changes so very much

    They're straight up removing every single unique aspect I enjoyed and turned her into another dash type ability, with the removal of lock on stacks and clawtraps

    Only changes I considered good are the removal of haste and hindered,

    I honestly felt like we weren't listened in what she really needed and instead cater towards the people who despises her

  • I'm really not liking the idea with this skull merchant rework, as a skull merchant main, you're basically just removing lots of aspects that I and other skull merchant players enjoy and turned it into pinhead dash type killer that can injure survivors from a far

  • @Chilli_man2400 said:

    seems more fun and interesting. That’s what she should have been in the first place why use drones if you can’t control them? And they didn’t move?

    I want to see visuals of this happening

    I sure don't, I would much rather they try another solution then just becoming another dash type killer that removed so much in what I like about her

  • I don't agree with this statement, they pretty much remove lots of aspects I liked about skull merchants current power

  • @ThatRyanB

    While I hope trickster would've gotten a full on revert, i do hope whatever trickster gets will be really good

  • @ThatRyanB said:

    Hello there! We're currently investigating this error. To confirm, this is the error banner that says, "Save Game Error," correct? If so, and this might help, I've seen players find success rebooting the game a few times.

    Yes, the banner says save game error, and I'll give that a go and hopefully it'll work

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892687#Comment_3892687

    This update isnt helping xeno rise from bottom 5 at all. Such a shame honestly.

    Another unwanted killer changes that makes xeno unfun to play

  • Really good changes, absolutely no complaints

  • Enduring, surge, spies from the shadow, and fire up is what I use on sadako

    I'm all for running any chase perks as killer

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889283#Comment_3889283

    So you admit there wasn’t an “almost everyone” consensus? Because “mostly divisive” certainly sounds like many people weren’t in agreement.

    You gave answers and I was wrong, simple as that

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889167#Comment_3889167

    That’s not true. BHVR had a Reddit post to discuss the possible rework, and it turns out that many people liked the rework, including some of the Trickster mains. And the majority of the players thought Trickster was more fun to play as with his current movement speed.

    There was never an “almost everyone” consensus.

    I've seen lots of trickster players that hate current trickster on YouTube comments

    As for reddit I do see that they want him to be at 115 instead of 110, but it was mostly divisive whether or not people like the idea they he'll be reverted

    But from a few comments that I've seen it was mostly their mains that prefer to revert the changes

  • @SummerBBQDwight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3889167#Comment_3889167

    Because he is more fun now than before. Base movement speed is faster, main event having impact and feels like minigun almost every chase is cool.

    Before rework he was just worse huntress with faster hatches. Now at least he isn't so same as her (still weaker then her ofc).

    I don't understand what's fun about him rapidly gaining main event

    Without main event he's way worse then his original version

    They remove his throwing speed increase bonus per knife throw, because of this memento blades is a must run add-on for how slow he throws his knives

    It takes 8 knives to hit a survivor instead of 6

    Main event activation time last about 24 seconds instead of 30 seconds

    Three of his add-ons became useless especially death throws compilation which is a worse version of diamond cufflinks because of his rework

    If you think he's fun, good for you but there are majority of trickster players that don't find him fun and want his old kit to return

  • @SummerBBQDwight said:

    Honestly I would be happy if they just trow away this undo-rework plan for Trickster (maybe they did or maybe it's still in the plan but some changes).

    While current Trickster isn't perfect by any means, I still prefer the reworked version than the old ones. Main Event feels impactfull and fun to use, he isn't as slow as before (default movement speed). I am not fan of the OG trickster, too slow, main event almost useless and still suffering same issues as current reworked trickster but worse.

    Why though? Almost everyone (including trickster mains) despise the rework he's gotten currently

  • Honestly who knows why, I'd argue that they need to bring it back for the skull merchant rework, tell us about certain changes she'll receive before it's implemented

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