zenzei842
zenzei842
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- zenzei842
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I don't understand how you guys claimed to try and declutter her kit and make her more simple to understand after coming to this iteration; it's far too bloated. However, I do think there are ways you can salvage parts of this kit while also keeping her player base, which have still been largely overlooked, in mind. Keep her drone focused playstyle of scanning survivors and switching the drones rotation to secure lock on stacks and the claw-trap, but remove all status effects (haste, hinder, broke, deep-wound, all that). However, you can keep her lethality tied to the drone buddy idea; as in allow her to charge a projectile that injures survivors but only if they are claw-trapped. I genuinely think this is the best way to go about it. It keeps her simple by decluttering her kit, removes the status effects that people found cheap to go up against, it preserves her general gameplay loop so that she remains recognizable to her player-base, and makes her lethality much more telegraphed and conventional to go up against.
Please reconsider the direction you're going; this iteration is far too bloated, and in order for her to get a down it takes way too many steps. It runs the risk of being too complicated to go up against, being good at 3 genning, feeling far too clunky due to switching between a drone and the skull merchant's perspectives, GD doing nothing against good survivors while being overwhelming against bad ones, and drone propulsion getting hard countered by lockers.
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I think the direction this rework is heading is all wrong. I believe the problems her kit has can be linked to two things, 1) the counterplay to getting scanned can be unconventional for some players, and 2) the clutter her kit has can make it really overwhelming to face. The problem with her counterplay being a bit unconventional is that getting scanned is the direct prerequisite to her lethality (claw traps), but the solution here, in my opinion, is rather simple. The Skull Merchant should gain charges of a secondary power every time she scans a survivor; and that secondary power should have more conventional forms of counter play. By letting her keep an emphasis on scanning survivors and being rewarded for doing so, she remains recognizable to her player base. However, but giving her a secondary power, where her power budget mostly lies, then her counterplay becomes more conventional and telegraphed. For the sake of the argument lets just imagine that Skull Merchant gains charges of huntress' hatchets. If that were the case, it does not matter if survivors can't dodge a scan line easily because that's not what they have to worry about, it's the more conventional and traditional projectile that they should try to avoid. This would mean that you can keep the claw trap and lock on system as is but remove all status effects tied to it.