Playing Skull Merchant Till Someone Gets Salty – Dead By Daylight



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That took a bit longer than I thought
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33 thoughts on “Playing Skull Merchant Till Someone Gets Salty – Dead By Daylight”

  1. I am a fair pig: I don't tunnel off hook or patrol boxes or run screaming builds and I get a DC about every other match. Make it make sense. You got less DCs than I do as Skull Merchant

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  2. Skull Merchant is actually alot easier to understand now than before, its just that she was changed so much that not many actually know the "new" merchanics.

    At a fundamental level, she operates mostly the same. She places drones, drones detect people, etc. Except now they do it by applying a 3-stacking debuff to anyone they detect, but unlike before, they don't auto-detect through walls. Instead they have the spinning scan field (the direction of which SM can change at-will, though that is an extremely high level tech requiring serious information to make use of) the survivors have to dodge if they want to avoid getting trapped (meaning that if SM isn't around to pressure them, they can more or less avoid ever being spotted by the traps- which is why its important to place them on static objectives like totems or gens, forcing them to disarm the drone and give you at least a little info). This is also why you want them on "High Traffic" loops such as Cowtree, because then it pressures survivors away from those loops. The scan fields are also invisible to survivors until they get scanned at least once, after which they become visible for a short period (and make that noise telling SM where the survivor is).

    Being Claw Trapped is really really bad for the entire team. Each survivor with any amount of lockon gives Skull Merchant a permanent haste boost, which means if anyone gets detected they can end up fucking over someone else. Furthermore, once fully trapped, being detected any further gives SM KI and hits them with hindered not to mention being broken and injured. Given then that you can't really avoid being detected when in active chase, and it becomes clear just how utterly lethal being chased inside a drone field is. Only upside is that traps only ever last 45 seconds, and then poof no matter what, so it isn't really feasible to get the entire team perma-trapped. But the haste boost is most effective at the first detection (+3%, scaling then 2% more for each extra survivor).

    All of this means that current SM is far, far more chase oriented than old SM was. Camping a high value point and tunneling out survivors is almost actively bad, ideally you apply as much wide pressure to the entire team as you possibly can. Using drones to make otherwise safe loops very dangerous because staying in them Traps you, gives the SM a haste boost to make it less safe, and also of course renders you broken and hindered if you stay in too long. The at-will undetectable from placing drones also gives SM the ability to be very sneaky, suddenly dropping chases and playing mindgames to get the jump on people and get in those all-important initial hits; which if the game is snowballing turn into jump kills because they're broken/injured.

    This is another of SM's strengths, when you properly pressure survivors you end up makin it impossible for them to really get anything done. If they play stupid games while they have a trap, they very quickly win stupid prizes, and 45 seconds is a long-ass time to be broken, injured, permanently revealed, and also giving the killer a free haste boost. It's kind of nuts, honestly, SM is extraordinarily strong. Even when survivors play as close to perfect as possible, they just cannot avoid that first detection because the scan fields are invisible on the first tick; and SM only needs 1 to get the info and haste boost. She is also the third strongest user of Coup de Grace in the entire game, right after Myers and Ghostface, because the trap and injury mechanics. Take Coup and RB and then whatever other two perks you want and she becomes an utter monster.

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