The Leaked Skull Merchant Changes Fix Nothing – Dead by Daylight



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My proposed changes: https://www.youtube.com/watch?v=XtsoIJZ3w0c
http://www.twitch.tv/ScottJund

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42 thoughts on “The Leaked Skull Merchant Changes Fix Nothing – Dead by Daylight”

  1. Eh I'm not against underpowered killers entering the arena. I'm also not really against "one shot killers" being underpowered, just on principle. Their presence is terrifying enough and one mistake will cost you big. On the flip side, making no mistakes has a big payoff and it feels good when you outplay the killer in a high stakes chase. Not saying she shouldn't be balanced but of all the killer subtypes I'd prefer to be on the weaker end of things, one shotters definitely take the cake. I do find ghostie and Myers fun to go against because their whole mini game is quite enjoyable. Also they are terrifying as they often come out of nowhere. Literal spine chills. But a non stealth killer just forcing you out of loops under threat of one shotting you? With the main tactic probably being to deadzone you… I'm not really too worried about her being underpowered. Let's just say that. Let the poor killer design take F tier. Focus on making pig better maybe instead lmao

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  2. Wow, the underwhelming Killer from literally every design aspect from her physical appearance to her gameplay is, low and behold, underwhelming.

    It is almost like Behavior weren't even trying.
    Or more accurately, it's almost like they practically never try.

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  3. 5:30 an active drone has a searching mode and the locked on mode when it discovers a survivor with the sweeping radar, it means that if the survivor was in range of an active drone but they were avoiding the sweeps to remain undetected by the lock on, then any lock on they still have will not decay while moving through the range of the drone

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  4. bhvr: we relased a new killer
    players: the killer is shit and this is how you fix them
    bhvr: ignors players
    years passes
    bhvr: we've decided to fix this killer because no one plays them

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  5. freom wesker and dredge they went to this.. i was expecting someone with good mobility instead we got a zoner who is average at best in zoning.. all her abilities without addons are subpar..with addons midtier at best.. game meta right now punishes low mobility killers a lot. the least they could give is some kind of teleport like sadako or freedy.. disappointed in design choice and execution also the effects looks amatuerish.. like someone not experienced designed it.. where glowy boundaries litreally obsucre killer sight if she is in drone area.. also the drone scan arc looks lame..no need of it to bee so glowy.

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  6. The Ghostface comparison is apt, but Ghostie is about 100x more effective at managing exposed. 2 people want to bodyblock the hook or stand in your way during chase because they’re 99d? Great, they’re not on gens and can just be waited out or hit with a mindgame to expose and down them. With Skull Merchant all it takes is 1 survivor to make her power useless.

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  7. Do you think this chapter feels like a letdown, because it could be the scraps from a possible predator chapter? I saw Paulie Esther talk about it, and it makes sense to me. 2 survivors for an original chapter is kinda crazy as well.

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  8. Bhvr balances for very new/below average players. Nobody even average is going to stay in the giant drone radius for 10 whole seconds. In a month when everyone knows what they're doing this killer is going to be trapper level bad.

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  9. She is literally the first killer I will not buy. I lost interest immediately after watching just one match of her. I even had more interest in Twins that her, and I played Twins for like 5 matches.
    I won't even play her one match

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  10. I think BHVR should remove the concept of pallets as we know and boring loops completly and set a different mechanic for how a chase should work. (Should be fast, frenetic, active)

    Survivors can do parkour to avoid killers because survivors are supposed to survive not to press w and hide behind a pallet or a window

    Besides killers should get more like psychological effect and more powerful Impact on the survivor to make it more "realistic"

    I mean, the Oni is a literal powerful demonic being. So make it spit fire like a dragón, or cast fire from his hands or from the sky. Make survivors tremble if they dare to get close…

    Other example–> GhostFace he is sneaky so make him FAST! and the environment into his favor! Hide him better never let them know where you are, thanks to "night shroud" the environment makes shadows for GhostFace to hide him to get dangerously closer to survivors and makes him much better to travel because the shadows teleport him

    -Make them doubt their own sight

    What i am trying to say si that make the game more frenetic and absolutley not predictable, this game needs speed, better powers and like a more dynamic "parkour" for survivors and killers should be able to break survivors bones like animated killer vs survivor "struggle" with different methods to each killer as a new "mechanic" in the game

    We don't need infinite perks, we need a new concept of DBD

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  11. I think it's crazy there just giving away a iridescent Legion add-on away as a brown add-on on this new killer. They already made it a perk everyone can use as well so it doesn't feel like anything special anymore. They really need to re-work Legion's iridescent add-on's.

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  12. I like the idea that claw traps last longer, but it doesn’t change the fact that they are mostly worthless. Even with the add on that makes everyone start with one(and it lasts 150% longer), it is basically a worse lethal pursuer that is gone by the end of the first chase. I’ve been thinking of a another consequence for the traps but couldn’t come up with one until seeing your last video. The aura reading within 8m idea u and your chat had is perfect and easy to implement.

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  13. So I disagree, here is my breakdown.

    All of these buffs help. In isolation they would mostly be garbage but the important thing is the breakpoints on certain effects and CDs.

    Lowering her CD on the drone actually helps a lot, 2.5 seconds doesn't seem like much but you will be a lot more snappy in terms of keeping drones active or more importantly deploying a new one. Its the interactions with other buffed breakpoints where it really shines.
    (Edit: I also want to point out no CD on drone deploy would mean you can permanently keep drones out on a 3 gen. If you hack one another is placed right away it has 10 seconds before you can do anything to it and the clawtrap last 45 so even if each survivor hacked the drone one after another you would outpace them pretty much instantly and then they just cant do gens and disable drones. Makes her way stall out the game much much harder. W/ 10 second CD we are actually dangerously close to that already.)

    Activation time from 4 to 3 is good but it should have been 2 imo. Its important because it lets you push them out of a loop sooner, as well as keep lock-on up and active.
    Takes 10 seconds to apply lock-on (Should be an add-on to decrease this to 8)
    Previously lock-on would only activate at full charge and then would expose them. Then lock-on would no longer builds up and would instead regress. I thought it was a bug now idk. Even inside an active drone. It was very very bad. Now not only is the duration much longer drones also pause the timer. This means as long as you keep deploying drones you will eventually expose them and once exposed you can keep them that way. It takes 10 seconds to start to decay so as long as you place another drone on them lock- on will continue to progress. (Since its now 10 seconds to deploy a drone and 10 to start cooling down its the 3 second deploy window that loses you any time.)

    This means especially on indoor maps or when forced to path through multiple drones exposed is a real and lethal risk.
    Or even in just about every main building.

    Biggest issue; LOCK-ON DOES NOTHING TO INJURED SURVIVORS… Of all the things that was the most obvious to fix and it blows my mind they didn't fix it.
    That aside. I think the goal will be to to stay on a healthy survivor harassing them with a drone or use the other drones to create zone control. I don't think you can quite do both, but I think she will make good use of thanatophobia and other perks that make survivors want to heal. The problem is you have no additional pressure against injured survivors, practically no power, and only make up for it w/ perks.

    Failing to hack a drone needed a penalty and lock-on is great (I would have preferred a clawtrap), you can force them to mess up with THWACK, or anything to make them scream or just chasing them off. Then BAM instant exposed. However this means nothing to an injured survivor. Lock-on needs an effect on injured survivors. Also you should really be able to interrupt a hack attempt by activating the drone. That is so much more interesting and gives you an active in kit way to inflict expose on survivors reliably.

    Undetectable to 2 from 3 is nice, it shouldn't be instant and I think it should apply oblivious to survivors base-kit. Something like 3~5 seconds that only decays after they leave.
    But I also think the undetectable should linger for longer so you can move between drones without revealing yourself.

    Battery life is huge (Should be an add-on to get you to 60) This means they cannot deactivate your drones nearly as often. Its so so much more important than it might at first seem. Since now your drones are much more threatening and survivors are properly punished for deactivating them or more importantly failing. Now locking down an area is much more realistic, and they either wait it out or have to leave the zone and wait more than 10 seconds to bleed off lock-on, or get an ally to bite the bullet w/ them. Otherwise they just have to deal with it.

    Recon mode was mostly a caution thing on their end, but it also means you will be able to trigger unhackable on important drones more often. Since it lasts 10 seconds that means there is a 10 second window to hack or else you can trigger it again for another safe 10 seconds.

    Move speed debuff is pretty dumb, especially since it telegraphs so much to the survivor just using the detect giving them a spotlight announcing your interest.. (I think targets with exposed and injured survivors should be marked in red or something similar.) If the gps at least showed auras of clawtrapped survivors I would understand but as is, nah.

    Cumulatively this means in a chase, you can force the survivor to want to leave a tile early, and it only takes 1 second inside the drone to buffer another 10 seconds of no decline in lock-on.
    The main issue is the 3 seconds deployment time. You need them to sit in the zone for at least 3 seconds to break even from drone to drone, but that isn't super hard. Previously buildings it up was functionally impossible. Now its more a question of good pathing and preplacement of drones. Often I think it will be better to just use the threat of expose to force out a hit or bad pathing/positioning. With it not being a real threat before you could pretty much just ignore it for the most part. Just don't stick at any one loop too long, now you have some real time pressure.

    I also want to point out; Detection on clawtrap is just a bonus. The main advantage is that they cannot disable a drone while its still on, entering drone area's recharge it, and activate the drone. So any gen with a drone becomes effectively a deathtrap for them. Forcing them to get exposed, go elsewhere, or get a friend to take on a clawtrap of their own. And now you can place 4 drones during the base duration, rather than 2. Plus it might be 45 second battery but any time they even brush against a drone that starts charging back up.

    I think she is dramatically better. Much more fun and engaging plus a better hunt.
    Main concern is the lack of punishment for injured survivors. None of this applies to them. So you really need to consider that with every build.
    I think perks like nurses and sloppy might end up being very strong on her. Since you dont need expose if everyone stays injured.

    Also re brown for breaking pallets. I think its good but I don't think its required. I think with the longer duration you might actually find yourself valuing the clawtrap over the pallet. Stalling out on pallet actually benefits you against a healthy survivor.

    Lastly considering drones apply the clawtrap there needs to be a CD on deploying them now. Before I agree it was not needed, but now they would never be able to remove a drone. You would replace them so much faster than they could hack them.

    I don't this its perfect by any means and I still think she needs a few touch-ups but it is a dramatic improvement to what it was before.

    Now I would prefer lock-on applies 10% hindered (5% is enough but also not), I think drones need to be placeable closer to hooks, and each other, as well as just generally less finicky. Mark injured and exposed survivors on gps with a special color or icon, Let us see the aura of claw trapped survivors within a certain radius when using gps. Let us activate a drone to interrupt hacking, That would be about perfect imo. At least until people play her more I think this is a good direction.

    And to reiterate one more time. Lock-on NEEDS to do something to injured survivors. Idc if its hindered, aura read, broken, exhausted, or whatever else. Just something.
    (I would prefer hindered. It feels like just the thing to make it feel particularly nasty but not crippling.)

    Edit: Also just things I want. Give me a bigger active zone, orange aoe around drones needs to not blind the killer, and shouldn't be visible to survivors until they are much closer, I feel like drones should be much more subtle in both modes. Id love an extra drone, but with the drones actually being dangerous now it would need to come from a good add-on. Ideally I think she should be a territorial hit and run stealth killer with exposed being a secondary threat to make drones a problem creating safe(er) and unsafe areas, and providing risk reward play around disabling a drone or not. Also also survivors with a clawtrap should be able to remove it with a toolbox (Or an ally can) I think that would be a really neat interaction that isn't conventional healing. It shouldn't be fast or slow maybe 8 seconds. Also mark loud noise notifications on gps.

    My main concern is her 3 gen slowing the game down dramatically, as is I think peoples over obsession with exposed is a major problem with judging her well.
    I think giving survivors ways to back off and reset well against her forcing her to come out of her hole would be really good for avoiding 3 gens. So being able to remove a clawtrap early but giving her heads up that its being removed might be just the thing. They back of to heal remove traps then come in to push gens. Idk 3 gens are already very strong her kit just synergizes so so well.
    Giving her better chase can embolden her to leave her nest. idk

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  14. BHVR shouldn't be allowed to get away with bullshit like this, but we know how the DBD fanbase is, as long as there's a shiny new skin for one of their dolls or some community "safe space" event they will eat up any shit thrown at them.

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  15. Reconaissence mode should be the primary mode of the drones and the area should be double, also putting a drone should be instant, now survivors need to actualy evade drone search by default and over long areas, gives people a chance to fight.

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