Trickser changes are good, but not enough and here's why. + propositions of changes.

Adidi
Adidi Member Posts: 44
edited April 2021 in Feedback and Suggestions

I love changes made to the Trickster. He feels way better to play... but none of the changes adressed the core issues of his design and flaws:

Trickster has no real personality. There is not a single thing he can do better than other killer. Whenever you get hit as him it's survivors making a silly play or I am thinking: I could do it way faster by playing xyz.

The most painful thing is that he is literally the worse Plague. Slower movement speed, his special is still basically useless and his knives go away by themselves. The only good thing about knives is that Trickster doesn't get animation of wiping weapon when survivors get hit, mkaing their sprint burst not as painful.

Main Event: The core issue here is... even when you can activate the main event... you are in the middle of the chase and by activating it you waste time during which you could just throw knives normally. People can hop in the locker and are immune for the duration... and you are forced to throw knives for the whole duration, meaing if you down survivor you have to sit idle fur the remaining duration, wasting time - which NO KILLER CAN AFFORD TO DO.

Knives go away by themselves: Not only poor tile generation can make the chase long enough for knives to go away during a chase... his power actually forces killer to tunnel one guy. If you just switch targets, you basically make all the time you spent on previous one wasted, cause knives will simply go away. No killer can afford to waste time like this. Compare it to Plagues... vomit... Super weak power.

Knives are so god damn inaccurate... Please make them more accurate, this killer really needs love, like Wraith used to.

Proposal of fixes:

  1. Once you built up main event you can activate it whenever the hell you want, it doesn't fire on it's own and you can both open locker and cancel it at any time (like Legion frenzy for example).
  2. Knives (laceration stacks) never go away by themselves. Intead, survivor might choose to mend the laceration. Time would be something like 3/1 seconds base +0,5/1s per laceration stack on the survivor. Stacks don't go one by one, survivor needs to complete the mend action to get rid of stacks so it's not abuseable during chases. Interrupting cancels the progress. Survivors don't go down if they don't mend themselves. This would make for interesting dylema: focus the objective and risk being caught in weaker state, being easier to down or mend.
Post edited by Adidi on