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HOW A TRICKSTER LOVER WOULD CHANGE THE TRICKSTER

jaerthebear
jaerthebear Member Posts: 212
edited July 2021 in Feedback and Suggestions

***OPENING THOUGHTS***


I Love The Trickster. I Love his power, The personality he brings in-game, (Lobby winks, Hysterical laughing and giggling, talking, etc.) His backstory is cool and I always have a blast playing him. That said, his recent “Buff” is, in my opinion *Terrible* for him and the game, and to me it strips away a lot of his uniqueness and play-style, so here is how *I* would, personally, make changes to him. Constructive critique is 100% welcome but I’m not going to entertain any blatantly biased views or arguments, Killer or Survivor Sided. The Goal of these changes are to make the Trickster a *Balanced* experience, while also being *Fun and effective* and fully realize the unique gameplay attributes and personality of The Trickster.

***DAMAGE AND AMMO***

- 7 blades per health state

8 blades is too much, 6 blades is too few, this felt like a good number for him to me pre-“buff”. The damage reduction on his knives serves to reduce frustration loops or areas where he can easily hit you with his knives

- Revert Ammo Reduction changes and ammo add on changes

With him needing more knives to down, he’ll need more knives to throw. And personally, I felt like being able to fling knives like a happy clown was part of his personality and appeal.

Keep other add on changes


***LACERATION***


When in a chase, laceration decay starts after 12 seconds Laceration decays at .3 of a charge, when running. .4ps otherwise. I’m keeping it mostly the way it is in live build because Survivors in a chase *need* to be able to reduce their laceration so we don’t have a situation where a chased survivor is powerless and will be downed *eventually* regardless of what they do. (A La Legion when they were first released)

With laceration functioning this way in a chase, it is a real, tension filled contest between the trickster and the chased survivor; The trickster needs to keep landing knives often to win the chase, and the survivor needs to dodge and be as crafty as possible to begin that laceration decay.


When a survivor has laceration and is not currently in a chase, laceration can be removed by channeling a “remove knives” action Laceration will be removed at a rate of 1 laceration per 2 seconds when channeling the “remove knives” action When outside of a chase, Laceration will not decrease unless the “Remove knives” action is channeled.

This will mean a full laceration meter will take 12 seconds to decrease


***LACERATION REMOVAL IS DIFFERENT FROM MEDING DEEP WOUNDS BECAUSE YOU ***NEED*** TO MEND DEEP WOUNDS OR ELSE YOU WILL IMMEDIATELY BE DOWNED. LACERATION WILL ***NOT*** DOWN YOU UNLESS THE TRICKSTER HITS YOU WITH KNIVES *TO* DOWN YOU.

* Inb4 “Mending simulator boring” *

This is not mending, it is an entirely different mechanic.

This makes Laceration a strategic choice if you aren’t being chased: Spend the time to remove it or jump right back on a generator.

If The Trickster comes back and you didn’t Remove Laceration, he now can damage, and potentially down you faster.

Furthermore, if a survivor “wins” a chase, they can quickly reduce the laceration meter, even if the killer is still nearby.

These changes also make laceration a meaningful mechanic. For survivors, it’s a potential risk and reward balance. For The Trickster, it is a potential way to buy time throughout a match.



***MISC. ISSUES***



- Remove recoil from Trickster

This is an unnecessary handicap to Trickster, and does nothing but make throwing knives at long range feel frustrating and needlessly handicapped

- Remove knife handedness from Trickster

Again, this is just unnecessary, and makes throwing knives at any range annoyingly inaccurate.


***MAIN EVENT***


Main event would be changed so that it’s no longer a knife spam fest.


Main event, once acquired will be available for 25 seconds


Main event becomes active after 25 knives


If main event is not used within the available 25 seconds, 33% of its total charges will be refunded until it is used, in which it will need to be recharged from 0 charges again.


Main event is now as follows:

The same animation plays when it is activated ( the knife flip The Trickster does) However, instead of rapidly throwing knives for how ever many seconds, trickster now throws 3 handfuls of 5 knives, in a narrow spread.


After the knives have been thrown, if trickster has downed a survivor, he does a small bow, this bow lasts slightly longer than the current main event end animation (due to the potential power of this interpretation of main event, to give any nearby saviors a chance to get into position).


If he has not downed a survivor, the current animation that plays when main event ends, plays, and all charges are lost.


Alternatively, he could also, after a considerable windup ( around the 2ish seconds ballpark) throw one knife, That takes one health state all by itself.



***CLOSING THOUGHTS*


Trickster is my favorite killer. I Love him, and I don’t want to see him ruined by Bhvr’s balance team’s lack of Imagination or willingness to properly fix such a unique killer because of the little bit of extra work it might take.

I don’t want him to get hillbillied, or nursed.

I also don’t want him to be another pre rework Legion or Spirit.

I just want Our South Korean Psyco to be the Star he really is. Again, critique is welcomed and discussion is encouraged but I will be Ignoring any replies with blatant biases, Thank you for reading.

Post edited by jaerthebear on

Comments

  • Tricksters_Wife
    Tricksters_Wife Member Posts: 545

    I love a lot of these ideas and I'm glad to see someone else who's passionate about him. I've been one-tricking him since his release. The laceration decay being almost as fast is a bit dicey but 12 seconds is a lot better than the 10 seconds. I love the laceration knife pulling out action as it indirectly helps him have more map pressure instead of feeling punished for leaving a chase while he has a laceration meter built up. I think 7 hits per health state will also feel a bit more comfortable for both sides playing. I like the idea of the main event change but I think he should do 4 handfuls of 5 knives rather than 3 so it's more guaranteed to get a down when you activate it and get more value from it since it takes a while to charge up (if his maximum laceration was still at the hypothetical 7).