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Ranged Killers

ShinVibing
ShinVibing Member Posts: 19
edited July 2021 in General Discussions

In my opinion Trickster should go from 110 to 115 killers when they run out of daggers.

Or just straight up buff tricksters movement speed to 115

Comments

  • Phasmamain
    Phasmamain Member Posts: 11,543

    So reward him for running out? Nope

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207
    edited July 2021

    He needs 115 so bad but BHRV is too focused on "consistency". I really don't get how trickster isn't allowed 115% when blight is 115% who may as well throw himself at the survivors and have borderline infinite mobility.

    You underestimate how much his 110 screws him over. Ill gladly take 115%, 7 knives to lacerate, 60 total knives and 15 second decay time over anything they give him with 110%.

  • Kebek
    Kebek Member Posts: 3,676

    No no no no no, that would be so so so terrible to play against. He's got quite deadly chase power already, quite likely the most deadly when caught in the open out of all ranged killers.

    If he were to become 115%, he would need serious changes, not just small number tweaks. If lethality of the knifes were kept (damage upon filling the meter), it'd have to go to like 12 knifes (with obviously carrying more, like 90) and scrapping of the decay completely and replacing it with "remove knifes" action for survivosr that have any laceration. Besides other less major changes ofc.

    That would be about the only way I can see him going to 115% in a healthy way.

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207
    edited July 2021

    What trickster are you playing? He has the least lethality out of all ranged killers when in the open. More importantly because of his 40m lullaby and his power slowing him down to slower than survivor speed the only person you can blame for being in the open is the survivor player.

    His ability even with the new changes is not lethal at all when pre dropping a pallet guarantees you lose at least 3 knives in decay due to having nothing against pallets, nothing to catch up and nothing to zone with. 115% would make him better at catching up and better at pallets as if his blades fail he can always become a 115 m1 killer. It would still be fair for the survivors as well because if they increased the decay time to 15 seconds (or even if they kept it 10 seconds) they would still have reliable counters to his blades.

    Right now he is too easy to verse. He's a killer whos ability is dedicated to chase and alturism punishment and he's literally garbage in chase. Clown has a better chase game than trickster, and that's bloody clown.

  • Kebek
    Kebek Member Posts: 3,676

    He is very lethal when his knifes can get you, meaning any open / semi-open loop. High wall loops he plays just like huntress, eating the pallet and huntress is considered one of the best killers even with massive weakness to high wall loops like that.

    If as trickster, you're godly at landing all of your knifes, he can get a down fastest out of all ranged killers baseline. Ofc if you miss half of your knifes to get a single down or throw knifes one by one on an unfavorable loop, you're gonna struggle. In a open loop, he's extremely strong, no CD guarantees pretty fast catch up to injuring a survivors while strill throwing more knifes at them.

    I'm not good at him, I hate his power's throwing arc but I can see that if I managed to land near all of my knifes, he'd be quite deadly. He's forgiving with mistakes in terms of getting someone caught in 1 chase but landing all knifes is deceptively hard.

    Making him 115% is a massive buff, many don't realise how big it is for a ranged killer to have those extra 5%. He couldn't stay the same if he were to go to 115% just like old Legion couldn't stay the same when he became 115%.

  • Leachy_Jr
    Leachy_Jr Member Posts: 2,207
    edited July 2021

    Yeah but that's where the issue is:

    You ain't gonna get a survivor in the open when map design is horrible, he has a 40 lullaby, is 110% speed, has nothing to zone people to reduce W gaming potential and gets slowed even further when using knives.

    I dislike using my public matches as a point to prove something but I've versed what I would say is 2 really good tricksters. All others have been bad to mediocre. 1 of them is my friend who hard mains him and I got consistent 1:30+ chases on coal tower when doing 1v1s, the other was a super good PC trickster on Yamaoka and I decided to get him to chase me near the end of the game. I got a 1:30ish minute chase on a map where the middle is guaranteed death so you are stuck to the few tall wall pallets on the edge of the map.

    I only ran these good tricksters because they couldn't catch up to me at all and in turn decay removed the knives. OLD TRICKSTER would've downed me faster. Now imagine if I was running exhaustion perks and was on a decent survivor map for trickster chases, easily 2min+ chases against a killer whos ability is 90% chase.

    Making him 115 would solve almost all of his current viability issues. Make it 7 blades to lacerate and 15 second decay time and then we have something to work with that's good for both sides.

  • gatsby
    gatsby Member Posts: 2,533

    Ironically, that sounds like a much more balanced and viable Trickster

  • Kebek
    Kebek Member Posts: 3,676

    It's difficult to argue what would make him more enjoyable for both sides. Personally, I thought we had more then enough ranged killers before trickster released so as for me, I'd like him to get some kind of a rework that would keep him ranged damaging killer who's unique when compared to other ranged killers.

    Just number changes to make him overall stroger don't feel like the right change imo, it makes him better but he will ultimately still lack personality. Some form of rework (like what I suggested before) would be much welcomed.

  • Chappy04
    Chappy04 Member Posts: 193

    Btw I've just tested how long it would take to fire 24 knifes and it would take 8 seconds so do you thinks it's balanced for a 115% trickster to take 8 seconds of no missing, constant firing to get a down