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Trickster Improvement Ideas (Evolves into a dash and projectile killer! etc)

The Trickster is characterized by its ability to use much lighter ranged-weapon compared to hatchet and speargun. Therefore, he should emphasize attraction and selling point that he is a particularly "nimble" among projectile killers, but I think his nimbly is still insufficient at the moment. What he most needs to establish his unique and strong appeal that other killers don't have... It's not ability to "spam low-power projectiles while slow speed moving", nor "move fast and attack by melee". I think it's needed unique ability to "move fast and attack with projectiles".
So specifically, I came up with the following ideas.

*Allows him to "Dash" during the Main Event

  • When you press the ability button during the Main Event, consumes 1/3 of the Main Event Meter, the Trickster will quickly dash (or leap) forward a certain distance. During the dash, the Main Event rapid shooting will stop, and resume when the dash ends.
  • You can also dash multiple times continuously, but each dash will consume Main Event Meter and shorten the duration of the Main Event.
  • Note: With the addition of the dash makes the Main Event more of an important special move. When the Trickster is in an enough excited, he will have more useful options in chases, also sometimes he will be able to reach distant destinations in a short amount of time. And above all, I think, being able to dash nimbly (as if riding the music) is should be fun in itself, and it suits the Trickster character.

*Other ideas (also important)

  • Buff the "Time to enter Throw Stance" in the normal knife throwing from 0.35 sec to 0.2 sec, making the first knife throw more nimble, more good feeling.
  • Reloading knives at lockers will grants Haste Status Effect. The more number of knives reload (not counting missed knives), longer Haste duration.
  • Laceration Meter Limit is no longer fixed at 8, it is smaller (assume 6) when the survivor is healthy, and larger (assume 10) when injured. In addition, when an injured survivors has Laceration, they will be in Broken state until the Laceration Meter runs out.
    These means that the Trickster is more easily to injure survivors than before, and can also prevent to some extent them from healing, making it harder for survivors to continue to act freely, as a result makes it dispel the impression that knife throwing is weak in 1vs4 game. However not OP, because making to "dying" an injured survivors is not so easy, requires an amount of chase time, or requires ingenuity such as making good use the Main Event and Dash. As a result, it will approach to right game-balance.

These changes will allow the Trickster to becomes a truly unique killer, a "lightweight projectile killer that can fight nimbly", and allowing him to establish his own unique strengths and fun to play.
(Excuse me, I'm not good at speaking in English. Thank you for reading.)

Comments

  • Shroompy
    Shroompy Member Posts: 7,902

    Trickster does not need mobility in Main Event considering the main counter to it is breaking line of sight.

    In a perfect world he should just be reverted back to how he was, just without the recoil and ricochet knives basekit

  • JDecker
    JDecker Member Posts: 30
    edited June 2025

    The idea of ​​a "dash that consumes the duration of the Main Event" was inspired by Wesker's Bound Attack, and since Wesker's Bound is accepted, I think it would be fine for the Trickster to be able to dash during the Main Event. Unlike Bound, it cannot be activated if the sufficient conditions are not met, cannot vault windows and pallets, and requires more shots than before to deal damage injured survivors.
    If it still seems too strong, there are ways to balance it. Such us making the Main Event Meter harder to fill, shortening the duration of the Main Event, or more increasing the survivors' Laceration Meter Limit. It might also be a good idea for Main Event to consume the consume the knife remaining (he can barrage while the Main Event regardless of ammo remaining, but he will likely run out of normal knives after the Main Event).
    As long as it's balanced in other areas I don't think it's a problem.

    Post edited by JDecker on
  • Shroompy
    Shroompy Member Posts: 7,902

    The difference though is Trickster is a ranged attack that can mow through people with ease. Breaking LoS is the main counter to it and giving him mobility with it would be way too much

  • MadDragon
    MadDragon Member Posts: 168

    Tricksters Main Event can easily down groups of survivors if they're close enough, and get very easy hits if the survivor is just in line of sight. Making him some weird dash killer just removes his counterplay outright. It doesn't matter how hard you nerf his Main Event or knives (which kinda just defeats the point of this?), it would just mean popping Main Event is free downs and extremely oppressive. Not comparable to Wesker in any way lol.

    It is an interesting idea at least though. I like the thought of giving him something fun/funny while in his Main Event.

  • JDecker
    JDecker Member Posts: 30
    edited June 2025

    I understand, that the problem is that in chases, the survivor have so little to counter the Main Event and Dash that it feels unfair.
    So after some thought, how about the idea of ​​making the following changes, and allowing survivors to "enter the locker" to counter the Main Event and Dash?

    • Debuffed the "Deactivation Time" of the Main Event from 3 sec to around 5 sec. Survivors can pass through the Trickster during deactivation the Main Event.

    Survivors can avoid the Main Event by immediately entering a locker against the Trickster who activated the Main Event. And the survivors can then potentially extend chase by rush exit the locker and use "nearby window or pallet" while the Trickster is deactivating the Main Event. This is similar to the way survivors counter the Cannibal's chainsaw, but the killer's deactivation time is longer, it is safer as they won't necessarily be hit with a melee right after exit a locker.
    In summary, the Main Event and Dash are very strong in loops where there is no locker nearby, but weaker in areas where the rocker and window or rocker and pallet are set together, improving the game balance. I think this will make it easier for survivors to accept Trickster's Dash during the Main Event.