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Trickster rework suggestion

So, no idea what the idea and state of his rework is in the background, so this will take some assumptions:
1. Main event stays as is
2. his M2 effectively remains the same

I actually think it would be interesting if Trickster, as 110% killer, would gain 1% haste for each consecutive hit he gets with his blades on survivors. Lingering for 5 seconds, that lingering being 10 seconds if his blades take a healthstate, or loses it when he m1's or misses an m2.

That way, a trickster could reach up to 64% haste if he manages to hit all survivors in quick succession, but generally speaking, he would be able to be effectively a 115% killer once he has used his blades to injure a survivor.

Comments

  • Elan
    Elan Member Posts: 1,402

    I feel the current main event is too spammable within chases, plus you can run add ons to prolonge it. Here's my idea:

    1. Decrease movement speed to 110 %
    2. Decrease laceration meter to 6 blades
    3. Main event can be triggered once you land 24 blades and can be manually activated, no longer has window to be used.
    4. Knives bounce of walls once by base.
    5. Increase time it takes for laceration meter to decay to 20s
    6. When main event naturally ends, blades are refilled without reloading.
  • bermudinskas
    bermudinskas Member Posts: 16

    You need to nerf that killer. The damage is absolutely insane

  • CompetitifDBD
    CompetitifDBD Member Posts: 821

    They've said hes pretty much going back to the way he was when he released, with most of the QOL changes They've made to him sticking around like the recoil removal

  • Ohyakno
    Ohyakno Member Posts: 1,499

    Trickster is already 115%. Also this is not a rework, the functionality of the killer is the same, their power merely has an additional feature.

  • Defnotmeghead
    Defnotmeghead Member Posts: 290

    I wouldnt have both 6 blades and bounce as basekit, but I do believe main event should have bounce as basekit.

  • Defnotmeghead
    Defnotmeghead Member Posts: 290

    You didnt read it, the post literally states "I actually think it would be interesting if Trickster, as 110% killer, would gain 1% haste for each consecutive hit" followed by "he would be able to be effectively a 115% killer once he has used his blades to injure a survivor"

    Meaning that Trickster would be turned back to 110%, but its quite easy to stack haste to be at 115% or higher once you use your blades to injure a survivor.

    Also, this is a suggestion for Trickster's rework. BHVR is already busy with making a rework, this suggestion is assuming his current feature stays relatively the same, that he will be reverted to 110%(he is a ranged killer after all), and to make his basekit feature work on top of whatever they will change.

    It could be that main event will get deleted, it could be that his blade mechanic will get a different purpose, perhaps it can only deepwound and no longer down, perhaps it gives aura reading, haste and exposed instead of injuring. We dont know how far BHVR is with the rework, so it doesnt make sense to suggest a rework from scratch.

  • Elan
    Elan Member Posts: 1,402

    It wouldn't make much sense. Idea behind this rework is to make each shot more meaningfull while giving more option to last in less safer areas.

  • Defnotmeghead
    Defnotmeghead Member Posts: 290

    He is always intended to return to 110%, the main reason he is 115% right now is because he doesnt have the kit to be effective at 110%. And no, missing a shot doesnt mean anything except losing the newly applied haste status.

    And since you get haste, it means that each consequtive hit gets easier to pull off too. You just no longer want to spam, which is an issue in his current kit.

    Right now, Trickster is basically "ghostface, but instead of exposing you, you lose a healthstate", and that's never interesting, especially since maps do not increase or decrease line of sight blockers based on which killer is being played./

    This idea intends to remove the "he sees you, you lose a healthstate" aspect, and focus more on "if you hit the survivor a lot, you get haste which you can use to close gaps, if they manage to dodge, they are able to regain some distance". There would be more of a back and forth, instead of just trying to avoid being seen while pre-dropping pallets 12 meters ahead so he doesnt get a free hit on you.