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Trickster Update Feedback

2

Comments

  • CammyChameleon
    CammyChameleon Member Posts: 335

    It's mainly pre-running on the survivor end. Instead of playing around loops we play around catching survivors off guard so we can actually be close range enough to chase them, but a good survivor will never let that happen, so instead it just always is Pre running at high mmr. This isn't always bad if you look at Artist for example, if she places a crow at the pallet or window you have to pre-run to the next tile, but that is okay because Artist is 115 and can help balance out all that pre running.

    I think if Trickster was 115 he would be fine because he can just catch up while not using his knives to actually start/initiate a chase and then he gets properly slowed down while actually using his knives with the new movement speed reduction system he has for spamming the knives.

    If he has to be reverted to 8 knife health states for him to be 115 I think that is also okay considering we have Increased Throw speed, increased reload, information on main event, better addons, and the whole style system added onto it to the point where it wouldn't even be reverting him to what he was, just that it was expanded on. That is as long as we keep the style system which we definitely should.

    Just 4.4m/s never feels good for killers who don't have dash abilities. Spirit/Chucky as least have mobility like that, and ST Vecna for example can afford being 110 because he has more range that can go through walls and can injure in 1 hit, where has trickster has to abide by walls being in his way and takes 6 hits to do a health state while also being slowed down further if you keep missing. I think both Hag and Trickster should be 115 simply with how their powers work because they don't have any crazy injure through walls or dash abilities, and one could even argue death slinger.

    But perhaps something that should be explored that hasn't been explored yet ever is the idea of a 4.5m/s killer or 112.5% move speed. I think a few killers could have that as a sweet spot but that's a discussion for another time.

  • CammyChameleon
    CammyChameleon Member Posts: 335

    Overall Trickster feels more fun, but he feels much weaker mainly because he is 110 now and the new map is pre run hold W central, especially with exhaustion perks.

    There are 2 ways I'd buff/tweak trickster to fix this.

    1.

    Increase the Laceration Decay Delay as it is still incredibly fast.

    Remove the speed penalty entirely when throwing consecutive knifes or heavily reduce it at least. (Alternate option is give a bit more knives base kit maybe like 40)

    Remove the 44 Meter terror radius in main event, it HEAVILY nerfs his big power up mode that he has to work hard to get and just makes the info and strength you get from S tier even weaker because survivors just pre run you from even earlier as they hear you terror radius and basically makes it a MUST to have undetectable perks to play around S tier which doesn't feel great having to rely on a perk to cancel out an unnecessary downside. Esp when even killers like Blight Billy and Wesker all have a smaller terror radius than 44 meters and they are 115 movement speed killers.

    2.

    My second option if you don't want to have to keep fine tuning all of these values and making changes, is make Trickster 4.6m/s again. Because of the movement speed reduction introduced in this update for trickster's move speed while throwing knives you don't really need to keep him as a 110/4.4m/s killer. If he is still moving slower than the survivor while throwing knifes, it shouldn't matter how fast he moves when he is just walking after a survivor trying to catch up to get LOS on them. Cause then he is just 110 and has to spend forever doing the catch up/ walking simulator gameplay which is incredibly boring for both sides imo.

  • terumisan
    terumisan Member Posts: 2,346

    people can shift w to start and if he throws knives in chase he slows down even more taking an eternity to catch up to a survivor since if you hit them they get a speed boost on top of trickster himself being slowed

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,451
    edited March 18
  • Sothis
    Sothis Member Posts: 7
    edited March 18

    Trickster requires sustained use of his power to actually get an injury. It can take a lot of time, which in combination with the fact that he slows down + gives survivors a speed boost after he does take a health state means he loses so much distance. It feels like you are actively punished for using your power.


    This isn’t even mentioning loops that dont have LOS. If you can’t see over the loop, there is very little you can actually do as trickster, which just feels underwhelming. I understand that killers shouldn’t have a power that works in 100% of situations, but in combination with the fact that he is 110, it feels like you get punished for simply playing him:


    Try to use your power? If there’s no LOS you’ve just slowed yourself down and given the survivor even more distance.

    if you try to adapt with by mind gaming and using M1s, your slower base movement speed prevents you from doing this properly too.

    Essentially, I think it’s one thing that he can’t really use his power on a lot of loops because of how tall and cluttered loops are nowadays. But this is an issue when he doesn’t even have the choice to not use his power and chase you normally because he is 110.


    Also something I’d like to mention is how it seems the new update incentivises Trickster to go for M1s. It gives him style points, and makes sense with his lower knife count. So why then did you also make him 110 to make doing this exact thing harder? Idk to me it just seems so counterintuitive, on top of all the other issues I’ve mentioned about him being 110.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,058
    edited March 18

    He was 4.4 when he launched, which, for the record, is the default move speed for ranged killers.

    They increased it for no good reason by 5%, which is where the MFT comparison comes from.

    Because, for some reason, 3% of conditional, "permanent" haste was screamed about for 6 months because it supposedly "completely broke every loop in the game" (particularly and especially against this killer), and yet 5% of unconditional, permanent haste is now defended incessantly.

    That's the definition of inconsistent.

    Post edited by Balrog on
  • ControllerFeedback
    ControllerFeedback Member Posts: 652
    edited March 18

    if they somehow go down the wishy washy rabbit hole of going 4.6 meter, 7-8 knives AGAIN without doing anything to address the fact that he is utter horse manure on controller I am going to somehow lose even more sanity

    Post edited by Balrog on
  • FreakyFranke
    FreakyFranke Member Posts: 5

    I think it’s about time I give my feedback as well — not just from a Trickster player’s perspective, but also from a survivor perspective:

    What were you thinking when you reduced Trickster’s movement speed back to 4.4? If your goal was to completely ruin him, then congratulations — you succeeded, and I can explain exactly why.

    His power — the knives — is unfortunately useless on most maps. If a survivor is even somewhat decent at looping, Trickster is forced to rely on his M1. And trying to catch up to a survivor at 4.4 is just miserable. It’s incredibly frustrating. On top of that, there’s the constant reloading, especially now that his knife count has been reduced. During that time, survivors just get away, heal up, and the whole chase starts over — while generators are popping one after another.

    Against gen rushing, nothing ever gets done — but that’s not even the main point here. The fact is: Trickster has almost no chance unless the survivor team is completely inexperienced. Survivors don’t even take him seriously anymore — I’ve noticed that too. They just keep doing gens right in front of you while you’re trying to down someone nearby. Why would they be afraid? He can barely keep up anyway.

    Even the new map is terrible for him. There are so many strong loop options and ways to break line of sight. What are you supposed to do there besides M1? And even that is hard enough to pull off. This can’t be serious.

    I don’t know who thought it was a good idea to bring Trickster back to 4.4, and I probably never will. Yes, I know he’s a ranged killer — but there’s a huge difference between him and other ranged killers at 4.4. Those killers can remove a health state with a single hit or have strong mobility across the map. Trickster needs six hits and has zero map pressure. And like I said, against even halfway decent survivors, it’s incredibly easy to avoid his knives, which turns every chase into a drawn-out struggle just to get a single down.

    Please, BHVR — PLEASE bring Trickster back to 4.6. This cannot stay like this. You wanted to make him more fun and increase his play rate, but you’ve achieved the exact opposite. So many Trickster players told you that 4.4 wouldn’t work for him, but instead you ignored them and listened to survivors who already struggle the moment they have to do more than just hold W.

    You should be listening to the killer players who actually understand how he works — the ones who are now frustrated and barely enjoy playing him anymore. And why would they? There are plenty of other ranged killers who are stronger than him, some of them even at 4.6.

    Take Plague for example: also a ranged killer, but her effect continues after a hit. If a survivor doesn’t cleanse, they stay permanently injured and broken. That’s pressure Trickster simply cannot apply, since his laceration meter decays on its own. On top of that, she has her special ability, which is also ranged — and again, one hit equals one health state. In other words, she’s clearly stronger than Trickster, yet she’s allowed to be 4.6. WHY, BHVR? How is that fair?

    At this point, it really feels like most people in the community who insist Trickster should stay at 4.4 — especially survivor players — just hate him and don’t want to face him. So they want him nerfed into the ground until nobody plays him anymore. And honestly, you’ve almost achieved that.

    I already know several players who used to enjoy playing him but have now dropped him because he’s simply too weak and no longer fun. And yes, his base movement speed is one of the main reasons. A killer who needs six hits just to remove one health state and has to rely heavily on M1 should NEVER be 4.4.

    So please, rethink this decision and revert his base movement speed so he at least has a chance to keep up again.

  • juciy8717
    juciy8717 Member Posts: 98

    I don't really play trickster that much I think he should go back to being 4.6 m/s (115%)

  • tyantlmumagjiaonuha
    tyantlmumagjiaonuha Member Posts: 761

    This isn’t limited to Trickster—it’s something I consistently notice with all 4.4 m/s Killers. Especially for Killers like Trickster or Huntress, who lack teleportation or high-speed movement abilities, if Survivors manage to hide effectively or notice your approach early enough to retreat, it takes longer to engage in a chase, and the Generators progress accordingly.

    While we can use perks like Aura Visualization to reduce wasted movement time and close in faster, certain maps make it easier for survivors to hide or dodge knives behind cover. As a result, Trickster is more susceptible to map conditions than other 4.6 m/s Killers. In that regard, the map recently implemented for Trickster is the worst possible match for him.

    Getting back to Trickster himself, it’s a shame that the Cut Through You add-on’s effects changed from the PTB. It used to be a fantastic add-on that could mitigate the 4.4 m/s drawback by leveling it up and maintaining it.

  • Ricardo170373
    Ricardo170373 Member Posts: 840
    edited March 18

    Im a Trickster's main and i prefere so much more this version ( 4.4 with 6 blades) than 8 blades and 4.6. Now his feels so much more like the old version before te Chucky's update, and hes personality is back. I prefer this version than the 8 blades version. 8 blades was a terrible decision.

    Post edited by Balrog on
  • BongoBoys
    BongoBoys Member Posts: 836

    Way slower to traverse the map, slower to catch up to survivors or slower to get a good angle to throw knives before we lose line of sight. Hold W is very strong against him.

    I just don't know what the logic is between judging what's too strong for a killer he has to be made slower?

    A ranged killer like Trickster with no movement abilities gets put at 4.4 yet Ghoul who gets a free Injure and has insane mobility gets to be 4.6? The logic just makes no sense.

  • MrRetsej
    MrRetsej Member Posts: 180
    edited March 18

    Can you please explain why you feel the old version was better to those of us who aren't Trickster mains?

    [Edit] To those of us who don't play Trickster regularly, but do play ranged killers, he doesn't feel fun to play as now, much as he didn't feel fun to play when he was originally 4.4. I'd like to understand why someone would find a killer "better" with "more personality" when they're slower and require 6 times as much effort to get a health state as other ranged killers, and even worse map mobility than the majority of the killer roster.

    Post edited by Balrog on
  • Gudnight
    Gudnight Member Posts: 1
    edited March 18

    I don't know if behavior will read this but i think that mina should be able to use the trickster's other weapons and not be stuck using only one.

    Post edited by Balrog on
  • jasonq500
    jasonq500 Member Posts: 479

    These are the issues that I have noticed with trickster

    His knife management are way too low and punishing, going from 44 knives with two add-on giving you extra knives ( 8 and 4) to 36 with one single add-on that only gives you 4 extra knife

    him being 4.4 instead of being 4.6 made him really hard to catch survivor in tight loops scenarios especially in indoor maps like rpd and the new map

    your style rank goes away really quickly whether or not you're in an active chase

    His add-on in my opinion are pretty meh, not really a fan of the all the add-on except for death rows compilation and ripper brace, am disappointed they reworked cut thru single into having a different effect though

    I really thought he became better from the ptb but after playing a couple of rounds live he definitely got a bit worse even with the buff he's given, I'm really disappointed in the rework ngl 😔

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,641
    edited March 18

    Im kinda bummed that she wasnt shirtless like trickster

    Post edited by Balrog on
  • dbd900bach
    dbd900bach Member Posts: 979
    edited March 18

    I'm in the minority obviously, but in saying I like this version of Trickster, I'm not saying I like everything about them. Yet the more I play, the more I understand and have fun with this killer.

    The style system is a visual representation that feels good. You get faster throw speed and locker speed, and of course main event which for me has gotten easier to get over time. Despite being on console, I am getting more accurate as I play.

    With only 6 blades needed to take a health state, Trickster feels pretty lethal in most situations. Obviously this comes at the downside of maps being cluttered with a lot of line of sight blockers. When you do have line of sight though, especially at range, Trickster can still melt survivors. He feels extremely lethal, especially when survivors group up. Its a death sentence and he can easily wipe a team with his knives alone if survivors are being too altruistic.

    Add-ons are hit and miss. Lucky Blades offer so little that they're useless, while Tequila Moonrock feels like a must or the throw speed is just too slow between ranks which is important for flow and momentum. Trick Blades are still the coolest add-on and it feels super satisfying hitting actual deliberate trick shots. Plus sometimes you get that bonus laceration to burst someone down. Edge of Revival is too map dependent to rely every game. Its pretty much useless on certain maps. The rest are pretty standard number changes like slower decay or increasing the duration of main event. Also aura reading which is always nice but never truly needed. Iridescent Photocard makes main event last for such an absurd amount of time.

    Mina is 10/10, but she has 100% better animations than Trickster. It's sad. The spinning bat thing just isn't working for me.

    Now here's the not so good parts. Despite Trickster carrying good lethality, the 4.4 movement is the defining factor because it makes Trickster so weak against holding W. Plus certain loops are just impossible. You will never catch up in a meaningful way and the obstacles are too high to use your knives. At that point its better ti abandon chase, until you run into the issue of the survivor always running to that loop, or holding w at the faintest hint of your presence. Yet, making Trickster 4.6 would just cause nerfs to the fun parts of his kit which I don't want at all. I'd rather the slowdown from throwing knives be adjusted first more than anything.

    Now I want to ask what the actual opinion is of players actually playing Trickster. Not just a few games but genuinely trying to make it work and putting actual effort. I played all day and enjoyed Dbd more than normal because Trickster has always been my main, and I think he's stronger than before. He just needs some tweaks, but for the love of entity, don't nerf anything. I'd rather Trickster never be 4.6 if its only going to lead to compensation nerfs to his actual kit.

    Post edited by dbd900bach on
  • dbd900bach
    dbd900bach Member Posts: 979
    edited March 18

    I'm honestly enjoying Trickster. I like this version better than the last because his knives are his identity. Yes, it sucks being 4.4, but it sucks worse in my opinion having to hit 8 knives for a health state. It feels amazing needing only 6, and it makes him a lot more viable at range. You're not tickling survivors anymore.

    If they make him 4.6 then they will nerf his lethality. I don't want that. Maybe when he runs out of knives, but otherwise I'd prefer 6 knives to injure over 4.6 any day. This is the most fun I've had with him in a good while.

    To be very clear though I'm nit ignoring the issue. Holding w and certain loops completely counter him and its not fun. Still, I think Trickster is objectively stronger than before.

    Post edited by Balrog on
  • Chrarcq
    Chrarcq Member Posts: 146
    edited March 18
    Post edited by Balrog on
  • dbd900bach
    dbd900bach Member Posts: 979
    edited March 18

    It always pains me when people make assumptions without doing just a tiny bit of research or exploring. Also asking questions that could be very easily answered the same way.

    Post edited by Balrog on
  • FoxGhoul
    FoxGhoul Member Posts: 22

    kaneki needs his anti vault back and please increase tricksters movement speed back to 4.6

  • dbd900bach
    dbd900bach Member Posts: 979
    edited March 18

    She's an AI Idol created by Kwon Tae-Young(the new survivor) that is essentially a copy of Hak Ji-Woon(Trickster). She was meant to replace Ji-woon under Lee Yun-Jins authority, but when he found out, he went after Tae-Young and threw him off a skyscraper. When this happened, Tae-Young ended up in the Entities realm, as well as Mina, the female AI version of Ji-Woon now given a real body with all the murderous tendencies of Ji-Woon.

    Post edited by Balrog on
  • OneShape
    OneShape Member Posts: 22

    Disclaimer. I overall don't mind him being 4.4, but I would be in favour of the PTB, you-get-more-haste-the-higher-your-rank-is add-on returning (and potentially being made basekit) or basekit 4.6 in S rank.

    Something I have undeniably notice tho is that he struggles a lot against "constant haste." Perks like Dark Theory, Made for This or Hope are absolutely noticeable and make playing him against Survivors that run loops with high walls feel way harder.

  • Smoe
    Smoe Member Posts: 3,376
    edited March 18

    Also i wish that Trickster and MiNA had specific in-trial voicelines towards Tae-Young and Yun-Jin the way Dracula have voicelines for the different Castlevania Survivors.

    Feels kinda weird that neither of the Tricksters have such voicelines, and that MiNA only have voicelines towards Tae-Young in the menu.

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,451
    edited March 18
    image.png

    I've played the new trickster and this is my opinion so far:

    I think it's great that they're focussing more on precision with the 6 blades instead of 8, thought I do think that the trickster has been nerfed if you look at the bigger picture, so here are the changes to make trickster where he should be:

    1. Make trickster 115%. Plain and simple. It makes 0 no sense for trickster to be 110% when killers many times stronger like blight have 115%. (I think the current 110% including for killers like hag make no sense overall) especially since this partially destroys his ability to navigate around the map as well, which is plain boring. Luckily we know from previous trickster that the community at large has no real problem with trickster being 115%, so it's a safe change.

    2. The extra slowdown when holding/throwing knives is great imo, trickster should be slowed down as a result of knives. However, to make trickster good and only among higher top tier players that are way stronger facing trickster, while keeping lower elo trickster weaker where killers usually dominate, I think it would be a great chance to give trickster a small movement speed boost after they let down their knives. Enough to compensate the slowdown for throwing 2 knives. Why? Because high level tricksters tend to be very accurance with when they throw and pre-emptively throw around 1-2 knives around every corner and limit that number with discipline. This allows this buff to disproportionally affect higher level players, where trickster currently struggles a lot, while not affecting lower level matches all too much, where tricksters will typically just hold knives long and spam. (if the trickster didn't throw knives they gain no speed boost. If they threw 1 they get a slight speedboost. if they threw 2 they get a bigger speed boost, both to compensate for the slowdown, and after that there's no speed compensation for throwing additional knives)

    3. Ricochet basekit: Ricochets are one of the most unique mechanics and playstyles there is to a killer. Sadly due to it being limited to an add-on, no trickster main can truly master this mechanic. Richocets are not just an addon. They are a playstyle. A playstyle that rewires your brain, trains your muscle memory for specific situations, which is why it's extremely sad that this muscle memory backfires due to not always being able to have it on the killer. To become a true ricochet master requires a lot of skill, and makes this killer stand out as a true unique playstyle, that, together with killers like singularity, the newest vecna, skull merchant all introduce a new paradigm of killer powers, unlike the ever closer malgamation of normal dash-like attacks or projectile killers, Trickster truly has the chance to become something unique, but that can only come to fruition if Ricochet is basekit, due to it being a muscle-memory mechanic, unlike most addons in the game. (Other benefits of this current add-on should of course not apply. Merely the bouncing mechanic)

    Conclusion

    With these proposed changes, I think we'd be able to look at the killer rework in a positive light, and more than just a nerf; we'd have a truly unique killer with a truly unique playstyle and a power, as well as a power that's orchestrated in such a way that high levels players will get the most out of it, where killers struggle, while low level tricksters will struggle more utilizing his kit to the max due to the movement speed mechanic, creating a better experience for lower level players, that tend to struggle more against killer in general

    That's all for now
    Have fun enjoying the new trickster patch everyone ❤️

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,451
    edited March 18

    In response to people saying trickster's only counterplay is holding W:

    I have a more experimental suggestion to add to the list of possible changes too

    image.png

    Instead of trickster's knives progress decaying by time, they decay whenever trickster misses a shot. This means that dodging becomes a legitimate strategy again, and you have to hit more than 50% of your blades to make progress. On top of that, it would disproportionally nerf lower elo tricksters that already dominate in their elos, and propertionally allow good tricksters to shine with the previous proposed buffs.

    Such a mechanic can of course be finetuned based on the following criteria:
    1. His knive progress won't decay if he misses if he hit a survivor within the past 2-x seconds (where u can balance with x)
    2. His knive progress is a bar instead of 5 sections, so you can chose what % decays if you miss, so if a knive added 16.6% then instead of losing 16.6% on missing you could lose for example only 5%, etc, where u can balance and finetune with the %

    Then through finetuning you can balance the killer to where they consider dodging to be a fair level of counterplay against the killer.

    Such a mechanic could also work great if ricochet would be base-kit, by allowing high level tricksters to shine, while not overbuffing low level tricksters that may dominate beginner lobbies. And with a 115% basekit movement speed it wouldn't be too punishing on beginner tricksters either, as they have the safety of being a normal m1 killer as well

  • Ricardo170373
    Ricardo170373 Member Posts: 840
    edited March 18

    Precisely because he's a ranged killer, when he went to version 4.6 the way to play him changed, becoming much more about frantic close-range chasing and close/short throwing, while the old and current versions are much more long-range killers. Spawning blades is the WORST thing you can do now; you need to hit little by little while you're far away and gradually get closer. That's why he had adjusted throwing speeds, a reduced number of knives needed to deal damage, and bonuses to addons that deal more damage for long shots. Version 4.6 became just another M1 killer that turned into a short-range machine gun, and version 4.4 returned to his tendency towards point-to-point shots, not a character that chases, gets close, and fires a machine gun. He never was and never will be easy to play.

    When he changed to 4.6, it wasn't worth throwing blades from afar because he could simply reach survivors normally and u neddes 8 blades to damage, so the blades lost much of their long-range value; it was better to chase. Now, that's no longer the case; you need to deal damage with them because you have more disadvantages without them.

    Post edited by Balrog on
  • Ricardo170373
    Ricardo170373 Member Posts: 840
    edited March 18

    I agree, i prefer A LOT to be a 4.4 and 6 knifes instead 4.6 and 8

    Post edited by Balrog on
  • BongoBoys
    BongoBoys Member Posts: 836

    You completely ignore all the feedback we have given you about new trickster from the ptb and now you rework his addons that were gonna be decent with him like purple addon Cut Thru You album.

    I'm throwing in the towel Trickster will be worthless untill you buff his move speed and give him more knives with increased time it takes for laceration to decay

  • Adam_Francis_Main
    Adam_Francis_Main Member Posts: 98

    There has been plenty of discussion on this in the PTB and even Reddit.

    Map traversal and mobility is the biggest issue with any weaker killers. Also, on maps like RPD, Tricksters delusion and lerys you can literally 4.4 abuse him going in between rooms. On larger maps it's worse because survivors can just hold forward and it takes forever.

    This has been a problem ever since yall decided to give survivors MORE haster after being injured. The theory yall gave was to allow survivors to get to strong tiles and to prevent tunneling, but it's only abused alongside the other hand holding tools you consistently give survivors.

  • Adam_Francis_Main
    Adam_Francis_Main Member Posts: 98
    edited March 18

    Dont worry, one of the hardcore elite p100 Tricksters will be like this chapter is a love letter for trickster players and was made just for them and you need to get better.

    Post edited by Balrog on
  • Sikkerthet
    Sikkerthet Member Posts: 1

    Im really disliking the new changes, i feel hes alot clunkier and is objectively alot weaker. I had some changes made from the patch notes and changed them to be better

    To start

    • The Trickster now gains Style Points for doing actions, regardless of if they where in a row or not

    • Doing specific actions in a row awards bonus style points

    Basekit

    • The Trickster's movement speed increased to 4.6m/s (was 4.4m/s).

    • Increased time to enter Throw State to 0.33s (was 0.3s).

    • Decreased time to exit Throw State to 1s (was 1.15s).

    • Decreased base Throw State movement speed to 3.85m/s (was 3.86m/s).

    • After 6 consecutive Blade throws, Throw State movement speed is decreased to 3.6m/s (was 3.53m/s)

    • After 12 consecutive Blade throws, Throw State movement speed is decreased to 3.35m/s. (was 3.16m/s)

    • Increase Blade throw rate per Blade thrown:

    • After 6 consecutive Blade throws, the throw (was 5) rate increased by 50%.

    • After 12 consecutive Blade throws (was 10) the throw rate is increased by 100%.

    Laceration

    • Laceration Meter decay delay decreased to 10s (was 12s).

    Style Points

    • The trickster now needs 1 more style point to level up his style rank

    • The Trickster performing actions generates Style Points.

    • A combo action is triggered when two back-to-back gameplay actions are distinct and it awards bonus points

    The following actions generate 1 Style Point:

    • Hitting a Survivor with a Blade (first-hit only).

    • Injuring a Survivor (from a basic-attack).

    • Injuring a Survivor (from a Laceration)

    • Hooking a Survivor.

    • Basic-breaking a Downed Pallet.

    • Basic-breaking a Breakable Wall.

    • Damaging a Generator.

    • Snuffing a Boon Totem.

    The following actions generate 2 Style Points:

    • Hitting a Survivor with 4 Blades (without missing or exiting the Throw State).

    • Hitting a Survivor with a Blade from more than 16m away.

    • Interrupting a Survivor doing an action

    The following actions generate 3 Style Points:

    • Hitting a Survivor with a Blade through small gaps

    • Hitting a survivor from more than 24 meters away

    Combo actions

    • Changed so that all actions can be done whenever and doesnt need to be done after a different action

    • Completing 2 actions that grants you 1 style point withing a 15 second window awards 1 bonus point

    S-Rank

    • When reaching of S-Rank

    • Survivors within 40m (was 44m) of The Trickster are revealed via Killer Instinct for 5s (was 4.4s)

    • All Survivors are notified across the Trial.

    • While in S-Rank:

    • The Trickster gains a 40m Terror radius (was 44m)

    • Laceration Meters decay 50% slower.

    • Blade throw and Locker restock speeds increased to maximum.

    • Main Event can be activated.

    • S-Rank has a 60s timer (was 66s)

    • S-Rank can now be paused but not refreshed (unlike lower Style Ranks).

    • S-Rank always reverts to E-Rank (via timer, or once Main Event ends).

    Main Event

    • Press the Secondary Ability button to activate Main Event

    • Main Event lasts 10s

    • Main Event movement speed set at 3.90 m/s.

    • The Trickster throws Blades at at 1.67x the default Blade throw speed.

    • Note: not affected by Consecutive Blade Throw and Style Rank Blade Throw modifiers.

    • Survivors near The Trickster are notified.

    • While performing Main Event:

    • S-Rank timer is paused.

    • Each Blade hitting Survivors awards bonus Style Points.

    • The Trickster can cancel Main Even via the Secondary Ability button.

    • When Main Event ends:

    • The Trickster's Power goes on cooldown for 5s.

    • S-Rank resets to E-Rank

    • The Trickster goes up in Style Ranks over time, based on bonus Style Points earned during Main Event.

    The Trickster's Add-Ons

    Trick Pouch 

    • Increases maximum carried Blades by 6 (was 4) you Start the Trial with 6 extra Blades.

    Killing Part Chords

    • Increases time before Style Rank decays from A to E decay by 25% (was 20%)

    Inferno Wires

    • Decreases Showstopper's cooldown after Main Event by 50% (was 44%)

    Ji-Woon's Autograph

    • Increases the duration of Main Event by 50% (was 44%)

    Lucky Blade

    • On every sixth Blade Hit (was every eighth), an additional bonus is assigned at random:

    • Increases Throw Speed by 10% for 10 seconds (Was 8% for 8s)

    • Gain 5% Haste for 10 seconds (was 3% for 3s)

    • Gain an additional Style Point.

    On Target Single

    • Increases time before Laceration starts decaying by 25% (was 30%)

    Fizz-Spin Soda 

    • Increases the number of Blade Throws required to slow movement speed while throwing by 3 (was 2)

    Waiting for You Watch 

    • Survivors whose Laceration Meter fully decays are revealed for 5s (was 4s)

    Ripper Brace

    • For each Style Rank, you basic-vault Windows, basic-break Pallets or Breakable Walls, and damage Generators 5% faster (was 3%)

    Edge of Revival Album

    • Blade Hits from more than 24m (was 20m) way deal 100% more Laceration.

    Trick Blades

    • Blades can ricochet off the environment once.

    • On every sixth Blade Hit (was every eighth) after a ricochet, an additional bonus is assigned at random:

    • Increases Laceration by 100%.

    • Reveal Survivor auras within 16 meters for 5s (was 12m and 4.4s)

    • Gain an additional Style Point.

    Cut Thru U Single

    • When reaching A-Rank, Survivors within 32 meters are revealed with Killer Instinct for 5s (was 4.4) 

    Death Throes Compilation

    • Refills the number of blades hit during main event when Main Event ends. Caps at max blades

    Iridescent Photocard

    • Increases the duration of Main Event by 100%.

    • When Main Event is activated: reveal your aura to all Survivors, all Survivors’ auras are revealed, and block all Generators for 5s (was 6s)

  • dbd900bach
    dbd900bach Member Posts: 979

    Yes, it sucks that survivors hold w and yes it sucks to be at a massive disadvantage on certain loops, but Trickster is far better than most people are giving him credit for.

    Patience and pacing is the key. I think the thing most people don't get is that Tricksters movement speed is directly tied to his lethality. At 4.4, he's justified in having a 6 blade injure with amazing lethality up close and at range. At 4.6, he has to be compensation nerfed back to 8 blades or even worse slowdown. Then we're back to square one and just tickling survivors.

    I'll take 4.4 hold w and 6 knives to injure over 4.6 tickling everyday, any day, always.

    Wacek is a a very popular Trickster main I found out about through Hens, and they're proof that Trickster was not nerfed. He's demonstrated its possible to obliterate even comp survivors in chase extremely quick. In fact, one can legitimately argue that they're stronger, more fun and more skill based than before. Previous iterations were kind of brain dead, clunky and uninteresting. This version is the most fluid and most fun to me.

    I know a lot of people are going to say I'm wrong, but I hope there's genuine discussion to be had because I think people are hyperfixating on hold w and the 4.4, and ignoring everything else. Please understand what you're really asking for when suggesting Trickster needs to be 4.6. I truly believe he doesn't need to be.

  • Adam_Francis_Main
    Adam_Francis_Main Member Posts: 98
    edited March 18

    Survivors hated 4.4 trickster and people rarely played the killer

    Survivors hated 4.6 and players played him more, but still wasn't common.

    Survivors hate 4.4 and people are dropping trickster, making him a rare killer, but anime skin and a meaningless flashy UI was added.

    With his mediocre map mobility you're better off playing huntress

    Post edited by Balrog on
  • dbd900bach
    dbd900bach Member Posts: 979
    edited March 18

    That's not really a good correlation to justify changes. Trickster is objectively better than his 4.6 version, but he should dumbed down again because people don't want to learn?

    Trickster can actually punish people at windows and pallets consistently now just like Huntress, and can injure consistently at range just like Huntress. You will get injured if drop a pallet or vault in Tricksters face. Plus, they both suffer from the same issues of clutter and being 4.4, yet I don't hear anyone calling for her to be 4.6.

    Post edited by Balrog on
  • Rogue11
    Rogue11 Member Posts: 2,085
    edited March 18

    Yea people are way overreaching on the doom posting over 4.4ms. Huntress has always been 4.4 and is one of the best examples of a balanced killer that rewards skill on both sides. I greatly prefer the more skillful version of trickster we have now over being walked down and back massaged with knives.

    Post edited by Balrog on
  • dbd900bach
    dbd900bach Member Posts: 979
    edited March 18

    Thank you. I really think people are hyperfixating on the 4.4, and I do think most people only played a couple games before making their opinion.

    Post edited by Balrog on
  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,115
    edited March 18

    I don't really think there is much an issue with them, I prefer this to pre rework trickster coz the less hits required is far stronger lol

    Post edited by Balrog on
  • Abbzy
    Abbzy Member Posts: 2,962
    edited March 18

    I thought they would give main event bounce knifes and even if they kittke nerf them (make them in main event do 50% of damage meaning half the bar of laceration point if survivor is hit by bounced blade) it would still be more interesting and not op considering that now trickster has less acces to main event than before and must choose if he will use bonus of s-tier style or waste that style for main event.

    Thanks for feedback, I about to try him this evening but you varified me about his drawbacks I thought he will have, well I hope they buff him a little like 115 speed or atleast more knifes and give main event more love because he is all about lethality he has no mobility and all his succes comes from lethality and if that lethality is lacking than its bad to paly him (he doesnt lack it on low profile loops and open areas but tbh here he nerver lacked in these places and always no matter which version it was he was super strong here), last thing I kinda dislike is the bs of killers loosing power near tha hook like the first (vecna) has almost no power near hook and this continues to endgame which I find even more sick because endgame is part where killer power shouldnt have limitations like that even anticamp protection isnt there and still unhooked survivor has for 15 seconds the haste and endurance which are enought to get him away from hook, tricksters lost of use of main event nr hook is total nerf to his lethality especialy with less knifes in base form.

    Last thing to mayers its just finisher build to tier 3 conditioned by that survivor being death on hook when he gets him its like pyramidheads finisher or vecnas finisher when they have his eye or hand and are dead on hook or anothers vecnas (the first) finisher when they have 4 points and are moriable when death on hook, its good thing because you dont need to go for hook but on mayers this is like 50/50 compare to other finishers you either grab that survivor (which he must make easy for you) or you will down him with your power (he can force it or go in locker etc.) and biggest difference is that mayers has normal mori with normal lenght like 8 seconds but all these other killers have shorter mories as this finisher that takes like half off that time or even less. Its nice thing that fits his character tbh.

    Post edited by Balrog on
  • SpiritWolf
    SpiritWolf Member Posts: 19

    Played a match on Grim Pantry where Survivors would run to Main Building and just run circles around the upper and lower parts and, due to being 4.4 m/s, would be impossible to catch up to them once the broke LOS.

    On top of that, when patrolling Gens as best I could, they would pre-run at just the sound of the "Lullaby" into the nearest structure, wasting even more time.

    TL;DR I've basically had nearly ZERO interaction with Survivors the entire match other than seeing them disappear in the distance or seeing a Gen pop.

  • dylan0908
    dylan0908 Unconfirmed, Member Posts: 4
    edited March 18

    Ok this is 2nd message because I have more to say I know tricksters mori by heart and when I 1st heard ji woons new voice I thought I was hearing things so I decided to listen to his mori which I know how he sounds in it by heart and congratulations you messed it up and BHVR WHY DIDN'T YOU TELL US BEFORE HAND and I swear to the entity if talbot( the Blight) thinks of injecting the serum in trickster I'm throwing him into the void and making sure he stays there

    Post edited by Balrog on
  • dylan0908
    dylan0908 Unconfirmed, Member Posts: 4
    edited March 18

    Ok this is 2nd message because I have more to say I know tricksters mori by heart and when I 1st heard ji woons new voice I thought I was hearing things so I decided to listen to his mori which I know how he sounds in it by heart and congratulations you messed it up and BHVR WHY DIDN'T YOU TELL US BEFORE HAND and I swear to the entity if talbot( the Blight) thinks of injecting the serum in trickster I'm throwing him into the void and making sure he stays there

    Post edited by Balrog on
  • dylan0908
    dylan0908 Unconfirmed, Member Posts: 4
    edited March 18

    Ok this is 2nd message because I have more to say I know tricksters mori by heart and when I 1st heard ji woons new voice I thought I was hearing things so I decided to listen to his mori which I know how he sounds in it by heart and congratulations you messed it up and BHVR WHY DIDN'T YOU TELL US BEFORE HAND and I swear to the entity if talbot( the Blight) thinks of injecting the serum in trickster I'm throwing him into the void and making sure he stays there

    Post edited by Balrog on
  • CautionaryMary
    CautionaryMary Member Posts: 866

    Yep, I agree with Aven here.

    If anyone truly believes that someone would swap off WOO (something that gives on-demand information to know where to loop, create pathways) for the new perk is fooling themselves.

    I can see it becoming a perk survivor uses - survivors love their chase perks and to their brain, I drop pallet and move faster goes off like a little light bulb moment. I can see people using them in tandem with each other.

    I tried using the perk earlier, I'm not a WOO player on my end and even I can see the similarities with WOO + I drop pallet faster and move faster (micro gameplay). I don't think I will use the perk myself, I'm not into micro gameplay as much as other survivors.

    But I also do not hold the idea that WOO is a necessarily bad thing (people use it to learn tiles, soloq use it learn which resources are still there). So, I'm kinda mixed on WOO (a training wheel perk) vs. (on-demand information). I guess I do not have much of a stake in this fight because I don't need WOO, I don't shame people for using WOO, but WOO doesn't make you a good looper.

    Sure, it can walk you through here is pallet, I greed pallet or I drop pallet. But just because you have something leading you somewhere does not teach fundamentals like chaining tiles and reusing tiles (going back to tiles when the current tile is unsafe to be in). WOO doesn't teach you how to run jungle gyms, so I'm a bit iffy on it but generally would not care what happens to it because I do not need it.