Now that 90% of the community agrees that trickster is bad let's make a list showing what is wrong
Title
I'll start
Almost everything in ( ) is my suggested fix
1 (this is for the console people) recoil and sway is so much on console and really random
(can this be reduced and consistent)
2 why dose he get slowed when holding knives I can understand when throwing them but why holding them
(He moves at 110 when holding them and the slowest he can go is 100 i dont get why he can go nurse speed)
3 trickster has a mediocre identity power wise
(I still believe 1 bounce should be base)
4 it says main event isn't supposed to slow you down but yet I'm slower than survivors
(This may be a bug if not it shouldn't slow you down)
5 main event still disappears very quickly
( one of these 2
A it's time to be activated lasts 30 instead of what feels like 10.
B it stays until actvated)
[ these changes will definitely make him better and enjoyable to play]
Who agrees?
Comments
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I originally made a post about this, but didn't get any response. Here were my suggestions:
- Make the knife trajectory/positioning more consistent and remove recoil. Why is this a thing? Huntress, Deathslinger, or Plague don't have any recoil with their powers, why would Trickster? Yes, he can spam his power but requires 8 hits to do a health state. It also seems like the knives are randomly being thrown to the sides. Both huntress and Deathslinger have consistent positions for their projectiles (center of screen). The unpredictability of the position of the knives you're throwing, the recoil, and 8-hit requirement make his power feel more like a hindrance than a help.
- Remove passive laceration decay. The closest example I can compare to here is Plague. Plague can puke on a survivor, not fully infect them, leave the chase, and still have some reward (survivor becoming fully infected or gaining a corrupted fountain). Trickster could in theory hit a survivor 7 times, break the chase, and gain absolutely nothing from it. Hitting a survivor with a few knives will highly incentivize you to continue the chase at all costs until you can at least injure them. This is ridiculous since killers often break chases to defend gens/totems or chase a more vulnerable target. Here are some of my thoughts on fixing this issue.
- Using M1 to hit a survivor does not lower the laceration meter (fully filling the meter to injure a survivor would still reset it). This would give you more incentive to use your power and allow it to be useful in more situations.
- The laceration meter is reset only when a survivor is downed or healed to the healthy state instead of passively regressing (this means a healthy survivor couldn't reset the laceration progress until they became injured).
- When a survivor has some degree of laceration, they will leave blood trails, even when healthy. The blood trails will become more distinct as the laceration meter increases (like the hemorrhage effect).
- This would be an alternative to b. The survivor would have to perform a mend action to reset the laceration meter. The higher the meter, the longer this will take. Certain actions could passively increase the laceration meter, like running (while not in a chase), or working on a generator.
- Allow Main Event to be triggered freely. Another incentive to using your power is to trigger main event. I would compare this to Oni's power. He has to injure survivors to collect blood orbs, then can trigger is power whenever he chooses. Imagine if Oni didn't have this choice and his power triggered as soon as the meter was full. The snowballing potential of Oni's power is much greater than Main Event, so why is there this limitation? I think once Trickster is able to trigger Main event, he should be able to activate it whenever he wants instead of within a few seconds of his meter filling up.
- This last point is probably the most debatable. If the other are changes are implemented, I don't think this would be necessary. My last suggestion would be to increase his movement speed to 115%. The other slow killers (Nurse, Hag, Spirit, Huntress, Deathslinger) have very strong powers. I don't think Trickster's power in it's current comes anywhere close to the powers of those killers.
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I don't really have a list besides:
- He's worse than the Plague in every way.
I do have a question though about the speed thing:
Are you sure he only goes down to 100% m/s? Pretty sure he goes down to 96% (slower than Survivors) when he uses his first/holds it and eventually can go all the way down to 80% m/s after continually throwing knives.
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Unfortunately all this will be ignored or moved to feed back limbo.
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He's far too slow when just holding knives. I get why Huntress and Deathslinger are slower than survivors when using their powers, because there's a real threat of taking a survivor's health state in one shot. Trickster has to land 8 and it becomes impossible to play at any tile without low walls because you have to keep taking out your knife and putting them away.
Trickster's base could be 115, holding the knives out (not throwing) could be 110 and then he becomes slower as he starts to throw knives.
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Heres mine
- Remove recoil, we already have to manage movement of both players, an ammo count, aiming, and adjusting for the knifes coming from the left and right side of the screens, at this point just remove recoil its unnecessary.
- Remove laceration meter decreases, m1ing any survivor decreases the meter on all survivors by half even the ones you didn't m1, remove laceration meter decreases on hook, all survivors on the map don't need their meter reset just because you hooked someone
- Remove decay over time, there is no need for his power to be less than useless just because you couldn't get it to full, it needs some sort of stored progression or time investment from the survivors to decrease
- Add his death throws iridescent ranged effect to be basekit, you should always be rewarded for knife throws at farther distances not just if you have an iridescent addon, it makes him more interesting and raises his skill ceiling, say for example a knife at 20 meters has 100% bonus, 40 has 200% and 60 has 300% meaning it only takes 2 crossmap knives per health state which would make him pretty fun with stuff like bitter murmur and bbq for snipes.
- Increase base movement speed to 115%, his payoff of throwing 8 knives that hit for a single health state is already a lot might as well still leave him with the ability to loop normally when he can't because in most maps where he doesn't have los he both can't use his power and can't loop because of being 110% speed
- Let him save his main event ability, remove either the windup, the cooldown, or the 10 second duration that you can't throw knives after because in its current state its basically a detriment as soon as the survivor exists los because you never move fast enough to catch them
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I think you are a bit confused with his iridescent where if you hit multiple in a row he dose bonus damage up to 200% but honestly he needs anything he can get so even if this made him op I would be ok with it its easier to bring op things back down
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Well then looks like were gonna have to keep this at the top of feed back until something happens
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Yea I'm trying to make him worthy of 110 killer the easiest and laziest solution is to make him 115 but I would much rather have an interesting power than current legion again
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It doesn't matter. They released another dud, just milk a few sales and move on like they did for other killers.
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Agreed on many of the points above. Couple others:
o Survivors shouldn’t get sprint burst when injured.
o Trickster should receive brutality bloodpoints when taking a health state.
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The problem with trying to balance him around 110 after playing him, is I see no way you can make his current power be strong enough to justify 110 without just making him impossible to deal with. I also don't see a good way for him to really stand out from Huntress or Deathslinger.
A good niche Trickster could have is being faster. 115 base, have reduced speed that is still faster than survivors when holding out his knives, and when he starts throwing knives he becomes slower. This would also buff his main event as now he'll have faster movement in main event while not suffering the reduced speed penalty from throwing. He'll still have to land 8 shots to damage survivors, but he now has a better shot at landing those hits when playing tiles with tall walls whereas right now it's practically impossible due to laceration decay.
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His base is 110 and then when
holding a knife he is definently slower like pluage when charging puke slow
Then gets slower the longer you throw knives
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Yea that is an issue but I would rather have an over performing killer that way he can be turned down like ph or old legion both were pretty busted got some changes and now are ok with their own gimmicks
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Right.
The thing is, Plague is only slowed for a short time (during start of the charge) Trickster is slowed so long as you are using your power.
It's hilarious.
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If the devs needs random players feedback to realize how bad he is and how to fix him, then I'd say they need to quite their job and start working as farmer or something.
But sure, let's go ahead.
First let's pinpoint what the "fantasy" of the killer is supposed to be.
I think it's pretty clear is to have the idea of a sadistic yet extremely skilled knife thrower.
Alright, now let's check what his current kit is about :
He has a very slow stance swap animation (the time it takes him to be ready to throw)
A very slow fire rate with a windup that requires him to keep firing for a couple of second before being effective
A strong recoil that makes his shots very random and unprecise
He doesn't have a corsair, which again, makes it pretty hard to hit people with your first throw, especially at distance
A noticeable fall off which bring up the same problem that the previous point
A slow travel time that makes his mid to long range effectiveness pretty low
A low impact effect overall, when you finally hit someone, it does very little and goes away very fast
A slow when he is in throw state that increase when you start throwing blades
When a survivor is wounded by the blades he gains a speed boost the same way than he would have when hit by a M1
A M1 will drastically reduce the blade meter on survivors
A ammo count that despite looking big at first seems to always be too small (highlighting how hard it is to actually hit people with it)
And a "Main Event" that activate itself automatically and make you slow to a crawl
A base speed lower than most killers
A good lunge attack.
So, when you put all these points together, what do you get?
A killer that cannot do some quick poke to the survivors during chase because of how long it takes for him to get his blades out and how much it will slow is already low speed.
A killer that when using his skill end up throwing willy nilly blades everywhere with a very poor accuracy while being slow to a crawl, and a killer that unlike the plague cannot just chain his skill with a M1 to quickly get a take down on a healthy survivor.
I don't know about you, but I think this is the exact opposite of the lick and skilled image BVH is trying to give him.
So here's what I'll do, rather than just removing all the needless drawback he gets I would just retool him entirely, getting him away from the "spamotron" idea and bring him to a "precise and measured" killer.
First remove the swap stance time and remove all slow from it. Then remove his wind up and give his blade a cd (around 1.5s).
Give him a cross hair, drastically reduce the fall off of his blade and increase their speed.
Then reduce his ammo count to 20, and reduce the hit needed on survivors to 5.
Replace the automatic blade meter regression with an action needed by the survivor, like mending, that will remove the blades one by one and remove the blade meter reduction from M1 and the speedboost from a blade wound.
And last but not least, make him 115% speed with a normal terror radius.
The idea here is to make him a precise thrower that will be able to hit people precisely, wich even a change to do some long range hit, and be able to poke survivors around corners, windows or palettes, but he wont be able to spam blades as fast as he does now... until he use Main Event. He will also be able to get you high on blade and chain it with a M1 to create a 2 punch combo.
Main event would be an CTRL activated skill that will simply reload all his blades (no more inifnit blades) and give and double his throw speed. This will be a powerboost that he'll be able to use when needed to start snowballing.
Alternatively, something probably a bit more intersting that that Main Event would be to give him the ability to charge his blades to throw a couple of them at the same time (think Zenyata charge attack), this could lead to some interesting mindgames and burst.
An here you have it, a killer actually worth playing, with a strong identity that matches his flavor.
Is it possibly too strong? Sure, maybe, it will need some test, but I think this is the way to go. Get away from the spamy clown that randomly throw shap glass around and make him a more efficient ninjaesque killer.
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I just played him for the first time, and holy ######### his recoil is ######### insane. Why do throwing knives even have recoil? They're knifes, not a machine gun.
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I do like this
I personally was thinking this is how main event should be
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..
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Trickster gameplay is so garbage, they actually want money for cosmetics, etc
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He needs to be 115% and the blades shouldn’t decay
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Boosting this so it stays at top of thread (idk if that works but something has to be bloody changed, it's legion-V1 again, boring useless power, can and will down someone with it but in a excruciatingly long period of time with literally no counterplay but LOS blocking)
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PTB was extended, look where that got us, the same issues were in the PTB with Trickster despite the LARGE amount of feedback.
Might as well release a Killer without a PTB after bugs are fixed, they already spend their time releasing bug fix patches after the PTB anyways.
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Well then if no body plays the ptb we will see how that devs know bestl ogic applies granted that would never happen
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It's pretty clear at this point that BVH has a very rigid development structure that is most likely that way due to some out of touch higher ups that thing they know best despite having some pretty clear lack of common sens and knowledge required to design a proper killer.
And this rigid structure has decided that PTB will only be used as preview for the players and maybe (but I doubt it) as early spot for bugs that will be patched post release (not before, but AFTER release).
It's sadly a trend that is getting more and more common in the video game industry.
THey still do PTB, because that's "how things are done", but they dont remember WHY its was done like that back in the day.
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What's wrong with the Trickster? The summary is that his main event suffers from the Myers problem of having a power that's too demanding for less payoff, except it's much worse, and his knives are only useful in some circumstances, but he doesn't have average speed to rely on, making himself highly dependent on a situational power.
You can break the problems of main event down here.
- Main event is, on average, only downing 1 person out in the open because of the 10 second duration. The only exception is if survivors try to body block.
- It can only be used out in the open or on the way to a short filler loop since it forces you to be aiming at all times.
- Canceling or not, you get a total of 13+ seconds of not being able to use the knives.
- You can only 99 it, not store it, and on top of this, it has a lengthy wind up time.
This means main event is effectively the most anemic ultimate ability for killers while being the most restrictive. It's like if Oni 99'd his power in one hit, but could only down 1 person. This theoretical Oni would also be better than Trickster because he still could down survivors at walls in a timely manner. The most obvious solution to this is remove the 15 second use timer, and let the killer use his power for those niche scenarios, and let them walk whenever they want instead of a forced slow. This is not unreasonable. This power at a wall loop is basically 10 seconds of being comparable to Huntress, Deathslinger, or Demogorgon with only Shred. Out in the open, it's just 10 seconds of being Billy or Leatherface. The cooldown could also probably be axed. Basically, every single negative attached to the power is a bad balancing decision in the development process.
Now for the knives.
- Line of sight blockers prevents his power usage. This isn't terrible until you consider that any window vault forces Trickster to take the long way around.
- He requires a grand total of 8 knives to get a down. This DPS is so low, that he has to win mindgames and hit survivors in vault animations twice whereas every single ranged or psuedo-ranged killer in this game only has to do so once. This means that he just burns time even when played effectively, causing the gens to fly.
- He's 4.4m/s. It's not a matter of "there are these circumstances where you shouldn't use his power." He can't win loops that faster killers can, so any loop his power can't deal with is a loop you must avoid. He might be the only killer that might struggle in L and T walls.
The result is that the only playable structures for Trickster that don't burn massive amounts of time are short filler loops, or out in the open, which is terrible.
How is that solved? Well, for one thing, the most obvious solution is to make him 4.6 m/s (while keeping the 24m terror radius because he needs all the help he can get). Having a situational power isn't that bad if the killer in question can fall back on M1 mindgames, which he can't ATM. The second thing would reduce his required knives from 8 to 6. This way, he could actually get survivors in locked animations if he wins a mindgame, and starts pelting them before they even get to the window (still weaker than say Huntress or Deathslinger if they get a last-second shot). I can't stress this enough. Demogorgon's shred will handle LT walls and jungle gyms better than him, and he's 4.6m/s with an entire other power in his kit, and he's considered by many to be mid-tier at best. Even if Trickster deals damage with 6 knives out in the open, he would not be killing faster than Huntress out in the open.
The devs have clearly shown that, in the development process, they never ask the question "what does the new killer do relative to the rest of the cast, and are those killers overpowered?" The answer for Trickster is that he does worse than any other killer of his type (ranged) in just about any scenario, and the only high-tier ranged killer is Pyramid Head, which should have been a warning sign that he was going to be trash on release. But you know, the feedback from players that understand the core game mechanics need to go straight to the garbage bin.
I'm so glad I only used shards to get him. Bamboozle will be practically mandatory on him if I want to use him and not just farm his perks. I'm disappointed even thought I didn't pay money. Can you imagine how unsatisfied paying customers are for this chapter? Only half the content (the survivor and perks from both sides) is good.
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I made a quite big one, if you wanna check it out: https://forum.deadbydaylight.com/en/discussion/238719/the-trickster-is-op#latest
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