What I hope they'll change about Trickster

Now that we know they're overhauling him, here's what I hope they do:

  • Make ricochet basekit, and increase the knives' power for each time it plings off something before hitting, so that less hits are needed (like 0 plings = 8 hits, 1 pling = 4 hits, 2 plings = 2, 3 pling = 1 hit) with a max of 3 plings
  • reduce his range then a little. I have seen huntress slug for the 4k by sniping from the swamp boat, and trickster atm has infinite range too iirc.

I think this could make him the first ranged killer that's not at a loss in indoor maps

Comments

  • MeltingPenguins
    MeltingPenguins Member Posts: 3,742

    Because it would give him something unique that would also require some skill to pull off. Right now people are using M1 on him because his power is pointless. so let's make it worthwhile. Give people something to show off with.

  • TicTac
    TicTac Member Posts: 2,926

    Ricochet would increase the skill cap, but he needs something that someone wants to play him. I think its almost unavoidable that nobody will play him in one month.

  • MeltingPenguins
    MeltingPenguins Member Posts: 3,742

    distance. We have it with slinger and afaik huntress' iri head soon that you need to hit from a distance. so... have it be a weapon that loses its power if you are too close.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    if trick blades are basekit then why would we want exploding knives

  • Moxie
    Moxie Member Posts: 806

    Yeah I agree. You can't really do "trick" shots with the abysmal tiles in this game. Getting a ricochet hit is literal luck. I don't know why people think this would help Trickster at all.

    Play with Trick Blade add on (which allows an additional bounce) and you will see how ho hum ricochet really is.

  • Lord_Tony
    Lord_Tony Member Posts: 2,109

    I say make explosions part of his base kit


    then have trickblades as an addon dealing double damage like in ptb

  • BioX
    BioX Member Posts: 1,378

    because not everyone is a tryhard, some people want some fun/new-ish gameplay, crazy I know

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    After playing a bit with trickblades I've come to the conclusion they are not the answer. The terrain is just too inconcistant to make it worthwhile and increasing the damage per bounce just goes back to throwing knives at the survivors feet to increase your damage with little to no effort.

    Maybe if the ricochet blades had a small homing effect to them so you can easilly hit a non-moving survivor crouching behind terrain but that doesn't sound promising too

    He just needs to be faster. Either zero slowdown while throwing knives or 115% by standert. And either the spread of the knives or the recoil needs to go. Preferably the spread for me but for console probably the recoil.

    Also main event needs to be activatable whenever you filled the bar.

    I don't think he needs more damage or even less laceration decay. He just needs to be able to hit knives more reliably. That will solve the damage and decay too

  • GodDamn_Angela
    GodDamn_Angela Member Posts: 2,213
    edited April 2021

    Base Ricochet wouldn't even do anything. It has little, if any, homing so they are literally just bouncing off walls and going in any direction.

    With the suggested changes from the OP he'd turn into a "aim at the feet and get quick damage" like on the PTB. He would be even less fun to play against and less fun to play as, which is the only thing he currently he going for him for a lot of players - He's fun to play as.

  • SirCracken
    SirCracken Member Posts: 1,414

    Like the second coming of Jesus? Really? It's the only unique thing that Trickster can do compared to other killers. I think wanting to make it base-kit instead of relegating this feature to an add-on is a fine enough thing to want, among the many other buffs that Trickster needs.

    Do you not want him to get this change for some reason?

  • Seraphor
    Seraphor Member Posts: 9,436

    Probably because every other buff suggestion just ends up making him 'more like the Huntress', so they add this is to make him unique.

  • Nameless
    Nameless Member Posts: 869

    What good is "the only unique thing that Trickster can do" if it's useless balancing wise though? Sure, there's no harm in advocating for this to become basekit. That is of course if the devs decide to do more than just the common "buff" basically everyone is asking for, that being the ricochet knives. If the devs decide to do just this, you just shot yourself in the foot. You asked for a change, you got the change but it just doesn't do anything.

  • SirCracken
    SirCracken Member Posts: 1,414

    What else is there to advocate for besides just making his power better? It's so boringly designed that there isn't much else you can do to make it stronger beyond decreasing how many knives it takes to injure someone.

    Also, the add-on is not as niche as you think. When suffering as Trickster, my go to add-ons are the ricochet + piercing knives. Tight loops become slightly more bearable as you can force survivors out of them, and you can make the shack completely unsafe even if the god pallet is dropped.

    All this takes way too much skill and game knowledge to be worth the reward. But it's still something. It's not like say, advocating for Franks Mixtape to become basekit on Legion just because. The bouncing knives have an actual use.

  • Nameless
    Nameless Member Posts: 869

    There's multiple ways you can make his power better and decreasing the amount of knives to take a health state is one change you could advocate for. Making the Trickster 115% speed is another for example.

    The hitboxes of objects are way too way too wonky in my opinion for ricochet knives to be a reliable buff. Even in straight tiles where the ricochet would seem obvious, the knives start flying in every single direction possible. Sure, it's a fun change, but my concern is that the devs would leave it at that because that's what the community asked for.

  • Seraphor
    Seraphor Member Posts: 9,436

    I'm against making him 115% because that would invalidate his power altogether. He'd be an effective M1 killer then, why use his knives at all?

    Instead, have each laceration slow down survivors by 1%. Get 7 lacerations, slow them down 7%. You can either catch up and M1, or make it easier to hit them with knives as you're both slowing down. That's a better speed difference than the 5% base increase, and rewards use of his power.

  • TheRockstarKnight
    TheRockstarKnight Member Posts: 2,171

    Trickster needs major changes.

    As is he's halfway between Deathslinger, Plague, and Huntress, but just flat out worse than them. He can't snipe or reliably deal damage at a distance like Huntress because of his reduced accuracy and need to land 8-7 hits, his ability to hit through tiny gaps like Deathslinger is also diminished by his reduced accuracy and need to land 8-7 hits, and his ability to rapidly attack multiple Survivors, attack over low wall loops, and take extra advantage of deadzones is overshadowed by Plague's superiority in all those same things in addition to her having other benefits.

    Giving him basekit Trick Knives will do nothing. Trick Knives are a meme, you can't control or predict them, and even if you could the random nature of level geometry would make them incredibly situational.

    Just buffing him to 115% movement will also not change him; he'll still be a hybrid with no identity, just a faster hybrid with no unique identity.

    What he really needs is to be something unique.

    -

    My suggestion? Make Laceration something more than progress towards a health state.

    Instead of lodging knives in a Survive to Injure or Down, throw them to inflict debuffs.

    Off the top of my head, each successful knife could increase pained sounds (in homage to his lore), slightly reduce maximum movement speed (talking 1% or 2% type slightly here), and/or reduce Survivor action speed (it's hard to heal or do gens with a bunch of knives sticking out of you).

    Filling the Laceration meter could inflict Exposed (so there's a reason to do it in chase), reveal auras (again, major chase benefit), cause Oblivious (minor chase benefit, more for long term value), and/or inflict Incapacitated (major long term debuff, no chase value).

    Laceration would also not decay passively. You'd either need to find another Survivor to take the knives out of you (which would take a lot of time because they're small and very sharp), or just carry on despite them.

    The kicker? Survivors will no longer be able to see their progress towards maximum Laceration. You'll have to keep track in chase to know whether or not it's worth it to ignore the knives in your back or have Meg try to yoink them out.

    While Meg does that however, she'll face a specific amount of difficult skillchecks. If she fails them, she'll inflict Laceration on herself (the knives are sharp).

    Trickster's add-ons would then be changed to suit this new style of gameplay. Like add-ons to remove the notification for the Laceration removal skillchecks, increase/add to the debuffs of Laceration, increase the Laceration gained from flubbing skillchecks, and etc.

    Also Trickster won't pull out knives and aim anymore, you'll just tap M2 to chuck them at people while going either full speed or a little over 100%. Main Event will also be scrapped, it's literally worse than worthless right now and I think it's better off being deleted than buffed.

    The goal of this change would be to encourage the fun aspect of chucking tons of knives at people while acknowledging and accepting that needing to land 8 knives is generally going to be harder than getting a single M1.

    So when you land 7 knives in Dwight but then just M1 him and hook him, you'll have accomplished something besides being an M1 Killer and having fun chucking knives.

    And if you get that Zarina that isn't going to be easily caught at a loop by an M1 Killer, leaving her with just 2 or 4 knives will also still have a benefit.

    Ideally you'll play Trickster the same way as you do now, and still have fun doing the same type of stuff. But now it'll have a more powerful and lasting impact on the match.

    -

    TL;DR :: Trickster needs more than a straight buff, he also needs to be able to do something to make him more than a copy of Deathslinger, Huntress, and Plague.

    My suggestion is the knives don't injure, but instead inflict powerful debuffs to justify throwing them.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Given how arbitrary and random the collision in this game is, I wouldn't exactly call ricochet a "skilled" mechanic.

  • SirCracken
    SirCracken Member Posts: 1,414

    Funny. I've already made a post suggesting most of these: https://forum.deadbydaylight.com/en/discussion/239303/problems-with-the-tricksters-power-and-how-to-fix-them#latest

    Among my suggestions is the base-kit ricochet. But it is by no means the most important change I think Trickster should get.

  • BioX
    BioX Member Posts: 1,378

    well as you seem to have read the buff ideas a lot you should have seen that very very very few only say "ricochet basekit" and thats it.

    Its just a part of it

  • Yords
    Yords Member Posts: 5,800

    It's not really to make him stronger, but make him more of a trickster. It is a little trick he can do, right now he is a pretty meh trickster, the name doesn't fit just right.