Trickster 2.0 the improved, stronger and better trickster
![whycantIwin](https://forums.bhvr.com/applications/dashboard/design/images/banned.png)
Base movement speed: 4.4M/s
Terror radius: 24M
Base kit: Showstopper
Start the trial with 40 blades (down from 60)
Amount of blade hits required is 7 instead of 8
Wind up time unchanged, movement speed during the usage of showstopper remains unchanged.
Showerstopper blades will ricochet 1 time
Laceration meter: Does not decrease overtime
M1 on survivor having laceration meter remove 50% of the max laceration meter on regular hits (remove 4 blade hits)
Survivor with 6 blade hits (1 more blade hit to deal damage) the laceration meter will decrease by 1 after 15 seconds, taking 2 blades to injure the survivor.
Add-ons:
Common add-ons:
Trick pouch: reduced to 5 from 10
Memento blades: remains unchanged
Killing part chords: remains unchanged
inferno wires: increase main event duration by 1 second, stack
Uncommon add-ons:
Tequila moonrock: increase the main event duration by 1.5 second, stack
On target single: makes the survivors drop their item when put into the dying state by showstopper or main event
Lucky blade: slightly increase restock speed (0.5 second) stack
Ji-woon's autograph: remains unchanged
caged heart shoes: remains unchanged
Rare add-ons:
Waiting for you watch: survivors injured by showstopper or main event suffer from the mangled status effect
Ripper brace: moderately increase restock speed (1 second) stack
Melodious murder: remove recoil
Fizz-spin soda: remains unchanged
bloody boa: reduced to 10 from 15
Very rare add-ons:
Trick blade: any blade hitting a survivor will ricochet to another survivor within a 10 meters radius from the main target dealing 50% damage to the second survivor, ricochet will always target the closest survivor. (does not stack with cut thru u single)
Edge of revival album: every blade hitting a survivor will cause a hindered (5%) status effect for 1 second, the hindered timer will increase depending on how many blades hit the survivor, hitting a survivor with a blade always refresh the timer and adds 1 second (hitting a survivor 3 times will cause a 3 second hindered effect, if reaching 0 the effect is removed, hitting a survivor 3 times and hitting them after 2 seconds will refresh the timer and add another second, making it 4 second hindered)
Diamond cufflinks: when you put a survivor into the dying state with showstopper or main event you see every survivors aura within your terror radius for 3 seconds
Cut thru u single: damage increased from 50% to 200% (double damage, does not stack with trick blade)
Ultra rare add-ons:
Iridescent photocard: Injuring a survivor with showstopper will not give survivors a speed burst, give you the haste status effect (10%) for 10 seconds after injuring a survivor with showstopper, you cannot put survivors into the dying state with showstopper
Death throes compilation: showstopper deals double damage on healty survivors, deals 50% on injured survivors, reduce your maximum carried blades to 20, reduce main event duration to 3 seconds, increase charges needed to activate main event by 2 (see below for main event changes)
MAIN EVENT:
Main event can be saved and activated at will, main event activates when you injure survivors with showstopper, removing a health state on survivors gives you a charge, takes 4 charges to activate main event, once main event is active you can use it whenever you wish.
Main event duration is 4 seconds, during main event, the Trickster suffer 0 movement speed penality and each blade does double damage and will ricochet to 1 nearby survivor dealing regular damage (trick blade dealing regular damage instead of 50%), add-ons that only affect showstopper will not affect main event, only add-ons specifically saying it also affect main event will affect main event.
There you have it, hope you like my Trickster 2.0, let me know what you think and see you in the fog.
Comments
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glad you think so :)
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seems pretty good but I doubt they'll buff him anytime soon especially to this degree since the devs might think he be to overpowered
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doing a big big change or rework usually take years or many months with them, instead of a few weeks,
glad you think it looks good, on paper it might sound powerful but he still have most of his weaknesses, but just the fact the laceration meter doesn't decrease anymore is already a massive buff
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Overall some great changes but I’m unsure about ricochet. It could lead to a lot of accidental or unearned downs since it isn’t consistent enough to be strategically used
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The laceration meter not decreasing over time would make him too strong since it’s pretty easy to hit survivors with the blades.
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lot? if you get 1 accidently down with it per game I consider it luck
but I am glad you like the changes
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it is also easy for the survivor to dodge them and to block line of sight, trickster keep most of his weaknesses with these changes.
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I disagree. There are plenty of dead zones, and even when looping a killer in a jungle gym, there are plenty of hits that can be dealt, especially when running to a window/pallet. I am okay with the meter duration being adjusted, because I want Trickster to be A tier, but no decrease at all would be far too powerful in actual gameplay.
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I think the core issue I have with trickster is the deviation and recoil on the knives. Any change that doesn't address how terrible they feel to use sorta misses a big problem with the trickster: He isn't just weak, he feels bad to play.
Like... the fact you just do not consistently hit survivors at very close ranges even with perfect aim is a complete dealbreaker for DBD. Its identical to a lot of the problems the early guns in Deathgarden had, which made the gameplay feel miserable from the hunter perspective. But, of course, the problem is once they get accurate it turns out the gameplay of running from a guy with a machinegun isn't interesting.
So I think maybe the core concept of trickster is broken, and the way you would fix them is... well basically make plague 2.0? Which they already have a lot of similarities too, but its ultimately the same concept, a 'spam' ranged attack on a character who can't use it to burst down a kill but who can use it to supplement regular chasing fundementals.
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it's true removing the recoil would be a very good thing
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Kinda? The issue is that while Trickster requires good track aim, and that requires your recoil and deviation system to generally allow your player to hit most of their shots when aimed center of mass at their target in the ideal range, a track aim killer without significant downsides that make it not the 'main' way they down people (ex: plague) would be really boring.
I think "The DBD devs have shown on multiple occassions they have no idea how to make good shooter gameplay" and "The Trickster's core idea isn't good because the second he feels good to play he becomes OP and kinda needs an entire kit rework and also low key a namechange which they clearly are considering based on the feedback forum" can both be true.
Like, BHVR with both Deathgarden and now Trickster REALLY showed how they have no idea why recoil and deviation are in games and tuned at specific levels because they keep putting stuff that would be extreme for say... hipfiring with an scoped rifle, forget a weapon that your INTENDED to fire rapidly. If they talked to anyone who seriously understands shooter design they would get adding a rapid fire attack with serious recoil in DBD that still expects you to track aim is downright stupid and if it was required for Trickster to be fair, it would make Trickster a dead end design (much like how Deathgarden's guns felt awful to fire in 1.0 and were just death laser beams in 2.0, there was no way to really make being chased by a dude with a machinegun feel good without gimping the gun so hard the game felt awful to play as the machinegun guy). It is so strange they keep making this mistake.
But at the same time... its sorta integral to Trickster not being kinda stupid to play against that he can't laser beam you down? There is a reason Plague feels good despite demanding more track aim rather than flick aim because she is rewarded a LOT for getting even a tiny hit but also she isn't rewarded that much if she perfectly nails it all, and a lot of her skill comes more down to map pressure and planning out your corrupt fountain usage. And it also happens to be a particle based attack (even though mechanically its a stream of projectiles, that is true for a lot of particles. Like that is exactly how Pryro's fire works in TF2, for example) meaning its very forgiving, which is good for a weapon that requires you to slow yourself down in a game where everyone is running all the time.
I think Trickster really needs to be made into 115 with a very limited ranged ability (like... maybe he can ONLY throw knives in main event, which is on demand, doesn't slow him as much, doesn't have any deviation or recoil, and which which never decays, so he is mostly winning chases normally but if you try to W away or he gets the drop on you or he is defending something he can suddenly dump knives into you) because this idea of him as a huntress sidegrade is just a total dead end.
The ONLY upshot of a slow TTK rapid fire weapon over a high damage pseudo-hitscan is if your aim is bad. But Trickster's knives are so low lethality due to their mechanics both in terms of requiring multiple hits AND the deviation, that your legitimately probably still better off spamming huntress hatchets and Trickster's knives. Sorta like how even if your bad at quickscoping sniper in TF2 your better off trying it if your getting bombed by a Soldier than using the SMG because in that scenario even if you hit every bullet (which you won't) you still will die.
The reason bullet hoses work in shooters is because your generally allowed to move when using them (and Trickster rightfully isn't) and because the TTK is very low if your close up compared to being shot with a sniper, and you being mobile while your opponent isn't is a big advantage. But in DBD your opponent is always running so a bullet hose is almost never going to be in its good range unless its generous (and the trickster's deviation is very bad and due to the height difference its artifically worse), and your not trying to ambush a stationary target and just magdump their chest, so there is no reason not to go with the meatier attacks like the pseudo-hitscan stuff. It just never will be the good option until it gets dome and Trickster can 'laserbeam' people down at mid range.
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@Gay Myers (Luzi) can you move this post to feedback please? thanks
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