Trickster buff ideas

Tricksters_30thBlade
Tricksters_30thBlade Member Posts: 105
edited June 2021 in Feedback and Suggestions

We all know that know one gives a crap about trickster but I'm excited for the buff in the mid chapter patch!

So this is what I think they should do/think about.

Trickster moves at 115% normally but when aiming the blades enters 110% state. 110% lasts for 3 seconds after putting the knives down before returning to 115%.

Laceration meter now stays when survivors are hit with blade. But a new mechanic that will give trickster more slowdown is that survivors must pull the blades out to remove laceration.

You must be out of terror radius to do this.

The first blade you pull out always takes 4 seconds then 3 seconds for the next 4 blades then down to 2 seconds on the last number of blades.

This could help trickster create more pressure around the map.

Please leave your thoughts below 😁

Comments

  • vladspellbinder
    vladspellbinder Member Posts: 343

    When Trickster first came out I thought the 115% buff was one of the things he need as well but after having played him for a bit longer I understand why they made him 110% instead. Now I think he is fine at 110% base, what I don't agree with is that he gets slowed down at all when using his power. It makes sense for Huntress, because she has a "one hit, one health state" Power but Trickster needs between 7, 8, or 9 (depending on add-ons) blades to hit and dropping down to 96.5% is painful, and let's not even talk about if you hit 92%. Added on top that Survivors still get a speed boost when you fill their Laceration Meter means it's often really hard to follow up on the first wound unless you are right on top of them, which sort of defeats the point of a ranged Killer.

    So I don't want his base speed to change, he's fine as a 110 Killer. But he should just always be a 110 Killer, with no chance to his speed when using his power.

    The next big change which would make him more viable is Main Event not being "use-it or lose-it". I've played more Trickster than is healthy for a person and while I can't tell you the amount of games I've actually played with him I can tell you the amount of times I've have felt like I've gotten real value out of Main Event an that is "six times". If we expand that out into some value it becomes fourteen.

    It just always feels like I am being actively punished for using my base Power when I don't 99 Main Event for that "perfect moment" to use the endless knives. I still don't really understand why it is "use-it or lose-it". I guess because you can just constantly get it over and over again over the course of the game but it always feels bad when I get Main Event to proc but the Survivor I am chasing is in a very bad position to use it so it just...goes away. It makes playing an already frustrating Killer feel even worse.

    That's really it. Other changes would be nice, yes, but I think those two changes would make him a lot more viable than he is right now.

    Laceration not going down without a Mending like action would be nice but if I had to pick I'd rather have Main Event stick around. And if I did have to define the "Lower Laceration" action I'd say it takes two seconds to remove one Charge from your own Laceration Meter while another Survivor can remove them from you at one Charge per second, with the current Laceration Decay add-ons being swapped to make it take longer.

    And a lot of people want the ricochet knives to be base-kit but personally I'd rather have the shatter knives. It is just too easy to aim at the ground at someone's feet as they run and bounce the knives up into them. It's a bit more fun to try and hit people around corners when they camp a pallet but eh. I'd rather have the shatter effect so you can still "shoot their feet" for easy Laceration but it rewards hitting direct shots and also punishes Survivors for grouping up.

    One other change I'd make is that his Iridescent Photocard can't injure Healthy Survivors. The whole point of them being Exposed is that you can go from Healthy to Dying so why should I be able to accidentally not be able to use it? Having to throw knives one at a time to make sure I don't overfill the L:aceration Meter is just not worth it. I understand why they made the change, it never should have prevented knives from hurting Injured Survivors in the first place but instead of doing a proper buff they did the lazy "side-ways fix" on it so now it is just even more memey than it was before.