Trickster Buff…
Trickster is so fun to face now….😐 Just keep ruining the solo Q experience….especially in red ranks thx. Nothing else to say
Comments
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Yeah he’s just insanely boring to face
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Have you tried actually learning to play against him? But I guess complaining is much easier after all.
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He still sucks tho
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I mean it's undeniable that he definitely needed buffed but we're these thr right buffs?
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Considering he had a chase power that was legitimately garbage because the TTK on his knives was so long, yes. Even buffed Trickster is not getting a health state as fast as a Huntress.
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They need to remove his recoil, RNG cucking you from getting long range hits is extremely dumb and it's honestly just a stupid mechanic to begin with, my ability to aim and their ability to dodge should be the only factors in if a knife hits or not, not some random sway no one has any control over.
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He's definitely still a free escape lol.
The laceration decay is so bad now that he's unplayable on indoor maps.
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the couple of tricksters i've played against so far all played the same, stay near the hooked person and once someone comes to save start throwing knives and get an easy trade.
Hes on Bubba levels of facecamping with the reduced knives
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Trickster was never a free escape though. Not in solo queue.
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Why is this a kneejerk reaction from so many killer players? Trickster is very easy to escape. Also insanely boring and annoying. Billy is easy to escape but fun. A good Nurse is very hard to escape but fun. It depends on the power.
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I dont think so. He's fine i guess.
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He is somewhat fine but this buff wasn't the buff trickster needed. It only buffed his 1v1 which was already ok. Trickster's 4v1 is what needed to be buffed
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Change the Laceration meter decay and make it so survivors have to mend to remove it.
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even in solo-queue he was free escape. He is arguably still free escape for different reasons now.
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Yeah this. Quite frankly it pisses me off how unfriendly he is to console players still after these buffs.
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And how you want to buff that in his kit? Giving him Freddy Teleport? xD
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No? His buff should be that Survivors have to remove knives manually, one by one. That will give him some slowdown and map pressure, somewhat similar to Legion
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I have to disagree here. I think trickster has joined slinger on the list of killers who have no map pressure and the most brutal 1v1s in the game. Now could there be an argument that their design is unhealthy. Yeah probably but that’s not an objective thing. If they’re balanced they’re balanced
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I respect that. Personally I don't think they're unhealthy for the game just a bit on the weaker side
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That's because he still sucks. You can try to chase a new survivor or go for a safe trade. At least Bubba has an instadown while Trickster has a range power that's limited to like 10m. Decent 1v1 but heavily map dependent and no map pressure. Still trash
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If he was a free escape, you werent good enough at playing him. A huntress constantly having her hatchet raised all match will be a free escape too. So will a Trickster who keeps his knives raised too long. I'd agree with you that he wasnt consistent at 4k's, but 1 person escaping isnt a free escape. A killer being a free escape is all 4 survivors escaping, consistently.
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Most of the games that I've played as survivor vs Trickster have not been close games. they've been typical 3 man escapes /4 man escapes and some of tricksters have been.... red rank. personally I feel like you can 1vs1 trickster fairly easily. Most of them seem to run out of blades mid-chase giving you big distance in chases. its fairly easy to heal with laceration meter in combination of tall loops and Los breaks.
I am not sure what your trying to say in regard huntress vs trickster comparison however trickster does on average need more time to deal health state of damage and therefore will have his blades held up longer where as huntress just needs razor thin windows of opportunity to throw and land full health state of damage with very fair ease of use. strong huntress players are pretty challenging to go against.... trickster... not so much.
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Before his buff, yeah, he needed much more time than huntress. After his buff? He can literally down 2 people before Huntress can down 1.
People spamming too much with his blades are people who dont understand his power. You can throw knives where other killers have to mindgame. You can deal damage states where no other killer could. People not using Trickster's power to their advantage and calling him too weak, is like people playing Nurse who dont blink untill they see a survivor and then complain Nurse is too slow.
Trickster isnt the strongest killer, but he is more than viable enough to carry his own ass.
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sure, if the survivors are like hugging each other. that is like saying leatherface can down entire team in one chainsaw. The survivor have to be severely outposition to let this occur and make some pretty poor gameplay decisions.
I cannot say I really agree with this statement as a huntress has fairly short cooldown between m2->1 and it is almost an instant down. Moral of story is that many killers thrive on survivor being out of position and this has almost nothing to do with killer gameplay and everything to do survivor.
In accordance to @gatsby post, Trickster is still very much spam based more align with plague rather the more precise Deathslinger/Huntress. He will never be a very precise killer and he was never really designed to be precise. He is simply worse at his spam than he was previously. It seems more like he get punished regardless if the player is playing him well or not. If your playing him badly, he's legit possible to 5 gen chase with laceration mechanics and constant reloading(Solo-queue survivor experience). If your playing him well, you'll get 1 down per locker reload and lose to gen speed/poor map pressure vs strong survivor team(This is my experience from playing him).
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I mean, I really disagree, having to hit 6 knives only with being able to hit 4 knives during a vault(5 if you're at full speed) is quite nutty. Sure, you'd still have to hit 2 more knives than a huntress hatchet, but you can also deal the injuring knive at the start of the vault, meaning you only need 3 more for a down. That's when you start spamming knives.
And no, Trickster isnt a spam based killer anymore. Too few knives. If he was spam based, his spread would widen the faster he goes, which isnt the case.
And yeah, if you play any killer badly, you can be looped for 5 gens unless you brute force m1 mode. He has a higher skill floor than huntress, but he also has a wider skill ceiling, where he shares skills with deathslinger and huntress.
People need to realize Trickster is now a different type of killer. If you still assume he's played like his old version, you're going to have a bad time as you're missing 3 knives per inventory. Slap on Death Throes and Bloody Boa with Infectious Fright and Distressing, then you'll see why he has been changed from the PTB.
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when has animation locking yourself.... i.e standing still ever been a good strategy for facing ranged killers.
Is it good pyramid? no, Deathslinger? nope, huntress? no..so why in the world would this be a good idea vs trickster. survivor get away with a lot of bad plays and this is one of them.
What do you mean he is different killer? he just has old base-kit melodious murder add-on for free in exchange.... for virtually almost every other aspect of his kit being worse. What exactly are you doing with his knives, throwing 1 knife and pausing? he is still spam based, your even suggesting to run add-ons that increase his ammo capacity which showcases a problem in his base-kit. As for suggesting of running arguably one of the worst killer perks in distressing, I think I will pass. if all survivor are skilled at the chase and understand how to play around his power, slugging with him shouldn't really be effective with infectious fright.
oh well, lost cause. hopefully BVHR one day is not so scared to release good killers with solid base-kit with add-ons that only add to killer experience.
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yeah its very boring. you can beat every trickster by being quick on gens, but its no fun versing him
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This sounds a little broken but its a nice idea if its not too strong. Maybe they could it balance like its a deep wound state or something in that direction.
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"when has animation locking yourself.... i.e standing still ever been a good strategy for facing ranged killers."
Going through a window or over a pallet to increase distance can be the difference between a 20 second chase and a 100 second chase. So yeah, good strategy.
"What do you mean he is different killer?"
He's no longer mainly spam. He has access to spam when he needs it, but you're highly underestimating him if you're using him to consistently spam. That's like playing T1 Myers and committing to chases. They have the same basekit, but they play differently.
"your even suggesting to run add-ons that increase his ammo capacity which showcases a problem in his base-kit"
Newsflash: Killer basekits are balanced around addons, addons arent balanced around the basekit.
"as for suggesting of running arguably one of the worst killer perks in distressing"
Distressing is quite good in combination with infectious, especially with ranged killers if you decide to run Infectious. Trickster already has a very soft TR, players dont realize they are inside the TR. Since Trickster's Main Event works best with as many known survivor locations that are close, IF makes sense, since you can down people outside of chase with Trickster, Distressing compliments the perk.
"if all survivor are skilled at the chase and understand how to play around his power, slugging with him shouldn't really be effective with infectious fright."
Only if you're bad and dedicate to a chase when you know someone is going for a pick-up. Trickster is better at punishing a pick up than Huntress is.
"hopefully BVHR one day is not so scared to release good killers with solid base-kit with add-ons that only add to killer experience."
Again, they wont, because they design basekits around addons. Addons are part of the game. There is a reason why addonless killers have been a thing of the past or the extremely skilled.
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"Going through a window or over a pallet to increase distance can be the difference between a 20 second chase and a 100 second chase. So yeah, good strategy."
Very much... no. If you ask killers that play ranged killers the question: What are easiest shots to hit? Their likely reply is survivors animation lock themselves. The second answer being survivors that run in perfect straight line. Why? Its because vaulting windows and dropping pallets is literally standing-still for survivor. Its really easy for ranged killer to capitalize on this stuff.
I am not saying that you should never vault windows or drop pallets but a lot of weight of these killers revolves juking their ranged attack and holding W, putting objectives between you in the killer(otherwise you'll have to be making reads every 5 seconds).
Just to illustrate how strong holding W is vs these slow killers and how much they rely on their ranged ability. Have you ever played Midwitch elementary school where your ahead of the huntress player 25 meters on other side of hallway and she choose to follow you? It will take her like 6 loops or something for her to catch up to you because of how slow she is and that apply to all of those slow killers that ability reliant. Its also no surprise that hardest shots for these ranged killers are... long distance shots.
"He's no longer mainly spam. He has access to spam when he needs it"
Yeah what kind of broken logic is this? Killers already have time trouble issues vs very optimized generators and last thing they need is "restraints" and build in slowdown to their own gameplay. Its funny because this comment is very reminiscent to how survivors always say to killers "Your making too many mistakes, your chases are too long, bad gen pressure etc.". Well having limited amount of knives certainly anyone's gen pressure.
"Newsflash: Killer basekits are balanced around addons, addons arent balanced around the basekit."
Add-on are.... suppose to add the killer strength, the killer should function and be somewhat effective in their base-kit. Blight doesn't need add-ons to properly use his blight rush, Blight rush is good without add-on and add-on add to his strength. Your previous comment is like saying blight should have 25 second cooldown his rush and I go in say "Blight is different killer now, he is no longer based on spamming charge, he has his charge/speed when he needs it', "Just run add-on that reduces cooldown to back to 10 seconds. I think you should see the point for why previous argument and needing add-on to mitigate drawbacks is stupid. It destroys point of having add-ons in the first place.
"Distressing is quite good":
Distressing is never a good perk. It just gives survivor more time to shift+W in most situations. Monitor is superior choice to combine with infectious however Trickster TR has been nerfed to be a lullaby so he does not get benefits from having lower TR, Only higher TR for Infectious which given his lower m/s is fine without extension.
"Only if you're bad and dedicate to a chase when you know someone is going for a pick-up. Trickster is better at punishing a pick up than Huntress is."
Do not agree, I think both of them have merits to slugging and can be good at it, Huntress being a little bit better at it in my opinion. This isn't about being bad, Its about stating that killers success revolves around survivor mistakes excluding some exceptional killers(Nurse)
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Yeah, the easiest shots to hit are animation locks, but that doesnt mean that you still shouldnt vault it. You can easily sacrifice 1 healthstate to massively increase a chase. I could go for 1 more loop and take a hit and then be unable to vault without another hit, or be unable to reach the next loop without risking a hit. Going for a vault could guarantee the killer a hit quicker, but it could increase the time before a hook quite significantly.
And you cant really nerf holding W without nerfing killers. Nerfing W just to compensate for ranged killers would also mean increasing generator speeds to compensate for killers like Nurses and Blights that run Tinkerer, Ruin, Undying and Pop.
"Killers already have time trouble issues vs very optimized generators and last thing they need is "restraints" and build in slowdown to their own gameplay."
Oh, you mean like how in 70% of the games you play, you're facing survivors that dont get close to very optimized generators due to a lack of communications? Killers are balanced towards public lobbies. You rarely face optimal survivors, you're far more likely to face survivors that cannot be optimal due to a lack of communications. Once the average killrate reaches 55%, that's when you can start complaining about optimal survivors ruining games. Yeah, sweaty players suck, but they suck on both sides. Time issues arent really a problem untill you encounter a team that has very good synergy or good communications. Most of the time? Players you will face are not optimal.
"Add-on are.... suppose to add the killer strength, the killer should function and be somewhat effective in their base-kit."
Wrong. The devs have stated, over, and over, and over, and over, and over again, that addons are meant to be used. Blight without addons isnt really good enough to win against a decent team. Blighted Rush seems to be strong, due to a lack of communication. Add communication as a survivor basekit, and Blight will start needing to rely on addons. Do you realize how many Blights rely on Alchemist Ring to perform well?
"I think you should see the point for why previous argument and needing add-on to mitigate drawbacks is stupid. It destroys point of having add-ons in the first place."
Addons are literally always a form of reducing drawbacks with that logic. You cannot bounce knives without addons, that is a drawback. You need to wait 10 seconds to have access to all your tokens without Alchemist Ring, that's a drawback.
"Distressing is never a good perk. It just gives survivor more time to shift+W in most situations. Monitor is superior choice to combine with infectious however Trickster TR has been nerfed to be a lullaby so he does not get benefits from having lower TR"
Trickster ALWAYS had a lullaby. It was ALWAYS 40 meters. It was bugged to be at 32 meters at some point, but his own TR has always been 24 meters. And yeah, Distressing on a killer like Trickster is actually quite good, as you're not always in chase when you down someone. Monitor is actually quite terrible for triggering Infectious Fright on ranged killers. Which is why killers who down at longer ranges never really use Monitor OR Infectious. Trickster, however, has access to an ability that works well with IF. THAT is why Distressing is quite good on Trickster. I wasnt talking about Nemesis, I wasnt talking about Oni, I wasnt talking about Ghostface, I was talking about Trickster, and Trickster only.
And yeah, Distressing has tons of places where it's actually great. Thinking it never is good simply shows you never thing outside of the box and just slap on whatever is the meta.
"Do not agree, I think both of them have merits to slugging and can be good at it, Huntress being a little bit better at it in my opinion."
You are literally saying Huntress, who needs 2 seconds to charge per hatchet, and then another 2 seconds of cooldown per hatchet, aka 4 seconds per damage state, is better at slugging with Infectious Fright than Trickster, who has access to an ability that gives him infinite ammo for the next 10 seconds, can get a damage state every 1.7 seconds at max throwrate, meaning he can down someone before their post-damage haste effect is gone?
Huntress might have an overall more powerful slugging power, but her slugging power rarely is capable to end the game. Where a Trickster with Infectious Fright can be capable of ending the game everytime he downs someone with Main Event ready. Trickster is a killer with a LOT of game ending potential at any point and time in the game, where Huntress is a killer that doesnt really have game ending potential untill the actual end of the game, but has a more consistent potential in keeping survivors injured and on the hook. You might not really enjoy playing killer the way Trickster needs to be played, which is fine. But calling him awful because he doesnt fit your playstyle is kinda uncalled for. Trickster is a high risk high reward kind of killer. Playing him like a normal killer will require very specific addons that reduce his weaknesses while in a chase. In which case, you will need ammo increasing addons and addons that either increase throwing rates or increase the time for laceration to decay. If you play him towards his potential to end a game then and there, other addons suddenly start making a lot more sense.
Stop caring about the amount of generators that are left and focus more on forcing survivors to get into your terror radius. That is Trickster's style. If you care about consistency, yeah, Trickster is not going to be the killer for you. If you like pulling off very satisfying and impressive plays, even if it means winning less games(still 65% killrate btw, you win far more often than you lose), Trickster is a very nice killer.
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It dosn't matter to me anymore, let him down from 1 blade if you want. I know what im gonna do whenever i see a Trickster.
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Literally the most boring killer to go against in a 1v1. At any short loop you die in 0.0001 seconds if they can aim and on longer ones it's just he loops around the corner gets a 2-3 knives and then this repeats until you're injured and hopefully get to another loop. He sucks in the 1v4, but is annoying in the 1v1 and needs reworked in some way.
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Nope because he's worse
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He's worse than original trickster
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He won't be strong whether how much he gets buffed. It's a 4.4 killer who barely does a single hit everywhere except opens and low loops.
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"Yeah, the easiest shots to hit are animation locks, but that doesnt mean that you still shouldnt vault it. You can easily sacrifice 1 healthstate to massively increase a chase. I could go for 1 more loop and take a hit and then be unable to vault without another hit, or be unable to reach the next loop without risking a hit. Going for a vault could guarantee the killer a hit quicker, but it could increase the time before a hook quite significantly."
Sorry, getting hit is a mistake in this game. Getting hit is how you get put on hook. you have more chances for the other player to make mistake if you have tricky movement to follow. There isn't any tricky movement when it comes window vaulting. Its why a lot of ranged killers are actually notorious powerful in loops like T-L loop.
"you cant really nerf holding W without nerfing killers. Nerfing W just to compensate for ranged killers would also mean increasing generator speeds to compensate for killers like Nurses and Blights that run Tinkerer, Ruin, Undying and Pop."
Holding forward and maximizing loops is part of the game. Weakening that aspect wouldn't change anything for Blight or Nurse because their power effectively renders such strategies ineffective. This is why they're classed as near the top. The perks are universal to all killers and these perk tend to be used a lot as they are among the best perks in current iteration of the game.
"You rarely face optimal survivors, you're far more likely to face survivors that cannot be optimal due to a lack of communications."
What if you do? do you just accepting losing because the killer is ineffective?
"Once the average killrate reaches 55%, that's when you can start complaining about optimal survivors ruining games."
As shown by statistics for killrate for red rank killers, every killer is at very least 60% killrate. That is because you need to have at least 65% killrate with killer to even be at red rank for rank 1 killer. I am rank 1 killer every season and I have already probably climbed with many killers to rank 1. So by your logic, I already far surpassed your criteria. It takes like 2 days for me to go from rank 5 to rank 1 with killer while playing more than just one killer though like everyone, I do have my favorites.
"Blight without addons isnt really good enough to win against a decent team."
Do you even play blight at red ranks? Blight has one of strongest base-kits in the game. All kilers have some reliance on add-ons vs strong teams. I know many players say Alchemist ring is strong add-on and I do not disagree, it is good add-on however I would say it is somewhat overrated.
The reason why I think its overrated add-on has to do with the fact that in order for this add-on to be relevant, you need hit survivors that healthy as this add-on reset your blight tokens on successful hit. If the survivor is injured and you hit them, than your next motive as killer is to hook the survivor and the tokens will refresh as you hook them. So unless your slugging to blight, it is not that remarkable. The other aspect of this add-on that is not too impressive is that when you hit a survivor that is healthy, they gain sprint burst and you get fatique as blight which gives survivor a lot of distance. Blight is all about calculating angles and being unpredictable for when he will activate his blight charge. This add-on often makes you a very predictable blight player as you are incentivized to immediately activate the blight rush ability and this end up being really bad as distanced gained+fatique gives survivors plenty of distance to find rounded objects to hide behind. Not into too much detail, but thick rounded objects very bad for blight because blight does not rotate these objects very well compared to the survivor as he has to bump into objects to rotate them and paired with his restricted lunge and turning, it makes his power ineffective. I refer to this as dead angling blight's lethal rush.
There you go, here is small 101 lession for how to counter blight's ability.
"Addons are literally always a form of reducing drawbacks with that logic. You cannot bounce knives without addons, that is a drawback. You need to wait 10 seconds to have access to all your tokens without Alchemist Ring, that's a drawback."
Not necessarily. Many of them tend to unlock new abilities or improve statistics of a killer. Let look at blight add-on list compared to trickster add-on list
Blight add ons:
Blighted Crow and Blighted Rat increase blight's movement speed in his rush(Improves statistics). Vigo's Journal gives blight undetectable in blighted rush. Compound Twenty-One unlocks the ability for slams to give aura reading in 8 meter diameter. Compound 33 unlocks hindered effect on slams and allows slam to break pallets relatively quickly. These are all examples of unlocking good special abilities.
Does blight need these abilities to be successful? No. Do they make him better if he uses them? Of course.
Trickster:
Many of tricksters add-on feel like they are mandatory. 44 knives is not enough for trickster to take down 4 health states assuming the survivor is not complete potato at running into knives. Bloody Boa add-on barely enough knives to be passable to have passable 52 knifes. Trickster is very power reliant killer. Needing to reload at lockers is really damaging in term of time efficiency. Fizz Soda and Ji-Woons Autograph are only add-on that improve him statistically, but the faster throwing rate also makes you run out of knives faster and with 44 knives, that really is not good. Trick blade is gimmick, just shoot at the survivor. There is no extra reward for landing fancy shots compare to normal shots. The other add-on are like Ripper Brace(Why is Laceration decay even a thing), Waiting for you watch(Not sure why I would need a longer trash event) and other irrelevant effects.
They even manage to successfully weaken Cut through+Album(Exploding knives) from Trickster S-tier, Better than Nurse video. Hope it was worth views. Trickster is good example of.... very bad base-kit with really dumb add-on design.
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"You are literally saying Huntress, who needs 2 seconds to charge per hatchet, and then another 2 seconds of cooldown per hatchet, aka 4 seconds per damage state, is better at slugging with Infectious Fright than Trickster, who has access to an ability that gives him infinite ammo for the next 10 seconds, can get a damage state every 1.7 seconds at max throwrate, meaning he can down someone before their post-damage haste effect is gone?"
Now we can finally talk about good stuff. First of all, your claims are highly exaggerated. Going back to the top where you were talking about exploit hold-W vs slow killers. The reason why huntress is not affected as much as trickster is that she requires lower windows of opporunity to release hatchets to deal full health state of damage. If we're talking about fully charged hatchets, it takes like 2 seconds charge and perhaps somewhere between 1-2 seconds to aim. so on average, it takes like 4 seconds for huntress to take a shot which has realistic chances to eat full health state. Trickster has to raise his knives and than volley many knives, it takes 6 knives to injure and realistically speaking, as long as survivor is not predictable, you will throw a lot more than 6 knives. Let's say on average it takes 12-15 knives to injure. 12 knives is 50% accuracy. that is like.... 2.5 huntress hatchets/5. to round off, lets say it is 3. Throwing 12 knives is a lot longer than 1.6 seconds. its more like 10 seconds. 10 seconds is a lot of time in term of distance for survivor in a chase. as we said, no matter how good your aim is, you cannot shoot through walls. This is why trickster is not very good. He needs large windows of opportunity to injure survivors between loops and his tileset game is just not good at all.
Ideally speaking, As long as survivor is in good positions to loop trickster, trickster chases are long. he should not be good at slugging if the survivor play well. Huntress slugging potential comes from her low recovery on m2->m1 and large ammo capacity to potentially get a lot of injures before needing to reload. She is also pretty good at keeping survivors on the floor. For example, if a survivor is at 95% recovery and an injured survivor comes to pick them up, she can throw hatchets to down one of the two survivors. Huntress and Deathslinger need very low windows of opportunity to get an injure and this makes them really good at loops. Trickster is poor at strong tilesets like jungle gym, thus has very poor chase game. as result he has poor 1vs1 game. When you have trouble downing individual survivors, your unlikely to ever be in positions where you can slug.
It is not about liking or dislike play-style. Trickster is just ineffective vs players that can play well survivor. there is not much else to say. I doubt he will really improve and he is probably going to stay as a joke as feedback that dev keep getting is "he is anti-fun" and so on. They take this feedback as "He is in good position/too strong" from casual/really bad survivors so he is not moving anywhere any time soon. He is going to be new F-tier similar to old freddy though in my opinion, significantly worse than him.
Bare in mind, I can 4k with trickster at red ranks but you need to be facing really clueless survivors to really be winning with him.
Hope my post tried to answer as many points as possible.
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"Sorry, getting hit is a mistake in this game."
False, I could 100% make 0 mistakes and still be hit. Heck, I can make 0 mistakes all game, and still be hit multiple times. Getting hit isnt making a mistake. Getting hit is inevitable. The time you take the hit is where it's a mistake or not. I could hold W with 0 usable windows and pallets, and still be downed. The matter of fact is whether it took me 10 seconds to be downed, or 60 seconds. If me taking the hit EXTENDS the chase by another 40 seconds compared to the moment of me not taking the hit, how is taking the hit a mistake? Hits are inevitable. They are not mistakes.
"Holding......game."
You could have literally written nothing here as you read it wrong. What I mentioned is nerfing W for survivors, would mean buffing genspeeds for survivors too. Which I think would end up in a worse scenario. Sure, you would be able to end loops quicker with killers that are slower of have powers that arent really useful during loops, but since loops across the board would be shorter, generators would need to be faster. Gen slowdown perks would need to be compensated for that too. You would essentially just nerf the killers who dont allow you to chain loops anyway, rather than buff the killers who have issues with chaining loops.
"What if you do? do you just accepting losing because the killer is ineffective?"
Just as much as you simply have to accept a loss on a camping, tunneling killer when you play survivor. Yeah. You cant solve the problems on one side, without also finding a solution for problems on the other side. You're meant to have games where survivors are utterly destroying your ass, just as you're meant to have games where you are able to kill everyone before a single generator has even been partially fixed. You are meant to have games where you're getting genrushed like a #########, while also having games where you're getting tunneled like a #########. Untill solo survivors are buffed to match the average skill potential of SWF's, you cant really change these situations.
"That is because you need to have at least 65% killrate with killer to even be at red rank for rank 1 killer."
Not really though. You can kill only 1 survivor and remain rank 1. You can only kill 2 survivors every single match and reach rank 1 within 1 day after rank reset.
"Do you even play blight at red ranks?"
Yes, I do, and I specifically said decent teams. Just because individually survivors are good, doesnt mean they are a decent team. You cant go addonless against a decent team.
"your next motive as killer is to hook the survivor and the tokens will refresh as you hook them. So unless your slugging to blight, it is not that remarkable."
Other motives:
- Ruin is still up and Tinkerer goes off. 5 stacks prevents that gen from being finished.
- You still have Pop and Tinkerer just popped
- Tinkerer just Popped
- You see another injured survivor.
- You see someone visibly work on a generator and want to spook them off before hooking, if you hit them with a rush too, you can rush back before anyone picks them up.
It's a very powerful addon, it only fails when there is absolutely no oppertunity in using it. Let alone that it's incredibly powerful within a chase itself. Any addon that can shorten a chase significantly, cannot be called "overrated". Especially the fact that it refills ALL your stacks. I think the addon would be fine if it just refunded the tokens you have used to land that hit minus the one that caused you to land the hit.
"Blighted Crow and Blighted Rat increase blight's movement speed in his rush(Improves statistics)."
Since I was talking about drawbacks, let me be even clearer: you DONT increase speed with every rush, that's a drawback. These addons remove that drawback.
"Vigo's Journal gives blight undetectable in blighted rush." You DONT have undetectability during a rush, that's a drawback. Seriously, you having a terror radius is a drawback.
"44 knives is not enough for trickster to take down 4 health states assuming the survivor is not complete potato at running into knives."
5 hatchets is not enough for Huntress to take down 4 health states assuming the survivor is not a complete potato. Let alone that Huntress does not have an ability that allows her to throw an unlimited amount of hatchets at an increased speed for quite some time. Nor does Huntress have any addons that reload her hatchets.
"There is no extra reward for landing fancy shots compare to normal shots."
Except, that there is. It allows you to land shots that you normally wouldnt have hit. Even if one of those knives miss, it could still hit the survivor after the bounce. You effectively miss less, have a larger radius where you can land a knive and it still hits the survivor, let alone that since you hit more often where you would normally miss, you also have much less issues with lacaration decay.
"Why is Laceration decay even a thing" "Not sure why I would need a longer trash event" And this shows your pure lack of understanding of Tricksters powers.
If Laceration was not a thing, Trickster would be capable of downing survivors insanely fast, which is also why the 2 addons in the Trickster S-tier video were nerfed. Main Event being longer means you're being able to down people faster. Sure, this sucks if you're alone, which is why you can cancel the ability prematurely if needed, but if you have multiple survivors surrounding you, any added second to main event can be the difference between another down. Trickster is more powerful than many killers, in situations that are not that uncommon. The problem is, if those situations do not occur, Trickster isnt that good. Trickster is like a bazooka, aim at the right target, and you deal massive destruction to the opponent. Aim at the wrong target, and while you deal a lot of potential damage, your opponent wouldnt really be fazed by it. Where other killers are more like regular guns, where as long as you aim at your opponent, you would deal damage, even if you ended up missing a few times.
So ofcourse, if you try to use them in the same way, they wont have the same effect.
"First of all, your claims are highly exaggerated."
No, they were not, Huntress basekit takes 4 seconds per throw, 3.5 if survivors are close enough that hatchet speed doesnt matter a bit. Trickster can literally deal 1 health state per 1.7 seconds with Main Event. Sure, it has to be quite optimal positioning, but that's not exaggeration in the slightest way.
"If we're talking about fully charged hatchets, it takes like 2 seconds charge and perhaps somewhere between 1-2 seconds to aim. so on average, it takes like 4 seconds for huntress to take a shot which has realistic chances to eat full health state." I was also taking in consideration that you have a cooldown between hatchet throws, which is also 2 seconds. So if you were to throw 2 hatchets in quick succession, you need to wait 1.5 seconds before it can be thrown, 2.something seconds before it's fully charged. You can aim while charging, so I rounded the number to 2. THEN you have to wait 2 seconds before you can start charging your other hatchet. From that moment on, it's 4 seconds per health state as you cycle between 2 second cooldown and 2 second charge/aim time.
"Trickster has to raise his knives and than volley many knives, it takes 6 knives to injure and realistically speaking, as long as survivor is not predictable, you will throw a lot more than 6 knives." Once again having to point out that you're not really playing Trickster properly if you start throwing many, many knives whenever you see a survivor. Lacaration takes quite a bit of time before it starts to decay, you can easily pop one knife and continue a chase normally, rather than spamming knives as soon as you see a survivor and hope for the best. On average, you might be throwing about 7-8 knives per health state, especially since you can land 4-5 knives per fast vault. Sure, Huntress might have taken a state of damage there regardless, but here's the quick difference: Even though the survivor isnt fully injured, they have to leave that loop if they want to reach the next structure alive. They have to act like they did get injured, otherwise they will get injured in a position that they dont want to be injured at. Take the killer shack for example, if the pallet is already gone and you take 4 knives at the window, you cant stay at the killer shack, because Trickster would be able to damage you inside the shack while adding on some extra knives. So you're forced to go to the next structure ASAP, at which point, you'll still be injured as you run out in the open AND take a few knives on top of that, meaning that the next window vault, you're down. Just like you would be against a Huntress. On top of that, you have an ability that you can use to mass slug, which you can use near an unhook to essentially down 2 people REGARDLESS of BT, something Huntress is incapable off AND being able to chain that ability to anyone else who dares enter your region. There is quite a good reason why people tend to call Trickster a better Huntress. You could theoretically play him like Huntress and you would perform similar, but there are plays Trickster can make that Huntress is fully unable of pulling off.
Trickster is the Bubba of ranged killers.
"as we said, no matter how good your aim is, you cannot shoot through walls"
You cannot shoot through solid walls. Any shot a Deathslinger can make, a Trickster can too. That includes shots that are impossible for Huntress. Meaning, once again, that you can down survivors in positions a Huntress can only dare to dream off.
"As long as survivor is in good positions to loop trickster, trickster chases are long. he should not be good at slugging if the survivor play well."
Same could be said for Huntress though. Although I would prefer to say "as long as survivors are better at positioning than huntress/trickster, chases are long".
"For example, if a survivor is at 95% recovery and an injured survivor comes to pick them up, she can throw hatchets to down one of the two survivors."
One of the few examples where Huntress outshines Trickster: very long range. But even in that scenario, if Trickster sees them running towards that survivor and he has access to Main Event? Pretty much same results, at least downing the injured survivor, trading the slug for a slug. Unless the visual distance between survivors and line of sight breakers is very narrow.
"Huntress and Deathslinger need very low windows of opportunity to get an injure and this makes them really good at loops." Not really though, Deathslinger needs to be able to draw in the survivor within hitting range, otherwise he literally cannot down them, and Huntress needs either an animation or an otherwise guaranteed hit with her M1 to lower the bar for a hit. But Trickster can hit survivors that Huntress cant. Meaning an unsafe loop, a survivor can crouch and never be hit vs a Huntress. A Trickster, and you would need to fully break line of sight.
"Trickster is poor at strong tilesets like jungle gym"
I agree, so is Huntress though. But luckily for them, there are at most 3 on a map, and they dont spawn close to each other. Any other tileset, and Trickster outperforms quite heavily. The Clown trailer on Father Campbell? Huntress cant land a hit there after 5 loops, Trickster can get one before his 3rd loop. Mount Ormond? Trickster can shoot between the railings, Huntress cant(same for Dead Dawg Saloon). T&L walls is where I would say Trickster and Huntress differ the most, since, if a survivor takes damage while entering the tile, Huntress can deal with them quite quickly, where if a survivor takes 4-5 knives while entering the loop, Trickster will take a longer time. But on average? The only benefit on Huntress is that she's infinitely better at landing hits that are further away than 20 meters.
"They take this feedback as "He is in good position/too strong" from casual/really bad survivors so he is not moving anywhere any time soon."
Except that it's not casual or really bad survivors complaining about his powerset. It's the mere fact that survivors dont have any ways of communicating without the use of a 3rd party program. And even then, Trickster is much better at gaining hooks than Huntress is.
"He is going to be new F-tier similar to old freddy though in my opinion, significantly worse than him."
Old Freddy was F-Tier based on the meta and map design that existed back then. Loops were much more powerful, gen regression perks werent that good in high tier and overall map tiles that were strong spawned quite close. Put Old Freddy in today's game, with maybe a few tweaks to his addons, and he'd be more than fine. Information on where survivors were back in the day didnt really matter as much, since you needed more than just your M1 to quickly gain hooks. Nowadays? Information is powerful enough to play almost any killer as an m1 only killer, even at rank 1. I've played M1 only Doctor, no shocks, no blast, just M1, and I won against rank 1 survivors. I've played M1 only myers(which, to be fair, is just T1 myers but without aura reading) and won. Old Freddy in today's meta isnt S-Tier, but he's far from being F-tier.
"Bare in mind, I can 4k with trickster at red ranks but you need to be facing really clueless survivors to really be winning with him."
I mean, I can 4k with any killer I suck at if I am facing clueless survivors. That doesnt mean those killers suck, it simply means I dont understand how to use the killer's power in my favor. Myers is by far the weakest killer at the moment.
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There are places where taking hits can be good thing. like in cases with body blocking or places where alternative option is worse, like purposely taking m1 hits against instant downs like billy/bubba for speed boosts, but most of the time, they're mistakes and they're basic way killers get downs/hooks. No player is really flawless but everyone sure tries to play the best they can be at the game.
""Vigo's Journal gives blight undetectable in blighted rush." You DONT have undetectability during a rush, that's a drawback. Seriously, you having a terror radius is a drawback."
Remember your comment early about distressing, you just answered your own question regarding why distressing is a bad perk. Making your terror radius bigger in most cases is really bad for killer. The point I am trying to make is that blight add-on improve the killer and add to his base-kit. Trickster add-on add for what should already be base-kit inherently.
Blight wasn't designed to be stealth killer so saying that this "removes" drawbacks is just very strange. further comments on Alchemist ring is that those situations require context. Blight has very low cooldown on his blight rush, he does not need alchemist ring to capitalize on those situations you describe. I do not really use alchemist ring and I have climbed to rank 1 by playing blight only on a rank reset, so to say you need it means that it is big crutch for you. his other add-on are just as solid as Alchemist ring.
"5 hatchets is not enough for Huntress to take down 4 health states assuming the survivor is not a complete potato. Let alone that Huntress does not have an ability that allows her to throw an unlimited amount of hatchets at an increased speed for quite some time. Nor does Huntress have any addons that reload her hatchets."
5 hatchets is a lot of ammo. She doesn't need to throw unlimited amount of hatchets, one hatchet is enough for full health state. In places that trickster downs survivors out of position, huntress is also equally good in those positions.
"Old Freddy was F-Tier based on the meta and map design that existed back then. Loops were much more powerful, gen regression perks werent that good in high tier and overall map tiles that were strong spawned quite close."
That is not true. Gen slowdown perks were in fact more powerful than before. Remember old hex:ruin and Pop goes weasel synergy with hex:ruin? Jungle gyms haven't changed and many of popular tilesets remain same. The only aspect of maps that has changed is some of strong unfair windows being removed or reworked into breakable walls. Strong tiles still spawn close, especially on older maps, think of suffocation pit or coal tower. Freddy was bad because current mindset back in the day was that the problem with killers was their chase, back than, people believed that killers all needed to be on level of nurse in term of chase and freddy wasn't very good at the chase. Instead he was good at stealth and stealth was not properly used/utilized correctly back than. He probably wouldn't be amazing in today's standard but at least he would be more unique compare current freddy that is not very powerful after his series of negative changes.
"No, they were not, Huntress basekit takes 4 seconds per throw, 3.5 if survivors are close enough that hatchet speed doesnt matter a bit. Trickster can literally deal 1 health state per 1.7 seconds with Main Event. Sure, it has to be quite optimal positioning, but that's not exaggeration in the slightest way."
Main event is ultimate ability and let me tell you, for an ultimate ability, its really bad, Like you can loop a rock and trickster will never be able to catch up for how slow he is in throwing mode regardless what his fire rate is. In general, better players will not give trickster the optimal positioning to utilize it.
I would like you to show me a clip of a survivor getting downed in 1.7 seconds. I tried my best efforts to find one in this video that got those add-on weakened(bugged).
At 3:50, The fastest that trickster could down is 6 seconds with Jeff at badham preschool and this video is full of bad plays. its everything i talked about like.... animation locking yourself into free downs and moving in predictable pattern that makes aiming knives easy.
I have no clue where you concluded 1.7 second for full down from healthy to injured. it is certainly is not organic in normal gameplay.
"II agree, so is Huntress though."
Its what I was talking about in my previous post, Those loops are not as crippling to her as they are with trickster. It is because she less line of sight time to do full health states of damage. The little cracks that knives can go through often are not too meaningful for trickster. His blades simply do not do that much damage for it to matter. they matter for deathslinger though as he can use those cracks to get injuries for faster chases. I think she is just overall better at all tile sets in general. Trickster can be equal in some places to her, but he is not better in any places. Just worse in many places.
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Do you want trickster to continue being weak or soemthing?
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"but most of the time, they're mistakes and they're basic way killers get downs/hooks."
Still wrong. I could be looping perfectly, making a fake that could extend the chase by 10 seconds or get downed. If you're in a 1v1 in this game, it's really just a matter of time when you get downed. Mistakes makes downs more common, but the fastest way I've downed some survivors was by them never making mistakes, instead never having access to anything they could use.
Survivor mistakes rely more around generators than chase. The 1v1 chase in this game is 100% killer sided, the 1v4 defense is 100% survivor sided. Taking hits isnt a mistake. Vaulting the wrong window could be a mistake that accidentally extends a chase for significantly longer because the killer wouldnt think you'd ever make such a mistake. The mistake relies more in how efficient survivors can be during your chase. If all 3 survivors are cleansing totems and opening chests while there is 1 generator remaining, you're dead on hook and have adrenaline, that is the mistake. Survivors make mistakes as a team, not as a single unit. Some hits can happen because of mistakes, or poor decisions, but that's not exactly a punishing mistake. Hits are supposed to happen. Heck, if you were going to compare killers based on how often they can hit a survivor in a tournament, a lot of them will be slightly below Spirit and Nurse. Healing is why taking hits isnt a mistake. The mistake a survivor makes, is shortening the time to his first kill, which doesnt neccesarily need to be a hit.
Tanking hits, tanking hookstates, healing people who are closest to being dead on hook, are all part of lengthening the time it takes for a killer to get his first kill. After the killer gets his first kill, that is when hits start becoming mistakes. But if you have 0 hooks, and your teammate is dead on hook, even if that teammate sucks in chase, he wasnt the one making a mistake. You refusing to tank a hookstate is.
"Remember your comment early about distressing, you just answered your own question regarding why distressing is a bad perk. Making your terror radius bigger in most cases is really bad for killer."
Which isnt what I said tho. I said: "Distressing is quite good in combination with infectious, especially with ranged killers if you decide to run Infectious. Trickster already has a very soft TR, players dont realize they are inside the TR. Since Trickster's Main Event works best with as many known survivor locations that are close, IF makes sense, since you can down people outside of chase with Trickster, Distressing compliments the perk." Which you shortened to "distressing is quite good" when the context was "quite good in combination with infectious". You ignored 90% of my explanation to just be like "he gave a very specific situation and build where distressing can be good at, but that doesnt matter, he called distressing good, which is heresy". Distressing can work wonders on specific builds. Distressing is a supportive perk, not a solo perk. I can create builds that actually rely on having a bigger terror radius, and Distressing is MUCH better than M&A because Distressing increases the TR based on a percentage instead of a flat number. Use the full context. I never said Distressing was a good perk on it's own. I clearly stated Distressing is good *IN COMBINATION*
"Blight wasn't designed to be stealth killer so saying that this "removes" drawbacks is just very strange."
Still a drawback. And if Blight wasnt meant to be a stealth killer, then why do people run Tinkerer on him over Discordance? People use Blight as a stealth killer consistently. Sure, it gives info on the gen, but that's not it's most important asset. The Undetectable status effect is what makes Tinkerer so powerful on Blight.
"further comments on Alchemist ring is that those situations require context. Blight has very low cooldown on his blight rush, he does not need alchemist ring to capitalize on those situations you describe."
Wrong though, you dont gain stacks while rushing, it will take too long to get more than 2 extra stacks to reach those scenario's. Heck, let me tell you how wrong you are:
- Ruin is still up and Tinkerer goes off. 5 stacks prevents that gen from being finished. You cannot reach the opposite side of the map quickly with just 3 stacks. Meaning you would have to wait at least 2 more seconds to get your 4th token before you start rushing there, assuming you'd only need 4. You are going to be unable to reach that generator unless you already had 4 or 5 tokens remaining. Anything less, and that gen is gone.
- You still have Pop and Tinkerer just popped Same reason as above. You cannot simply be fast enough to hit/down a survivor after at least 2 rushes and still reach it.
- Tinkerer just Popped Just point 1 and 2 without gen regression reasons.
- You see another injured survivor. Again, you needed at least 2 rushes to down your survivor, at best you'll have 4 if you only used 2.
- You see someone visibly work on a generator and want to spook them off before hooking, if you hit them with a rush too, you can rush back before anyone picks them up. You literally cannot do this without alchemist ring.
I am assuming you didnt read the context again, because the context was clearly off a situation where Alchemist Ring works, which is AFTER hitting a survivor with a Lethal Rush. Meaning you first use his M2 to hit or down a survivor and THEN those scenario's occur. None of Blight's addons allow him to do so.
"5 hatchets is a lot of ammo. She doesn't need to throw unlimited amount of hatchets, one hatchet is enough for full health state."
You dont read, so I'll copy paste: "assuming the survivor is not a complete potato". One hatchet = one health state if it hits. Just like six blades = one health state if they hit. 44 ammo is a lot of ammo if 6 blades is enough for 1 health state. That isnt even mentioning Trickter doesnt need Main Event to be played similar(if not better) than huntress.
"That is not true. Gen slowdown perks were in fact more powerful than before. Remember old hex:ruin and Pop goes weasel synergy with hex:ruin?"
More powerful, but when did I say powerful? Gen regression wasnt that good in high tier. Old Hex Ruin was ######### at high tier, because survivors never missed great skill checks. Sure, great skill checks didnt progress the gen, making them go a tiny bit slower, but the main strength about Ruin in public lobbies was that not all survivors are going to be high tier. Pop remained useless at high tier, because by the time you got someone on the hook, they would finish 3 gens. Why? MAP DESIGN.
"Jungle gyms haven't changed and many of popular tilesets remain same."
They havent change in terms of design, but there are less, they spawn much less close to each other. When is the last time you have seen 2 jungle gyms have windows facing each other? Or a jungle gym have it's window facing a killershack? That's right, before the maps got reworked.
Suffocation pit has 1 area where ALL the loops are and it's not even that strong, there is a jungle gym on each end, which is just 2. There used to be 3. And remember pre-rework suffocation pit? Where there were looping tiles next to the mainbuilding too? Coal Tower even has 1 less jungle gym and more space between loops. That's not even talking about the thickness of the trees being decreased. You used to be able to hide with 3 survivors behind 1 tree with ease, you can now barely fit 1 if you're not carrying an item.
And again, wrong, Myers was literally THE stealth killer. The biggest issue literally was map tiles. Let me create the scenario of your average chase back then: 1. find a survivor. 2. injure them before they enter the loop unless they use sprintburst. 3. try to get them to drop as many pallets as possible. 4. bait out their exhaustion perk or hope sprintburst didnt get recovered and down them.
Freddy had 2 more steps to that: 1. find a survivor. 2. start pulling them into the dreamworld. 3. hope they reach dreamworld before they reach a loop or hope they are close to hitting dreamworld when you have an oppertunity to m1 them(not even including the fact that you couldnt grab survivors who werent asleep, they did address that later, I believe, but I quit playing this game before that happened). then the "normal" step 2-4 were performed. With the extra downside that Sprintburst would have recovered most likely. The nerf to exhaustion perks and the changes to maps is what makes old freddy viable today.
And no, pre-rework freddy wasnt exactly healthy either. Mainly because 1. there was no way to distinguish between a real and a fake pallet unless you were the one who dropped the pallets. 2. he was capable of slowing survivors in way that clown couldnt. 3. on top of that, he could teleport across the map. Freddy NEEDED to be slowed when placing traps. Every single other character placing traps is either locked in animation or is at least slowed down. I agree that they kinda gutted his trap count, which was unneccesary, as now he doesnt really have access to placing down traps for information anymore, just anti-loop. But other than that? His slowdown was needed.
"Main event is ultimate ability and let me tell you, for an ultimate ability, its really bad, Like you can loop a rock and trickster will never be able to catch up for how slow he is in throwing mode regardless what his fire rate is. In general, better players will not give trickster the optimal positioning to utilize it."
- Main Event is literally the only ultimate ability in this game.
- You're not supposed to use it at loops
- better players dont see when Trickster is able to use it, meaning they cannot get to optimal positioning while he has it. They just see him activate it and hope there is something they can use against it.
Yes, on paper, main event sounds bad as there is a plethora of reasons you can think against it, but in practicality? There are millions of oppertunities where main event heavily benefits Trickster. The fact that he can use it with 0 knives left often makes up for the fact that he needs to reload to get more knives. You can enter a chase with only 4 knives, knowing you need to hit 3, slowly build up the lacaration and force a survivor to leave a loop, then use main event to down them before they can reach the next. With Main Event, you can down someone before they finished vaulting.
"I have no clue where you concluded 1.7 second for full down from healthy to injured. it is certainly is not organic in normal gameplay."
Again *R E A D* I clearly said "1 health state per 1.7 seconds" I didnt say "downed in 1.7 seconds". That means the hitrate of Trickster is 1 knive every 0.28 seconds. The throwrate of Trickster without main event is less than 0.2(Consecutive Projectiles Decay time: 0.2 seconds. This refers to the time in-between Throw inputs after which the Game will not consider the throws consecutive anymore. This means that his standard throwrate MUST be 1 knive every 0.2 seconds, or less, for the game to not consider it consecutive throws for the multiplier he recieves at 4 and 8 thrown knives). Considering Main Event is 1.667x faster than the standard throwrate, that means it's either 1.667 knives every 0.2 seconds, or 1 knive every 0.08 seconds. I'll go with the first option, since that's in your favor, meaning he will throw a knive every 0.12 seconds. Meaning you only need to hit a bit more than 40% of your knives in main event to down someone in 1.7 seconds. Yeah, you could down someone within the same time, by hitting 85% of your knives, but a survivor would pretty much need to run into a wall after their first hit. But that doesnt include the scenario where there is more than 1 survivor.
Maths. That is where I concluded the 1.7 second per health state(not 2 health states, just 1) while in Main Event, and I was assuming average games.
"I think she is just overall better at all tile sets in general. Trickster can be equal in some places to her, but he is not better in any places. Just worse in many places."
I mean, you think she is. She feels like she is. And I will fully agree that Huntress will feel better than Trickster. But that doesnt make her better.
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