Trickster Rework: Need Your Constructive Feedback

TRICKSTER REWORK
A while ago, I did a poll to assess how much change people wanted for Trickster. Here's the first draft of a partial rework to make him more balanced and, hopefully, fun. Please give constructive feedback.
A.) THE BLADES
Trickster's power is designed in such a way that unless he commits to downing a Survivor while in a chase, any damage he inflicts is quickly irrelevant. This is because the laceration meter automatically decays after about 15 seconds or so. In short, it has no real impact. To rectify this, let's adjust a few things about his blades.
1.) Increase the number of blades needed to remove a health state, but make each successful blade attack inflict a penalty on Survivors, like Wesker (I need your help with exact numbers). The more blades Trickster hits a Survivor with, the greater the penalty (up to a maximum). The penalty will slow Survivors' speeds for any conspicuous action (healing, gen repair, cleansing a totem, etc.). This will make him less oppressive in the open (since more blades are needed for a down), but more viable throughout the map overall (since he doesn't need to get a down to get value for his power. Even one hit will have some impact.).
2.) Remove the automatic decay for the laceration meter. Whatever damage Trickster inflicts will stay (until the Survivor performs an action to undo it (more on that below). This will allow Trickster to have more flexibility and pressure. He can choose to hit a Survivor purely to inflict a penalty, and then move on to a different part of the map, or he can choose to commit to a down. It's his choice.
To remove the penalty, Survivors will have to perform an action to manually remove the blades. The more blades they pull out, the more their penalty and laceration meter decrease. If a Survivor stops removing blades, then whatever amount of blades still embedded will continue their proportionate effect. This might sound like a new animation for mending, but it's not. Mending is compulsory. With this new mechanic, Survivors have a choice. They can choose to stop and take the time to remove their blades, or they can choose to keep them embedded and play while penalized (and make themselves more vulnerable to a down). It's their choice. (Kind of like cleansing with Plague).
When Survivors choose to remove the blades, the blades will not magically disappear. They will be dropped wherever the Survivor stopped to remove them. Trickster will see the aura of any dropped blades (I'm debating if he should see them while the Survivor is performing the removal action). If he happens to be closer to the blades than a locker, he could choose to go there and collect them. This won't give him a full reload, but it could give him an opportunity to get more blades in a pinch, which could make chases a bit spicier. Because he'll be able to collect the blades, Survivors can choose to unload the blades in an area they think will be inconvenient for Trickster.
B.) REMOVE HIS LULLABY
Because he is currently so powerful in the open, it makes sense to give Survivors a warning to try to find a safer spot. With the above changes, it makes sense to remove the lullaby.
C.) GIVE TRICKSTER CONTROL OVER HIS MAIN EVENT
Like Oni, Trickster should be able to hold his power and choose to activate it at a time he sees fit.
(NOTE: This partial rework is kind of like the bones and tendons. Certainly, things need to be fleshed out (add-ons, movement speeds, exact figures, etc.) All of that is important, but I didn't want to go down that route if the "bones" still need work.)
Comments
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I don't understand how trickster has been out for so long and still cant hold on to his main event its something so basic. then again trapper has been out since release and still doesn't start with his traps.
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ehhh I'm not really a fan of this. It doesn't really fix his issues, especially the main one of being pretty boring to play against. In fact it would make it worst because:
A: Survivors would need to start holding M1 just to remove knives, similar to Legion
B: His 1v1 is already good enough and you're just allowing stealth to work with it, making him able to just appear on top of a Survivor. Theres a reason why every ranged killer has a catch with their terror radius or something similar
C: Would just make him better at camping and wouldn't really help with anything else, at least with Oni the activation time for Blood Fury is a few seconds even with both add ons that speed it up, Trickster's is half a second.
I wrote a rework for him myself a few months ago, with the goal to make him stand out a bit more from the other ranged killers by giving him 2 ways to throw his knives, and completely reworking Main Event. Planning on revisiting it to write some add ons. https://forum.deadbydaylight.com/en/discussion/302442/my-attempt-at-a-trickster-rework#latest
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a projectile killer that slows survivor down... i wonder who that could be? How about big fat guy.
reworking trickster knifes to be permanent hindered bottles will make survivor hate him more. If you reverse it and make trickster gain 1% haste effect for landing knifes with a survivor in a chase, He'll be dislike for being a killer that bloodlust survivors down. I don't think survivor would enjoy going against 115% m/s trickster that hits knifes and suddenly goes 125% speed permanently in chase.
Mending simulator for survivor is just legion 2.0. Taking out knifes would not be interactive gameplay.
They can choose to stop and take the time to remove their blades, or they can choose to keep them embedded and play while penalized (and make themselves more vulnerable to a down). It's their choice. (Kind of like cleansing with Plague).
I don't think its much of choice whether to take out knives vs 125% m/s killer. it would be compulsory. you will see when Albert wesker comes out. His infection reduces your movement speed by 8%. Its not optional to stay with infected against him. Its compulsory. Luckily, you have ton of sprays to never really be infected. It gives him free 4vs1 gen defense which is something nobody has talked about within his ability.
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Trickster does not need a rework like this. He's currently one of the best camping/tunneler killers in the game, a literal solo queue stomper, and at the same time he becomes totally useless if the map has a tile with good walls. None of your changes address that.
I think making him able to hold main Event would make him hilariously OP. You're basically suggesting for him to get 1.7x throw rate for free after he wins the first chase. That would make him uncounterable in many situations. Like imagine if he uses Main event to tunnel somebody right after they're unhooked.
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A few things to consider.
I did not say that being hit with a blade will slow movement speed, so he is not like Clown. I said the blades will slow conspicuous action speed (gen repair, healing, etc.) And that makes sense. The more injured you are, the harder it is to complete tasks. And yes, I agree with you. I would not make a Killer like Trickster gain the haste status for landing hits (nor did I suggest that).
I did not state what his movement speed would be (see the note at the bottom), so that critique isn't something that is applicable.
Regarding what Survivors would like to go against, a generalization like that is not something you or I can truly answer, but personally, I would like to go against him (I'm a Survivor main).
You're right that we'll have to see about how Wesker works, but keep in mind, the proposed rework for Trickster does not slow movement speed. It slows down gen repair, heal, etc, so it is not compulsory. Survivors will not enter the dying state if they don't remove the blades.
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Regarding your (valid) critique about the tiles. In my poll, the overwhelming majority of people wanted Trickster to keep his blade throwing (no new power). So I worked off of that. I cannot change the tiles, but I can change what landing a blade will do. And no tile is immune to Trickster landing a single blade. Even still, a great Trickster can still down people at a strong tile.
Regarding the Main Event, that's assuming more than what I suggested, but I agree your points need to be addressed.
To be clear, the only thing I suggested is that Main Event is something he can choose to use when he sees fit. I stand by that. However, what challenges will that pose (as you accurately suggested)? And in light of those challenges, how will Main Event be work? Be earned? You suggested he'd be able to have a 1.7x throw rate for free after he wins the first chase. I hear you. But that's assuming no other changes to Main Event would/could be made. They can. And those changes would be based on the new premise that Main Event will activate when Trickster chooses. And from that premise, then adjustments get made. So it's not that Main Event is identical but now he can use it whenever. It's that he can use it whenever, and then we backtrack from there to see how to best achieve that. (My note at the bottom was meant to address issues like this. For organization purposes, I wanted to start with mostly general ideas (just bones) and then flesh them out more fully).
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sounds like thantophobia. you could equip the perk. no need to rework killer. Wesker does not inflict any action speed penalties. He inflicts hindered and exposed against ability. no need to weaken chase either. according to community, he's apparently c-tier. I don't see any need to weaken a chase on under-performing killer in chase.
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Correct. Wesker inflicts the Hindered Status (which results in Survivors having an -8% movement speed penalty). My proposal would not cause that. It would cause an effect like Thana, but unlike Thana, it won't affect the team (like when all 4 are injured), or be tied to Survivors who are dying or hooked. It only is to give Trickster's blades more of an impact on the Survivor who gets hit with them so that he has more map pressure. Since the effect would go away once a Survivor lost a health state, it would not stack with Thana. So Trickster could still run Thana and get value out of it because his ability and Thana would activate under different scenarios.
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I currently have no constructive ideas save this: make a few of his add ons master copies of his greatest hits. This will crane his lullaby or chase music to sick k-pop songs,performers by some actual k-pop idols that BHVR organises. This isn't just cool,but will make all his simps wanna stay in his terror radius.
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Hes the worst designed killer in the game. Needs one badly. Theres so much to talk about with this killer. Fix him bhvr, or remove that plastic-jawline nuisance out of this game!
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Something needs to be done about him because honestly he is one of the least enjoyable killers to play against. Right up there with legion.
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That last sentence 😂
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