Where are the trickster buffs
WHERE ARE THEY DEVELOPERS?!
Comments
-
I’d like if his daggers stayed in survivors. They could choose to ignore them but then they’re closer to injure next time he finds them or spend an animation time pulling them out.
This gives him a little bit of built in slow down and encourages him to spread pressure with his daggers on multiple people even if he knows he won’t hit them with enough to injure.
Give him a smaller TR while you’re at it.
5 -
He doesnt need buffs, he needs a rework
Sincerely, an EX Trickster main
6 -
Totally reasonable. I was giving him buffs for being weak but he does have some fundamental design flaws so a rework would work as well and would probably be better.
2 -
He needs to be 115 for starters!
Secondly he needs something to deal with loops and not be a downgraded Huntress!
5 -
Trickster does not really need Buffs.
At the very least he does not need Buffs right now, there are other Killers which need them more. E.g. they talked about Twins getting some love in early 2024, Myers is the pinnacle of outdated, they talked about revisiting Billy, they need to look at Skull Merchant, they probably need to revisit Sadako.
All of those are more urgent. At least when you ask someone which Killer is bad, Trickster would probably not be a common answer.
8 -
I feel like this could apply to Deathslinger as well. They’re both weaker, less rewarding versions of Huntress.
2 -
They're still there
They just don't give a damn about banning innocent people in dbd
Be careful with having the same name as a hacker on steam otherwise behaviour might give u ban too cause they will think "oh that account is associated"
0 -
Yessir!
0 -
Twins and Billy don’t really need buffs though, they just need to be less clunky and less frustrating to play.
2 -
They are on the list of BHVR tho.
0 -
I feel like making them 115% is a bandaid fix and less interesting. I’d rather keep him slow but make him strong enough to warrant be slower.
1 -
I would make it so when he aims his blades he stays at 110% speed but as he throws he slows down.
I would remove the laceration decay and make it so you have to mend the knifes out. It gives trickster a more hit and run playstyle and slowdown.
2 -
I think he is fine - Trickster Main
i really dont like the suggestion of "blades staying in" or "having to be removed" since he can allready be unfair on loops. if you could pull them out midchase sure, but not something that would take a while
maybe a half a second animation to START the blade decay could be nice?
1 -
i think only problem with trickster is too slow throwing walk speed makes him not very effective at most loops. I would just make him 105% throwing walk speed and instead of slowing his movement speed, he would go 105%->110% the more he fires.
the problem that survivor have with him is that they don't want to participate into the whole side-stepping projectile thing and there is perception with him that he is uncounterable in the chase because 44 knives. not sure how you could resolve that. one idea i had was that he can reload lockers 100% quicker but he only carries 15 knives. when he takes health-state, he gets an instant reload.
I am not sure how you change survivor's perception in side-stepping ranged weapons. it was same problem that deathslinger had.... where people refused to adapt to his gun.
I am not entirely sure why ranged killer that are 110% both have lullabies but that is their design choice. he would probably be ok at 24 normal terror radius.
0 -
realest comment ive ever seen
1 -
This issue isn't as much on trickster as it is on Map/Perk design.
Trickster has one of the quickest multi-down potential in the game aswell as tunnel potential
However, hes one of the killers that got hit the hardest with the MFT + resi meta , trickster slows down to 96% when throwing knives, which lets survivors gain distance on him, with MFTs 3% boost that gap is doubled.
Then you have the horrible map design, almost every single "loop" is tall, or just tall enough to make hitting shots impossible, not to mention High wall loops being within reach of most generators within 2-3 seconds of running distance.
For example, Suffocation pit is one of the WORST trickster maps to exist , pit has 5-6 long walls connected in the choke part which just makes hitting blades near impossible and denies his power all together.
You have to treat the disease, not the symptom, Theres only so many buffs you can give to a certain killer to make him viable against High MMR MetaSlaves and absolutely opressive and busted against the other 90% of the playerbase and buffing trickster would be like giving someone pain medication for a broken leg. Does it help? sure. does it fix the problem? No.
0 -
Trickster has a 45% winrate on Nightlight, assuming Trickster is anywhere near that I suggest some changes.
I think he would be way better if he needed more knives to down, but was raised up to 115% movementspeed.
also his ult, you need to make it more interesting. Like it changing his attack for a little while, like a shotgun mode for the blades.
2 -
Dealing with loops is not where he falls short, in fact he probably has one of the strongest 1v1's in the game. The real problem lies in map dependency, and being either underpowered or overwhelming depending where you as a Survivor happen to be caught. Also has a problem of being really unfun to go against regardless
1 -
why do you find him unfun to go against?
0 -
Because hes sort of in the same boat as old Legion just no where near as extreme in the sense that if a Trickster wants you down, youre more than likely going to go down.
Doesn't help that you know he doesnt even need to be that accurate. All you need is an accuracy of less than 30% to down a Survivor from injured to healthy with a full set of knives (not even considering add ons)
Theres also no real depth to his gameplay, its basically just hold W while putting as many LoS blockers between you and him as you can. And if you cant do that, youre just dead.
1 -
Trickster doesn’t really need a buff. His power is so easy to use. You just spam your knife throwing and you’re at least going to get an injury and can hit multiple survivors as well. 44 knives, infinite refills, and you only need 12 of them to hit to get a down a survivor unless they manage to staunch the wound which really isn’t helpful unless they get away.
0 -
from playing survivor, i have made trickster run out of knives. it is not super consistent and it is not exactly easy but it is possible. it is just difficult. I personally think its players not wanting to engage with killer ability so perhaps some change in how trickster's ammo works would help resolve that. I think it is just another perception issue.
0 -
So have I, and I've also ran Nurse's for several minutes. Using bad players as an example can make anything look possible
0 -
you being good as survivor will make other player look bad. it works vice versa as well. you succeeding as killer makes opponent look bad.
0 -
Ok but theres a difference between outplaying your opponent and them just missing 44 knives
1 -
they missed 44 knives because your movement was tricky. i think the problem is lack of dopamine hit for dodging each projectile and the fact that the majority of chases the killer does not run out of knives so it just feels like there is lack of counter-play. the problem is that if the killer run out of knives, that would make trickster annoying to play especially with current reloads. it is just like old deathslinger. the psychology of playing vs his ability is really off. I am not sure how you improve that.
0 -
As some one who's played his fair share of Trickster, I'd love to see this first hand
0 -
i am not saying it is consistent. i am just saying that I have done it. more often then not. I just break LOS and use high-wall loops.
0 -
Yeah, but no Trickster with a functioning brain would be throwing knives when you're behind a wall
You can buy time but if a Trickster with all knives wants you down, you are going down
1