P100 Trickster - I HATE the Rework: Updated Feedback
EDIT: After some feedback, I decided to rework a majority of the suggestions I put up in this post to something I find better overall. Skip to the end for the most up-to-date version of the changes, and read through for updated thoughts.
EDIT 2: Fixed formatting, grammar, spelling, etc. Also hammered in some points better.
Hello. I’m a P100 Trickster. I’ve spent years learning the ins and outs of this character, and invested most of my DBD playtime solely to him. This post is regarding the recent Trickster rework. I’ll be attempting to thoroughly deconstruct every change, from the PTB to now, and provide in-depth and honest feedback on the entire update.
I’ve loved Trickster since his release, and was really putting in practice to get good at him starting this year. He was an incredibly nuanced, incredibly flashy, and endlessly fun character to me. He was the primary reason I got on to play the game, and unfortunately, this Trickster update has absolutely destroyed any enthusiasm for the character I had.
Many nuanced mechanics have been stripped down or removed, pointless and confusing stat changes have me relearning him every week, and his power just doesn’t feel as strong or satisfying to use as it did before. He feels like a glorified zoner with an increased focus on using basic attacks and Main Event, rather than just sharpening your skills and learning how to use his knives.
Despite being highly critical of this update, I don’t mean to insult the developers behind it. I know this stuff takes time to get right, and my only hope is that in the future you will take another look at the character with this critique in mind. There will be a summary of the changes I want at the end for those who only want to skim. I hope this reaches the right people.
PRIORITY #1 - 8-KNIFE LACERATION METER, and how it affects his gameplay style.
After playing with the new version more and more, I can confidently say that changing Trickster’s laceration meter capacity to 8 Knives from the previous 6 has been THE biggest tragedy of this update, and has had a direct negative impact on almost every single part of his gameplay loop.
Previously, you could use the knives anywhere & all the time if you learned how and when to use them effectively. Not only could you use them anywhere, you also had to, because he was 4.4m/s. It wasn't easy to get in for a basic attack most of the time, and that was fine, because the knives were SO good you almost never had to use the bat. Only needing 6 hits meant that each individual shot you hit mattered more, even if you were only occasionally throwing.
Nowadays, getting downs with only knives is less fun and even less effective. Being forced to hit at least 4 extra blades for a down compared to the old version feels terrible. It gives survivors way more time to just run past you, or away from you without much threat. To compensate, you very often have to intentionally zone people out into open areas to use a basic attack or Main Event: as these options are more effective at downing players, save you knives, and are easier than trying to hit knives manually.
The change from 6 to 8 really killed the knives-only playstyle that old trickster bred. Another big reason for this is that the ammo economy of new Trickster is terrible. You have to use over ⅓ of your base ammo capacity just for one down, even without missing a single time. Even pro players can’t possibly hit ‘em all, so I don’t see how that's a reasonable amount. You have to reload after every chase unless you use Main Event, whereas before a down was barely over ¼ of the base ammo capacity, and you didn't have to reload or use Main Event every chase just to compensate.
Additionally, on a smaller note, the order of the melodic sound effects that play whenever you land a blade has changed due to the increase, often making me believe I’m closer to a down than I actually am. This causes me to drop my knives when I shouldn’t, and provide the survivor more time to run away by mistake. Yes, this HAS cost me entire downs sometimes.
The solution isn’t to increase his ammo capacity, it’s to reduce his laceration meter back down to 6 Knives.
6-Knife meter fixes so much about this character fundamentally. It lowers chase time in more significant ways than just making him throw faster, allows for better ammo management, revives knife-only playstyle, and it makes Main Event better by proxy. And no, this would NOT be overpowered in any way when combined with a 4.6m/s killer. 4.6m/s Killers by themselves are not scary: They need good powers that can cut down chase times to compensate: if they lack mobility. Which, as you know, Trickster does. The counterplay to ANY killer is always going to be to put as much distance and as many obstacles between you and them as possible, and Trickster still holds true to this.
PRIORITY #2 - THROW RATE
Let’s go back to Pre-7.4.0 Trickster for a second.
Throw Rate Growth was a mechanic where Trickster’s throw animation speed would increase for each blade he threw in rapid succession. This meant that despite his initial throw being pretty slow, you could follow this up with a flurry of blades very quickly, and it added a nice rhythm to his gameplay loop.
The reason this mechanic was so important was because it gave Trickster a way to punish Survivors very hard when they made a mistake, but it also made sure that survivors who were playing correctly had a reasonable amount of time to react to his initial windup and get behind something before too many blades could be sent their way.
This led to Trickster’s bread and butter gameplay loop. Tap-fire and chip away at a survivor’s laceration meter in tall loops, and when they mess up or are stuck out in the open for too long, mow them down with a full-auto flurry.
Removing this mechanic in favor of a completely static throwing speed has been another major killjoy for the character. Now, when a Survivor makes a mistake, they aren’t punished for it nearly as heavily, because the base fire rate isn’t fast enough to do that. Reducing the base throw rate isn’t a good option either, as this makes it so survivors get punished for the mere crime of EXISTING, and Trickster is able to throw far more knives in shorter spans of time than anybody is reasonably able to react to. This was a big problem for him on the Chucky PTB, and hasn’t been addressed reasonably since then.
With all that said, I think the best thing to do is return his throw rate to how it was before the 7.4.0 Update. 3kps (0.33s windup) base speed, with a ramp up to 4kps after 8 throws, and a further ramp-up to 5kps in main event. Here’s roughly the exact numbers from the wiki.
The reason I vouch for this mechanic returning as well is because old Trickster's power was never super oppressive to necessitate it's removal. Even though his power was flexible, it took a LOT of getting used to: and your skill was rewarded heavily with the ability to down people quickly.
I think it's important that Trickster is treated sort of like an insta-down killer, similar to the Chainsaw bros. All three can down you incredibly easily and quickly when you make a mistake, but if you position yourself correctly and outplay them, you can easily save your health state and/or prolong chases for long times.
Similarly, all three characters have always been good at camping too, but nowadays we have a baseline anti-camp mechanic, and you still have enough time to pull off an unhook against all three, even if you're noticed before you reach the hook.
Giving Trickster a good power while also being 4.6m/s is not going to shoot him up to the top of tier lists or Kill Rates, or even make him super oppressive in chase. It will just force people to actually learn how to play against him, which I think is interesting.
PRIORITY #3 - MAIN EVENT
Main Event has transformed from an occasional part of your power that required good time management and usage of knives... to basically being used in every single chase, and you are punished pretty hard for not making use of it. This is another change that just killed the character for me.
New Trickster is too reliant on Main Event as a crutch for his other very obvious problems, and I think this is TERRIBLE for the health of the character. His base knives suck bad compared to the old Trickster, as you have to hit more and the throw rate is slower than before. Additionally, you will have to reload more often because of the other changes.
The only way you can compensate for all that is by using Main Event as often as you can. And uh, you can use it often, that's for sure. You can activate Main Event whenever you hit the equivalent of 1 Health state worth of knives. Compared to the previous 5 Health States worth, that is a massive buff. Besides that, it was basically unchanged, minus the implementation of an extremely clunky use of the existing Combo system to supplement the duration. I don't like this.
It is crucial for me to make my point clear here: Making Trickster's power terrible so you can afford to make Main Event central to his playstyle is a terrible idea.
Main Event is not fun to use or play against most of the time. It's a binary ability. During this mode, you have little control over what you do: A huge beam of knives comes out and all you do is line it up so the beam hits the survivor. This kind of sustained-fire mode is incredibly boring compared to manually taking each shot. Even compared to trickster's old maximum throw rate it's ludicrous. It's good for when you want to get through a group of people quickly, but when you're just using it on one person alone, it's super dull to use AND play against.
That's not to say it doesn't have counterplay, it's just that the counterplay is significantly less fun than base Trickster throw rate. You can either get in a locker to completely nullify the ability, or you just get behind something that doesn't have any openings he can fire through so that he's forced to walk around it... often resulting in a fatigue by the time the time he catches up.
I'd highly prefer if Trickster had a better power and a worse Main Event. With all that said, I offer a small rework.
- Decrease Main Event Duration to 5 Seconds. Remove Combo system implementation.
- Decrease charge requirement to 6 Blade hits.
- NEW: The Main Event gauge will lose 2 Charges for any Blade you miss when Main Event is not charged or activated.
Now Main Event becomes a sort-of reward system for players with high accuracy. It’ll be about the same frequency as now if you have high accuracy. But, players who either have lower accuracy, or ones just take riskier shots will have to forego the ability for a bit longer as a trade off. Which I think is fine. Definitely an upgrade in design compared to what we have now in my opinion.
LACERATION DECAY, & MISCELLANEOUS THOUGHTS
Figured I’d cap off my thoughts on his basekit by just nitpicking a bit about other aspects of this update that have bothered me, starting with Laceration Decay.
Laceration Decay, as it stands right now, is kind of lacking-- design wise. It works fine for what it is, but it's honestly so annoying that it actually uses decimal numbers sometimes. If you hit someone a fraction of a second after the meter decays, your next shot won't count as an injury, but instead as 5.939393 stacks or something. It's annoyingly designed and sometimes a bit aggravating. I suggest a mild technical rework and buff to cap off the final round of basekit Trickster changes.
- The Laceration meter now only depletes after reaching the next whole number. When the Laceration Meter begins decaying, Laceration Meter Stacks will be preserved until the stack is fully depleted.
This prevents situations where stacks will only deplete by a small amount before you hit a Survivor again, effectively nullifying the stack. As an example: If a Survivor’s meter is decaying after 5 hits, and the meter hasn’t yet counted down to 4, Your next hit will still count as the 6th.
This can be achieved by keeping the Laceration Meter value in memory as the meter depletes, and only decreasing it when a whole number is reached. In a sense: Basekit Laceration meter stacks will only ever deplete by -1, and never count as some number like 5.9393. Any other Laceration modifiers that produce a decimal result on hit will simply be rounded down to the nearest whole number when that stack is depleted.
This would be a hefty buff to current trickster by itself, but I think some other changes could be made to amplify this design:
- Decrease Laceration Decay time to 12 seconds (from 15)
- Make Laceration Stacks deplete in 3 Seconds / at 0.33c/s (from 2 seconds / at 0.5c/s)
This would make it so survivors can genuinely see their progress sooner as they're outrunning a Trickster. This would also make it less likely that you'll want to leave a chase the moment it starts going south.
And here's some other nitpicky thoughts that could be used to further the discussion.
- Increasing his Terror Radius was a good idea, sure. But was it really all that necessary when he still has a huge Lullaby? Why does he even have a Lullaby to begin with? It’s not as if he’s good at surprise attacks, since he has to hit so many blades anyway. Just get rid of the thing already! Or, just go back to 24m terror radius if you want to keep it.
- The removal of the slowdown penalty was good, as it seemed to be barely functional anyway, only reaching the minimum speed after throwing 30 entire knives. Not exactly an exciting part of his kit to keep around, but I wouldn't necessarily be opposed to it coming back in a more prominent way if Trickster was deemed too strong.
- Trying to make combos anything other than his bloodpoint earning method has been a disaster. It’s too confusing of a mechanic and doesn’t need to be exemplified beyond what it previously was. It gives you bloodpoints and that should be the end of it.
- Recoil was cool. I think it encouraged a more skillful playstyle of tap-firing and only going full-auto when it was necessary, and made learning how to full-auto without losing accuracy incredibly rewarding. I am sad to see it go but I’m not exactly combative of its removal either. If it makes the killer more accessible, that’s fine I suppose.
Let’s move on to add-ons now, as they are a beast in their own right.
THE ADD-ON PROBLEM
Finally, I'm gonna wrap this up with a thorough look at each of Trickster’s add-ons, how to change them from here, and why they need updates. I kept this separate from the “priority list” because I think add-ons are a huge problem, but nothing is more of a problem than his current main kit.
We’ll go from top-to-bottom, starting with his Ultra Rares.
Death Throes Compilation
- Current Effect: Reveal the auras of Survivors hit by Blades during Main Event for 6 seconds.
This add-ons effect is pretty cool and makes Main Event better for sure, but it’s a far-cry from how useful the old version was. The Diamond Cufflinks add-on has a similar, better, and more common effect at a lower rarity, so I think this effect should be reserved for a lower rarity add-on. I would like for this add-on to return to a similar effect as the old version, but with an added caveat that makes it more fair to play against.
- New Effect: During Main Event, the amount of Blades you hit Survivors with will be returned as Ammo at a 2x conversion rate when Main Event ends.
This reworked version makes use of Main Event’s strength as a finisher, rewarding players for their accuracy and smart use of the power with some extra ammo returned. Under absolute dream conditions, this add-on could theoretically still allow you to play without ever reloading at lockers. But, the accuracy that would be necessary to pull this playstyle off would make it a true test of skill, and endlessly satisfying for sure.
Iridescent Photocard
- Current Effect: For each consecutive Blade hit, gain a stackable 1% Haste effect, up to a maximum of 7%. This bonus is lost when missing a Blade or when a Survivor loses a health state.
This new version of the add-on is extremely cool and provides a reward to Tricksters who leverage his tap-fire playstyle well. However, it has some problems. Firstly, with the prospect of lowering his Laceration meter down to 6 Knives, I don’t think it makes sense to keep the effect stacking to 7%. Secondly, the Haste never goes away if you don’t do one of the other two effects, so it provides some value in ways I don’t think are intentional. To remedy this, I’ll suggest a change to its deactivation condition.
- New Effect: For each consecutive Blade hit, gain a stackable 1% Haste effect, up to a maximum of 5%. This bonus is lost when missing a Blade, when a Survivor loses a health state, or when the Survivor’s Laceration Meter begins decaying.
Now the effect is much less stackable and only serves its purpose when actively in chase, which I think is for the best.
Trick Blades
- Current Effect: Causes Blades to ricochet off the environment a total of 2 times.
While this add-on does allow for much more cool skill-expressive plays, I think the add-on is currently too strong and makes a good Trickster inescapable. This add-on allows a blade that would otherwise miss two additional chances to deal full damage, and I think it needs to be toned down a bit to stand in-line with the other similar add-ons.
- New Effect: Blades that travel less than 20m ricochet off the environment a total of 2 times.
This limits the effect to medium-range, allowing cool shots but still making it so blades that straight up miss are not relevant. From this point on I'm gonna talk about add-ons in groups.
COMBO ADD-ONS
Fizz-Spin Soda
- Current Effect: Increases the time before a Combo ends by 15%.
Ji-Woon’s Autograph
- Current Effect: Increases the time before a Combo ends by 10%.
These addons are laughably awful. I don’t even understand how this passed through. They're meant to increase the amount of bloodpoints you earn and help increase your main event duration. But… There’s plenty of other add-ons that increase main event duration. We don’t need more. Not to mention, the modifiers used here are so pathetically small they barely help in that regard. Both need to be reworked.
Fizz-Spin Soda
- New Effect: Injuring a survivor using Blades applies the Mangled status effect.
Ji-Woon’s Autograph
- New Effect: Decreases throws required to reach the maximum Throw Rate by 1.
I’ve given two different effects that I believe are more deserving of their rarities. Soda has become a Mangled add-on, making Blade hits pack a tiny bit of a slow-down punch, deserved for using your power well. Ji-Woon’s autograph has been restored to it's previous version as a replacement for the "Memento Blades" add-on, which we'll get to later.
DECAY TIME ADD-ONS
Ripper Brace
- Current Effect: Increases the time before the Laceration Meter begins decaying by 3s.
On Target Single
- Current Effect: Increases the time before the Laceration Meter begins decaying by 2s.
While these add-ons both have respectable effects in their own right, I think stacking add-ons leads to less interesting gameplay. I don’t think a decay time add-on needs to be in the Rare group of add-ons, and I think On Target Single isn’t good enough to run on its own.
Ripper Brace
- New Effect: Blade hits from beyond 16m apply 1.25x Laceration.
On Target Single
- New Effect: Increases the time before the Laceration Meter begins decaying by 3s.
Now, On Target Single takes the reins as the sole Decay time add-on, unlocking an even 15s decay time, and Ripper Brace has a new effect as an add-on that rewards good accuracy at a distance. This effect can be used to lower the amount of hits required for a health state to 5 if you hit all of your shots from that range, or can just give you some extra time to deplete the laceration meter before losing a stack, which is nice.
INFERIOR DUPLICATE ADD-ONS
Add-on variety is very important, especially for a killer like Trickster who you can do so much with. For a long time his duplicate add-ons have had the problem of the higher rarity versions being good and the lower rarities being terrible, and the next couple add-ons are a perfect example of what I mean.
Lucky Blade
- Current Effect: Increases the duration of Main Event by 0.3s for each Blade Hit.
Inferno Wires
- Current Effect: Increases the duration of Main Event by 40%.
Counting the Combo add-ons, we have way too many add-ons solely to increase the duration of Main Event. 6 to be exact. That’s 30% of his total add-ons. Unacceptable, we need to cut this down to allow for more variety.
Lucky Blade
- New Effect: Increases the time required for Laceration stacks to Decay by 1s (0.33s -> 0.25s)
Inferno Wires
- New Effect: Decreases Main Event charge penalty for missed Blades by 50%.
I think these new effects speak for themselves. Watch is unchanged. Lucky Blade is reworked into a new type of Laceration decay add-on, and Wires is reworked to a completely new effect, allowing more leniency in activating the new Main Event.
Killing Part Chords
- Current Effect: Increases movement speed in the Throw State by 1%
This add-on is just terrible. It’s a copy of the far better Caged Heart Shoes add-on, but way less useful. Not even noticeable, and never worth running. I think this add-on needs an entire rework just to make sure no terrible duplicate add-ons are left.
- New Effect: Increases the Main Event activation window by 5s.
Now this add-on has a dedicated use, letting you hold on to Main Event for longer so you can use it when a good opportunity arises. This is accomplished by changing the modifier that drains the main event gauge from -0.33c/s to -0.25c/s, increasing the time you can hold onto Main Event from 15s to 20s.
(Which by the way, is a change that was swept under the rug, because changing Main Event’s Base duration also affects this. When Main Event was 10 seconds, this allowed you to pocket it for 30 seconds. When the duration was changed to 5 seconds, this resulted in you only being able to hold it for 15 seconds, and now 18s with the current 6s duration. What a mess!)
Bloody Boa
- Current Effect: Increases Blade ammo capacity by 8.
Trick Pouch
- Current Effect: Increases Blade ammo capacity by 4.
As a final example of terrible duplicate add-ons, these two are a prime example of what mean. Bloody Boa is an amazing add-on, it helps in more ways than one and is just nice to throw on in any build. Trick Pouch on the other hand, provides so little it’s barely ever worth using-- not even stacked with Boa.
Since Trick Pouch seems more blatantly designed as an ammo add-on, I think Boa is the one that should be changed to something else.
Bloody Boa
- New Effect: Reveal the auras of Survivors hit by Blades during Main Event for 6 seconds.
Trick Pouch
- New Effect: Increases Blade ammo capacity by 8.
I decided to give Boa the effect of the current Death Throes Compilation add-on since I still like the effect, but don’t think it’s worthy of being an Ultra-Rare. I think this would put both of these add-ons in a good spot for their rarities.
Memento Blades
- Current Effect: Increases throwing speed by 10%
This add-on has had a sad life. For most of its life, this was always an intentionally terrible add-on, forcing you to hit an extra knife to injure survivors. Nowadays, it’s practically a crutch for current Trickster’s design problems. It increases his base throwing speed to almost 4kps with no downside, which is brutal and pushes him right back to his problematic state where he was on the PTB. This add-on needs another full rework.
- New Effect: Laceration caused by Blades is based on proximity to the target, starting at a minimum of 50% Laceration. Each Blade Hit increases the Laceration caused by Blades to a maximum of 200% Laceration. Missing a Blade resets Laceration to its initial value.
If you’re confused, this is the ORIGINAL effect of the Death Throes compilation add-on. It was a fun add-on that was challenging to use, but it had a short life before being removed, presumably for making the character even more difficult than he already was.
The gimmick with this add-on is that hitting your blades from close-up will cause them to deal half as much damage, but hitting them from incredibly long ranges will cause higher damage. In addition, hitting shots without missing also increases your laceration output by a significant amount.
This add-on effect would fit right in as a brown add-on, as it provides a hefty challenge for those who desire it.
TL;DR
Well, by this point I’m sure I’m running out of space to type anything else, so I’ll end it here. Please consider my words, as I think this new direction would help make Trickster feel fun again. Here's a summary of all the changes.
Thanks for keeping the Trickster discussion alive y'all. I just hope he gets treated better in 2024.
Comments
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after reading this, i think this is a prime example of a user not understanding any of the changes. so I just briefly talk about some of statements.
Main event is not having identity crisis. one of the changes regarding the new trickster was how ramp up is scaling. previously scaling of ramp up was how many knives you threw in quick succession however because survivor could LOS the trickster, the 0-33% ramp-up was ineffective in most cases because you would almost never throw that many consecutive knives within loops themselves. Now the ramp up is Main Event itself. Instead of having a random 0-33% ramp up, it is flat scale of 66% increased throwing-rate. Since you get to activate it when you want to activate it, you can time when you should get the power-up as opposed old system of throwing-rate which gave you no control over using main event and no control over build-up.
Trickster's default throwing mode is not primary focus on trickster. Trickster's throwing mode is solely there to charge main event. It still is serviceable throwing mode but it is not main focus on his ability. in short, it is build up to his real power, main event. this is why laceration meter remains unchanged. His throwing mode is slightly improved in his buffs and in some ways, you can use Memento blades to improve it to 3.70 TPS which is closer to PTB throwing-rate however you are arbitrary suppose to rely on main event to gain downs. This leads to last point in regards ammo efficiency. Trickster's ammo efficiency base-kit is better than ever minus old Death throes compilation because in previous old trickster, you needed 12 knives worth of ammo to down the survivor. In new trickster, you only need 8 knives because using main event does not consume ammo to get other remaining 8 hits. On average, your about 33% more ammo efficiency if you successful use main event every chase.
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I disagree that this is a user not understanding the changes. The changes that were made to Trickster made him pretty damn different to play than he used to, and I completely understand people who used to play him disliking this new playstyle.
I too personally still prefer old Trickster. The only real fun thing for me ATM is trying to get as many down with Waiting-on-you Watch but his knife gameplay is not specifically more fun than it was.
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My main point was how this isn't a good replacement for the old trickster playstyle.
The idea that throw ramp up was "ineffective" is laughable, it was consistently useful and balanced out his fast throw state transition and low Laceration threshold. With 6-Knife and ramp up you could consistently tap-fire in loops anywhere, and quickly mow people down whenever you got the upper hand. It was always the survivors fault if they went down too quickly.
With that in mind, replacing this entire basekit mechanic with main event is dumb and doesn't even make sense, as using Main Event has always been reliant on you getting close to the target or having them mess up, exactly how throw ramp up did. Difference being, main event has it's own (longer) windup, limited duration, a fatigue state when it ends, and can be countered by lockers easily.
This post isn't about how trickster is weaker, he's far from it, it's about how trickster playstyle has devolved and degraded so much due to the changes that his kit is no longer fun to use. The new version doesn't have the same appeal as the old one, and I have countless clips of it I could share.
He's still majorly buffable. I genuinely think my changes would bring back the appeal of him without making him even close to overpowered, especially with the nerfs I provided to counterbalance the buffs.
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With 6-Knife and ramp up you could consistently tap-fire in loops anywhere, and quickly mow people down whenever you got the upper hand. It was always the survivors fault if they went down too quickly.
but you can still do that. tap-firing has no relationship between throw-rate. If you tap-firing, your not gaining any throwing speed in old one or new one. this cement my point is that having faster throw-rate was meaningless at loops because your tap-firing.
now with current iteration, you can "hold" your fire-rate stacks in main event and then unleash a bigger bonus when you believe the time is right. in that sense, throwing-rate and how trickster power-up is clever change.
Difference being, main event has it's own (longer) windup, limited duration, a fatigue state when it ends, and can be countered by lockers easily.
The skill in playing trickster is knowing when to use main event. so yes, the ability has drawbacks and counters.
This post isn't about how trickster is weaker, he's far from it, it's about how trickster playstyle has devolved and degraded so much due to the changes that his kit is no longer fun to use.
his play-style is still same. only negative changes he received are those from PTB->Live. everything else is improved. the main one being that 6->8 throwing-rate change is mismatch to his base throwing speed which is 3.33(0.3). he only received 10% increase in base-throwing mode but the change from 6->8 is 33% reduction in his ability to injure. so overall, your base-throwing mode is -23% worse then previous iteration but like I said, the base-throwing mode is suppose to be used to power-up your true ability, main event.
I think knives play is overall same or similar. He has less impact per knife he hits but he is more spammy. That is kinda of his identity. He's suppose to be spammy. If your looking to play more precision flick-aim based killer that has less focus on track-aiming you should look into other two ranged namely huntress or deathslinger.
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I like complaint that u did.
But 8 blades to receive max throw rate in 4 bl per sec? This is awful/
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These suggestions go against the entire point of Trickster's rework, which is to have rapid fire gameplay...
1) Having anything that rewards consecutive hits, goes against rapid fire gameplay. Expecting a 100% accuracy rate during rapid fire is so very unrealistic and awful.
2) Trying to make Main Event less frequent also goes against rapid fire gameplay. Main Event is pretty much that the only time Trickster can rapid fire a survivor at mid range (or farther), when the survivor is micro-wiggling to dodge knives, because the expected accuracy rate will be too low to rapid fire without Main Event.
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3d part about the main event is a real strange decision.
Cuz losing 2 blades after a miss for the main event is way too punishing. And main event should be reward, for players who struglle against team up surviviors.
I hope this change never get live, cuz this will make the main event garbage again, and developers, when was ptb, tried to get rid of that problem.
But 2 health states main event is fine.
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Im aware, The primary goal was to have the in-depth explanation for devs, and the tl;dr just for the people who were curious about what I'd change. Then, if people were concerned about my ideas, they could scroll back up for context.
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If you're struggling against people who are grouping up, you always have the option to aim better. I'm not saying that to be rude, but if you can't hit your knives, you don't really deserve to be rewarded for anything. Plus, the return of throw rate growth is there for situations like that when you need to dish out a lot of damage without too much concern for accuracy.
My changes to main event were to make room for buffing his primary throwing mode back to it's former self. Besides, grouping up against trickster is generally a bad idea anyway.
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I've watched OP play trickster, they know what they're talking about.
The changes are objectively a nerf because the ammo econ and "dps" is factually worse and Main Event being available so often is not good design.
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To say Trickster's ammo economy is better is just demonstrably false. If we view this purely in terms of health state, 44/6 is a larger number than 44/8 (7.33333333 and 5.5 respectively)
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It would reward accuracy. Why would it be a problem that missing is punished when main event overall would be still proccing more often (I maintain my stance it REALLY shouldn't) compared to pre 7.4.0?
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But its not the same at all, he's punished way less for spamming than he used to be.
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He's not meant to just spam everywhere, this is a huge misconception I keep seeing.
You're meant to have a balance of tap, burst and spraying, tapping when at tiles with LOS blockers but areas you can fire through, bursting at medium range and full auto spraying at point blank. BHVR's intention was to supposedly make him feel better to play, but the changes overall are objectively a nerf because 6 blades is WAY stronger than 8.
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If the entire point of the rework is rapid fire gameplay, how would rewarding consecutive hits be a bad thing? This point makes zero sense imo.
And reminder: Main Event throws less blades overall, so the rapid fire gameplay point / idea has effectively failed entirely.
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And if people are struggling against teamed up survivors, that suggests they still have things to learn with Trickster no?
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Have you ever played any other game that involves rapid fire weapons? Have you noticed they tend to give those weapons a huge ammo capacity, and the ammo boxes tend to have a huge number of bullets, because it's 100% expected that you shouldn't be having perfect accuracy when you are using rapid fire?
Trickster's knives have bad accuracy if he's not in close range, because the hitbox is so tiny, and the projectiles have a slow enough travel time that survivors can micro dodge some of the knives even if Trickster is aiming perfectly. This is because Trickster needs to actually predict where the survivor is, which is 100% impossible if the survivor is randomly micro dodging. This isn't a skill issue. It's literally a "Trickster's knives literally can't guarantee 100% accuracy if the survivor isn't in close range, even if the killer has infinite skill in the game".
Expecting Trickster to have 100% accuracy is expecting him to be using his knives at close range, at which point, why bother playing a ranged character? If Trickster is close enough to someone to guarantee 100% accuracy, they would be close enough for Wesker to just M2 them instead.
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Most games that have rapid-fire weapons balance them out with low ammo and recoil, because they still want you to have decent accuracy. This is balanced out by more damage.
This is because having weapons that can do sustained fire is generally not fun in PVP games, as it leaves very little room for any creative counterplay or even playstyle variation.
Trickster should absolutely not go into the direction of constant rapid-fire, that only Pidgeon-holes him into a boring playstyle where all you do is hold M1 in the direction of a survivor until they die. Old trickster was perfect, having good fire rate to take advantage of surv mistakes but also having a more skill-expressive and necessary tap-fire playstyle to help at loops where u didnt have much LOS.
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If anyone wants some references of my gameplay, here is some of my favorite clips of me playing (mostly) pre-rework. I really miss his old firing rate and 6-Meter gameplay, it led to more skill expressive moments and more frequent use of his knives.
Notice how none of these clips involve main event? That's because it's boring. I like the manual firing far better, and would prefer if that was the actual focus of his kit. A lot of these clips are simply impossible to recreate with the current version because of the differences in throw rate and the increase in the amount of hits required to injure people.
I just want my main to be fun again.
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Knives are definitely not "balanced out by more damage". When characters like Huntress have 1 projectile = 1 health state, Trickster having 8 (OR MORE!) projectiles = 1 health state, means his knives are low damage. And again, most projectile game have projectiles that are either hitscan, or massively faster than Trickster's knives, which means that perfect aiming is rewarded. DBD is not that game, because Trickster's knives are way too slow for that.
And rapid fire gameplay is the only reason to pick Trickster over Huntress. If I'm supposed to carefully aim every knife, and expected 100% accuracy, then I should just pick Huntress instead, whose projectiles have such a large hitbox that it's way easier to get 100% accuracy hits with them.
And I'm not saying Trickster should literally hold down the fire button non-stop. I'm just saying he shouldn't have anything that's ANTI RAPID FIRE, which is basically anything that rewards consecutive hits, or anything that punishes missed hits.
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Well watch my gameplay and see if it changes your mind. It's the comment right above yours. There are 100s of reasons in my mind that make trickster preferable to huntress. They are NOT the same.
By the way, 6 is lower than 8. That was what I meant by saying his knives were balanced out by more damage.
When you make trickster throw faster, you have to balance that out by requiring more knives to kill, which was the original intention behind increasing the meter to 8 in the first place.
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Just popping in to say that I am reading and following the conversations here 👀
I appreciate y'all taking the time to discuss it, both with me and with each other.
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The trickster is in perfect condition, I have 2000 hours with it and I'm a console player. I have maintained it since its release and currently the only problems it has are still having to use Memento Blades as add-ons and not as a base kit. In addition, several add-ons are bad and others are very strong. Do you want to lower the trickster's power a little? nerf the addons stronger but give him base memento blades and rework the addons that are useless, he suffered a big nerf by requiring 8 knives to wound which is fine if we consider the buffs
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you need 12 knives to down in old trickster from healthy to dying. in this one, you need to hit 8 knives to down from injury to dying[IF] you use main event correctly because main event allows you to spend 8 knives for other health-state. 8 is lower number then 12. This is not accounting that a lot of the time, survivor may eventually grouped for trickster to use ME to get mutiple health-states leading to way more ammo efficiency. your only worse if survivor is already injured.
it is a nerf if all you do is only use regular throwing mode and nothing else. it is a buff if you use throwing mode to get to main event and you use main event at the correct time. you should explain what about main event is not good design. it is meant to be temporary power-up that makes him better then other ranged killers.
You're meant to have a balance of tap, burst and spraying, tapping when at tiles with LOS blockers but areas you can fire through, bursting at medium range and full auto spraying at point blank. BHVR's intention was to supposedly make him feel better to play, but the changes overall are objectively a nerf because 6 blades is WAY stronger than 8.
that is already the case. your tap-firing around loops that survivor hug corners on. your burst firing between gaps(3-4 knives between holes of the loop similar to slinger's harpoon gun) and your spray & praying out in the open.
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IMO the main issue with 8 blade Trickster is that is srsly really made his most weak point weaker. I personally am a person that leartn to enjoy spamming Main Event. It's fun. But in the end, it's not 'Good'. A good surv has an easier time against current Main Event because you are stuck in slower movement+can't switch to the bat than a good surv had against 110 Trickster simply because of the 6 laceration meter.
I personally liked the 8 Laceration meter, I felt like I had to play better. At first. Now I feel like it's the exact same feeling, except for at *tall wall loops*. That one place he already struggled at. I've faced Tricksters that were forced to drop chase because of it. It's just kind of sad that his weak point has been made weaker and nothing else truly changed. I read OPs post a while ago, and ngl, don't remember that much of it but a lot of the points made in the comments are quite valid.
Now I don't think current Trickster is terrible, but if I could choose between old 110% Trickster or current Trickster, I'd revert.
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They tend to also give those weapons recoil which was removed entirely from this killer and which was a huge balancing component of them as well.
I'm not asking for someone to have 100% accuracy, that is of course an unrealistic ask and a point I agree with you on, and this is why my main event change involves a requirement of more charges overall but a loss in charges if you miss, which rewards survivors for better pathing and punishes the Trickster player if their accuracy just isn't good enough.
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If you are forced to use main event for the downs and you are given main event in every single chase, my argument will STILL remain that its a bad change.
Survivors are given no audio or visual cue that main event is charged at all, and cannot use the information they do not have to counterplay it like going into a locker, breaking los etc etc.
It is extremely unfair and unrealistic to let him have main event constantly like this.
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1) If you are going to make a montage of the best Trickster clips, then you should pick clips where the survivors are playing well. What is happening in the above two screenshots?
In the first screenshot, why on earth did the survivor decide to run up a flight of stairs, which placed them back in line of sight with the window? They could have turned right (instead of left to go up the stairs), where the giant line of sight breaker is, then run far away. It would have taken Trickster so long to get through that main building, that the survivor would have safely made it to the next tile, and the laceration meter would have run out too by the time Trickster caught up to the survivor.
In the second screenshot, why on earth did the survivor decide to run up a fight of stairs, where there is zero line of sight breakers? The survivor should have ran out of the building, so they could use the building as a line of sight breaker, to give them time to run to the next tile.
What is the point of montages where the survivors clearly don't know how to play against Trickster?
2) If you want to show us reasons why to play Trickster instead of Huntress, then we need clips where Trickster got hits, but Huntress couldn't have gotten a hit. For example, all of those clips where the survivor is out in the open long enough for Huntress to get a hatchet hit, aren't good arguments for "play Trickster instead of Huntress". Clips where the survivor is animation locked, and Huntress could have gotten an easy hatchet, aren't good arguments either.
And we need the entire clip, where we see all 8 or 16 knives, so we can judge whether or not Huntress could have gotten a hit in that entire timeframe. Clips that are just showing us the last 1 or 2 knife hits are meaningless, because we have no idea if Huntress could have gotten a hit while Trickster was landing the first 6 knives.
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Your main event snowball is also objectively worse unless you take an addon (you were never forced to take an addon before to improve the snowball, you just had good snowball potential due to the much healthier and larger requirement), because your main event duration was halfed and you're forced to play around a combo mechanic that extends your ME, which is not even explained any where in game.
And since its based on knife hits, you are forced to spam more, which means more backrevving, which means you aren't taking risks and going for shots, because the laceration requirement is too high to comfortably allow that playstyle.
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In every single clip I've watched of new trickster, I have been able to pinpoint the exact moment 6 blades would lose a health state. I've watched survivors make it to an entirely new tile because of the 8 hit requirement.
It is not fair to compare old main event to new in this way due to the massive difference in frequency, especially since you had to hit 30/44 of your ammo count (almost 69% of your ammo give or take) for one main event rather than getting it in every single chase. The PTB for the rework proved this at its core was a terrible idea, but BHVR doubled down on it and reduced the requirement by two blades when the requirement should never have been so low in the first place.
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The intention of Main Event was to make it a reward for extremely high accuracy, and now it just rewards you for the bare minimum. I can miss 36 knives in a row but as long as I just backrev you and hit 8, I get what is basically a free down despite missing literally 81.81% of my ammo capacity.
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At this point you're just being picky and denouncing my experience with a character because you are biased against them. We will never agree or come to a conclusion. Happy holidays.
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Not comparable killers at all. Huntress takes health states on hit, trickster builds up his damage over time.
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55 m/s is also not slow at all, its faster than a double flight speed huntress (which if my math is correct clocks in at 52 m/s for charged throws).
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Your last point makes zero sense. I don't understand what you're trying to say there.
If he by your own admission is not meant to have anything anti rapid fire, then why does the combo mechanic exist, which btw rewards consecutive hits with main event duration extensions?
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Trickster also is not rapid-fire only, you need a balance of rapid and non rapid fire, because the better survivors WILL punish your inaccuracy hard.
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To anyone who still keeps making the claim that 8 knives to lacerate is fine and 6 is not, I have a question:
If this is true, why was 6 lacerate 15 decay stronger than 8 lacerate 10 decay (the answer isn't the decay time)?
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It honestly doesn't sound like you're even trying to discuss in good faith honestly, it feels like nothing that will be said will ever change your stance, so I'm not entirely sure why you're debating at all really. Those screenshots are unnecessarily nitpicky and detract entirely from the video evidence showing the power of 6 blades to take a health state, and you cannot argue against that because the vids are factually showing what happens.
The clips shown are imo fine. 8 blades to lacerate over 6 change those situations a lot because, by your own admission, their pathing was not the best, but 8 blades means they'd break LOS sooner which extends the chase a bit.
And, with a killer like trickster, every second matters due to the way his health states work and due to laceration being something that decays over time and does not stay, unlike any other ranged killer in the game.
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Rapid fire gameplay is fine if its not something that a kit is trying to force in every situation, but the changes do not allow as much freedom to learn angles and go for those more accurate shots that OP enjoys a lot.
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Your second point is just also straight up not true at all, you tap fire at medium range. It's a huge reason why decay at 15 vs decay at 10 makes him feel like an entirely different killer.
By all logic you've used, removing main event would be the best option because its something that rewards consecutive hits, which is something you have said you're against, right?
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First point here isn't true, your throw rate would increase if you threw within a certain time period but it used to also increase the recoil from each blade. You could avoid this entirely by throwing within specific intervals I cannot remember off the top of my head (I want to say it was every 0.2 seconds or so but I'm not 100% on that.)
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The whole point of tap firing, is that we used to bypass recoil by tap firing at the maximum non-recoil rate, or by double tap firing knives (the recoil happens after the 2nd knife is launched, so you could double tap, adjust the camera, then double tap again). With that style of gameplay, 6 knife Trickster was way more powerful than current Trickster.
The removal of recoil was really only a bonus for console players. Anyone that is used to other PvP games, is so used to weapons having recoil, that we can deal with recoil if we have to.
The combo mechanic starts giving rewards at 2 consecutive hits, and doesn't take away rewards if Trickster misses. For example, if Trickster throws 30 knives during main event, hits 4 knives in a row, then misses the next 10 knives, he still gets a C Combo, with the C Combo rewards.
This combo mechanic is completely different from an addon that gives rewards for consecutive hits, but takes away the rewards if Trickster misses. That is the part that's anti-rapid fire... the part where Trickster gets punished for missing. The combo mechanic is an example of a rapid fire reward done correctly.
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I'm not sure you understand how the combo mechanic works. You do not lose combo if you miss unless you missed an absolute tonne of knives.
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If combo was shown on the HUD and it straight up showed your combo grade and showed it dropping when missing I'd agree with you, but as far as I understand, the combo system checks how many knives out of 8 you hit within a 4 second period and awards you the following grades:
E: 0.5 second extension
D: 1
C: 1.5
B: 2
A: 2.5
S: 3
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- Main Event Combo Duration bonus: +0.5 seconds per Combo Rank
- The Trickster gains half a second of duration to Main Event for each Combo Rank he achieves by chaining together successful Blade Hits (see below).
Combo Times:
- E Combo: +0.5 seconds
- D Combo: +1 second
- C Combo: +1.5 seconds
- B Combo: +2 seconds
- A Combo: +2.5 seconds
- S Combo: +3 seconds
Combo Thresholds:
- This refers to on how many consecutive Blade Hits are needed to reach each Combo Rank.
- E Combo: 2 Blades
- D Combo: 3 Blades
- C Combo: 4 Blades
- B Combo: 5 Blades
- A Combo: 6 Blades
- S Combo: 8 Blades
(From the wiki, and it claims the combo buffer duration is 4 seconds, which suggests to me you need to hit these blades within the 4 second margins).
These also apply within main event itself, extending your next main event. Missing here does not decrease your combo unless you missed an absolute huge amount and took zero health states within the 4 second period.
This mechanic is also something you said you were against given your stance regarding mechanics that reward chain hitting no?
0 - Main Event Combo Duration bonus: +0.5 seconds per Combo Rank
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Its a really confusing mechanic on paper, and even me explaining it hasn't resulted in the best explanation. It is not explained anywhere in game or in the power description minus on the wiki, to my knowledge either, and thus it should be removed and exclusively used as it used to be: for score events.
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The mechanic is entirely pro rapid fire because more blades hit means higher combos, and we can both agree here that the best way to get the most hits is to backrev the survivor, to minimize the chance of you missing since your target is incredibly close to you.
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If this were truly anti-rapid fire, your combo in the scenario you gave would surely entirely disappear (which would punish those players with lower accuracy and force you to be careful with your hits, even if rapid firing) since you threw 14 knives, hit 4 and missed the other 10?
My Main Event (similar to OPs, some slightly different numbers for mine though I believe), changes involve removing the combo extension mechanic and instead adding a charge depletion mechanic (on missing blade hits on survivors),.
I would argue that this fits your want of anti rapid-fire more than your own logic regarding the main event duration extension mechanic, since missing 10 blades in this system would result in my proposed 15 charges required to access main event system almost entirely depleting the amount of charges you have if you were say, at 14 charges after hitting 4 blades (in this example you were at 10 charges and required 5 consecutive hits in order to be rewarded with a charged main event), but you then happened to have missed the last 10 blades you had, resulting in no ammo left and dropping you back down to 4/15 charges.
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I can expand on my above proposed change in a bit greater detail if needed.
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1) I don't know why you made 7 separate replies for my 1 comment.
2) I want Trickster to have rapid fire gameplay. And I don't want him to have any anti-rapid-fire game mechanics
3) The combo events are an example of a pro rapid fire mechanic done correctly. I like pro rapid fire. I want the combo event in the game, because it's pro rapid fire. I'm not sure how many different ways I need to say this.
4) Your proposed main event idea is anti rapid fire, and should therefore never happen. Anti rapid fire mechanics are bad. I feel like I need to say this 50 times, because multiple people in this thread seem to be confused about this.
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