Trickster Update

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Comments

  • TR7Ramen
    TR7Ramen Member Posts: 2

    I personally think there’s unnecessarily too many ranks and it’s hard to really differentiate/see the benefits of the lower ranks. I just default to “Am I at A or S rank and can actually get a power-up”. The other ranks I honestly ignore though the benefits are there. I’d have to spend more time, but it seems like you have to be a wizard to calculate when it makes sense to actually reap the benefits of like reload speed at a certain rank vs it would be super costly to you. Trickster doesn’t need this many complications.

    I kinda wish he were reworked in a way where you can just bank points for each hit/action (damaging gen, hooking survivor, etc.). Then as you bank points, you get to choose how you use the points.
    I don’t think there should be a cap on how much you can bank throughout the trial, so you have more power on when you’d want to apply pressure by consuming points.

    Say for example you have 100 points banked throughout the trial. You could consume 20 points for an instant locker reload, or 50 points for a mini 7 sec main event, or 80 points for a 12 sec main event. Or honestly I think main event should be reworked where you get to choose how long it lasts and you lose like 10 points per second. I also think main event should have like two tiers you can decide between. A Tier 1 main event is just a slightly faster throw rate (perfect for straight lines). A Tier 2 (which would consume more points per second used) would be max throw speed (perfect for edging corners.

    I think having nuances like these would make the Trickster more enjoyable to play as the power is more in the player’s control. It would involve a lot more strategy and tactics, which would make playing and mastering him a more enjoyable journey.

  • SapphireDagon
    SapphireDagon Member Posts: 6

    I like the crosshair addon, and I do think making it a toggleable basekit option would be great! But I do have one small complaint: it feels just a little too big, sometimes even obtrusive. As someone who frequently plays FPS games, I would love if the crosshair was just a hair smaller, maybe just 10% or something like that. Otherwise, the Trickster feels fun!

  • bunbun
    bunbun Member Posts: 443

    I'm very happy with the basic design.
    I'm grateful.


    It's weak as it is now, so if we adjust just three points it will be perfect.

    1.Lacerations decay too quickly.
    2.Base kit will have increased movement speed due to rank up.
    3.Increases ammo capacity to 44.

  • evankotik
    evankotik Member Posts: 1
    edited February 26

    I like the Trickster visually and conceptually. But I don't enjoy playing him at all. He was already a rare Killer against Survivors, but after the changes, I doubt I'll be playing him much. There were many situations during PTBs where I simply couldn't get close to Survivors, especially on maps with high textures. Killer players also want to have fun, so they choose Killers with easy-to-kill abilities. If I want to play a long-range Killer, I'd rather take a Huntress, I won't have to hit the survivor many times.
    Style points are useless, just an empty visual addition. I really want them to rework and make more killers playable, because when playing as a survivor, I encounter the same killers in every game, like Wesker, Spirit, Huntress, Animatronic, and Ghoul. In my ~1,000 hours of play, I've only encountered Trickster, the twins, Freddy, and Onre a couple of times.

  • ConvoBreaker
    ConvoBreaker Member Posts: 7

    Hud changes, new visual feedback, music, new animations, the stat bonuses for going up ranks, the sound effects, most of the style system, the style-refund system on Main Event, the way he feels when he pulls up a knife, the add-ons that I've seen, all great.

    The "Thread The Needle" style event is VERY jank and triggers far too easily atm. Check out 15:22 in SpookyLoopz' "So….They Updated The Trickster" video on The Trickster to see this. (It was posted February 24th if the title chnages)

    However, the big issue is not addressed: He's really unfun to go against because of how low-impact dodging the knives is. The Style System is mostly well implemented, to the point that we could change knife damage to only be reliable when doing style events. Assume he stays 4.4, main event still works how it does now, and the compensation buffs come in the form of making throwing knives feel even smoother and losing less distance. (We could even just actually buff him with this change, as he would no longer be an oppression abomination that's not allowed to be good)

    Knives that can cause style events would get a visual change, not anything to really react too but instead to make dodging feel more impactful. "Ooh, I dodged the red knife. Awesome." That kind of thing, because that would signal that your dodge was extra-important. Over the current attrition warfare style of just making him run out of ammo.

    The "reliable style damage" could be done in one of three ways:

    • Laceration only builds when style events trigger, but you only need to build 2 Laceration and then any knife always damages.
    • Base Laceration is halved but style-events cause a 4x (2 sections) bonus or more depending on the event/combo.
    • Current style of Laceration build up, but you cannot exceed 5 unless a style event was triggered by a knife. The hud element turning red would mean you are susceptible to knife damage.

    All of these have different pros and cons, workloads, and may even require different tweaks to the style events. We should probably remove the minimum range on landing four knives in a row so survivors don't just run into you to prevent getting knife damaged for any of these. If we go the 2-Laceration route, laceration would have to decay a lot slower if individual knife hits wouldn't refresh it. Etc.

    Any of those 3 changes would make it so Trickster is very fun to play, rewarding, and dodging his knives makes survivors feel like their play more impactful.

  • Coq_au_vin
    Coq_au_vin Member Posts: 32

    At the very least, the “Cut Thru U Single” add-on should be Trickster's base performance. As rank increases from D to S, Trickster's base movement speed should increase. The current 4.4m/s is a nerf disguised as a rework.

  • spark_jex
    spark_jex Unconfirmed, Member Posts: 1

    Why in the 9.5.0 ptb did you unnecessarily nerf wesker and remove Essentially all of his ways of counter playing any loop

    You guys did decent with trickster but what need did you have to annihilate weskers base mechanics

  • Lewis1992
    Lewis1992 Member Posts: 2
    edited February 26

    The new map has too many unsafe pallets in the shops. It makes the shops feel unless.

    Once the (few) good pallets are gone, survivors have zero resources to use.

  • _Mary73
    _Mary73 Unconfirmed, Member Posts: 1

    Wth do you mean? I play against him every second match since he is one of the strongest killers

  • arithmetic_billiard
    arithmetic_billiard Member Posts: 5
    edited February 26

    I can't believe that Trickster's own map is in the list of worst maps for him. I can't stop laughing. Also funny how they now crawl back on saying that this isn't a rework when they explicitely said Trickster is getting a rework. Now it's an 'update'.

    Yeah, we definitely gave you feedback to nerf Trickster. You're hilarious.

    I will give you one feedback though. Revert and reassess the situation. You're obviously not fit to decide proper design for gameplay and balance.

  • sonjinwoong
    sonjinwoong Member Posts: 1

    좋은 말 할 때 4.6 돌려줘라

    난 너네가 무슨 생각으로 패치를 진행하는 건지 당최 모르겠다

  • RandomnessThyRodent
    RandomnessThyRodent Member Posts: 15
    1. Re-increase Trickster's speed (he feels far too slow that survivors can easily lose chase by turning a corner)
    2. Make Trickster more controller friendly (On controller his aim is let's put it bluntly terrible)
    3. WHY DID YOU FORGET YUN-JIN FROM ALL-KILL IN YOUR ALL-KILL COMEBACK CHAPTER, you the devs said you're going to give older ORIGINAL characters voicelines when you get the chance HERE'S YOUR CHANCE! Why are you wasting it??? Ps. New Yun-Jin from All-kill cosmetic since Trickster is getting two new cosmetics, it's only fair, poor Yun-Jin getting table scraps for dinner.
  • XDgamer018
    XDgamer018 Member Posts: 794

    There are a few things i would love to be altered to the PTB Trickster
    #1 make his movement speed 4.6m/s when A rank or above
    #2 make crosshair a toggle instead of an addon
    #3 (most important) make the diffrent chase themes a choice instead of being tied to addons (for example i LOVE the new death throes compliation chase theme but running iris constantly isnt sustainable,

  • TippyQ
    TippyQ Member Posts: 1
    edited February 26

    Heres my essay as a 7k hr long long time Trickster player who enjoyed old Trickster more

    TLDR: 7.5/10

    If this goes to live as is it will be a good buff that sets Trickster to his old stronger state but slightly stronger, but it's worth note-ing that he still is very weak to most people

    My biggest wish is for higher combos to be harder to get and more rewarding (and lower ranks to be more punishing) and main-event to be removed.


    MAIN-EVENT AND S RANK:
    Biggest thing for Trickster has been main-event has always sucked and now with the addition of the combo system it bloats the kit in a very bad way that makes playing as, against and balancing Trickster worse in every way (I get into this very deeply in this post and this is my main problem with Trickster)

    As long as main-event has existed it only get hits and value where normal knives also would and sucks really bad (also no one like using it or playing against it)

    If you're at a tile you can't use knives around would you rather the big S rank reward be: more knives that you can't use or something such as 115 movent speed that changes how you play everything. When you realize that you also realize people thinking main-event is good is the biggest lie ever told in DBD, easier does not mean stronger and main-event only exist to keep him easy.

    The easiest fix is to remove main-event and just buff the S rank (full passive with no main-event would remove so much bloat and make the combo system feel more complete)

    Heres my List of S rank changes:
    An S rank last at most 25-30 seconds (That you can still lose setting you back to any rank below B)
    115% Movement speed
    And current (PTB) death throes basekit
    15% Pickup and hook speed
    and some throw-speed buff
    ^ all for the duration of the S rank ^
    An S rank running out would set you to B rank but hooking would cash it in setting you back to A (This rewards hooking which is always good)

    A rank should also be 115% Movement speed as well, as I think that's where good players should spend the most time.


    COMBO:
    In any way getting a combo should be harder, its very not hard to be accurate so missing should be way more punishing to the combo score, as its far to easy to max out the combo and missing has no effect on it, and with my changes I think missing should be the only thing effecting it. (I also think all stun and saves should lower your style points to be more in line with gaining style points from non-chase actions but that's a nitpick)

    The only way to lose a combo is to use main-event (so you never should, hence more bloating the power and making S rank harder to balance) or to run out of time, and in my time playing only effects big maps, so if you get a big map you will start every chase with a lower combo, and I think its worth considering removing the combo time limit (+ main-event) and having people have a combo of any rank permanently if they don't miss, and the higher the combo the easier it is to lose such at 2 misses losing S and 3 for A etc.

    >^ The combo system is meant to reword skill, and I think if you play well, you play well and there's no changing that and the combo system should reflect that, these changes do that.^

    This would make the combo system so much easier to balance as if we assume having a high combo is hard anything can be added without being unbalanced.

    and have laceration decay time scale 0.5 per combo (Every good Trickster think the decay time is too short and I love the idea of everything scaling with combo) + (This would make Trickster more fun to play against especially with main-event being remove, coming from someone who loves playing against Trickster)

    > > > If you're at a tile you can't use knives around would you rather the big S rank reward be: more knives that you can't use or something such as 115 movent speed that changes how you play everything. When you realize that you also realize people thinking main-event is good is the biggest lie ever told in DBD, easier does not mean stronger and main-event only exist to keep him easy.

    I need to state this so hard because its finally a realistic ask now that the combo system exist, old Trickster had knives and main-event, now he has knives and the combo system - removing main-event would let the combo system shine so much more and I beg that combos actually become hard so we can move on from main-event once and for all. (Removing main-event would turn the combo system from a 10/10 to a 20/10 please have the team consider this and its place in his kit)

    ADDONS: Addons on PTB have been very lacking but I'll keep is short as this has been criticized enough, but this is just as important as getting the combo system right, Trickster at least needs these new addons. Add/bring back:

    Recoil meme addon (NEW)
    A revert addon that gives 115% movement speed with 8 knives laceration Meter (NEW)
    Both bring back what old fans enjoyed and 100% need to be added ^^ (both brown rarity)

    7.4.0 iridescent Photocard (Live)
    7.4.0 Edge of Revival Album (Live)
    4.6.0 Death Throes Compilation (maybe with removing S rank as a downside) (OLD/REWORKED)
    PTB Cut Thru U Single << Buff/Basekit



    ty for the read and the PTB much love to the team

  • Antharnest
    Antharnest Member Posts: 1
    edited February 26

    The crosshair add-on should not exist as an add-on, it should be in the game options... The same goes for the nurse... Seeing teleporters should not be an add-on but a HUD setting option in the game. In addition, the speed reduction is a joke... It's much harder to play as a trickster now.

  • NotJared
    NotJared Member Posts: 759

    I actually kind of dig the idea of Trickster staying 4.4 m/s normally and then unlocking 4.6 m/s in A- or S-Rank.

    I think that strikes the perfect balance of players struggling to play him on indoor maps (like the new map) and him being too oppressive at zoning.

  • Geist
    Geist Member Posts: 43

    Trickster needs his previous 4.6 base movement speed, 4.4 makes him unnecessarily bad while he is already hindered with a ranged power that that is nowhere NEAR as strong as other ranged killers(especially with the rework numbers), in a game state where generators are flying, and more.

    We are going through the PTB honeymoon phase right now, everyone loves the "new" power and are distracted by what are essentially jangling keys, but when it's over and this goes to live servers we will see the rework go up against people who are playing seriously, genrushers, bully squads, and more will show how insufficient the rework really is.

    BHVR just bite the bullet and make him 4.6 already it'll hurt for a while but its for the best in the end.

  • MisterM4N
    MisterM4N Member Posts: 1

    Listen to the Killer players for ONCE and keep Trickster’s speed 4.6.

  • typervader
    typervader Member, Alpha Surveyor Posts: 578

    Main Event needs a rework ,it still sucks for camping and tunneling and isnt fun.

    it should be the oopsite. He cant spam or shoot fast, but gets like 10 super charged knvies

  • Glasswolves
    Glasswolves Member Posts: 1

    I've liking most of the changes but the 4.4 speed is so unnecessary punishing and pulls a lot of the fun out of playing him. Please put him back up to 4.6.

  • doop120
    doop120 Member Posts: 1

    Personally I think this power at the moment is not worth making him 4.4… but I don't think you need to necessarily need to just make him 4.6 and call it a day. In its current state I don't think the style system does enough to help Trickster without addon supplement. Personally would love to see Cut Through U Single (and/or Ripper Brace but preferably the former if only one) to become part of his base kit, working your way up from 4.4 to (essentially) 4.6 is a really cool concept. As cool of a concept as becoming S rank removing the lullaby and increasing terror radius is I feel like it really railroads Trickster into needing to run stealth, especially Secret Project. He is simply too slow and gives too much warning to make use of this change otherwise. I think the decay rate on his lacerations and style ranks are too high at the moment, I've found myself in so many situations where a person's laceration decays fully because I can't keep up as a killer this slow/tile dependent as him. I would like his maximum knife carrying nerf to be reverted, I'm more frequently running out of knives in chase than before and being 4.4 this is much more punishing now, even with the lower laceration gauge I don't think it is a good change. I think not being able to use main event near hooks should go away full stop, I can't make use of my power near a big chunk of the map even in scenarios where they aren't trying to unhook. At it's core I don't think this rework solves the fundamental problem Trickster had of not being able to do anything if the loop was too big for him to throw over. The one thing I was 100% expecting to happen in this rework but didn't is making his Trick Blades addon basekit, it would solve that issue and tie nicely into the style gauge while not making the Trickster waste an addon on something so memey, especially now that so many addons feel like necessities. I think you guys did an excellent job putting care and love into his character and kit, but just a few buffs would give him that extra oomph to becoming truly scary to fight.

  • DashNTrasho
    DashNTrasho Member Posts: 3

    Revert him back to 4.6 and 8 knife hits. 6 knife hits is too strong and it doesn't have any counterplay if he's right behind you.

    It's so easy and fast to injure/down a survivor

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  • Nubis
    Nubis Unconfirmed, Member Posts: 1

    4.4 is very punishing for a Killer who needs to land 8 hits, now 6 knives. I really liked the changes that came with him, it's not the rework I expected, but it's really cool to level up the style. The only thing is the 4.4 speed; we can't patrol generators or have any map pressure. We'd have to give our lives just to have a good game with him. And let's be honest, an addon just to put a crosshair in 2026????

  • Gibberish
    Gibberish Member Posts: 1,129

    I don't understand the point of this rework.

    Turning him down to 110, while also not fixing his main issue - the fact that his power is basically useless at like 75% of loops in the game.

    Just making an already bad killer even worse.

  • LiunUK
    LiunUK Member Posts: 954

    Trickster Feedback

    while the changes the Trickster received are fun and have made him more engaging to play his overall power level for the average skill level players has been weakened due to the changes, which will make him even less popular to play. The biggest change of course is his movement speed being lowered to 4.4 MS.

    I know the reason it was lowered is because the amount of laceration needed to injure was changed from 8 to 6 increasing the speed at which he injures and downs survivors. But he suffers greatly from the 4.4 MS killer weakness of survivors just pre-running before he gets close or using perks like sprint burst, which negates his power most of the time.

    his addon variety has increased with some fun combinations but making an addon that increases his MS back 4.6 makes it so the others are subpar by a large margin and several other addons are just worthless in comparison. But with some changes I think the trickster can become a force to be reconned with.

    Addon Recommendations

    here are some recommended changes to addons that I believe need a touch up or a full change

    first I want to say that the Cut through you single effect of giving 1% haste per style rank should be base kit so all these changes are under the assumption that it has.

    Common Addons

    Trick Pouch (update)

    • Increases the maximum carried blades by 8 (was 4)
    • Start the trial with 8 additional blades (was 4)
    • reduce base reload speed by 25% (new effect)
    • reduce the bonus reload speed gained by each style rank by 50% (new effect) (I'm not sure what the bonus reload speed is exactly, so I'm just basing it of the idea that its 10% per style rank, so from 50% bonus reload speed at s rank to 25%)

    Memento blades (new effect)

    (giving the killer a recital should be an accessibility feature not an addon effect, pc players have been using overlays for years. console players should not have to sacrifice an addon slot for that.)

    • Laceration will not decay below 50% of the stacks gained ( hit a survivor with 4 blades, laceration will not decay below 2, because stacks reduce in increments not percentages hitting 5 knifes will also stop laceration decaying below 2 not 2.5)
    • reduce the the time before Laceration starts to decay by 5 seconds ( 8 seconds before Laceration start to decay not 13)

    Inferno wires (update)

    • Decreases showstopper's cooldown after main event by 30% (was 10%) (from 3.6 seconds down to 2.8)

    Uncommon Addons

    Caged Heart Shoos (new effect)

    • after injuring a survivor with showstopper gain 5% haste for 10 seconds
    • you no longer gain haste for each style rank

    Bloody boa (new effect)

    • upon reaching S rank become undetectable for 22 seconds (new effect) (for those who don't know when you reach S rank the tricksters lullaby radius disappears so stealth works on him now)

    rare addons

    Fizz-spin cola (new effect)

    upon activating Main event Fizz-spin cola gains a token up to a maximum of 4, for each token you gain:

    • 1% haste during main event
    • 0.75 seconds increase to showstoppers cooldown (up to 7 seconds before you can start throwing blades again, 4 seconds base)

    On target single (update)

    • increase the time before laceration starts to decay by 25% (form 12 seconds to 15)

    very rare addons

    Trick blades (update)

    • Blades can ricochet of walls and objects 1 time (cannot ricochet of the ground. I know some of you would exploit this T_T)
    • hits after a ricochet deal 100% more laceration

    Edge of revival album (update)

    • Blade hits from more than 32 meters away deal 100% more laceration
    • Blades thrown will now come from the centre of the screen (when you throw a blade it alternates coming from the left and right so its not dead centre at close range. animation might look off though)

    Cut through you single (new effect) (assuming the old effect is base kit)

    • at the start of the trial gain maximum style points (instant s rank)
    • reduce the duration of main event by 50%

    with these changes I believe that it would round up tricksters kit nicely allowing for many different builds while having a decent base kit.

  • Froggy32
    Froggy32 Member Posts: 8

    Not a fan of this rework. I don’t like that he moves slower I kept losing people. I like playing trickster but I wasn’t having that much fun playing him in this ptb because of how slow he is now.

  • Geist
    Geist Member Posts: 43

    I want to add something onto this conversation(talking about the bloody boa), while its true that in S rank your lullaby is gone, you light up like a neon Christmas tree, people will see you coming from the other side of the map(on most maps anyway, in indoor maps you have a chance to sneak up on people) anyone with a pair of functioning eyes will see you coming as glowing neon pink and yellow trickster is really hard to miss. Also as a side note I feel like the developers made tricksters breathing sounds much louder then before making stealth harder if that's really the case.

  • typervader
    typervader Member, Alpha Surveyor Posts: 578

    Trickster Changes Feedback part 2: Decided to remake it

    So firstly:

    Make him 4.6 again.
    Revert laceration count to 8 and decay to 10 seconds.
    Revert his throw movespeed back to what it was, and nerf his firerate a bit.

    Blades will now only give half a laceration, but the longer you go without throwing, it can apply up to two.

    He now has 3 stats for his throw speed on holding it down, 5 which is the current vaule, 8 and then 11. He can maintain this fire rate and movespeed reduction for a short duration after not throwing. Also, max firerate will give him recoil, but knives will apply 2 laceration.

    Styles will now in addtion to firerate and reload speed, will increase his max knife count and refund him 3 knives per tier. Also, A rank will give him peiricing blades for more style and less laceration, espcailly on endurance survivors.

    Main Event will now last 25 seconds when he uses it. He will gain 10% haste during it, and instead of just radpially throwing knives, he can shoot either explosive knives for huge laceration, or trick knives which bounce up to 3 times. Should make main event way more intresting and fun to play around.

  • piplup55
    piplup55 Member Posts: 106

    style system is fine. 4.4 m/s is okayish (tradeoff for being more lethal than huntress in the open), but if you make him 4.4 it makes no sense to have movement speed reduction while in throw state. and for the love of god, stop giving him less and less blades each update!! he needs at least 50 blades so he doesn't rely on reloading so much. huntress gets away with it cause each one of her projectiles deals a health state, but trickster needs constant pressure and stopping to reload too many times is very detrimental for him. and please put more lockers in HIS map. sometimes it's hard to find one.

  • Jay_Whyask
    Jay_Whyask Member Posts: 906

    The purple bars that appear on the top & bottom of your screen as Trickster need to be removed.

    Having your FOV lowered because your grade is higher is not a good idea. ❌

  • 100PercentBPMain
    100PercentBPMain Member Posts: 3,198

    I miss the laceration effect on the survicor pov

  • FrowFlow
    FrowFlow Unconfirmed, Member Posts: 1

    I enjoy the visual updates. But gameplay is struggling at times. It’s very frustrating how fast the trickster is. I wouldn’t mind his PTB speed if he was able to have his blades bounce off of walls as a base kit. He seems to really struggle around tall loops and survivors pre running before the chase starts. Being able to bounce knives off of walls would really help with this issue. Other than that, I enjoyed playing him.

  • acesjiwoon
    acesjiwoon Member Posts: 1

    Hello, I’m a one trick Trickster main of 4 years, I have well over 4k hours and this killer (and All-Kill in general) is my special interest. I’ve played the last couple days on the PTB a bunch, doing normal matches and testing alike so I really hope you will consider my thoughts on this patch as someone who cares very deeply about it and has a lot of experience with this killer.

    BASEKIT
    The details are fantastic already - 6 blade laceration and reducing his terror radius again feels very much like what he’s supposed to be. However there are some small things that I feel could be tweaked still for the live release.

    • Laceration decay is much too fast. In a lot of chases, he lost laceration just by catching up on the PTB. The blinking to warn of decay is a good touch, however the time before it starts to warn you should be notably longer.
    • Style rank decay is a little too fast too. On large maps, it feels bad to watch the ranks decay without being able to get into a chase quickly. Maybe there could be a buffer period after a hook before it starts to decay again, for a few seconds to allow the killer more time to move away from the hook and find others.
    • The anti-camp radius for the Main Event could be lowered a little as currently it’s much too large.
    • The ‘rewards’ for each rank could use small buffs to his action speeds like reloading etc (and of course actually making his throw rate increase as it currently doesn’t on PTB)
    • Main Event is also a little underwhelming as his throw speed isn’t very fast and it doesn’t last very long either, so it could do with a touch up too.
    • 4.4m/s can be fine on its own HOWEVER, I do think Cut Thru U could be made somewhat basekit, especially if you made it so that in S rank he was 4.6 the whole time. It helps to give him a move speed middle ground that doesn’t leave him terribly map dependent whilst giving survivors something to still watch out for. 
    • I think his S rank 44m Terror Radius could be dropped to 32m as 44 is astoundingly large. 
    • I honestly don’t think 44 blades in his kit is too strong and think he could easily revert back to that. With bug fixes and tweaks, bringing his blade count up will make him feel a lot closer to his old self which was just fine as it was.

    ADDONS

    These across the board are a little too weak and niche, so I’ll bullet point my thoughts on them too as I think he needs another pass over these.

    • Cut Thru U, as I mentioned above, should be basekit, and I feel that the effect from his current kit (piercing blades) could be restored in its place.
    • Edge of Revival too. Rewarding long range shots is a good idea, but to confine it to an add-on when survivors will start to run if you land a snipe from that far, meaning the laceration will decay before you catch up feels a bit too niche. This effect should be basekit, and the addon lowers the 32m requirement to 24m maybe, removing addon dependance. The old splash effect of EoR could be restored too, as I know a lot of other players are fond of his special blade effects that he has had in all other previous kits.
    • All of his blues need some kind of buff as these are all a little sub-par except melodious murder. Soda and Watch could use a rework again as their effects will be negligible if the player is experienced, and newer players won’t feel their effects or capitalise on their value.
    • Bloody Boa should be reworked, he does not need repeat add-ons like his current kit has and should not have a similar effect as On Target Single (slightly buff one laceration decay addon and keep the strongest one only)
    • Caged heart shoes should be buffed substantially as 1% is near negligible. 
    • Tequila could use a little longer duration (it is currently bugged to not activate on the PTB)
    • Ji Woon’s Autograph at 33% is a little low
    • Lucky blade is fine but 3% for 3 seconds is deceivingly weak, could have a tiny number buff
    • Inferno wires are also not worth running in almost any scenario and could do with a pass over 
    • Trick pouch could use 8 blades instead of 4, especially if you keep his blade numbers at 36 total
    • Memento blades should be reworked, and the reticle should be made a toggleable basekit feature for all killers (takes more work to say than to do I know but should be kept in mind!)

    MISC

    These are some other details (maybe bugs but maybe intentional too) that I think should be noted on. I will also try to submit bug reports for things that are definitely bugs.

    • His throwing animation felt off, with it picking up much faster but still having a little buffer before you can actually throw.
    • His scaling throw rate did not trigger either and his blades felt different as if they were off centre or heavier. The way they felt previously on Live DBD is definitely a difference that’s hard to place and I’m unsure if this is intentional, but they were fine before and feel too clunky on PTB.
    • There are pips on the hud too, showing survivors as they load in that it’s a Trickster and I feel these are unnecessary. Trickster does not need to forewarn survivors who to look out for.
    • I think the slashes should be brought back on the survivor screen for each laceration. It is easier as a survivor to track how many blades you are at, and it looks nice.
    • His laughs in S rank can be heard cross-map and whilst it is hilarious, I don’t think this is necessary. If this was the intended stinger to alert survivors he is in S rank, I think it could have been an instrumental sound instead like it plays for him. 
    • The different chase musics are FANTASTIC by the way, but they have broken trigger requirements. I also think they could be made a tad quieter, as when you are in Terror Radius range, the difference between his TR and Chase is significantly louder and it’s quite jarring. 
    • It would be nice if voice lines could be prevented from overlapping as sometimes with the laughs etc. they often play over each other if a lot of actions are done in a short span of time making it quite overstimulating.

    To summarise, this rework is a fantastic upgrade from his old kit that Trickster mains such as myself have been feigning for for years. The new animations, voice lines and style rank system add so much flair and depth to his kit and character that as his number 1 fan ever, is absolutely wonderful!! However it still has a lot of kinks that need to be worked out, primarily needed buffs or bug fixes, for the live release in March that I hope can be achieved. Thank you so much for reading and I hope my insight can help! 😁

  • Geist
    Geist Member Posts: 43

    Visual stuff amazing, Combo system impeccable, base movement speed nerf absolutely uncalled for. Unless the values for his base moment speed and laceration meter are literally connected in the spaghetti code there is no excuse for BHVR to not buff his moment speed and keep the current laceration(he is already the weakest ranged killer in the game there is no reason he shouldn't be 4.6). BHVR just make him 4.6, if you do that all the other nerfs you added to his kit will become manageable and he will be able to actually pressure the map.

    for those who want to argue that 4.6 is too strong let me present my evidence for my case based off of the PTB stats:

    • nerfed the total amount of blades carried.
    • VERY slow throw state movement speed and its get slower the more you throw
    • laceration meter decay delay reduced to 12 seconds
    • S-Rank you get a 44 meter terror radius and glow neon pink and yellow
    • Main event was nerfed and you can't use it near hooks.

    Nerfed add ons:

    • Memento blades(this should be an option in the menu BHVR not an add on),
    • Bloody Boa(virtually useless),
    • Edge of revival album(Will never be used and will never be useful because of the long range needed),
    • Shoes(was useless then still useless now),
    • Trick pouch(pathetically small effect),
    • Tequila(Completely useless add on except in the hands of people who can hit their shots and even then the effect isn't that good),
    • On target single(useless),
    • Soda(still very bad)

    BHVR please buff his base movement speed to 4.6, he is one of the few ranged killers who needs the extra speed as he can't do any of the other strong stuff that the other ranged killers can do.

  • Zuiphrode
    Zuiphrode Member Posts: 556

    boy I sure love reworks where a surv can now loop me around large rocks 10+ times before they drop the pallet.

  • geugjigo
    geugjigo Member Posts: 3

    While the new Style Rank system provides a great tactile experience, keeping The Trickster at 4.4m/s is logically inconsistent and unrewarding for skilled players, especially considering his short effective range and the requirement of landing 6 hits compared to other single-shot ranged killers.

  • LTheMaster
    LTheMaster Member Posts: 16

    Speaking as a Trickster and Singularity main:

    This is probably the worst update Trickster has ever received, and what really frustrates me is that you’re presenting it as a rework meant to “improve” the killer, when in reality it’s just a straight nerf. It’s yet another example of developers not actually playing their own game.

    First of all, reducing his movement speed to 4.4, with a 24-meter terror radius and requiring 6 hits, is a terrible decision because it brings Trickster back to his old version — the one that simply didn’t work. Having 4.6 movement speed was essential both for catching survivors who created distance and, more importantly, for generator pressure.

    And to those saying it’s fair for him to be as slow as Huntress: you’re completely wrong, and it shows you’ve probably never played Trickster seriously. When Huntress lands a hit, she injures immediately; Trickster, on the other hand, needs to land 6–8 knives just to deal damage.

    Let’s talk about the Style Meter. On paper it sounds cool, but in practice it’s just another nerf. On the live version, Trickster needed 8 knife hits to activate Main Event; now he has to reach Style S, and while in that phase he has a 44-meter terror radius. It doesn’t take a genius to understand that this is a significant downgrade.

    Not to mention the reduction from 44 knives to 36, supposedly to reward “skill expression.” So here’s my question, BHVR: why does every killer need to become increasingly skill-based? Is it really that hard to keep a simple, accessible killer for casual players, like Trickster used to be? If someone wants a high-skill killer, they can play Huntress or Deathslinger. But if a player wants an easier killer where they can freely throw knives? Apparently that’s no longer acceptable — now the more knives you throw, the slower you become.

    What’s ironic is that you’ve said most of your playerbase consists of casual players, yet you keep nerfing already weak killers in the name of “skill expression,” while killers like Blight remain 4.6 speed and S-tier for years without meaningful changes.

    This just proves that not only do you not play your own game, but you’re also incredibly good at ruining killers that players enjoy. Thanks for destroying yet another one of my favorite killers. Who’s next? Singularity? Don’t worry — I’ll probably have uninstalled the game before that happens.

  • WharlordImp
    WharlordImp Member Posts: 4

    The nerfs to Trickster can't continue. You have to rethink and make him better.

    He's even worse playing on a controller which I tried using on PC.

  • WharlordImp
    WharlordImp Member Posts: 4

    Lmaooo🤣🤣 I hope every trickster player mains Nurse or Blight then devs ask why do they play these 2 killers? Just like they asked why do killers slug in gideon meat plant LOL

  • NeverSolus
    NeverSolus Member Posts: 41

    Visual and audio changes are welcome. I'll cover ups and downs but this is, and I'm saying it to be honest not to start a flame war, overall a nerf to Trickster in my opinion which seems nonsensical given he's not even S-tier. Overall I'd say the changes in an excel spreadsheet sense kind of balance out, but in practice of context they do not.

    Downsides

    The survivor side of the game is very heavily based on stealth, chase, and looping - this means lower movement speed killers will find it hard to pursue or chain actions on survivors particularly those running meta perks (lithe, finesse, sprint burst, etc.) This would be a fine change but much like Huntress, Trickster suffers from map design having clunky hit boxes on most loops. You can plainly and clearly see over a table but be unable to throw over it.

    The end result of map design in its current iteration means many maps will reduce Trickster to effectively an M1 Killer with 4.4, which is questionable at best. The idea of being able to go up to 4.6 movement speed if your style goes up feels in practice like you have to do really well or get lucky on a loop in order to earn back what you got for free before. Lower knife count hurts, but only because of the map hitbox issues honestly. The 'throwing through gaps' giving 3 style points almost feels like a slap in the face in light of that.

    Decay speed going down, coupled with movement speed going down, effectively turns Trickster into a 'Show up, execute, if you fail just leave because it's ruined' killer which is only going to encourage frustration and go-next behavior imo. This will be particularly bad with communicative groups. You move slower to get to them, and you slow down even more when aiming knives, so you either land the initial touch down or give up and find somewhere else to go. 4.4 chasing a survivor on a T/L is about as entertaining of gameplay as sitting in the lobby and never getting into game.

    Overall I'd say the update certainly was about STYLE, but it came at the gutting of SPEED. Trickster feels less fluid and flowing now, and in a game where time is the primary resource to manage that's a very critical thing to lose. I know the PTB isn't over yet, but this slow-down just feels counter-intuitive to the direction of killer design.

    Also, why are we still using lullabye effects? I get they are fun atmosphere, but they immediately make stealth perk load-outs infeasible for the killer. It seems a very steep cost to pay on killers just to give surv's the heebie jeebies. This feels particularly true on someone named the Trickster.


    Upside

    VA work is chefskiss. Visuals are a nice touch down. I love the lower laceration, which did adjust the misery of a 4.4 chase with the ocassional reward of needing to land less hits. The decay got frustrating once looping hit, but in the instances where I could run someone down in a straightaway I did feel rewarded. His general swagger nails in the sense that 'style' really does land throughout play.

    I don't believe much was actually changed around the mechanics of knife throwing but it somehow felt easier on the PTB than it has in the past, so I'll note that as well. Style meter builds quickly enough when I find someone out of position that I feel I'm rewarded inordinantly large amounts for catching them out of position when in reality I'm not - it's just that it feels so good it's hard to remember I could have just as easily M1'd for the same injury.

    I played with add-ons but not extensively enough to comment so I'll refrain beyond saying I heard good things.



    Summation

    In short, the feeling of Trickster is solidly stylistic and rewarding. I don't know that he feels very trickstery, but that's another topic entirely. He feels very fun when you land a cycle or catch someone making a mistake. Unfortunately he feels absolutely awful when you don't find a mistake, or when you can't seem to catch someone in a window of knife strike which is made worse by the walk of 4.4m/s shame you then have to perform to try to find your next potential option.

  • Binzo
    Binzo Member Posts: 6
    edited 8:07PM

    i am actually scared for my killer oh my god

    i am praying so hard that they could just let him keep his 6 knifes and keep him fast. why does it always have to be either that or the other?

    i am seriously scared- like actual panic. speed nerfes his knifes and makes him unplayable and less knifes makes him slow and unplayable- like PLEASE PLEASE JUST GIVE HIM BOTH GOOD THINGS JUST ONCE I AM BEGGING
    why does everything good always come with a massive slap? why not make him JUST good and see what happens- like pleaseeeeeee