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Trickster Update Feedback

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Comments

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,471

    I think the knife count is great, and for those who are struggling with it have add-ons to help. The lower knife count actually gives survivors chance to win a chase against trickster, which they should be able to, especially after a survivor failed at as little as a 33.3% accuracy

  • ShadowPhoenix13
    ShadowPhoenix13 Member Posts: 2

    It's a relief to hear that you're actively taking on this feedback.

    I understand the rationale behind making Trickster a 4.4m/s Killer, but as someone who was actually really excited about the Style Rank system and how that could support a healthier gameplay loop for both Killers and Survivors, I feel like this reduction in movement speed does far more harm than good.

    Most maps have far too many LoS blockers and/or loops that you can't throw knives over that the movement speed reduction means you can't reliably seal the deal with a basic attack. This issue is compounded by the fact that a 4.4m/s movement speed also means that Trickster cannot traverse the map fast enough to afford breaking chase to look for another Survivor or to kick gens. This means that in order to reliably secure wins, Trickster is all but forced to adopt strategies and use perks that make the game miserable to play on the Survivor side.

    Furthermore, Laceration decays so quickly that in the 50+ matches I've played so far, it was a somewhat regular occurrence that a chase would go on so long that the Survivor would lose Laceration stacks, forcing me to use even more knives to injure/down them, which in turn forces me to reload at lockers more often, which then takes even more time to do because his 4.4m/s movement speed means those lockers take longer to get to.

    In my opinion, I think the best starting point for a solution would be to bring back the PTB version of Cut Thru U Single. To be honest, I was shocked to see that it had been reworked for the live release, as I thought it was the perfect way to reward Trickster players for leaning into the Style Rank system.

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,471

    I personally think even the current laceration decay timer is great. Great Trickster players like Wacek have shown repeatedly and at pretty much most loops in the game, it's definitely possible to keep up laceration if you play the Trickster right.

    This is amazing because this means that if survivors are failing to keep up laceration, it can be mostly attributed to a skill issue, even if they don't want to admit it.

    The limited knives to 36 as well as the current laceration decay are at a level where they are more fair to survivors, where survivors have genuine counterplay in reducing laceration if a Trickster keeps screwing up too much.

    Though Trickster definitely deserves some buffs still, it shouldn't be in these 2 areas because they are currently fairly balanced. And with being fairly balanced that means good survivors will be able to make less-proficient tricksters run out of knives as well as cause decay, which is consequently why Tricksters will have this experience while learning the killer. That is not a problem in the Trickster's design. That is exactly the Trickster's design, which means that well playing survivors will be able to make lower tier tricksters run out of knives, and vice versa, Good tricksters will be able to keep up with knives and laceration against good survivors. The Devs have nailed this perfectly right now

  • cluelessclaudette
    cluelessclaudette Member Posts: 95

    Ok I logged 30 Trickster games or so since the update, I am a 65% kill rate Spirit/Sadako/Michael killer. I also primarily play Battlefield 6 and Counter-Strike on PC, so I am no stranger to "aiming" or "prefiring" etc.

    Things that just feel awful and need addressing really badly:

    1. the out play potential isn't there due to maps and the 4.4 m/s just feels miserable. Rationing your knife mode doesn't help much either
    2. running out of knives is a reality and punishing to the player for no reason. I don't think any other killer faces this issue. Just had a crazy chase with a survivor and you didn't have time to reload at a locker? #########. I don't think any other killer besides huntress faces this unique issue. Some minor passive blade regen is needed or gain some back after a hook
    3. The style meter is so situational dependent and sometimes useless. Because it decays, you either lose it or use it on "nothing" because there's simply no one there. Now I understand there are killers that have a Tier3 form like Michael or Plague or Oni that have a "Multi Tier form but works on a constrained resource", yes. But all of those have agency on WHEN you use it. The S form just builds up and then immediately decays, AND WE CANT USE IT BY HOOKS. EVERYONE ELSE CAN. WHY? TRICKSTER IS A SOLID C- / 45% KILL RATE KILLER. IT MAKES NO SENSE.
  • Geist
    Geist Member Posts: 60

    I FOUND THE LINK! The actual rework the person made started around 5:59 (the streamer made a 4.6 / 6 knives trickster)

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,471
    edited March 22

    To be honest, he starts of saying by making a statement at 4:54, where he is calling the current rework "absolutely garb". This is the opposite of the Truth. The devs absolutely cooked with this update. Trickster is now a high skill cap killer that takes practice to get right, but once you get that practice he is significantly stronger than he has been during his 4.6 era. With add-ons that allow him to quickly snowball and close games with killer instinct, is absolutely amazing. If anything, this update his simply revealed which players are simply not good at the trickster, and for him describing the current update, I do think he has lost a lot of credibility on understanding this killer in the first place

    Though some of the values are fair, and maybe even good, like slowing down after more than 3 knives to prevent spam, his main event being shorter ruins some of the strategy in using it against grouped up survivors and make it a less thoughtful mowdown, which survivors won't enjoy nearly as much, and that is in my opinion the problem with a lot of these suggested changes, they may feel good for a trickster, but they don't feel good for survivor at all. Being mowed down isn't fun, which is where the current Dev's version reigns superior. Good tricksters have the ability to dominate, yet survivors have the power in chases to make plays too, rather than to just be slowly mowed down by a legion with knives that can take 2 health states.

    The proposed changes simply makes him less thoughtful, and for that reason I'd have to disagree

  • Hex_Llama
    Hex_Llama Member Posts: 1,936

    FWIW, I always wanted to play Trickster but I couldn't because I was so bad at aiming knives. And then I could play for a while when he got a speed boost because I mostly just used him as an M1 killer. This update has allowed me to play "properly" using the knives for the first time because there's an add-on that lets you have a crosshair in the middle of the screen. If nothing else, that's the most important change for me.

  • Thasalliaes
    Thasalliaes Unconfirmed, Member Posts: 1

    At this point why should we even pick trickster instead of the huntress? Same movement speed but you have to hit a survivor 6 times to injure them, and other parts of his kit don't make up for it in my opinion. Main event is cool but situational, and you can't use it near hooked survivors. I get that it's supposed to discourage camping, but it's unusable even after exit gates are powered when the anti camping measure disappears, which is just bizarre. The slow down when using his power doesn't help either, nor does the laceration meter decaying so fast. Before this nerf, because let's be honest that's exactly what this is, at least he had his movement speed to make him stand out. Now? Compared to other ranged killers he just doesn't have anything going for him, and simply isn't that fun to play.

  • JDecker
    JDecker Member Posts: 31
    edited 10:32AM

    Feedback on Base kit

    Movement speed while throw

    I'd like you to consider whether the penalty of slowing down the Trickster's movement speed just for entering Throw State and throwing 1 or 2 knives is really necessary. Should throwing just 1 or 2 knives be punishable?
    For the first 2-3 seconds of throw state, movement speed might be better left as normal(4.4m/s), without being slowed. Alternatively, it might be better to make this effect apply to specific add-on instead of base kit. This makes it easier to chase survivors while throwing knives little by little.

    More buff S-rank effects

    I feel that the strength and euphoria of S-rank are still lacking. Adding the following enhancements when the S-rank, would make it even stronger and more appealing at S-rank.

    • Movement speed (only S-rank) increased from 4.4 m/s to 4.6 m/s.
    • Time to enter Throw State (only S-rank): Buffed from 0.3s to 0.2s
    • Time to exit Throw State (only S-rank): Buffed from 1.15s to 1.0s
    • Each knife in the main event gains 1 time ricochet. If the "Trick Blades" add-on is equipped, increased ricochet amount in the main event from 1 to 2.

    Prevent lacerated survivors from being healed the injury

    I've made this suggestion before. How about making it so that survivors who are injured and lacerated enter a Broken State (meaning their injuries cannot be healed) until their laceration meter runs out?
    This allows Trickster to somewhat delay the healing of survivors, and even if he completely loses sight of an injured survivor with laceration 5/6, his knife throws are less likely to be wasted. In particular, it will be a powerful counter to skilled survivors who try to lure the killer with "injured and 99% self-care meter", giving Trickster a unique new advantage.
    In the first place, it's feel counterintuitive that they can heal "Injured" state while in "Lacerated" state.

    Increased knife laceration damage against Exposed survivors.

    How about increasing the amount of laceration damage from knife throws against Exposed survivors by 50%–100%? In other words, Trickster can damage an Exposed survivors with 3-4 knife hits.
    This change will make throwing knives at Exposed survivors less of a foolish move, and will allow even the 4.4m/s Trickster to effectively utilize Exposed-related perks. Actually, without a buff like this, Trickster probably wouldn't be able to make use of his unique perk "Starstruck."

    (My English isn't very good, thank you for reading.)

    Post edited by JDecker at
  • Langweilig
    Langweilig Member Posts: 3,222

    It‘s funny how this forum doesn‘t reflect my ingame experience at all. There are so much more tricksters I play against now than before the update and the matches are not bad for them. Trickster also does not feel weak when a good player plays him.

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,471

    This patch has not been a nerf. They simply removed "Run Down" Trickster where you could just run down survivors and slowly kill them, like another legion, and turned him into a killer where you actually have to try being accurate and not just spam. Where you actually have to try using more subtle mechanics, like needle shots and long range shots, which has added dept to the killer he didn't have before.

    Which means that surely, people that don't know how to play him feel like he has been nerfed, because the run-down playstyle that the survivor community absolutely despises is no longer functional (which is great), yet has managed to make Trickster a powerhouse among the ranged killer community, with the ability to quickly close down games with killer instincts, quick time to kills, lot's of intel, and has buffed good Trickster players significantly, who are able to go on high win-streaks with his excellent Rework

    Sure, he can still use some buffs in some aspects, but not in the areas that buff Run-Down trickster that is frequently posted by the community in this thread that simply are refusing to learn the killer and posting out of skill issue. They should feel happy, knowing that if they invest time in learning the killer now, they actually somewhat have a monster waiting for them. And if they're failing to get results, they simply know to get good