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Trickster Update Feedback
Comments
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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
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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.3 -
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-3 -
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:
- 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
- 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
- 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.
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I FOUND THE LINK! The actual rework the person made started around 5:59 (the streamer made a 4.6 / 6 knives trickster)
NOTE: This video was created BEFORE the COMEBACK rework, while the 8 knives / 4.6 trickster was on live servers
Post edited by Geist at0 -
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-3 -
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.
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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.
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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-1 -
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.
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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 kill, lots 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 goodPost edited by AlwaysInAGoodShape at0 -
Just make him 4.6 m/s at the S rank i think will be enough.
The other things are good/0 -
I really like him! Style meter is good, 6 blade injure feels nice, VFX are phenomenal etc. As others have said the shift to 4.4 while understandable has made him very easy to w key away from. I think you should make him 4.6 again; If it does turn out to be a problem, you can always just set it back anyways.
I'll also say main event can be difficult to get value from unless you catch somebody in the middle of nowhere. A slight speed boost to throw move speed in main event would help with this, but I dont think that'd be necessary if he was to be 4.6 again. overall great, having lots of fun as MiNa!1 -
I am sorry but I'm kinda confused by your statement.
This video was made before the style rework was even teased in the devstream as far as I know, when the 4.6 / 8 knives trickster was still on live servers and I believe he was referring to that as "absolute garb". I do like the style system and stuff but I feel that he needs to be 4.6, especially in the games current state as 4.4 on him just ain't gonna cut it with all the stuff going survivors way in this game.
Unless you meant something else, I would appreciate it if you could clarify in any case, thank you.
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Topic: Unable to use Mainevent near hooks - What??
So let me get this straight. We have to "fight" to level up to S- tier and watch it decay in many games, thus getting no use of it, and unable to use it when near hooks EVEN if gates are powered.
WHILE…NUMEROUS other killers can "Hold" their tier2 or tier3 power and camp hooks with it like Michael, Plague, Oni, etc.
Very inconsistent logic by the BHVR balance team 😃
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ANOTHER VIDEO HAS HIT THE SERVERS!
Jokes aside this video is actually newer and more relevant.
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DEVS, DON'T GIVE IN TO PRESSURE
Trickster has always been a troubled killer. A killer that made many lobbies DC due to the Trickster failing to create a healthy level of interactive counter play, ruining the experience for survivor. He was essentially another Legion; one where chases aren't really that impactful and you're gonna get run down eventually, no matter how good you are. With the Trickster being able to apply that same logic to 2 health state has made him a well hated killer among the survivor community. So why did he fail where other killers didn't?
A perfect example of interactive counterplay is Huntress;
Let's look at a smaller loop. If the Huntress just walks through a pallet, she'll catch up to a survivor and hit them.
If a survivor drops the pallet, they can stun the huntress.
The huntress can in turn counter this by faking walking through a pallet and pulling up her hatchet ready to throw it over the pallet when it's thrown down
The survivor can counter this by faking throwing a pallet and keep running.
The huntress can counter this by faking pulling up the hatches and just running through like she did at the start.
This rock paper scissor gameplay is what creates interactive gameplay, and why huntress is one of the beloved killers of this community, and that is where older versions of Trickster failed.
But what would interactive gameplay looks like for Trickster? Because dodging a single hatches can feel impactful, but dodging a single knife just to be hit by the next and having zoned yourself surely isn't it.
Well, there are multiple things that can make playing against the trickster more impactful:
- The ability for the Trickster to run out of knives
- Having blade decay be a serious mechanic that survivors can realistically utilize
- Having distance from the killer due to them having a lower movement-speedAll of these things have the potential of turning the Trickster into an interactive gameplay killer. Now there's a problem. Have you noticed a lot of the feedback on this thread?
More knives, more base movement-speed, longer laceration decay timer…
The suggestions from the majority have been everything that would ruin interactive gameplay for the Trickster, and would turn the Trickster into yet another Run Down ranged legion…
But this monster has been our own creating. Because this Trickster-Legion has been the temporary solution for the Trickster rework; 8 blades to make chases last longer, but essentially guaranteed downs, and high blade counts. Sure it is "balanced". Having essentially guaranteed similar chase times and guaranteed downs are balanced but they aren't fun, nor interactive, yet it has trained many beginner players on their perception of what Trickster-Legion is;Many people here would call the current rework a Nerf, which for many beginner players it is. Because the current, extremely well done rework (that is a net buff) has killed the un-interactive Run-Down Trickster hated by the survivor community. This means Trickster now is no longer a ranged legion, but a careful accuracy machine full of tricks, with deadly blades, trained on re-aiming corners and map knowledge as well as knowledge of survivor's pathing to efficiently take down survivors.
For the true trickster mains, it is the true prediction, around every corner, to predict whether, based on the distance, they will be able to hit a knife, and where that survivor will be located, so they can preferably pre-aim at that location. Consequently, for survivors, to fight this Trickster it is in their best interest to be unpredictable with their pathing to screw up the Trickster's pre-aim as many times as possible.
For the first time, we have interactive gameplay for a killer that used to have none. Not only that, but the Devs have been able to do so while making the rework a NET BUFF to the killer, one that is accessible for anyone that's willing to let go of the hated Run Down Trickster-Legion and usher in the area of the True and unique Trickster playstyle.
In the charts above, you can see the old learning curve, as well as the new learning curve, a net buff, in which the red zone exemplifies the "complaint zone", aka people who have yet to learn the Trickster as more than a Run-Down legion and will have to learn as a real Trickster, and the green zone, the GOATED zone, for tricksters why are one with trickster and have decided to learn the killer properly, and are able to see why he is stronger.
My argument is, that even though the complaint zone looks big, from the previously brained legions dressed as Tricksters, many of these people and their complaints, would actually change, once they realize that the green zone exists. Even though the Devs might see negative feedback around the current Trickster, many of these players might change their minds upon realizing that if they properly learn this killer, they would be stronger than they could ever be with 4.6 44 Trickster-Legion.
I myself had to go through this experience as well. As someone who didn't play Trickster until the rework, my first experience was brutal too; getting pre-run, running out of knives, seeing my laceration decay. The answers seemed simple… yet couldn't have been further from the truth.
All of the things I would've complained about weren't a flaw with the killer, but were simply attributable to being a skill-issue. Both seeing proper Trickster players perform so well has inspired me to try to actually learn this killer properly too, and even just over the course of a couple of days, I have been able to get my first dominating games. This of course requires one to truly want to be a Trickster, which requires you to also understand what it means to think like a Trickster; leaning pre-aims at corners, like shack, judging distance and estimating when you will get peeks. Learning flicks and understanding the delay time between when you press your blade and when it's trajectory is actually decided. The depth to this killer are not only insane, they are extremely fun! That is why I'm truly a fan of the "Trickster is a killer for the perfectionists"
It is also in this fun state, where the legion has interactive gameplay. Remember the Huntress story from earlier? Interactive gameplay with the current Trickster exists due to his lower maximum knife count, higher laceration, lower base movement speed, all things that adds to giving survivors more value for dodging and playing well, as well as being unpredictable with their pathing at Trickster's favourite pre-aiming spots
Due to the Trickster's design, dodging blades can only ever have some significance if the Trickster is forced to play at this higher skill ceiling. It is the only place where interactive gameplay can exist, unlike killers like huntress, where interactive gameplay can also exist at lower skill levels. It's therefore my belief that all killer powers, however they are designed, should be balanced around where their gameplay remains interactive. For some, that means that they are very accessible , for some killers, like Krasue where little interaction exists, should simply be nerfed, and where killer's interactivity is great, like Blight, his power can be celebrated. What that means for Trickster is that he can only ever be healthy for the game, if he is implemented as a high skill-cap killer, and that is something all of us Trickster players can celebrate, because this means that any of us can make him shine, if we're willing to put in the practice to learn what makes this killer unique.
That's why I hope that the Devs don't succumb to pressure and turn Trickster into yet another ranged Legion and embrace him for what makes him unique, as even I myself, in lesser knowledge would've advocated for the wrong things; more knives, more free base-kit movement-speed, slower laceration. Many of them simply don't know any better. They are still in the Red Zone from the chart and simply don't know any better than to think the killer got nerfed in this patch, as being Legion brained can easily make you think. But once they take the time to learn this killer, for all that makes the Trickster unique; a perfectionist killer full of Tricks, they will have a true monster on their hands~0 -
I don't think I have ever heard an argument with so many disprovable points.
Firstly, with your huntress comment, yes the huntress can play around the pallet just like literally every other killer in the game. The rock paper scissors gameplay is done by every killer not just ranged killers.
Second "impactful trickster counterplay", Your first argument gives the survivors a free escape, and it's not especially hard to run out against a good survivor because of the ammo nerfs. Blade decay SUCKS especially in its bugged state. As a slower then normal killer playing around structures that you can't shoot over or through results in you being unable to do anything as you watch your power disappear. Then your last point is just pre running, that while it is impactful is boring for both sides and does not produce interesting gameplay
"Many people here would call the current rework a Nerf" Because it is. I will admit I have not mastered trickster the same way Wacek has, I still have a ways to go. But I understand the killer after playing him for a long time, I can make shot through small gaps, and I can say without a doubt that this is an overall nerf. If I put on my best rose tinted glasses him being 4.4 is fine since he is a ranged killer, but when you actually play the game with this speed all you will see for a while are survivors scratch marks for five minutes because you. just. can't. catch. up. anymore. Trickster is certainly lethal we both agree on that point, but the drag of slowly waddling after survivors who have pre ran across three state lines is not enjoyable in the slightest. Lets also not forget you are chasing one survivor while the other three are working on generators so you are just losing ground at an alarming rate.
Oh yea where are the "tricks" you keep talking about because the only trick I see anywhere in his kit are the trick knives add on which makes his blades bounce once. His holy trinity has gone from three to one(and trick knives are nerfed to one bounce only). All the other stuff in his add ons and kit aren't really tricks he just gets stronger as the game progresses and if he is a good player he gets main event really fast.
Experienced trickster mains with hours upon hours of mastering the killer might as well be Dio from JoJo with their ability to turn healthy survivors into whimpering lacerated lumps on the floor. You would have to nerf this killer so far into the ground if you want to stop top trickster players like Wacek from converting survivors health states to past tense.
I know that you mean well, and I agree that trickster should reward more skilled plays and learning the killers quirks and mechanics. But as he is right now he will just fade away into obscurity after a week or two because the current stats(especially the 4.4 movement speed) will be ridiculously punishing against halfway decent survivors who know how to play the game.
Also I'm gonna be honest the devs probably aren't even listening to us, as they let the obscene fast track to live servers even though many people said this would be game ruining. They are going to ignore this like how they ignore any sort of feedback nowadays. So don't worry, you'll get to keep your nerfed trickster shape.
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"Your first argument gives the survivors a free escape"
It is not demonstrably false. Good Trickster players like Wacek have shown they can consistently keep up their lacerations, even at the current rates. If anything, it has proven that people running out of knives or lose to decay suffer from nothing but skill issue. The people that think "there's nothing they can do but watch their laceration decay" simply lack the knowledge on how to prevent it, and when to fire. If top players would have failed, I would have agreed with you, but they aren't, and we have no excuse either other than needing to learn
""Many people here would call the current rework a Nerf" Because it is."
It isn't, and current emerging winstreaks are providing us with increasing proofs. It is definitely a skill ceiling shift, as demonstrated in this graph, because the killer no longer plays itself, like it does on 4.6, and has become more than just a ranged legion."Oh yea where are the "tricks" you keep talking about"
The current update has done a phenomenal job at adding tricks, by making long range shots, as well as short ranged shots through thin gaps valueable by making it increase your style points for your main event. Previous dumbed down versions of Trickster lacked all of this dept. You were simply meant to run down survivors with bad accuracy and they would fall eventually. This is no longer true. Now you can't play the Trickster as Ranged Legion anymore. You have to play the Trickster as the Trickster.
I've also detailed some of the "Tricks" in my own post, that also aim at advancing Trickster as a high skill cap ceiling killer and move him away from being a Ranged Legion: ⸻How I'd REWORK the Trickster (A Full Coherent Rework, Unmerged) — BHVR
"You would have to nerf this killer so far into the ground if you want to stop top trickster players like Wacek from converting survivors health states to past tense."
The killer in fact doesn't have to be nerfed. I've already seen survivors being able to put up a fight with Wacek, both through pathing, and dodging, all privileges that were able to happen as a result of him being 4.4 instead of 4.6 as base-speed
In fact, I do not believe Trickster does need to be nerfed in the current state. At a comp level he could even receive some buffs in other creative areas, but not in the areas that would dumb him down, such as max knife capacity, or base-movement speed
"I know that you mean well, and I agree that trickster should reward more skilled plays and learning the killers quirks and mechanics."
I in fact believe that in this main chase state is the only way for him to be healthy, which is especially why, in buffing Trickster, we do so in other creative aspects. Killer instinct for example has been absolutely great, and has allowed skilled Tricksters to close down games. That's what I believe is the level of creativity we need for this killer to turn him into a healthy success. In those areas he definitely deserves his buffs, but not in areas where we destroy his interactive gameplay for the survivor side, because that's what got us into the issue of reworking OG trickster originally in the first place, and what we need to avoid doing in the future1

