Tricksters base movement speed should be 4.6

Geist
Geist Member Posts: 79

After spending even more time playing post-rework Trickster, my opinions haven't changed in the slightest I feel that he’s been pushed too far into the weak side, and a big part of that comes down to his 4.4 movement speed.

Right now, Trickster sits at 4.4 m/s, and it feels incredibly punishing in actual matches. Survivors can pre-run almost every time they hear your massive 44 meter lullaby(and many do just that), and because of your lower speed, you have very little ability to build pressure or catch up efficiently, especially on larger maps.

The core issue is that Trickster is a ranged killer who still needs consistency to down survivors. Not only does he have to get into a good position, but his blades have a very specific flight behavior, they travel in a perfectly horizontal line with little to no drop. This makes him heavily dependent on clear line of sight and precise aim.

Because his blades don’t arc, he can’t realistically go for cross-map or high-arc shots the way Huntress can. His effective threat range is much closer to short-to-mid range rather than true ranged pressure. That limitation becomes even more noticeable with modern map design, where there is significantly more clutter, objects you can’t throw over, and even awkward invisible collision points that interrupt throws.

On top of that, his overall kit has been weakened, maximum knives reduced from 44 to 36(so you have to go out of your way to reload more often), his most fun add-ons heavily nerfed or gutted(piercing and exploding knives are effectively gone, trick blades losing a bounce nerfs the additional range it provided). Also have they fixed the knife hit registration bug yet, I swear I still have knives hitting people and they don't gain any laceration.

While the combo system is a genuinely good addition and adds skill expression, it doesn’t make up for the loss in pressure, consistency, and map control.

And this is all happening in a broader survivor-favored environment. Survivors have 15 seconds of endurance after unhooks and access to multiple endurance perks(oh would you look at that, how did you get here Off The Record). Strong exhaustion and haste perks (like Sprint Burst) make extending chases even easier. Pallet density still feels excessive, often turning loops into extremely safe time sinks(did I walk into an amazon warehouse or something. Was the same day shipping really worth it?). Then there is all the general map clutter that further reduces Trickster’s already limited range.

All of this compounds the issue, playing Trickster (and killer in general right now) can feel like trying to roll a boulder up Mt. Kilimanjaro.

Even looking ahead, the proposed diminishing returns changes don’t seem like they’ll meaningfully help Trickster. They may weaken killer movement speed stacking, while many strong survivor tools(like skill-check-based generator perks and exhaustion perks)remain largely unaffected as far as I can tell.

My Suggestion: Increase Trickster’s base movement speed to 4.6 m/s.

This would help him actually keep up in chases. Reduce the effectiveness of pre-running. Let him reposition to use his blades more effectively. Bring his pressure more in line with the effort required to play him

He would still require accuracy, positioning, and good decision-making, but wouldn’t feel disproportionately punishing compared to other killers.

Right now, I feel that he simply has too many limitations stacked on top of each other for too little payoff.

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  • SweetbutaPsycho
    SweetbutaPsycho Member Posts: 354

    His biggest problem is honestly that we are in kind of a prerun meta. Many survivors run sprint burst or are on comms and will just prerun the killer if they hear the terror radius start or thr killer remotely looks in their direction. Because of his movement speed he has a big issue catching up.

    On the other hand trickster feels incredibly deadly close range and can down multiple survivors easily if he gets close enough. I've had very good results with an oblivious build on him and many survivors just downright gave up cause he was so oppressive.

    On the other hand I agree that on some maps he feels very bad to play. In many loops on his own map you can't even keep chase cause he's so slow and you lose LoS for so long that chase just ends which results in potential infinites.

    But if you buff his movement speed you probably have to nerf him some other way so he doesn't get too oppressive.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,446

    I'm really enjoying how deadly they are this rework, I just needed some practice.

    I adore furitive chase friends til the end on them for movement speed getting from target to target and turn back the clock to compliment their lack of mobility, bamboozle for shack shut down etc.

    They are a lot stronger just need good builds that compliment them I feel.

  • Shroompy
    Shroompy Member Posts: 7,957

    As a Trickster main myself, he does not need to be 115%. It made sense with his previous itteration since he needed 8 knives and a slower throw rate. With his current itteration he doesnt need to have as much LoS for a multitude of reasons and it makes up for the slower movement speed.