Comments
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You cannot dodge Trickster knives.
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I've posted much more complicated changes i'd make on reddit though, I don't like taking up space in a place where it wasn't asked in specific. There's many different ways that this character can be tuned (hell we've seen like 4 or 5 different incarnations of him already that all played very differently) but we'll only get…
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A lot of my issues with 110 get solved by simply making him 115 in main event window (to position main events at the effectiveness of current Trickster) and adding some sort of distance multiplier on damage of knives. 112.5 can work and would probably be fine, distance around loops isn't really easy to gauge from survivor…
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My pitch doesn't require 100% accuracy btw or anywhere near it.
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Idk why you say the travel speed is slow when its the fastest projectiles in the entire game. Considering the hitbox size doesn't really mean much since we're quantifying application of counterplay and gameplay and 55 m/s isn't dodgeable if the Trickster is good at aiming. Long range shots are the only equitable shots to…
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"Upon a re-read (just because simple = more likely to be implemented) one thing I might suggest looking at again is the duration of Main Event for the lower tiers. I realise this rework is about rewarding Trickster for high skill expression, but a 2 second Main Event for D is quite low... maybe a base of 4 and a 0.5s build…
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I have some of these numbers a tad too high, but this is a theme focused rework. I would love to see something like this rework proposition get tested and narrowed down to good numbers, maybe 6 seconds per laceration decay, but I like the concept of each segment decaying on a timer that begins once the last one faded. the…
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Injecting counter-play is important for the survivor experience in a way that doesn't degrade the feeling of Trickster, giving Trickster more move-speed than he already had only makes the .2 second windup of his knives even more agonizing to fight. You cannot simply remove lethality in place of higher speed with a ranged…
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We've seen 6 knife Trickster, as previously stated was NOT an issue and classified as high C low B tier by most of the community, ramping is a QoL feeling fix, 6 knife allows for tapfiring playstyles to exist. As i've previously stated, Yumi's murder was in the game previously, you're suggesting Trickster have another…
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I'd probably reward her with cooldown reduction for hitting birds or something of the sort, usually it feels like a massive waste of time to use 2 or 3 birds because the cooldown timing of them guarantees you will not injure with a followup.
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I think this would be super exciting and feel like a sizeable reward for hooking, THWACK!'s current effect is so lackluster and ill-fitting of the reward structure of what a hook-based perk should net you. Plus action speed increases are not that crazy at high %'s as for a bunch of tiles you can still find safety after the…
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I definitely think some elements have been dulled due to pulling away from a potential "augmented reality" appearance. Take this skin concept art for example, the concept art sells a very creepy under hat shading style that would look great in DBD, however due to the "stick to the realism" I imagine this sort of thing was…
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Btw i've also spoken with all of the top 10 playtime Tricksters on steam records, ALL OF THEM agree that this version of Trickster is more boring than his previous incarnation. That means this rework was a mistake, there was a big tear away from Trickster's roots here and its also saddening to exist in a community where I…
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Here's an addon shift writeup that i put together to explain exactly what the rework caused. Not only do I disagree with the direction of a 4.6 Trickster, but his addons have not been in a more useless state. -Rev 😘
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P.S. I also hate going against Trickster now, every single one of them tunnels and camps. I'd rather sit in a 10 minute DC penalty than play against this soulless version of the character I feel in love with 3 years ago. -Rev 😘
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I just want his nerfs addressed, Main Event is so boring and it is sledgehammered into the kit and feels like there's no risk and reward was heavily hampered to make way for it. Ramping was essential to the immersive experience, 24m made the 40m lullaby (with unique function to actually tell you how close you were to the…
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he had 20 seconds of laceration! and also didn't fire accurately!
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They actually did buff his movement speed while throwing!
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Removing even more nuance from Trickster's design will not help anything, Bring back all of the old features because they were pertinent to his immersion and existence! I never see Tricksters in my lobbies anymore. I've seen two since his rework because he's just horrible at high mmr now. -Rev 😘
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Even if they really wanted him to be 4.6, I think Knife ramp-up needs to come back, Main Event needs to be less frequently acquired, he needs 6 knives to injure again and his terror radius needs to be reduced again. Trickster's lullaby already serves as a great radar for where he is in the Trial, and it adjusts based on…
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As someone with over 2000 hrs in Trickster I agree, 4.6 just isn't working out. Not just that but 8 knives to hit Main Event and 8 knives to injure also feels terrible! The cat and mouse of this character feels destroyed and I can't deny the fact that he was so much more fun to play as and against before. The ammo system…
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Its at the point where I don't really know to be quiet or keep going on about it, I think more care could be taken with reworks to make sure the aesthetic quality, audio design, addon variety, and gameplay enjoyment is kept intact because 9 months is far too long for a rework like this to remain unfixed. We lost so much, I…
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It's fine as it is, there will always be some perks that are used for their appeal over their power level. It also keeps blindness effects relevant which is a big plus! Take self-care for example, even though most of the community deems this perk as something that isn't really good it's still ran very often. I think…
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Yeah its a sad sight to see Trickster in the state he's in for so long. -Rev 😘
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I'm hoping Trickster finds his way on this roadmap soon, very excited to see what the future has in store for him. He just doesn't feel the same after his rework back in December. Very excited however to see changes to a bunch of perks here, but a bit nervous to see characters like Cenobite, Plague, Unknown, and Hillbilly…
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Gorbo goes into great detail of what Trickster's current issues are and further dissection of the things we lost from the rework.
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Thank you for posting this here, even if I happen to disagree on some points I think its important that BHVR sees all of our feedback with highest ease of access. Very appreciated.
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Thank you, my apologies.
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Most of the people I interact with are infuriated by the current state have less than 300 hrs in the game. For them Trickster is not accessible, my post seeks to alleviate that. Adding more KPS does nothing to alleviate these problems and has left the killer in a stale, bland state. I do not exclusively speak from my…
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I'd also love them to try a mechanic that curved out the edge cases of Main Event, so that Trickster's performance didn't fall flat mid-match by outright obliterating all survivors before things got interesting in a proxy scenario. I had something like this in mind- Inattentive Audience- When a Survivor is on the hook,…
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I've genuinely heard sentiment and have had discussion with a number of these top playtime Trickster's and we genuinely miss the 6 knife 4.4 version. That version should be the baseline that modern Trickster should be built on, It was genuinely hard to get some of the feedback from these players because some of them don't…
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I agree on pretty much all points you've given, Main Event as it stands is far too noninteractive from both Trickster's side as well as Survivor's side and that's a big reason why I find its quite unfun to try to make use of. I like it being a big "oh crap" moment on the survivors perspective, but if you get that moment…
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And so i went to the liberty of describing how the current combo mechanic works, and made it more accessible because as it stands its REALLY HARD to utilize which makes it feel like it's an afterthought, but it achieves too little and his main event addons achieve TOO MUCH. Thus i wanted all players to be able to…
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The game already has all of the combo's i've listed. This is a current mechanic in the game it is just under elaborated.
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I'll take a look at it, thanks. Ultimately I don't really care if they admit the faults on the matter in any degree, but I'm not gonna act like this version was any more interesting nor satisfying than 6 knife 4.4 was.
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I could not have stated my frustration any better than this, I've felt like they killed his identity and I continue playing him because he's part of me with the HOPE that one day they come back to him and set him back to the state where he feels himself again. at the moment he feels without a soul, and the most depressing…
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I'm also being informed that ramp up reached full slowdown after 30 consecutive throws? I would want that to ramp up after around 15 knives, allowing for more impact, but way less movement speed. I find that the current version of Trickster is too hard to lose in chase, but his power level was also adjusted to be less…
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The combo fire up meter I imagine would lead to an eventual climactic main event and then start over at 0, something to give the fantasy of Trickster doing a grand performance and allowing him to place main events in optimal positions - allowing him to be proactive instead of purely waiting around for people to mess up. I…
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I think the notable nerfs I made to the movement speed basekit, both when raising knives and when not are very important to the philosophy of my pitch, I don't just want Trickster to be easier. I want him to feel better through some adjusted power in various areas.
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I also wanted to push his movement speed while raising knives EVEN LOWER than the 6 knife 4.4 version, I love the "punish window" that Huntress has when she misses her Hatchet because the Survivors can use this opportunity to find better cover but it also comes with Huntress having better instantaneous damage than…
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The great thing to note is that I nerfed his movement speed by a lot to make way for these changes, instead making his performance required in order to get the modern day movement speed! I agree that modern day Trickster feels agonizing to play against, he has this issue where he has PTB Huntress movement speed where he…
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This change unfortunately does not address any concerns both me and Wacek (who agrees with my assessment) have with the current Trickster, and makes him more addon dependent. There was a version of Trickster back in the day that had Yumi's murder (Melodious Murder as it's called today) as a -1 to laceration meter addon,…
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Looking back at this I think the action speed passive I gave the combo system could be doubled, 4% action speed seems pretty low so i'd probably just keep the haste the same on that and double the action speed bonuses. Besides that my rereads of my own writeup I spent all night on I feel are pretty spot on what I think. My…
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A lot of addon variety on this killer! I have a few opinions of the less useful ones: Slashed Backpack: Giving up an entire clone to reposition it is a massive waste of time, it seems this addon would be really cool if its goal was to get "satchel charge hits" as any hit you could get with a clone is postured away from…
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Tricksters sound design was probably the best sound design that this game has ever had, trying to entice sound design bugs to remain (while unintentional) for the sake of winning? It's fine if you don't want to be immersed in this game but trying to say that Trickster saying 2 syllable phrases is "hurting your chances of…
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I thought I would also take a second to break down VISUALLY exactly what I find as a missed opportunity with Laceration meter decay and what gives so much negative feedback on a system that could be elaborated on without TOO MUCH WORK. Video of my visual description: https://www.twitch.tv/videos/2050469846 BHVR please…
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Here's a video I made giving a breakdown of the power and optimal play against it: https://www.youtube.com/watch?v=aGk2CeYIKeM&t With a lot of topics as complex as DBD counter-play I just like to clarify every point before making assumptions because the issue you're having could be soloq teammates, personal understanding…
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To add to this, Huntress doesn't have this same issue on Main Building and Shack as Trickster does, the reason being is because her value is guaranteed once landed- it cannot be snuffed out - You get the hatchet hit and you gained your value. Meanwhile Trickster has to spend much longer in getting his value to come to…
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Ultimately if two or three people on the team don't pre-run or find strong tiles somewhere in their chase (which I'd quantify as disrespecting Tricksters chase) then the team will likely accidentally group up creating a snowball, not understand his range of threat which was his previous defining charactaristic but now as…
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This killers 1v4 is trash, he can stick to one survivor but ultimately there's a bunch of research I've done into this killer and my results varied based on the survivor teams confidence in understanding which tiles were good against him. Against teams knowledgeable against him and understood how to spread and respect the…