These Trickster Changes Can't Go Live As Is – Dead by Daylight



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Patch notes: https://forums.bhvr.com/dead-by-daylight/kb/articles/419-7-4-0-ptb
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20 thoughts on “These Trickster Changes Can't Go Live As Is – Dead by Daylight”

  1. IMO the big problem with Trickster is he has an Ultimate which should be exciting but it's just "more knives". They're trying to make it more fun without all the design cost of replacing it with something more fun and interesting but that's never really going to solve the problem.

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  2. I agree with changing main event entirely. I actually think having a super frequent special ability gives Trickster a unique identity as a character, so I think the better solution is changing how main event works rather than just resetting it back to square one.

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  3. I know they won't cause bhvr loves bitchster for some reason, but they should just get rid of main event. I don't even know why he has it in the first place and now, after the ptb, it's a problem. None of the other ranged killers have some special ultimate attack. They don't need that, cause the special thing about them is that their RANGED. That's what's special about them. Huntress throws hatchets. Slinger shoots his dumbass harpoon gun, Artist flings crows, and that's it, that's all they do. Why does bitchster get knives and then on top of that some big fuck off SSJ Dragon Ball-style ultimate attack?

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  4. I feel like it’s mainly a knee jerk reaction because trickster being good is a bit change to how you treat him.

    I can agree that 6 knives is a bit too fast. I’d say maybe 12 or something would work because you want to use main event more often than before obviously but 6 is a bit too much.

    Lastly I don’t care about an iridescent addon being overpowered, that’s the point and I feel like many new killers don’t ever want to use their iridescent addons anymore because they’re usually just bad. Why get exposed on every 4th guard on knight if the brown addons are much better? I feel like if you bring and ultra rare addon you should get a big bonus and get to feel a little overpowering. Medkit syringe, brand new part, iridescent king on doctor, iri hatchets. This is what iridescent looks like so “no reload” addon doesn’t seem too big of a deal when you compare it to what other iridescent stuff does. Maybe it’s just me but I feel like we’re just overreacting to a lot because we’re so used to it being so bad that when it’s actually good it seems overpowered in contrast

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  5. main event should just be set of two fan knfive throws each with 5 or 7 knives spreading out,
    at close range incredibly dangerous as you could get hit with the full fan but at a distance which you should keep at all times it would get you 1, maybe 2 hits of laceration.

    rework the iri to make it a vertical throw to reward accuracy or something
    and thirdly slow him downby 1-3 % when throwing and youd be pretty good

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  6. I feel like an interesting change to main event would be a shotgun spread of knives, a limited amount of times. Like he'll wield several in one hand and can do a burst 3 times. Best case being if you've achieved main event and are very close to a survivor you'll get rewarded a health state as you would basic attack. Would be unique and would keep the flow fun, and wouldn't sound annoying to me considering a shotgun of knives insta-damaging you would happen anyway with a basic attack, considering it would only work well up close.

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  7. I disagree with the 'every trickster is always going to run an iridescent addon' statement. It's just not feasible for that statement to be true. I've been in several debates with people about this topic in the past and I've personally done testing. I see an iri addon approx 1 in 3 bloodwebs and when a build is reliant on a specific iri, such as the one mentioned in this video, you're obviously not guaranteed to get the iri you need for the build even when you're lucky enough to get one in the web. If you were to run this build every game, you will run out. For most people, sooner rather than later. It's just a mathematical certainty.

    The only way a killer can theoretically run an iri addon every time it's played is if you play other killers (or survivor) to gain more BPs to spend on the killer using the iri. Again, most players don't do this and even if they do, I don't see it being problematic.

    That doesn't change the fact that we have streamers and other people with 10k+ hours in the game that may have a stockpile of 300 or more and yeah, those people could likely run the addon far more frequently than the average player but most games, you're not going against people with that many hours. You'll be going against average players and sure, you're going to run into tricksters running this exact combination from time to time. It's inevitable. But always? Not possible.

    Now, none of this has anything to do with the balance of trickster in general. Getting Main Event in 4 knives seems insane and refilling knives after Main Event is obviously extremely powerful. I'm merely addressing the statement that every trickster you see will be running an iri addon. It's just not true.

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  8. I thought up 2 different effects for the Iri add-on, and it only took my 5 seconds:

    1. If The Trickster downs a survivor while Main Event is active, his regular knives get replenished.

    or

    2. Main Event lasts longer based on how many regular knives The Trickster has when activating Main Event. This comes at the cost of him loosing all his regular knives, forcing him to reload after each main event.

    Either of those would be better than, "Main Event fully replenishes regular knives every time"

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  9. My two cents as a former trickster who played until the big change to main event and hits. The rule for the killer was to be a machinegun. Keeping survs together and timing main event was the Priority, you had to time It calculating the 8 hits per surv and when you were near the 40 hits (which if i remember was the oldest main event Limit) preserve the last hit for a juicier situation (such as double surv on gen or an unhooking situation). You had to slug and make use of his special lullaby and put Pressure to the teammates trying to help. That was, in my opinion, the best setting for trickster and the following changes didnt come in help (40 to 60 hits for main event and reducing hits for surv to 6 Made the frequency or ME less present). My Point IS: trickster need to focus on main event building and frequency, without being so deadly in knives power or mobility (except this last one IS buffed in ME Phase or something Like that)
    So:
    Number of hits needed to wound: 7 to 6 (with addons)
    Number of knives equipped: 60 to 80 (with addons)
    Number of hits needed for ME: 35 to 30(equivalent of two downs and half, also reduced with addons)
    Main event time until cooldown: 30 seconds (let the player be able to locate a Juicy multihit situation)
    Main event duration: 5 to 10 seconds with addons
    terror RADIUS: 18 mt
    Also: if the problem with trickster IS the long wall tiles, just add the purple addon bounce to the basekit or Main Event powerkit

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  10. Putting a wall or objects between you and him isn't even often rewarded bc the laceration meter takes ages before going down in chase. If they make it so the meter goes down after 2 seconds of not being hit you can can start some concept of counter play

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