What do you think of reverted trickster with 4.5m/s?

Recently the devs asked, what our opinions of reverting him are and the only real complaint was “We want 4.6m/s, 4.4m/s is too weak/slow”. Most people agreed and like, that his power would get reverted.

I personally think 4.4 is fine, but his main event should not require 30knives, it should be 18knives.

Trying this might open up, having more killers with different movement-speeds, which I find a cool and interesting concept.

Comments

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827565#Comment_3827565

    She is a 110% killer with no map pressure whatsoever and an okay chase. She is currently one of the weakest killers in the game and seriously needs beefy buffs.

    Huntress weak now I know your baiting, She has a low kill rate because she is highly picked. giving a killer with an infinite distance projectile 115% speed tells me that your opinion with balance should be discarded. You know why she is highly picked because she's been over buffed and so boosted killers are playing her it's a real nurse situation.

  • @Revvium said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824329#Comment_3824329

    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 Huntress or slinger's close range dodgeability since the point at which human reactivity can realistically read for these movements is double the distance of a noncharged hatchet and 20% further than a fully charged hatchet + Deathslinger harpoon.

    This killer cannot and should not be balanced around dodging, which was the premise that the November rework lead with as the shots that Trickster throws are on him to miss, and not on the survivors to dodge.

    Deathslinger:

    • Harpoon fires at a speed of 40 m/s

    Huntress:

    • Releasing at minimum charge throws them at 25 m/s.
    • Releasing at maximum charge throws them at 40 m/s.

    Unknown:

    • Maximum Projectile Speed: 50 m/s

    Trickster:

    • Blades are launched at a speed of 55 m/s.

    please his read @Coffeecrashing full and complete in detail. i'll highlight the key detail.

    That’s why the hitbox is so small, it’s why the travel speed is so slow when considering the hitbox size, and why he throws knives from two different locations. This is also specifically done so that the knives are a battle of attrition, where the survivors are trying to dodge as many knives as possible, and try to time out the laceration meter.

    The summary of what he is talking about is that in order for trickster to be about pure accuracy, his projecitle speed has to be hit scan but once you put Hitscan on a killer, the survivor is no longer about dodging because you can't dodge hitscan. it is about killer aiming. If we say that survivor should be allowed to dodge knives than this conversely means the opposite for killer. the killer be allowed to MISS knives.

    Like Coffeecrashing states, it is not about dodging the killer entirely, it is about war of attrition of dodging and timing out the killer chase. In other words, your not suppose empty his knives count to 0. your suppose DELAY the chase as much as possible from going down. This logic is also same for huntress. Like part of reason why huntress has 7 hatchets is not for you to dodge all 7 hatchets. it is designed for you to DELAY the down as much as possible. your not realistically suppose to dodge all 7 hatchets or all 44 knives. your meant to win war of attrition between downs and map pressure and gens.

    Part of reason why his laceration meter is 15 seconds is because he is NOT GOOD even when you have NO LACERATION meter decay. So adding a mechanic that hurts you as killer when you aren't strong enough without said drawback means that drawback shouldn't be effective. So unless they omega buff trickster where decaying knives is warranted as drawback. there isn't any counter-play to decaying his knives in most instances because of his current time efficiency being poor without it. The killer has to have massive upside for killer to have a downside.

    @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824329#Comment_3824329

    I'll chalk that up as an oversight, rather than being deliberate… however considering these stats were posted 15th Feburary 2024, covering the months of January 13th - February 12th 2024, and Trickster's rework being November 28th 2023, with further updates 13th December 2023 (which were mostly buffs), that is not at all a fair comparison of Trickster's play rate, and to claim it is would be rather disingenuous igven his rework was new and after the Christmas break.

    His rework was still new at that point in time with people still exploring and figuring him out. Also the stats are rounded so not really a good comparison. 3% could be 2.5% and would barely uptick over his normal play rate. That's hardly a resounding success of a rework.

    To try and be more fair, in the 2022 stats he was 17/29, which basically puts him in the bottom 42% of killers.

    https://forums.bhvr.com/dead-by-daylight/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022

    Taking Nightlight for his modern pickrate, he is 2.11%, placing him at 24/37 in the killer list.

    https://us.v-cdn.net/6030815/uploads/DJF85QZACNVG/image.png

    That puts him in on the edge of the bottom 2/3 of killers, at 35%. Now I could say that his pick rate is lower and his overall position in the roster is lower, therefore he is worse… but that would disingenuous because there are 8 more killers to pick from added, and the landscape of the game is very different since then. The reality is his pickrate hasn't really changed much positively or negatively.

    So yes him being worse since his rework is not true…. but also your point of "he is more popular since his reworks" is also not true. He wasn't popular to begin with, and still isn't popular now.

    At the end of the day, my point stands. Trickster is spammy and boring, and as such he is not a popular killer, and won't be whilstsoever he remains as he is. His kill rate is bad, but he cannot be meaningfully buffed because his relative skill is low, and to buff him would make him brain dead, so this is where he sits.

    If you like that, fine, but the arguments posed by the Trickster mains who preferred accurate knives over spam, and want rewards for being accurate and deliberate with their knives are more compelling to me personally. So we'll have to agree to disagree.

    First, it is difficult to use blank stats for trickster because killers like trickster tend to be specialized killers where average player does poorly with the killer compare to the player that specializes in the killer. The other aspect to talk about is that trickster did not receive blanket buffs. he receives buffs in some areas and nerf in other area's. as a result, his kill-rate did not overall improve. it stayed the same. pick-rate, he has very defined play-style you either resonate with or do not resonate with. More players prefer the 1 hit = 1 health-state play-style over the war of attrition gameplay that trickster promotes. in my opinion, i think survivor misunderstand his gameplay and as a result, trickster struggles to get straight positive buffs without getting sizable negative changes in the process. It is like 2 steps forward, 1 step back with him.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827558#Comment_3827558

    please his read @Coffeecrashing full and complete in detail. i'll highlight the key detail.

    That’s why the hitbox is so small, it’s why the travel speed is so slow when considering the hitbox size, and why he throws knives from two different locations. This is also specifically done so that the knives are a battle of attrition, where the survivors are trying to dodge as many knives as possible, and try to time out the laceration meter.

    The summary of what he is talking about is that in order for trickster to be about pure accuracy, his projecitle speed has to be hit scan but once you put Hitscan on a killer, the survivor is no longer about dodging because you can't dodge hitscan. it is about killer aiming. If we say that survivor should be allowed to dodge knives than this conversely means the opposite for killer. the killer be allowed to MISS knives.

    Like Coffeecrashing states, it is not about dodging the killer entirely, it is about war of attrition of dodging and timing out the killer chase. In other words, your not suppose empty his knives count to 0. your suppose DELAY the chase as much as possible from going down. This logic is also same for huntress. Like part of reason why huntress has 7 hatchets is not for you to dodge all 7 hatchets. it is designed for you to DELAY the down as much as possible. your not realistically suppose to dodge all 7 hatchets or all 44 knives. your meant to win war of attrition between downs and map pressure and gens.

    Part of reason why his laceration meter is 15 seconds is because he is NOT GOOD even when you have NO LACERATION meter decay. So adding a mechanic that hurts you as killer when you aren't strong enough without said drawback means that drawback shouldn't be effective. So unless they omega buff trickster where decaying knives is warranted as drawback. there isn't any counter-play to decaying his knives in most instances because of his current time efficiency being poor without it. The killer has to have massive upside for killer to have a downside.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824490#Comment_3824490

    First, it is difficult to use blank stats for trickster because killers like trickster tend to be specialized killers where average player does poorly with the killer compare to the player that specializes in the killer. The other aspect to talk about is that trickster did not receive blanket buffs. he receives buffs in some areas and nerf in other area's. as a result, his kill-rate did not overall improve. it stayed the same. pick-rate, he has very defined play-style you either resonate with or do not resonate with. More players prefer the 1 hit = 1 health-state play-style over the war of attrition gameplay that trickster promotes. in my opinion, i think survivor misunderstand his gameplay and as a result, trickster struggles to get straight positive buffs without getting sizable negative changes in the process. It is like 2 steps forward, 1 step back with him.

    You cannot dodge Trickster knives.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827558#Comment_3827558

    please his read @Coffeecrashing full and complete in detail. i'll highlight the key detail.

    That’s why the hitbox is so small, it’s why the travel speed is so slow when considering the hitbox size, and why he throws knives from two different locations. This is also specifically done so that the knives are a battle of attrition, where the survivors are trying to dodge as many knives as possible, and try to time out the laceration meter.

    The summary of what he is talking about is that in order for trickster to be about pure accuracy, his projecitle speed has to be hit scan but once you put Hitscan on a killer, the survivor is no longer about dodging because you can't dodge hitscan. it is about killer aiming. If we say that survivor should be allowed to dodge knives than this conversely means the opposite for killer. the killer be allowed to MISS knives.

    Like Coffeecrashing states, it is not about dodging the killer entirely, it is about war of attrition of dodging and timing out the killer chase. In other words, your not suppose empty his knives count to 0. your suppose DELAY the chase as much as possible from going down. This logic is also same for huntress. Like part of reason why huntress has 7 hatchets is not for you to dodge all 7 hatchets. it is designed for you to DELAY the down as much as possible. your not realistically suppose to dodge all 7 hatchets or all 44 knives. your meant to win war of attrition between downs and map pressure and gens.

    Part of reason why his laceration meter is 15 seconds is because he is NOT GOOD even when you have NO LACERATION meter decay. So adding a mechanic that hurts you as killer when you aren't strong enough without said drawback means that drawback shouldn't be effective. So unless they omega buff trickster where decaying knives is warranted as drawback. there isn't any counter-play to decaying his knives in most instances because of his current time efficiency being poor without it. The killer has to have massive upside for killer to have a downside.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824490#Comment_3824490

    First, it is difficult to use blank stats for trickster because killers like trickster tend to be specialized killers where average player does poorly with the killer compare to the player that specializes in the killer. The other aspect to talk about is that trickster did not receive blanket buffs. he receives buffs in some areas and nerf in other area's. as a result, his kill-rate did not overall improve. it stayed the same. pick-rate, he has very defined play-style you either resonate with or do not resonate with. More players prefer the 1 hit = 1 health-state play-style over the war of attrition gameplay that trickster promotes. in my opinion, i think survivor misunderstand his gameplay and as a result, trickster struggles to get straight positive buffs without getting sizable negative changes in the process. It is like 2 steps forward, 1 step back with him.

    This whole conversation left a bitter taste in my mouth and I'd rather just move on from it, but the points I was making included: -

    • You can't make modern spam Trickster strong cause there is barely any skill requirement/expression. He becomes oppressive if his power is really strong while also so forgiving.
    • As such my argument with coffee centers around his narrative that 4.6 is better received than 4.4 Trickster. It is not, he's basically unchanged, just as many people dislike the changes as like them.
    • Which feeds into your point that he's specialised, so we basically arguing about Trickster players and who's opinions among them matter. I would argue a divisive choice is not something you can consider a net positive by definition.

    I'm responding to yourself and your (very reasonable and good point), but as I say, have no interest in this conversation further, as I'm liable to turn it into an argument rather than a debate.

    However the argument boils down to as you stated, Trickster is no more popular than he was before, and is only a talking point for players who liked his specialisation playstyle.

    Mine and Coffee's argument revolves around which group of players and principles should be considered in the conversation.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3827866#Comment_3827866

    This whole conversation left a bitter taste in my mouth and I'd rather just move on from it, but the points I was making included: -

    • You can't make modern spam Trickster strong cause there is barely any skill requirement/expression. He becomes oppressive if his power is really strong while also so forgiving.
    • As such my argument with coffee centers around his narrative that 4.6 is better received than 4.4 Trickster. It is not, he's basically unchanged, just as many people dislike the changes as like them.
    • Which feeds into your point that he's specialised, so we basically arguing about Trickster players and who's opinions among them matter. I would argue a divisive choice is not something you can consider a net positive by definition.

    I'm responding to yourself and your (very reasonable and good point), but as I say, have no interest in this conversation further, as I'm liable to turn it into an argument rather than a debate.

    However the argument boils down to as you stated, Trickster is no more popular than he was before, and is only a talking point for players who liked his specialisation playstyle.

    Mine and Coffee's argument revolves around which group of players and principles should be considered in the conversation.

    You can't make modern spam Trickster strong cause there is barely any skill requirement/expression. He becomes oppressive if his power is really strong while also so forgiving.

    depends on how you define skill expression. if we define skill expression in how time efficient the killer is at getting the down than there is large difference between a trickster that has pin-point accuracy and min-max his knife time to down vs one that does not use his power effectively in a time efficiency manner. there is a skill-component in survivors making killer time efficient or not with his ability but we'll leave survivor equation out.

    I think your defining skill expression as how likely he is to get the down and in that case, your right. he is simple at getting the down.

    I'll use analogy with another killer. the difference between a huntress that downs every survivor in an average of 3 hatchets is a superior huntress to that which averages 6 hatchets per down.

    You can't make modern spam Trickster strong cause there is barely any skill requirement/expression. He becomes oppressive if his power is really strong while also so forgiving.

    I'd say trickster is more dull blade. Trickster loses less hard in loops that he is weaker in current iteration of trickster but the extremes in which he is effective is less. The 6 knive count is greater hypothetical effectiveness.

    for example:

    Let's say chase 1 lasts 60 seconds and chase 2 lasts 20 seconds for old trickster. New trickster's bad chase is like 45 seconds but his chase 2 is 35 seconds. the sum total is same effectiveness. it is just that worse chase was less bad while chase which the old one could down quicker is now slightly slower resulting no real gain. it also stems from base-throwing mode being worse.

    Which feeds into your point that he's specialised, so we basically arguing about Trickster players and who's opinions among them matter. I would argue a divisive choice is not something you can consider a net positive by definition.

    my suspicion is that the player that want precision gameplay from trickster are player that should play deathslinger but don't play deathslinger because they don't think deathslinger is any good therefore play trickster who at least current point in time is less bad deathslinger(in my opinion). When i say that, i don't mean his forgiveness to miss but rather counter-play for deathslinger is too simple for a seasoned survivor compare trickster.

    i won't bother to change your mind but i will say that i do not think this is true.

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