JDecker
JDecker
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Feedback on Add-ons
[Rare] Melodious Murder
The theme of this add-on, "focusing on knife replenishment via lockers," is unique, but the reloading speed at high style ranks is already fast enough, and there are other excellent add-ons available, so there's almost no need to use this one.
- Improvements (Rework)
Trickster can be granted the Haste status effect immediately after reloading his knives in the locker. The more knives he reloading at once, this Haste state becomes more longer duration.
This effect should help to some extent mitigate the drawbacks of a 4.4 m/s.
[Rare] Waiting For You Watch
The theme of "it's meaningful even if the Trickster don't hit Lacerated survivors for a while" is good, but simply "Reveals the survivors' aura for 4 seconds when their Laceration reaches zero" is not very useful.
- Improvements (Buff)
You can see a survivor's aura when their Laceration Meter is blinking (meaning it's about to decrease).
[Very Rare] Cut Thru U Single
Its current effect overlaps with that of an S-rank effects, making it not very useful, so further rework is needed. The current Trickster often finds herself unable to fight properly when carried blades remaining is running low (effectively the same as having zero blades). Compared to Huntress, in many cases she can fight without giving up until she uses up her last throwing weapon, Trickster pales in comparison. How about adding an effect that compensates for this drawback?
- Improvements (Rework)
Plan A: When you have 1-5 number of carried blades remaining, each hit with a knife grants +100% more deal Laceration damage.
Plan B: When you have 1-5 number of carried blades remaining, on hit with a thrown knife refills +3 carried blades.
[Very Rare] Diamond Cufflinks
The theme of "making it easier to deal damage to survivors with 5/6 Laceration without letting them escape" is good, but simply making their aura visible for 6 seconds isn't enough to justify equipping it over other excellent add-ons.
- Improvements (Buff)
In addition to the existing effects, the following effect is added: "When chasing a survivor with 5/6 Lacerations, increases the range of your Lunge Attack." Furthermore, successfully executing this Lunge Attack will grant you a bonus to your style rank.
This new effects will make it easier to deal damage to the survivors with 5/6 Lacerations, allowing for new and enjoyable fighting. Trickster is a killer where knife throwing and M1 often conflict, but this new effects will make knife throwing enhance M1 (making it easier to land hits), creating a new kind of fun.
[Visceral] Death Throes Compilation
Since opportunities to trigger the main event are not very frequent, being able to refill blades by 50% (18 blades) when the main event is triggered isn't very useful. Even if Trickster blades refilled +50%, in many cases he probably want to open locker soon after and refill blades to 100%.
- Improvements (Buff)
At the end of the main event, your knives will be refilled by 67% (24 blades), and you will be granted the Haste status effect for a certain period of time.
4.4 or 4.6?
There's often disagreement on whether Trickster's movement speed should be 4.4m/s or 4.6m/s, but the fundamental problem is the dilemma: if the movement speed is slow, it becomes more difficult to fight in various situations and the M1 becomes weaker, but the importance of knife throwing increases. Conversely, if the movement speed is fast, it becomes easier to fight in various situations and the M1 becomes stronger, but the importance of knife throwing tends to diminish. I think it's important to solve that dilemma.
In my opinion, setting the base movement speed to 4.4 m/s (or 4.5 m/s) emphasizes the Trickster's unique knife-throwing ability, while addressing the drawbacks associated with slow movement by flexibly combining various approaches. Specifically, the following methods can be considered:- Further mitigation of the movement speed penalty while knife throwing.
- Haste status can be obtained by triggering specific conditions (like the recent Trapper and Knight).
- Create some kind of synergy between knife throwing and M1 so that both attacks are sufficiently useful (see the "Diamond Cufflinks" rework proposal mentioned above).
- Movement speed increases according to style rank (or becomes 4.6 m/s only at S rank). If the "Cut Thru U Single" effect from PTB had been integrated into the base kit, I think it would have been quite close to the almost right.
- Improvements (Rework)
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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.)
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I understand, that the problem is that in chases, the survivor have so little to counter the Main Event and Dash that it feels unfair.
So after some thought, how about the idea of making the following changes, and allowing survivors to "enter the locker" to counter the Main Event and Dash?- Debuffed the "Deactivation Time" of the Main Event from 3 sec to around 5 sec. Survivors can pass through the Trickster during deactivation the Main Event.
Survivors can avoid the Main Event by immediately entering a locker against the Trickster who activated the Main Event. And the survivors can then potentially extend chase by rush exit the locker and use "nearby window or pallet" while the Trickster is deactivating the Main Event. This is similar to the way survivors counter the Cannibal's chainsaw, but the killer's deactivation time is longer, it is safer as they won't necessarily be hit with a melee right after exit a locker.
In summary, the Main Event and Dash are very strong in loops where there is no locker nearby, but weaker in areas where the rocker and window or rocker and pallet are set together, improving the game balance. I think this will make it easier for survivors to accept Trickster's Dash during the Main Event. -
@Shroompy said:
Trickster does not need mobility in Main Event considering the main counter to it is breaking line of sight.
In a perfect world he should just be reverted back to how he was, just without the recoil and ricochet knives basekit
The idea of a "dash that consumes the duration of the Main Event" was inspired by Wesker's Bound Attack, and since Wesker's Bound is accepted, I think it would be fine for the Trickster to be able to dash during the Main Event. Unlike Bound, it cannot be activated if the sufficient conditions are not met, cannot vault windows and pallets, and requires more shots than before to deal damage injured survivors.
If it still seems too strong, there are ways to balance it. Such us making the Main Event Meter harder to fill, shortening the duration of the Main Event, or more increasing the survivors' Laceration Meter Limit. It might also be a good idea for Main Event to consume the consume the knife remaining (he can barrage while the Main Event regardless of ammo remaining, but he will likely run out of normal knives after the Main Event).
As long as it's balanced in other areas I don't think it's a problem. -
Regarding the Weakened status of survivors, I noticed specification issues that were difficult to accept.
When an already Weakened survivors start dispel to a hallucination, and the Unknown teleports to that hallucination, that survivor may be removed from the Weakened state in a short time.
In principle this seems to be, because even if the Dispel action of a Weakened survivor is interrupted, the duration of that survivor's Weakened status (the time required to remove) will not be extended.
With this specification, even if the Unknown successfully interrupts the survivors dispel action, the advantage resulting from this may will be smaller than it should have been, and I think it would be difficult for the Unknown to accept this. I want you to imagine what would happen if a "survivor who could remove the Weakened state by staring at the Unknown for just one more second", started a Dispel action on the hallucination and was interrupted by the Unknown teleportation. A one UVX shot will not be able to damage that survivor.Perhaps the same can be said for the effect of the add-on "Vanishing Box".
This means that when survivors who are already weakened completes a repair on one of the generators, the duration of that survivor's Weakened status duration will not be extended.Even under conditions other than UVX, when survivors who are already Weakened status suffers a "Weakened effect," I think it would be better to extend the duration of that survivor's Weakened status.
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"Nerf the Ultimate Weapon" itself is welcome. This perk has been too strong until now. However, there are roughly divided into three doubts.
- Is it really a good thing to change to a perk that makes survivors' auras visible instead of making them scream?
A unique feature of this park was that it detected survivors by making them scream rather than revealing their auras. Survivors may adopt Calm Spirit to counter UW, and UW also has aspects that increase the value of Calm Spirit, which was often neglected by people. I don't think it's a good thing if UW loses its originality and becomes a park similar to Darkness Revealed, as it will reduce "the variety of parks and game development" for both the killer and survivor sides.
In addition, survivors will also be able to perceive when they suddenly become Blindness state, even if they don't scream, that they are affected by this perk. There are cases in which a survivor may not notice that they have been affected by this perk, but only "if they do not pay attention to their status HUD" or "if there is a possibility that they will be in Blindness state under other ways".
Therefore, I don't think there is any much benefit in not make the survivors scream. It is doubtful whether that advantage outweighs the disadvantage of being countered by one Distortion. - Cooldown of 60 seconds is too long.
Why is the cooldown of UW so different at 60 seconds while the similar perk Darkness Revealed has a cooldown of 30 seconds? - Will Distortion not be nerfed?
There are many doubts regarding the Distortion specifications, so I would like you to consider not only changing the UW, but also changing the Distortion.
- Isn't the maximum number of tokens 3 and initial value 3 too safe?
- There are other ways to prevent Scratch Marks from being seen by killer, such as walking and various perks, so I don't think it's okay to remove "effect that allows you to run without leaving Scratch Marks" on the Distortion.
- Isn't it strange that when the survivor is within the Terror Radius, the "token recharge speed" is the same whether the survivor is 3m or 30m away from the killer? If the survivors want to recharge their tokens quickly, shouldn't they take correspondingly greater risk, such as more getting closer to the killer?
- On the other hand, I think that Distortion doesn't have to be the only perk for survivors to counter aura detection, and there should be multiple other options.
- Is it really a good thing to change to a perk that makes survivors' auras visible instead of making them scream?
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I would like to express my opinion about add-ons.
Personally, I would like a killer add-ons basically to be something that not only strengthens the killer, also expand the range of play.
Ultra Rare "Captured by the Dark":
Current effect is not worthy of a Ultra Rare.
Suggestion: Add more effect. "When survivors become weakened, that survivor's aura will be displayed for a certain period of time."
* Survivors' aura will be displayed for at least 7-8 seconds, because to match UVX cooldown time of 7 seconds.
Very Rare "Discarded Milk Carton":
In the first place "situations where the Unknown wants to bounce UVX with wall etc." are limited to some scenes. In addition, I don't think it's necessarily lead to more better results to use this add-on in that situations.
Suggestion: Rework. "UVX if after flying for more than 0.2 seconds after bouncing, will causes a more powerful explosion than normal."
* Compared to a normal explosion, the "explosion range" and "the duration of the explosion remains before the hit detection disappears" are strengthened.
Very Rare "Homemade Mask":
Current effect is not worthy of a Very Rare.
Suggestion: Rework. Survivors who start a Dispel action on a hallucinations are immediately Weakened and Oblivious state for a period of time.
* This effect can also be expected to have synergy with the above "Ultra Rare: Captured by the Dark".
Very Rare "Serum Vial":
Current effect is not worthy of a Very Rare.
Suggestion: Rework. "Right after the Unknown teleports, the survivors who witness that Unknown or are seen by the Unknown, will scream and become Exhausted state and Hindered state for a certain period of time."
* The same can be said for other teleporting killers, it would likely be more fun as horror entertainment if it were possible to make nearby survivors scream immediately after teleporting, so I think there should be more opportunities for that.
Rare "Hypnotist's Watch":
I think that very few people will use this add-on, because it is too difficult to directly hit survivors with UVX projectile, and it is questionable that it will be effective enough.
Suggestion: Rework. When the next hallucination can be spawned (the visual effects on both the left and right edges of the screen are yellow), if you hold UVX, and press the ability button instead of the attack button to launch UVX, a hallucination will be remotely spawned at the place where the UVX blasted (or the ground beneath it). When this hallucination is created, it immediately stands up and it becomes a teleport point.
* I think it would be more fun to be able to remotely create hallucinations by using UVX (I imagine UVX blobs dripping onto the ground and becoming hallucination).
Uncommon "Notebook of Theories":
As mentioned above, it is too difficult for UVX projectile to directly hit survivors. Also, "-6% Hindered state as 3 to 5 seconds" is hard to feel beneficial personally.
Suggestion: Rework. "UVX projectile speed increases."
* I think this not only makes it easier for UVX projectiles to hit survivors directly, also makes it easier to hit UVX blast. In addition, it may be better if the trajectory of the projectile does not change depending on whether this effect is present or not. In addition, I think the benefits of directly hitting survivors with UVX projectiles could be increased a little more on the base kit (such as the UVX cooldown time is shortened).
Uncommon "Last Known Recording":
I think very few people will actively use this add-on because the effect is too modest.
Suggestion: Rework. "Survivors entering the Aura range of a Hallucination suffer from the Blindness status effect certain period of time."
* This means also survivors will never be able to see the hallucinations' aura (although they can still hear the sounds it makes).
Uncommon "Slashed Backpack":
I think it's good to be able to quickly clean-up the one hallucination and quickly respawn in a better spot personally, but I'd like a more mechanism to make it feel that what players clean-up hallucinations is worth it. In addition, I think the effect "hallucination exploding when hit by UVX" is almost worthless.
Suggestion: Rework. If you attack a hallucination with melee-attack or UVX, instead that hallucination will disappear, you will gain the following effects. Granted a Haste status effect for a certain period of time, and significantly reduces the cooldown time of teleport, and reduces the spawn timer of your next hallucination.
* This will makes it expand the range of use for this add-on. Depending on how you use it, you may be able to get benefits such as being able to chase more advantageously, but I think these effects will be just right, not too strong.
Uncommon "Victim's Map":
Current effect is too little impact on rituals.
Suggestion: Add more effect. "When a Weakened state survivor is looking at Unknown, that survivor's aura is displayed. This effect lasts for a certain period of time even after the survivor is no longer looking at the Unknown."
Common "Blurry Photo":
This explanation of the effect is not correct and gives rise to misunderstandings. Not only is "full movement speed is recovered 50% faster", it's actually "also 50% faster time to be able to initiate actions other than movement and perspective changes".
Suggestion: Revise the description please. I hope clearly explain that "the Unknown will be able to attack immediately after teleporting".
Thank you for reading.
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I will give my opinion about decoys.
The fundamental problem with the decoys, is that when the Unknown teleports, survivors can hear the sound it makes at the point before and after the teleport. Therefore, survivors who understand the Unknown mechanism will hardly perceive the decoys remain in the spot where the Unknown was earlier as a threat, and the decoys will have little influence. I don't think this problem will be much improved even if use Ultra Rare Add-on "Iridescent OSS Report".
Below are some suggestions.
- If the base time for decoys to disappear was made longer, more survivors might mistake decoys for hallucinations and become confused.
- It might be interesting to have a new ability where if press the ability button without targeting a hallucinations, the Unknown can create a decoy with red stain on the spot for a certain period of time. This ability shares a cooldown with teleport.
- Iridescent OSS Report might be a good to add more effect "the teleporting sound becomes silent".
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When a Survivors perform the "dispel" action to a hallucinations, that hallucination will shake more than normal.That means, if The Unknown watching carefull...
While using The Unknown, I noticed some specs and techniques that weren't mentioned in the in-game instructions.
Among these, there is one thing that seems to be still "the unknown" to many players, even though it is super extremely important.
It is, while a survivor performs the dispel action to hallucinations, that hallucinations will shake.
The Unknown can tell by watching carefully hallucinations' auras, that they are in the middle of being dispelled from the survivors.
If The Unknown immediately teleports towards the hallucinations began to shake, The Unknown can interrupt survivor's dispel action, and inflicts Weakened State to that survivor.
Moreover, The Unknown will be able to easily inflict double consecutive damage from "UVX blast -> melee attack" on that survivors, which will be a very advantageous.
This technique will become known to many players sooner or later, also I don't think it's impossible for survivors to counter The Unknown's this technique.
However, I am concerned that survivors without knowledge of this technique from The Unknown, will be at a huge disadvantage, and the gap between players will become too large.
I think it would be fairer to many players of the game properly explained important points like this.
* I'm not good speaking English. Thank you for reading.
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I would like to express my opinion regarding "When Sadako appears from the TV, the influence she has on the nearby survivors."
To be honest, I don't really want Sadako to have a fighting style where her unique characteristic is high-speed movement, where Sadako appears from the TV and accelerates.
It's not that accelerating is absolutely no good, but I think it would be better to "slow-down the escape of the survivors who were near the TV," which would give a sense of Sadako's personality in the original movie.
Also, even if the survivors witness Sadako appearing from the TV, they do not raise a voice of surprise and are able to calmly run away with all might from the scene without their eyes glued to Sadako. These feel very uncomfortable and strange compared to the original movie "Ring".
As a specific improvement suggestion, I would like the following effects to occur within a certain period of time immediately after Sadako appears from the TV.
- The "survivor who saw Sadako nearby" or the "survivor seen by Sadako" screams, and the survivor's perspective is temporarily fixed in the direction of seeing Sadako in front. Therefore, the survivors targeted by Sadako cannot take their eyes off Sadako, and will basically run backwards (towards the front of the screen). This will make it difficult for the survivors to escape, and they will be more likely to crash into obstacles behind them and be cornered by Sadako.
- At this time, it may be a good idea for the survivor's perspective to be a first-person view instead of a third-person view.
- If Sadako and the survivor cannot see each other due to a wall, the survivor will be able to move their viewpoint. However if Sadako sees the survivor again within a certain period of time, the survivor's perspective is fixed again in the direction of seeing Sadako in front.
- I think it would be more good if Sadako could increase the survivor's Condemned Meter even more if she successfully attacks a survivor in this state within a certain amount of time.
- It might be good to have an add-on that "slows down the survivor's movement speed when the survivor's perspective is fixed the Sadako in front".
I would like to see more emphasis on Sadako's unique personality: "She comes out of the TV and inflicts a threat to nearby survivors."
* I'm not good speaking English. Thank you for reading.
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The Hillbilly possible to delay the Overdrive Meter decay indefinitely by repeatedly "pressing the chainsaw button for a moment and then releasing it." During this time, Hillbilly only holds his chainsaw momentarily, so his movement speed will not be slowed down.
Therefore, the add-ons "Idler Screw" and "Discarded Air Filter" are completely worthless add-ons.
Hillbilly should either "these add-ons reworked to a different effect"' or change the specifications so that "Overdrive Meter decay cannot be stopped unless hold the chainsaw button for a while.''
* I'm not good speaking English.
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@dance said:
Thanks all. Glad to hear that for several of you The Trickster feels better after the most recent changes. For those who think he feels in a pretty good spot - is it accurate to say that the biggest pain point / concern is his Add-ons? Specifically that Memento Blades feels like a must-have and/or that the others are too weak to provide much variety?
For those who feel The Trickster still isn't quite how you would want him - I saw a few comments about 8 knives vs. 6 knives, notably around the ammo capacity staying the same even though more knives are needed. I just want to make sure - did I miss any major context around that?
First of all I would like to disclaim that my feedbacks are personal and I do not deny the different thinking of others, so I hope that no one will be offended.
Mement Blades is not absolutely essential, but it is one of the powerful of all his add-ons, it is very versatile and works well with a variety of add-ons, and can be obtained in large numbers.
While some of the other add-ons have good effects, but I think Mement Blades is the most reliable add-on when it comes to quickly down (or more hitting knives) targeted survivors before they can hide behind obstacles.
On the other hand, also there are some add-ons that are so weak that almost no one uses them.
The Trickster is a killer that can consume less ammo as the player becomes more skilled.
Players who have "fewer missed shots with the knives", "don't let Survivors decay their Laceration Meter" and "can use Main Events frequently and effectively" will likely feel that their ammo capacity is sufficient. (However regardless of skill, players who use Trick Blades may run out of ammo easily.)
I think what's needed to help less very skilled players is less about "increasing ammo capacity so they can chase longer", and more about "make up for the player's some mistakes so the chase doesn't take too long". Therefore, it might be good to have more such specifications or add-ons.
From that point of view, I think "Edge of Revival Album" is a very good add-on that helps beginners make up for missed shots, and is value using for advanced players. However, it might be more good if the Main Event Power Gauge increases a little when the blade shatter hits a survivors.
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I think the basic usability of Trickster has improved a lot, and it has become a fun killer to use.
However, there are some concerns.
Trickster's current strength is (although not as strong as it was in 4.7.1) depends too much on the add-on "Memento Blades", and there isn't much fun in choosing various add-ons on your own.
The same can be said for other killers, but if there is a powerful add-on despite its low rarity, many people will use that add-on, resulting in a lack of variety in the game experience. So I think that kind of games-balance needs to be reworked.
Perhaps the simplest solution would be to decrease the effect of Memento Blades to +5% instead of +10%, but many people would be unhappy with such a nerf.
Therefore, I think another good solution would be to raise the rarity of the add-on with the effect of "Throw Rate +10%" to Very Rare or higher and make it difficult to use frequently. In short, it means exchanging the effects of "existing Very Rare or higher add-on" and "Memento Blades" with each other.
The effect "Throw Rate +10%" would be appropriate for an add-on of Very Rare or higher.
I think the appropriate add-on to exchange effects with Memento Blades instead is "Edge of Revival Album", which has effects for beginners despite being very rare add-on. However, I think its rarity could be raised to Uncommon or Rare instead of Common.
By combining any two of "Memento Blades", "Waiting For You Watch", and "Lucky Blade", you can sustain the Main Event until the Survivors are down in various situations. It's very fun, but I think it's too powerful for a less than Very Rare add-on.
Survivors can take a modest safety measure against the Trickster's Main Event by entering the lockers, but even if the survivor leaves the lockers after that, in most cases they will receive damage at least once immediately. This point is similar to Cannibal's Chainsaw at first glance, but Cannibal's Chainsaw is often used on healthy survivors, while the Main Event is often used on injured survivors, so there is often no point in survivors entering lockers.
Even without the "Head On" perk, I think the defensive measure of entering a lockers should be a little more practical. Therefore, during the cooldown after Trickster's Main Event, it might be a good to some way to weaken him a little, such as by making him not only unable to throw knives also unable to swing bat.
I also think it would be a good to make the survivor's Laceration Meter decay quickly while the survivor is in the lockers.
I don't think there is a wide variety of strategies that this killer can take. (One of the reasons is that there are some perks whose value drops significantly due to lullaby.) If there were more unique add-ons that would allow each player to strategy in a variety of ways, I think it would become a killer that more people could enjoy for a long time.
For example the ones listed below.
- Add-on that increases the benefit of "hitting survivors at a long distance with a knife" more practical
- Add-on that increases the benefit of "hitting survivors that a certain amount of Laceration Meter with a bat"
- Add-on that increases the benefit of "hitting survivors with a knife when there are only a few knives remaining (less than 8)"
- Add-on that makes Trickster no longer has lullaby, and increases the range in which he can hear sounds such as generator-repairing noises
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Suggestions for add-ons.
"Inferno Wires", "Trick Pouch", "Lucky Blade", and "On Target Single":
There are other upwardly compatible add-ons with similar effects. furthermore, in terms of these effects, it is stronger to combine other add-on than to combine two similar add-ons, so I don't think anyone will use these low performance add-ons. Therefore, it would be better to change these to some other effects.
Rare "Fizz-Spin Soda":
-> Rework: Achieve a combo grants you a temporary Haste status effect. The duration of the Haste status effects last longer for higher level combo.
* Because of this change, the combo benefits should increase significantly if player choose this add-on.
Rare "Melodious Murder":
-> In addition to the current effect, when reloading at Lockers, the Trickster will have a temporary Haste status effect. The duration of the Haste status effect increases as you reload more knives at once.
* This will definitely increase the number of people who want to use this add-on. Some people may even have the option of opening a locker during a chase to get a Haste status effect an advantage in the chase.
New effect ideas for add-ons:
1. Speed up the movement of starting and ending the knife throwing stance.
2. When a knife has only 1 remaining and the shot of the last knife hits, the knife will be reloaded by 50% and the Trickster will have a temporary Haste status effect.
3. When the Main Event can be activated, the power gauge will not decrease over time and can be kept permanently.
4. The Main Event knives penetrate a walls (or objects) to some extent (it disappears after 0. a few seconds when the knives start passing through the wall). When a knife penetrates walls and hits survivors, it increases the survivors' Laceration Meter by 0.334 instead of 1.
Thank you for reading.
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Why not take advantage of Ji-Woon Hak characteristic as a musician, and give Trickster a unique advantage of having "Superior Hearing”?
I mean, that compared to other killers, he can hear various sounds from distant survivors, also is less likely to miss sounds from nearby survivors.
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* I'm not good speaking English. When I edited my post, it disappeared, so I'm reposting it.
Trickster's greatest feature as a killer is that he can "rapidly shot projectiles good feel and comfortably".
I think most people who like this killer use it because they enjoy throwing knives lightly and good feel.
Therefore, rather than adjusting the game balance by reducing the fun of throwing knives lightly and good feel, should focus on that fun, while adjusting the game balance in other ways.
Specific proposals are listed below.
Movement of starting and ending knife throwing stance:
Currently: Start = 0.35s , End = 1.25s
-> Start = 0.2s, End = 0.7s
* This allows Trickster to quickly switch between various movements and knife throwing, making it a killer that feels very good to operate. Also, make it easier for him to catch up to looping survivors, because it will reduce the amount of time he spends slow moving while holding the knife.
* It might be interesting to implement an add-on that speeds up these movements.
Aiming:
Among gamepad users, those who are not good at aiming using a gamepad may give up on using Trickster.
As an option for such people, it might be good to have an aim assist function limited to gamepad.
Throw Rate:
Currently: 3/s
-> Increase to within 3.3/s to 3.6/s
Laceration Meter capacity:
Currently: 8 Hits
I feel like 8 hits is just right. (This value may be increased or decreased a little, but I'd like you to consider it based on 8 hits for now.)
Laceration Meter Decay System:
Currently: Decay delay = 10s , Decay rate = -0.5c/s . It takes 24 seconds to decrease from meter 7 to 0.
-> Rework: Once the decay delay time has elapsed and the meter begins to decrease, and then the meter has decreased by one division, the meter will stop decreasing until the decay delay time has elapsed again. Repeat this. The Decay delay should be set to a longer time when the meter is low, and a shorter time when the meter is near full. Also make the decay rate faster.
Example: Decay delay = 14 - MeterCharges (seconds) , Decay rate = -1.0c/s . It takes 77 seconds to decrease from meter 7 to 0. When the meter is 7 the decrease starts after 7 seconds, when the meter decreases to 6.0 the decrease stops for 8 seconds, when the meter decreases to 5.0 the decrease stops for 9 seconds...
* As a result, if the knife fails to hit the target for a while, the survivor's meter will immediately decrease by about one division, but it will not decrease significantly in a short period of time. Therefore, it will be easier to increase or decrease the meter near full during the chase, making it easier for both the Trickster and the survivors to enjoy a heated and thrilling chase.
Main Event:
-> As an additional feature, by press the Main Event activate key during a melee attack, the melee attack movement will be interrupted and the Main Event will be activated! (Like the Cancel Combo in Fighting Game, so he will be possible to perform a combo that activates the Main Event immediately after the melee attack hits! It would definitely be more fun to be able to do it.)
-> The "Score Event Combos" not only increases the duration of the Main Event, also increases the Throw Rate of the Main Event as a new feature!
Score Event Combos:
-> It's too difficult to understand how much the next Main Event will be strengthened by completing a combo, which is unkind, so make it easier to understand with the graphics of the ability icons.
Example: When achieve the "S Combo" and the next Main Event is strengthened to the maximum, "S" will be displayed on the ability icon.
Ultra Rare Add-on "Iridescent Photocard":
-> If the blade shatter by the very rare add-on "Edge of Revival Album" hits a survivor, it will regard "Blade hit (+1% Haste Effect)" instead of "Blade didn't hit (loses Haste Effect)".
* This will make the combination of add-ons more interesting and fun.
Ultra Rare Add-on "Death Throes Compilation":
Currently: The Auras of Survivors hit during Main Event are revealed to you for 6 seconds.
-> Rework: Each time you hit survivors with a knife during the Main Event, one of the following effects will occur randomly on that survivor:
1. The Auras of survivors are revealed to you for a certain time.
2. Inflicts Blindness state on survivors for a certain time.
3. Inflicts Exhausted state on survivors for a certain time.
4. Inflicts Hindered state on survivors for a certain time.
5. Inflicts Mangled state on survivors for a certain time.
6. Inflicts Haemorrhage state on survivors for a certain time.
7. Inflicts Oblivious state on survivors for a certain time.
8. Survivors will scream and be unable to vaulting windows and dropping pallets for the next 1 seconds.(Like The Doctor's Shock Therapy)
Thank you for reading!
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*When I edited this post it disappeared, so I reposted it. The disappearance was temporary, but please refer to the new post below for my comment.