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CammyChameleon

CammyChameleon

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CammyChameleon
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  • I agree with the lock on removal upon deactivation of a drone, but that's it.

    Limiting a killers power doesn't change much but make it worse for the other side.

    A big reason people don't play singularity as much. He can still replace his pods instantly.

    Why this is balanced is he has to BE THERE to do it.

    Same with SM, she has to physically go back to the spot to replace it she can't do it from afar. Sure she can recall it, but it's not like she can replace it from across the map, and that's why it's balanced.

    With the new 3 gen changes and Visual effects to her scanner, I've had no issues playing against her, she's still annoying, but I don't hate her more than Clown or anything.

    I'd prefer they focus on killers who actually need reworks and changes instead of changing a killer AGAIN that already received 3 reworks. (She's already confusing enough).

    No matter how she is changed people will still DC against her.

  • Iri Tape with what it does for being a pink add on is INSANE.

    Look at plagues Brown Meme add on. You can't puke on survivors but you get another somewhat strong effect. THIS IS BROWN.

    At most the iri tape ability should be a brown add on for the memes.

    Why is a meme add on taking up an Iri slot?




    Also small plead. Please bring Reiko's Watch back to 50%

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647306#Comment_3647306

    Everyone is catchable. It's just a matter of time. From my experience, Sadako is more about condemn spreading than about chasing. It's up to the player to decide when and where to chase survivors.

    My build is entirely focused around that playstyle.

    Sadako doesn't have enough time to build up pwyf stacks. It's a secondary objective for the killer. I dislike having more work on my desk. That's why I use surge. No kicking. Less time wasted.

    I focus all my time on strategic condemning. Stbfl is there for the important chase that I do commit to.

    The other perks (Discordance and face the darkness) have amazing synergy with condemned.

    You can of course play how you want. Just a suggestion from me (4th highest in steam leaderboards back with OG Sadako / have played against many comp players including knightlight.)

    What build did you use against Knightlight might I ask?

  • You're numbers are just incorrect though, so this post is entirely invalid and senseless. Pop is only 30% of CURRENT progress, so kicking a 60% gen would regress it by only 18% which is next to nothing for what you have to do to activate it. 18% + 5% from the basekit kick is still 23%.

    Pick rate should have nothing to do with balance, because if you want to talk about the survivor pick rate...

    Windows of opportunity, a crutch perk that is seen in every game I play survivor/killer has almost a 35% percent pick rate. Which is the highest pick rate in DBDs history for any perk.

    It's a strong perk, that helps survivors play the game for them, and also teach new survivors how to loop. It's strong in a sense where it's still needed for some players.

    Stop nerfing perks that are good/fair/balanced and start buffing/reworking the perks that aren't. Give variety to the meta, don't take it away.

    Make more gen regression perks to mix it up since gen perks are needed at high level game play no matter what.

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646587#Comment_3646587

    I don't want to be that guy, but do you want to try a build that is completely focused on spreading condemned the most efficient way?

    Your build is... not good.

    Try Discordance, Stbfl, surge and hex face the darkness.

    This build is amazing for people learning her and people that are already great with her.

    The Perk you could change is Stbfl for corrupt if you want, but I like faster chases.

    I've been testing out a bunch of different builds.

    Not sure why you think pwyf is bad though, I have been using it based off one of the Best Onryo's In The World from Team Creed, who has played a lot of Onryo against some of the best players, even team Eternal, and they say often times PWYF is banned in Comp because of how strong it is giving free hits and downs with that extra speed.

    Pwyf helps against perfect loopers that you couldn't hit otherwise.

    I just still need to learn how/when to farm the stacks to be most powerful.

  • After doing even more testing, I have come to this conclusion. If we are going to Keep TV auras and 1s tape insertion, the ability to turn off additional TVs needs to be removed, because being able to turn of 5 TVs with one run is dumb. Also don't turn of the TV you put the tape into (Target TV). I get taking it out, but putting it in doesn't make much sense for a 70 second cooldown.

    If all of this isn't happening then I think the Survivors turning off the TVs need to be shorter, because they can just do the gen in that 70 second period next to them, and we have no way to apply any slowdown to them/ condemn stacks. Just grab the tape, and then no mobility, no condemn, (basically her whole power is gone).

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646504#Comment_3646504

    While we are at the *sigh* part: nothing you wanted to say to my reply in regards to Myers and his addons? It's not ok to mori a survivor in less than 5 minutes if they don't make massive blunders. If you want a killer that just destroys while being rather simple, I strongly recommend Nurse. I feel like I told you that before.

    if your talking about in regard to that myer's game, they did do massive blunders. that is why they lost so quickly. You said 7 minutes for first condemn mori is too fast so I showed how Myer's can do a mori in 2 minutes which is more then 3x the speed.

    The game you showed me on Lery was way too far from my usual killer experience in this game.

    https://www.youtube.com/watch?v=CaAI6WHdyhw

    You seem to just disagree with me for the sake of disagreeing. If you don't want to play Sadako, that's fine. There are a bunch of other killers you can play, that might be a lot stronger for less effort. I like how she is and will defend her and her unique and special playstyle.

    I will use Cammy's footage because this first game is excellent showcase of what high MMR Sadako looks like. you cannot look at game 1 and say that the killer is good. You can continue to disagree that current sadako is good design but I will point out the flaws the killer. Cammy's explanation 10:00-11:00 for how you counter Sadako is exact explanation that I saw in the PTB for why I immediately saw this killer as dead on rival. His explanation is why Sadako cannot be a good killer in current iteration.

    Oh hey its me. Yeah I think the first game is a good showcase.

    I wasn't going to leave the explanation part in between the 2 matches, but it was just everything that I've been saying summed up, so I figured it would get a point across. I am glad someone saw it <3.

  • Just wanted to put this here.

    She can build condemn fine right now, that is not the issue. The issue is they can remove it faster than she can gain it, against good teams.

    I had a match where one survivor grabbed a tape the second the TVs turned on, they ran to 3 others, to turn them off, and put their tape away for a net ZERO condemned gain and 5/7 of my power off for 70 seconds.


    Survivors shouldn't see TV auras for this exact reason, ON TOP of not being able to condemn in chase anymore since they just run away from the TVs.

    2 Second tape interaction makes it so they can't just do stuff in your face. (Perhaps a solution to this is, the longer you hold onto the tape, the longer it takes to put the tape away, to make it REALLY risky to hold onto the tape without making condemn t0o much more powerful).

    Other than that I think a small passive condemn after a certain point is a good idea. Because most people just grab Tapes at the start of the gen, and then you have no way to give condemn, perhaps that 70 second period gives 1 to 2 stacks of passive condemn, as opposed to keeping the TV on and possibly gaining all 7 stacks of condemn.

  • It seems there is A LOT of fighting over what everyone thinks is perfect for Onryo, and trying to say they are the more experienced player and so on...

    I think we are just losing the point.

    She can build condemn fine right now, that is not the issue. The issue is they can remove it faster than she can gain it, against good teams.

    I had a match where one survivor grabbed a tape the second the TVs turned on, they ran to 3 others, to turn them off, and put their tape away for a net ZERO condemned gain and 5/7 of my power off for 70 seconds.


    Survivors shouldn't see TV auras for this exact reason, ON TOP of not being able to condemn in chase anymore since they just run away from the TVs.

    2 Second tape interaction makes it so they can't just do stuff in your face. (Perhaps a solution to this is, the longer you hold onto the tape, the longer it takes to put the tape away, to make it REALLY risky to hold onto the tape without making condemn t0o much more powerful).

    Other than that I think a small passive condemn after a certain point is a good idea. Because most people just grab Tapes at the start of the gen, and then you have no way to give condemn, perhaps that 70 second period gives 1 to 2 stacks of passive condemn, as opposed to keeping the TV on and possibly gaining all 7 stacks of condemn.

  • I would just like Old Iri Tape back as the least, it was much more fun than the current one. The current on they just turn off all my TVS DDD:

  • Ok so after playing some games she does feel better, however a few Matches I got this one guy Condemn 3 times, and he just put the tape away in my face 3 times, I couldn't do anything cause I would hit him and he would do the 1s animation.


    Also this match here https://www.twitch.tv/videos/2057184564


    This was against a good team, and THIS is why Passive Condemn Needs to be added to tapes.


    You can grab a tape at the start, work on a gen next to your target TV, and the second you get 3 stacks put the tape away.


    Tapes are once again a safeguard that survivors can just hold onto with no worries.

  • New Onryo Is great, Just needs one more touch of love.

    2s Tape Interaction

    NO TV AURAS PLS

    Passive Condemn Add on for Yoichis Fishing Net

    Revert Iri Tape to what it was in Onryo 1.0

    That's all!

  • I think all of the changes are great, but here is what I would like to see

    MUSTS:

    2 Second Tape Animation, I don't want to have to Rely on Sloppy Butcher to stop them from putting a tape away in my face.

    Remove Visibility of TV Auras, with them on it allows for no Chase mind games except against baby survivors. I want to have a chance at my MMR, it's like Dredge where they can't see the lockers, but they can still counter them by knowing where they spawn/where they are.

    Nice things:

    Remove Lock on limit Entirely, just makes no sense to have it cause at most we want to hook the survivor once, getting 2 hooks and a condemn is pretty much useless for her and takes way to much time for a killer with no chase power.

    Change Iri Tape Back to What It Use To Be! It was a much more fun add on, and wouldn't be to Strong anymore now that TVs are 55% shorter time than what they used to be!

    Change Yoichis Fishing Net to Passively Gain Condemn (1 Stack every 30 stacks while holding a tape) Maybe faster though as that's kinda slow.


    Honestly that's it the other changes that were given so far seem amazing.

  • Please Peanits make tape animations at least 2 seconds that all I ask for. It's miserable defending your TVs for them to do it mid chase

  • This video I made covers why this System needs changes, Surge is absolutely ruined with this update and makes the mid gen even easier for survivors to complete because you can't regress it further.

    I shouldn't be getting punished for chasing survivors and getting downs, which is exactly the opposite of sitting at a 3 gen.


    https://youtu.be/mmYAVVAp9aE


    I think surge needs to not count towards this event, and the second explosion of Eruption.

    And also increase the limit to 12 regression events

    OR just do what everyone is saying

    and have it so it only kicks in when there is 3 gens left! Having it for every gen is just lazy design when the problem isn't defending each gen, it's just defending the 3 closest. Stop punishing killers for playing the game.

    This does affect regular gameplay.

  • Yeah, you can grab a tape turn off 3 TVS and THEN put it away turning off A 5TH TV (5/7ths of her power GONE FOR 70 SECONDS) and then still have a net outcome of 0 stacks of condemn gained.

    That is simply insane and poorly designed.

  • This IS VERY MUCH SO Affecting Normal Gameplay... Just using Surge alone activates this new system even when not even close to 3 genning, and it's very sad if you wanted to use a perk like No Where To Hide.

    Surge And the After Regression Event From Eruption, need to not count towards this regression event. It stacks up to quickly and is ENTIRELY on the survivors fault if this perk activates because there is counter play of running away from the gens before going down, and hoping into a locker (Surge Related of course, which is why the kick for Eruption should still count).

    I have spoken with many other people and they basically all say the same thing, Don't make surge count towards the regression event.

    Alongside this make the regression event go up to 10-12 stacks and I believe the system is perfect.

    Right now it's really flawed.

  • I think this needs to just be changed for when there are 3 gens left...

    It too much impacts perks like No Where To Hide and Surge which are already very weak perks.

  • Why is it free to put a killers power on cool down for 70 SECONDS?

    There needs to be at least one stack gained for picking up a tape again, even if there isn't passive condemn on the tape.

  • My Two Changes

    Buff: Boon: Illumination to see All Totems!

    Buff: DeadLine: Active While Injured OR HEALTHY. This perk is fun but to niche if you can only use it injured

  • The really sad part about these changes, is that they are probably going to be reverted to what it was on the PTB but wont receive any of the actual changes people wanted, especially if they thought she was OP on the PTB. I looked through that thread many times, and nearly everyone was asking for some slight buffs (I.e. 1 second insertion being super unfair and unfun as you watch all your work go away in a minimal effort counter).

  • I think having Yoichis Fishing Net add 3 Meters to the TV Condem Spread would make it more on par with what it used to be, or perhaps have it add passive condemn to tapes very slowly.

    I think there needs to be more Condem Add ons since they are really fun to use gameplay wise!

  • Als please bring back the higher movement speed while recovering from a Collision, it felt so good to move like Nemi does after a whip.

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638653#Comment_3638653

    1. I'm okay with the condemn cool-down. I think if it is what BHVR feels they need in order to reduce how strong her counterplay is for survivors, then that is an acceptable trade-off. It is quick enough that it isn't a huge issue unless you are really teleport spamming. The biggest issue with it was their justification for why they added it which showed a completely lack of understanding on BHVR's part in how survivors will approach her counterplay. BHVR must address the issues regarding her counterplay though, especially if they intend to keep changes like this in her kit.
    2. The TV auras must be addressed though. A good compromise is to hide TV auras aside from their target drop off TV when holding a tape. That way survivors can grab a tape to start the counterplay but once they enter chase with Sadako she has options to spread condemn.
    3. The Lock In hook change nerf was way too far. The cap needs to be at 4 stacks locked in per hook at the very least. Otherwise Onryo is better off slugging. Ideally remove the cap but if it is decided there needs to be a cap, it needs to be set high enough that Onryo can mori before 2 hooks or slugging becomes preferable.
    4. Tape times back to 2sec are a must imo. Specifically the insert speeds. If they want to have the tape grab duration be 1s its not as bad. But Inserting a tape in 1sec just allows survivors to wait till the last second and then insert it in your face. 2.5s I think is too long though.
    5. I would be fine with the OG Iri-tape coming back. It would give Onryo a way to counter survivors trying to turn off her TVs as she would have some control over when to turn them back on. If not the OG Iri-tape they need to make the changes that I proposed in my main comment above. Mainly that when running the add-on, survivors wh are carrying a tape cannot see TV auras other than their target drop off TV and not interact with TVs other than their target drop off TV. Otherwise the add-on can easily be abused by survivors to leave her powerless.

    I think the main issue people have is that having the cooldown just Isn't Fun With Onryo, it felt SO NICE to have it gone, and now it's back.

    If you do spam TPs, they are at least on Cooldown for a while and that more than balanced it out imo.

  • I love New Billy He's Perfect please don't touch his base kit at all-

    I think his Base Kit Cooldown Miss is fine and with Overdrive it's fine too!

    The addons to reduce cooldown on miss are a little to strong though, perhaps rework them and just keep the basekit the same.

    Also his dissapation add ons are all useless because you use the chainsaw enough it never decreases at all. It's INSANE that there are 4 high rarity add ons dedicated to something so useless.

  • The changes we need are simple: Revert To PTB Onryo AND BUFF That Version. She needed BUFFS from the PTB not nerfs!


    1. No more cooldown for condemn
    2. Hidden TV auras, survivors can so easily avoid it with this on, it's almost impossible to spread it.
    3. Remove Hook Changes, Lock in was fine and incentivized hooking over slugging!
    4. Tape Times Back to 2 Seconds, even INCREASED to 2.5 seconds
    5. Please Change her Iri add on back to what the OG one was, the resetting TVs were on PAR For a pink addon! This new pink add on sucks...
    6. It took me all 5 gens to get ONE survivor Condemned with this new Onryo, and even then they still made it out the door because no Chase Power + No TVs near the gates = Free hold W to escape.
  • I think they need to change the 8 Max Regression Events to 10. I have had a few games where this effect came into play and I wasn't even 3 genning, we were still at 4 gens left.

    This is supposed to be a fix for 3 gen players, It shouldn't be affecting the average match!

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/403574/make-hags-increased-phantasm-trap-range-add-ons-be-reduce-instead

    no those add-on are for waterlogged shoe. The jist is that bigger radius = bigger AoE on 9% hindered traps. they're not for normal hag.

    I guess that makes sense but feels bad having to use a Pink addon otherwise 3 add ons are just useless

  • I don't like the Condemn Spread Cooldown, because like you guys even said in the post, it was Clever and we had to be smart about how we used it.

    I feel like just revert her state back to what she was on the PTB, but please PLEASE make the tape insertion 2 seconds again.

  • @Omm said:

    Hello fellow Singularity main! We are few! I have spent the past 2 weeks solidly trying to get better at this killer and it’s starting to click It is insanely fun!

    I could not agree with your suggestion more. Yes, PLEASE make this Addon basekit. In fact, just yesterday I posted that I thought the tuning of this drop rate was broken because I spent 1.1M BPs and got 0 of them! I eventually got 2 the entire day. It’s ridiculous how necessary this is to make those Slipstreams viable, especially in close quarters!

    This killer is so map dependent and this addon helps me at least somewhat compete.

    Exactly my point

  • It's sad that STBFL got changed, since old STBFL before the base kit 10% was added, was fine. I think the 4% change would have been just fine to make it what they used to be, but idk.

  • This game is def not killer sided...

  • @_Onyx_ said:

    Singularity is the worst killer in the game, mechanically. His time required to master is nowhere near the reward for being good with him.

    If they were gonna do anything to him, it would be to do something like what they did to Skull Merchant, where the rework to her power just saw them swap what she excels at but kept the formula for her the exact same. Before, she was great at defending gens but also a jack of all trades at everything else. Now she excels in chase but is a jack of all trades with everything else.

    However, I have barely any time in Singularity, so I guess I'd leave changes to a main like yourself. I just think making an Add-On base kit isn't ever really what should happen.

    If they were to keep his formula the same, but rework him, what do you think would be ideal?

    I think the biggest thing is the speed form the addon. When I first played him and saw the little overclocked green lines on the side, I thought it meant I DID have speed when teleporting and I was like oh this makes his Overclocked mode actually good. I was more suprised when I found it was locked behind and add on, seeming as when he teleports he plays a wake up animation that slows him (sort of like Wraith when he unclocks) But it's wraith without the SPEED after uncloacking. So he just gets slowed behind them if he doesn't have that add on you know.

    I just feel like it should've been that way from the start just like wraith if you are going to have a slow wake up animation.

  • A lot of people are saying Solo Queue would be ruined by this, but I had actually made a point that I think would equally not effect solo queue and still balance the game a lot more.

    Make it so you can't have any duplicates with players in your party. You load up with your builds all set, a solo queue teammate can have what ever they want, no restrictions needed since they are solo.

    This would help bridge the gap between Solo Q and SWF by reducing the strength of an Overpowered team otherwise.

    This would not make the game killer sided as seen in many TOP TIER Killer Vs. TOP TIER Surv showcases, where the team can have no duplicate perks and the survivors still heavily dominate the game.

  • If you're in the open Bubba can just down you just as fast.... also his knives are actually extremely limited with the new 8 knife health state. They need to buff his carry amount back to 60 like when he was 8 knives before.

  • The MMR is extremely broken at the moment, I am not sure what changes they made, but they need to just change it back at this point please.

  • There are a lot of people saying how miserable it is to go against Pain Res + Pop and that stacking it is OP.

    (Which it's not just don't group gens, split up when the killer has this, can't regress every gen)


    Which is completely ridiculous since survivors can 4 stack the same perks. Imagine having 4 Pain res for the killer.

    Survivors can have 4 insta heals, 4 Sprint Bursts, 4 Adren, 4 DS, 4 Unbreakables. There are right now Pub stomping swfs using these full metas, all running the same 4 perks, pre dropping pallets, and if you leave the pre droppers, they sprint burst away from the gens.

    Being able to stack Gen regression is fine if survivors can stack their perks too.



    Only change that would be fair in limiting killer perks, is if survivors can't have any duplicate perks as well. EI survivors must have 16 unique perks.

    Although even with this change survivors would still dominate the high MMR lobby significantly.

    Maybe if more basekit stuff is added to killer it would make it feel less needing for those perks on killers, but it doesn't mean to nerf the perks just because base kit stuff was added.

    They added Basekit BT/Guardian, they Buffed BT, not nerfed it.

    They added no hook grabs/free anti camp deliverance

    And soon anti 3 gen base kit for survivors


    I think it's about time Killer got some base kit love as well. (Base kit corrupt is a good starter) No need to nerf perks.

    Pain res + Pop are both good gen regression perks, but they are also extremely fair in the way they are earned and are healthy for the game.

    Pain res incentivizes not tunneling and rewards the killer (Very good)

    Pop incentives Hooking and kicking gens, rewarding the killer for the work they put into the down.

    Exhaustion perks slow down the game by extending chases, however they are completely free to use and come back every 40 seconds. At least with gen Pop + Pain res you have to earn the slow down. (This is why COB and Overcharge were OP because they are free).

    If anything make it so you have to complete a gen/unhook to activate exhaustion perks.

  • @dance said:

    Thanks y'all for sharing your thoughts not just on Memento Blade but the other Add-ons - and Trickster in general.

    Of course! Super happy to at least see all the feedback is being looked at. Can we expect a patch tomorrow with any Changes to his addons/base kit memento?

    I know a new survivor is planned for January and I'm just hoping it's not another situation like with Singularity where his addons needed some changing/were bugged but they weren't touched till the next PTB and then 3 weeks later for the live release.

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610325#Comment_3610325

    No, u didnt.

    Trickster feels better, but we want more throw speed or less Laceration.

    Cuz without memento blades its plays like, cutten version of trickster.

    I m sure u make a change for his addons that will be great, and fix his power in a good way.

    Yeah basically this more throw speed please. I hate relying on an addon. Without it is like 5 seconds of line of site for one health state which can take 10 years at the hay bale tiles.

    Which a side not, it feels like those tiles that ranged killers can't throw over basically become god pallets with how long you can bait the pallet drop. Since the only time you get LOS is when they are at the pallet. You basically have to force it as those killers which gives free distance. I had a map yesterday with 5 of those in a row on Macmillan, it was quite literally impossible to use my power.

  • Okay so after reviewing the add ons some more I think besides making Memento Blades Base kit, there should be some changes to the aura reading add ons.

    Similar to Chucky I think they should be green tier at most. Like the Cufflinks add on that shows their aura, it's a nice add on, but definitely a little to expensive. As for the Death Throes Addon perhaps make it so you can hold onto main event indefinitely, and Iri photocard makes you move faster during main event. I think having the iris focused on more useful effects for main event is better.

    As for Fizz Spin and AutoGraph, I am unsure what could be done with these.

    The speed add ons such as the shoes are probably the worst add ons on trickster period. I think the only way they could be good is if they were buffed to a higher movement speed.

  • @MikhailVictor said:

    revert him back to post-ptb version or the pre-ptb version, the killer design is beyond all repair, you either make him stupidly op (like on ptb) or stupidly dull (like post-ptb), no one ends up liking him, not survivors, not killers, just don't touch him at all, and focus on something important instead or wasting resources on something no one ever asked

    I disagree with this. Trickster is by far in the best spot he has ever been. They did an amazing job with him. It's intense in chase as survivor, and still a lot of fun as killer.

  • After some more testing, I will say this.

    We Really need memento blades base kit and just rework the add on. Without it trickster still feels awful, especially with the 8 knife health state...

    As for the Fiz Spin and Auto graph, perhaps just make it so he can hold onto main event for longer or something before using it. Make the pink one make him move faster during main event/when it is charged up so he can get closer for the pre runners.

    I think Trick blades could be lowered down a tier to green that way we can use them more often for how fun they are. Because they are really just for fun trick shots and the purple rarity makes it to uncommon to get a bunch.

  • @SHWN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608142#Comment_3608142

    I think this patch is successful. And I think 7.4.2 patch is successful patch.

    But I concerned about using Memento Blades add-on. When using this add-on, the base time between throwing blades is decreased to 0.27. This means The Trickster throws his blades 4 blades per 1sec.

    And considering direction of 7.4.0, The Trickster is too much strong about throwing his blades with base time between throwing his blades is 0.27 so DBD team nerfed his throwing speed. So I suggest Keeping the base time between his throwing blades 0.3 while Memento Blades add-on nerf.

    And I still complain about his Add-ons must be reworked.

    So I suggest Add-on adjust suggestion. And I'm sure this suggestion will make The Trickster's more funny factors and his ability is more tricky. And I'm sure that users no longer rely on Memento Blades add-on.

    • Death Thores Compilation: When The Trickster hits survivors by his blades, survivors get Hindered status effect during Laceration meter. Survivors get Hindered status effect per 1 charges by 3%. After main-event, The Trickster's blades are automatically recharged.(rework)
    • Iridescent Photocard: When Laceration meter is fulled, survivors get Exposed status effect.(revert before 7.4.0)
    • Waiting For You Watch: Survivors get Exhausted status effect during main-event when they get Laceration meter.(rework)
    • Fizz-spin Soda: Requirement of blades to activate main-event is decreased 1 blades.(rework)
    • Ji-Woon's Autograph: During main-event, The Trickster's movement speed is increased 0.15m/s.
    • Cut Thru U Single: When The Trickster damaged survivors by Blades, Survivors are get Burned status effect. ※Burned: Survivors' acting speed is decreased by 5% while they are damaged. If survivors complete healing, Burned status effect is removed.(rework)
    • Memento Blades: Increased throwing speed by 6%.(nerf)
    • Lucky Blade: Throwing rate of main-event is increased by 11%.(rework)

    One thing is wrong here though, with Memento Add on he only throws at 3.7 Knives per second not 4

  • @Skillfulstone said:

    The issue with that is how disproportionately it helps different Killers.

    Sure Killers like Trapper and Hag or Myers could really use the early slowdown (Corrupt is almost mandatory when climbing the MMR ladder) but the issue is that for Killers like Nurse & Blight it would basically be giving them a headstart and most likely a down before a gen is halfway done.

    Powerhouses don't need a basekit early-game slowdown or advantages that further widen the gap between them and the rest. It's the whole reason why nerfing STBFL and Sloppy is a bad idea: they can barely use those perks but weaker/M1 Killers can use them well.

    The only thing is, I think killer should have a down before the first half of a gen. The killer needs 12 hooks, and survivors need 5 gens. Even if you get a down every half a gen, you still have to do 10 hooks in that time to keep up.

    Perhaps for the base kit corrupt idea, it's 60 seconds (half of corrupt), it works the same as corrupt, and then the actual perk corrupt can add another 60 seconds and make it so it doesn't go away if you down a survivor. That way killers who need set up can still run it, but they don't have to if they are confident 60 seconds will be enough.

  • @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?

    New Trickster Feels so so much better!

    The one Issue I think would benefit everybody though is to just make Memento blades Base kit. At this point it's a nice add on too have, but yeah it feels like a must have sometimes and limits variety of using other add-ons. If it were removed entirely with no compensation I think Trickster would fall apart honestly. Throwing so slow with 8 knife hits really makes him not just feel worse to play, but a lot more stressful just desperately trying to get those last knife hits in. (However I also think it needs to remain 8 knife hits so it's at least more fun as survivor. I can say from experience it is a lot more fun as survivor, It's super intense!)

    I think the only add ons that really need changes are the Fizz Spin and Autograph. They are kind of useless as they are now.

    As for the Ammo amount, it was pretty sad to see the increase to 8 knives with no ammo increase, so maybe just make it 50 knives instead of 60? And slightly buff the add ons that give more knives, so like the brown one can be 8 knives and the boa can be 12-14! I think the brown being 8 is only fair since it's only 1 health state AND only if you hit all 8.

  • @WitchWalpurga said:

    thanks for the new trickster type:

    proxy camping, taking the uhooker down and after that you just spam main event to down the unhooked person too, evrything within 8 seconds. Had this type of trickster now multiple times. Really fun to go against. Main event should be earned and not giftet for free while camping a hook

    Have you ever played against a bubba? He does the same thing but in less than 8 seconds...

    And he's not OP so.

  • First off I would like to say that this new Trickster feels so so much better.

    In fact I like his so much now that I am actually going to start maining him again just like I did when he first came out!

    I honestly had stopped playing him because of how miserable he was with his 110 movement speed and playing "catch up" simulator when you need LOS for way longer than the other ranged killers like Huntres/Slinger. The 115 changes I think are perfect, and I love how he is now.

    The only down side is his addons are kind of weak, some of them are fun, but I think the fizz spin soda should be looked at again to have other functionality than just more blood points. (Unless, does the combo mean that it makes the upcoming main event longer? Someone said that's how it works now?)

    As for the comments on Memento blades, I think they are a decent add on, however it is certainly not in need of any changes. It really only saves about 0.2 seconds (based on one of the videos I saw) which I think is more than worthy of a brown add on. It's nice to the point where if you wanna run cheap add ons it's a good choice, and not OP or to strong where you need to rely on it. Still better to use the higher rarity add ons.

    I love how trickster has turned out and I was starting to lose hope when the PTB to live changes happened, but you guys really did save this killer. Fantastic job!

  • Chucky basically is a 110 Blight now with only 1 rush, and triple the power cooldown. Plus he starts the match with his power on cooldown, unlike blight. He just feels worse in every way now.

    He's just simply not as fun to play anymore since those tricks were what gave him a high skill ceiling. Now he is just average.

  • You kinda just proved against your point showing that killer mains need the gen perks to even stand a chance...

    If you can use Dead Hard + Balanced Landing, you should be able to use pain res pop. They are both versatile perks that slow down chase for killer, and slow down gens for survivors. Plus that's not even considering the fact that all survivors can have 1 exhaustion perk let alone two. So they have to deal with 4+ each match, you only have to deal with Pain Res + Pop for slow down.

    What I've started to do when the killer has Pain Res + Pop is just not double up on gens, and make sure everyone is doing the gens solo. It works so well to counter it all.

  • @Everllark said:

    Why does Chucky a 4.4ms killer with a 32m tr start the match with his power on cool down when blight and wesker a 4.6ms killer have full access to all their tokens to immediately start zooming to immediately pressure survivors?

    Even spirit has access to her phase at the start.

    Yes please behavior explain this? Like getting the first hit is so hard on Chucky if you are 110 and they can hear you coming no matter what. He should have his power at the start like every other killer, he can't teleport like Dredge/Onryo, so I see no need for this to be a thing.

    His cooldown is also insanely long for no reason. Spirit has way more Control over her power, with a much shorter cooldown.

    Blight and Nurse can afford to miss a blink/rush and get all their charges back in seconds, but Chucky has an 18 second cooldown?

    Chucky is severely punished by Dead Hard as it's the most free 3rd health state in the game, since you can always tell when he will hit you and then just press e. And even if he misses you still get lots of distance.

    With all that in mind 18 seconds cooldown needs to be reduced, he has no map mobility like Nurse and Blight/Spirit do with their abilities, (where they can waste their charges just to get across the map. Chucky can't since the lunge is so short), he barely can keep up when his power is on cooldown for so long.

    I've been playing a ton of Chucky, and a ton against him. So far whenever I'm against and he goes in cooldown, I can make it across the map in the 18 seconds he has no power, and even then I'll just Dead hard and he is forced to wait another 25 seconds for a down, let alone a hook.

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