FFirebrandd
FFirebrandd
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Trickster's not the worst killer in the game. Main Event still needs a buff, but the fact that his power can counter the main 2-3 things Survivors can do to give M1 killers serious issues is honestly fantastic.
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Trickster did get a buff a bit ago. Honestly that buff makes him quite a bit better and just feel better to play. Main Event could still use a tune up, but I definitely don't think he's the worst killer anymore.
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@JHondo said:
My way build for him is a backpack build, Iron Grasp, Starstruck, Agitation, and Mad Grit. I'm by no means a Trickster main or any good with him but I have found people seem more likely to swarm him. I think the reason that is is the Tricksters that have absolutely annihilated me have all been rocking MYC and Devour.
I gotta ask, don't your Survivors head for the hills when Starstruck activates? I know I would if I faced it. I've not tried it mind you, I just would figure they'd leave asap.
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@CreamedTunaFan said:
The add-on would be fine if it didn't start you off at 50% laceration build, if it was 100% then it'd be a lot better.
Also what REALLY needs a rework is the doodoo pocketwatch and knife that make laceration decay slow down when you're out of knives. Useless add-ons and I wish they would of been something like "You build "x" more main event knife progress for knife hits".
y'know... I just realized that he has zero add ons to make Main Event build faster and that that's really weird.
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The theory behind an add on that rewards you for being precise as Trickster is interesting. The problem is I don't think we know the numbers behind it and I think it is too punishing. It'd be more interesting if it functioned like Save the Best for Last. Your blades start at 70 or 80% or something. Each landed knife increases laceration of the next by 10%, misses decreases the next by 20%. Maximum of 200%.
That'd be a neat add on.
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I've actually started maining Trickster. He actually kind of wrecks all the Survivor strategies that I hate going against. Holding W forever? You get a bunch of knives thrown at your back. We're at a low loop where it is impossible to mind game? No worries, I'll lob knives over it. God windows or pallets? Well if I've gotten a few knives in you already, I can get the hit anyway. You've got Dead Hard? I mean you'll probably dodge 1-2 knives but that's it. Yeah he's not great in high wall structures, but that's when you gotta get your mind game on and I like pulling off mind games.
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@GoodBoyKaru said:
sure
https://twitter.com/spk1337/status/1392940186737250305?s=20
completely dead
(this is not my twitter account)
That's not a flick... that's a pirouette. Who gave Blight dance lessons?
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So... what I'd do is split Legion into 2 killers. On the one hand, current Legion does not fit their release trailer, their lore, their anything. However on the other hand, current Legion does have a conceptually cool power that shouldn't be removed.
Frank/Joey would remain similar to current Legion but buffed. Feral Frenzy recharge time reduced to 10 seconds. Feral Frenzy cool down reduced to 1 seconds if it ends more than 16 or so meters away from the nearest Survivor. That way using Frenzy for Mobility kind of actually works. Successful M1 no longer eats part of their power bar and picking someone up mid Frenzy no longer eats their entire power bar.
Julie/Susie take on the power heavily hinted at in the Trailer. Their primary power has the Killer take on a flawless disguise of whichever Survivor is furthest away from them at the time with no TR and no red stain. They cannot attack out of their disguise and take a few seconds to pull on their mask and pull out their knife. The other thing they can do is... essentially both of them are in the trial at the same time. At the start of the trial, you use your alternate power to mark a locker for Susie to be in. If you use your alternate power at a different locker, Julie gets in that locker and Susie gets out of hers in a disguise. Likewise, if you later use your alternate power as Susie, she gets in and Julie gets out wherever you left her. The inactive one of the pair gives Killer instinct on nearby Survivors. As just a QoL, the locker you'd jump to has a white aura at all times and the nearest locker has a yellow aura at all times.
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I love the idea of being able to switch back to Charlotte during Victor's post down stun. It'd also be nifty if they lowered the stun for waking up Charlotte to 2 seconds.
What do you think of adding some options to their alternate power button? So like... press E (or whatever) while Charlotte with Victor to drop off Victor but not take control of him. Also press E while Charlotte with Victor idle somewhere in the map to recall him. Seriously I've tried to get into playing Twins and the lack of that flexibility with their power was incredibly painful.
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It is a problem. A very very large problem.
Why? It is FAR too swingy. Survivors find it? You lose 25% of your perks for almost nothing. Survivors don't find it? They get completely destroyed. One singular perk should not have that large of an effect on the outcome of the match. The fact that Undying makes it even more intense either way is just the worst.
And no... I don't care that the Killer had to earn it. Killer has too many perks that push any kind of snowball they get faster downhill as it is. Why do we need a perk that takes that concept to 11 where you can start flat out murdering Survivors with even fewer restrictions than the old Ebony Mori? Most people don't like games that are super one sided and this perk more than most creates one sided games.
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How good BBQ's tracking is depends on your preferred playstyle. If you or the Killer you're playing wants to basically always be in chase, then BBQ's tracking is literally perfect for you. If you prefer a more methodical and defensive play style like I do, then Surveillance would be better unless you want the BP bonus.
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I wouldn't say worst. However he is map dependent. If you've got plenty of line of sight blockers for you to use to creep up on Survivors with Undetectable/small TR you can get some real work done. If you're on something like Rotten Fields, you're going to have a bad time.
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The Devs don't like Killers without at least some resource management in their power.
That should be obvious since I've heard they added resource management to Nurse in the form of recharging her blinks, and I know they've added it to both Hillbilly in the form of the heat meter and Bubba in the form of chainsaw tokens during their reworks. Huntress already has a maximum number of hatchets she can carry around so they didn't need to add any resource management to her.
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Trickster with Monitor and Abuse, Nurse's Calling, Sloppy Butcher, and Agitation.
For the life of me I could not explain why it works. Half the time Survivors act like I don't have a terror radius and let me get free m1s. The other half the time they make greedy plays in front of me and Agitation wrecks them. I don't know why they do any of it.
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The thing about Trapper is that he is wildly inconsistent and honestly kind of has to be. If he can follow up on his traps, they're essentially instant downs... and he can have like half a dozen scattered around the map, just waiting to put an inattentive Survivor into a terrible situation. If that happens to more than 1 Survivor spaced out enough that Trapper can react to it... the Survivors are suddenly in a very very terrible spot. 3 or 4 of them can just end the game outright. That is an incredible amount of power. That level of power simply can't be consistent.
That said... he still needs to be able to carry 2 traps at base.
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In theory that sounds fantastic. In practice, they'd probably need to make it so it doesn't stack with M&A. Otherwise Trickster and Deathslinger could be rocking a 0m terror radius. That'd be very nutty.
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@DemoFrog said:
https://us.v-cdn.net/6030815/uploads/71F85YPI0Q10/009841b9-cf36-4be9-a043-703de94a8340.jpeg
Here's my list on how hard you need to try to learn their power effectively :)
ngl this one looks pretty good. I personally would probably slide Legion down a little to between Clown and Myers. Probably would slide Doc up a bit. Getting the timing down to deny pallets and vaults is a bit tricky.
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Honestly the only thing he should get at this point is making it so he earns Main Event and then can use it whenever he wants to. Main Event does have points where it is useful but it is incredibly rare you have it in those situations, so it is overall not a very useful thing he can do.
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@CornHub said:
https://forum.deadbydaylight.com/en/discussion/comment/2176159#Comment_2176159
She doesn't require map as much map knowledge as the rest require. The legion's power isn't very forgiving, so a new player will find it difficult. As stated above, he's very forgiving with mistakes with an easy to use power since he has 60 blades, but only needs 16min for a down.
I disagree that Nurse doesn't need as much map knowledge. Nurse is constantly launching herself forward... and depending on the map Nurse may be blinking blind on like 60% of her blinks.
Speaking as someone who has played quite a bit of Legion and Trickster... Legion is in general much more forgiving. Sure if you miss a swing as Legion you eat a 4 second stun, thing is that it is incredibly easy to go multiple games in a row only eat that stun when you run out of duration or cancel on purpose. To add to that, successful Frenzy hits buy you 12 - 44 seconds of the Survivor's time and is super easy to get which buys you a lot of time in case you make other mistakes.
Trickster on the other hand has no built in game slowdown. In certain circumstances, you can acquire downs incredibly quickly with him... but even having an accuracy of 75% (which is very high) increases the number of knives required from 16 to 22. Depending on what tile you're at, getting those 6 more knives can take a long time.
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I have 3 questions. First, how is Nurse not Very Hard? If you can't land your blinks you will literally do nothing and landing blinks is fairly difficult. Second, as much as I love them, how is Legion not Very Easy? Their power is basically push button to run fast and stab fast. Third, Trickster should maybe be considered harder, not because he's particularly difficult to use but because he is... not what I would call forgiving.
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Hello.
So firstly, Pig can be a very fun, and very powerful Killer. However I wouldn't necessarily say she's the most new player friendly of the Killers out there. She's not as unfriendly as Nurse, Blight, Billy, or Huntress, but there are easier Killers. If you are absolutely certain that you want to continue learning Pig, here's a very in depth Pig guide made by one of the best, if not the best, Pig mains in the game. It helped me immensely and It'll probably help you too.
https://youtu.be/5UOlX6azR3ASo Secondly, why do I recommend new players start with a different Killer? Well Pig's most powerful attribute is her Reverse Bear Traps. They can give her an immense amount of stall, to the point of bringing gens to a screeching halt... but you need to get downs to get them in play. The problem is that if you end up against a batch of Survivors you have trouble downing, you can get to the last gen popping with several of your RBT's still in your inventory at which point they are useless. The other problem with Pig is that her stealth doesn't really get super good until you get Monitor and Abuse on her. That's a Doctor teachable and there's no telling when it'll be back in the Shrine, so getting it will probably take you a while.
The Killer who I would actually recommend starting with is Legion. Much like Pig, they're power can also give you some very very much needed stall to give you more time in the game to get used to playing as Killer. The difference is that Feral Frenzy gives you that stall much much easier than RBT's do. Frenzy doubles the speed difference between you and Survivors and allows you to fast vault Windows and Pallets. Because of that and the Deep Wound that it inflicts, you are almost always going to be able to get at least some value out of your power. Because of that, I don't think I've ever had a Legion game where I felt completely powerless. Even when the matchmaker threw me against a mix of reds and purples when I was still in green ranks. Add in that Legion loves Thanatophobia, the one decent anti gen perk in the set of Perks that Killers can get with just bloodpoints, and can make solid use out of Billy's Endurance and Tinkerer... seriously... get the Teachables from Nurse and Billy alone, throw in Discordance or Whispers and Legion has a solid build with only the Shards for Legion required.
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Why would you be able to detect a killer with the Undetectable status?
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I personally would only use Iron Grip if I really really really want basement hooks and already have Agitation in one of the other slots.
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Once a gate is open and EGC starts... the Killer no longer has to hook you. Actually he doesn't even necessarily need to down you anymore to kill you.
Picture this: You are at end game. You're against a Deathslinger. You've gotten yourself into a jungle gym, but your injured and can't heal and you're pinned down, can't leave without going down. If EGC is not active, your teammates have all the time in the world to heal up, rally with you, and body block you out of the gate. Time is on the Survivor's side so Slinger has to go in and try to tackle the jungle gym and down you quickly in spite of it which means you have a shot to outplay him. If EGC is active, your team doesn't have that time and Deathslinger can just wait another minute, keep you holed up and you're just dead. Time is very much on Deathslinger's side in this situation. The only difference is 99 vs opening the gate.
In general that's why people 99 the gate. Leaving the gate closed at 99% keeps time as your ally. Opening it causes it to switch sides in a huge way.
Oh and if you think that's a weird situation... well you're not wrong, but it is exactly what happened in my one and only 2 kill 1 hook game.
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A mix of Blood Sacrifice and Sabotage.
A lot of my builds are set up in such a way that healing back up is generally a bad idea, but staying injured is also a terrible idea because I've slapped stealth effects on a normally not stealthy Killer. Throw on a side of anti gen perks (Thana, Oppression, Surveillance) and that's basically my builds.
Example: Legion with Monitor and Abuse, Thanatophobia, Nurse's Calling, and Trail of Torment. Healing against Legion is almost always a bad idea. However, when Legion decides to do his best Ghostface impression with Trail of Torment... staying injured seems like suicide. Usually that's when they decide to group up to do 3 man healing parties... which I then crash with Nurse's Calling.
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You are well within your rights to not like perks that exist in the game. I've got a few perks myself that I strongly dislike but most people are OK with.
That said, I'll take new OoO over old OoO any day. Yeah they'll pretty quickly figure out what aura perks I'm running (if any) and that can suck. However, the fact that their perk can 100% stab them in the back kind of makes up for it. I was a little apprehensive of the extra repair/heal speed on it... but it has such low numbers and is active for such a short time that it isn't a huge deal.
I've also had a recent game against a New OoO user. At one point the Steve rushed the hook to get inside BBQ's minimum range, but unfortunately for him OoO's passive went off so I knew he did that and was close. I seem to recall he ended up running face first into me and he was next up on the hook.
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- Know where your power is good. A Trickster with good accuracy can get downs insanely quickly in dead zones or between loops. If you can set it up so Survivors have to contest areas full of filler pallets, DO IT.
- Monitor and Abuse. If you can approach Survivors without giving them LoS on you, a tiny 16m Terror Radius gives them next to no time to get to a powerful section of the map.
- Get good at moon walking and mind gaming. Unless you are great at mind gaming with M1 gameplay, Survivors can run you for a very *very* long time at most high wall tiles. For that reason, Sloppy Butcher is actually much better on him than you might think.
- I personally find Oppression is a great perk on him. Since you're a 110% killer, you can't always get to the Gen you need to be at when you need to be there, but sometimes you can get to a closer gen that also has progress and mail them a surprise hard skill check. They'll miss it, blow up the gen, panic now that you know where they are and leave, thus saving the Gen.
- Get good at noticing weak links in the Survivor team and avoiding strong loopers unless they're in a bad spot. This kinda goes for all Killers but it is especially true for Trickster.
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YES! I had a game where I briefly thought I got inflicted with Blindness because I couldn't seen a buddy on a hook through the corn. Later I had a Rotten Fields game as Trickster and... BBQ was much less helpful than it usually is.
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So you want to make him an unholy combination of what he is now + Plague infection + Legion deep wound? I mean... that would in fact make him stronger but good lord that would be beyond frustrating for Survivors to play against.
At this point, what Trickster mostly needs is buffs to Main Event. Mostly by letting him choose when to use it. His Burst Power is both the least powerful and least user friendly. EW 3 has insta downs and almost no activation delay. Blood Fury has insta downs, insta breaks, and Oni is stupid fast. Corrupt Purge is essentially rapid fire infinite hatchets. Main Event is just... hey lets throw knives a bit faster... yet it has a similar activation time as Blood Fury but only has a 5s activation window so Trickster usually can't save it for a time where it'd actually be useful.
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This poll is deeply flawed.
Sometimes camping is necessary. After gates are powered, what else is the Killer supposed to do? Gates can't be contested. Sometimes it isn't even always intentional, if a Killer spots a Survivor trying to stealth for the unhook... why would they leave?
Sometimes camping is useless. Either the survivors handle it by ignoring you and blasting through all the Generators, or in end game they manage to out maneuver you and get everybody out the gates despite your best efforts.
Camping is a strategy. No more, no less.
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I mean... no?
I'm pretty sure he has more mains that Twins do at least.
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Steel_Eyed basically got it. Victor is too good at slugging so their slugging potential was nerfed. Now why they didn't give meaningful buffs to the other parts of their base kit I don't know... but... yeah.
I still want a button to drop Victor without taking control of him and recall an idle Victor.
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To be honest, both all of the people saying it is a healthy perk and the OP are at least partially correct about BBQ.
I'm pretty sure BBQ is one of the big reasons why the Survivor meta is so heavy on chase perks and 2nd chances. When it is present, BBQ nearly single handedly makes it impossible for the Survivors to avoid chases entirely. Why? Because BBQ shows the Killer potential new targets right when they need a new target.
Does it encourage Killers to not camp and not tunnel? Well yes and that is a good thing, but it also hard counters hiding... which is usually going to be a newbie Survivor's most obvious and most effective method of not dying. I can easily see it being a very *very* frustrating perk to go against as a new Survivor.
So, unfortunately to OP I have to strongly encourage you and your friends to learn to loop or counter BBQ. BBQ isn't going anywhere and Killers aren't going to stop running it.
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I love playing Killer, it's way more fun for me. However I can't deny that Survivor is (usually) less stressful. You have low points built into the game mechanics and you are 1 person on a 4 man team so it isn't all up to you. Killers fly solo and are always on the hunt.
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@Northener1907 said:
https://forum.deadbydaylight.com/en/discussion/comment/2161756#Comment_2161756
If i wanna block gates i can use Blood Warden. Actually it is og Freddy perk. That power is not effective for ultra rare. I mean Myers can mori survivors with ultra rare add-on, Huntress can take get down with one hit etc. Okey do not make so op like those add-ons but it is really weak and useless add-on.
Why not both?
Black Box gets you the down and hook against that injured and asleep Survivor who otherwise would have barely gotten out the 99'd gate.
Then you can use that Survivor to activate Blood Warden and get more people.
I can't see running it outside of a build with Blood Warden, but it can potentially counter the way too common way of defeating Blood Warden that is 99ing gates. It honestly seems reasonable to me.
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The original 90 second version I saw as powerful and possibly meta changing.
This 45 second version... meh. Looks like it'll be unremarkable. Some people who really love stealth might run it occasionally but I doubt we'll see a ton of it.
Honestly I'm disappointed. I think they nerfed it way too hard.
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Honestly what would be nice if it spawned both the standard set of scratch marks and the tightly packed ones at the same time.
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as far as I know, the only changes coming to him are to make the Madness Tiers more distinct on the UI and make the visual effects from Madness be less intense.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2158801#Comment_2158801
You really don’t get it at all.
A camped Survivor is at their absolute weakest with little to no options at all. Everything is up to their team to give them their best chance.
Even in a 1v4 game. The four should still have some degree of autonomy and not be screwed over for reasons completely out of their control.
I do get it. We can debate whether it is a good thing that currently being on a hook turns someone from a player into an objective or not... but that's not what we're talking about.
We're talking about 1 player on a 4 man team accomplishing an objective (getting an unhook) in spite of the only player on the 1 man team doing their best to prevent it. That's not ok. The member of the 1 man team should be stronger than any 1 member of the 4 man team in every aspect. No exceptions. Get 2 or even 3 members of the 4 man team working together to get the objective done anyway? Sure, that's fine. You're overcoming the 1 man team's greater raw power through teamwork. That's how asymmetrical multiplayer is supposed to work.
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@Hopeful_Songbird said:
Good idea! I do like the idea of apathy though.
https://forum.deadbydaylight.com/en/discussion/comment/2158824#Comment_2158824
I do too, I'm just a bit wary of giving Survivors a perk with a downside that could end up hurting their teammates. The potential to use it to Sand Bag is too high. Having a Killer inflict it though? Well... the Killer is supposed to be the Survivors' adversary, so the Killer inflicting something to make a Survivor overall less useful to their teammates is fine. Similarly... there are no Survivor mechanics that self inflict blindness... or mangled... and I would say for good reason.
Edit: Also, just with the token system being connected to safe unhooks, you've hard limited the perk to activating 6 times and it'll probably be less. It doesn't need as steep of a downside as Apathy probably would be. Doing that drastically lowers the overall power of the perk and drastically raises how crazy the effect can be because you'll only get it a handful of times. Like... We'll Make It would be beyond broken if it was active all the time... but it isn't, not even close, so its numbers are high but fine.
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@Hopeful_Songbird said:
https://forum.deadbydaylight.com/en/discussion/comment/2158622#Comment_2158622
No to Nurse's Calling due to the fact you can already hear it and Nurse's Calling is within the audibility range; Yes to mangled; a debuff of 8 seconds; no to deathbound since that requires physical touch. Or another idea is that to heal a survivor with the hum, you must safely unhook 1-2 survivors like for example:
Gain a token for every safe unhook, with every token you can lull your allies into a calm state and passively heal them within 45 seconds. If tokens reach 0 it causes a new status affect called "Apathy" when apathetic, you cannot heal survivors; excluding yourself. The debuff will not apply until the first token is obtained.
For reference, get 2 unhooks but only using one token won't apply the debuff but if you use both tokens, you'll suffer from apathy.
So... slight hair splitting. Nurse's Calling's detection range is 28m, which is 3m longer and Aura Reading is easier to work with than something akin to Huntress's humming, but I do get where you're coming from.
I think with that Token system you could potentially change the numbers to 16m or 20m hum and 32s to heal. Also I don't think the Apathy debuff is necessary. Its an interesting effect... kind of a reverse version of Broken, but I don't think it is necessary here.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2158351#Comment_2158351
And I argue they should get the unhook if the Killer is trying to force a hook state or death because its abuse of the mechanics.
A healthy Survivor, especially one with BT should always at least be able to at least get a trade. Killers trying to force a grab by camping should not be rewarded under any circumstances.
Why?
How exactly does it sound balanced to you that the will of 1 member of a 4 man team can override the will of the only member of the 1 man team? You guys want to force an unhook against a nearby Killer? Get another buddy to help you. Then I'm fine with it.
I get that getting tunneled and camped isn't a good time. I really do. However that's the nature of an asymmetrical multiplayer game. If you throw the only member of the 1 man team into a hard and fast 1v1 against one of the members of the 4 man team... the one member of the 4 man team should get crushed, because he should have teammates to rely on.
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@Hopeful_Songbird said:
https://forum.deadbydaylight.com/en/discussion/comment/2156914#Comment_2156914
Good Idea! I wanted to make it seem useful but not like self care useless. Maybe 45 seconds to heal and 25m for hearing distance.
Those numbers seem sensible than the original ones. I do have a question though... will this be affected by Mangled and Dying Light? Would this get seen by Nurse's Calling? Would it set off Deathbound?
I personally don't think this should also bypass Killers anti healing perks like Inner Strength does, but I'm curious what you think. Especially since this gives the upside of both healing up and staying injured to work on gens at the same time.
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@Freudentrauma said:
https://forum.deadbydaylight.com/en/discussion/comment/2157911#Comment_2157911
So Lucky break is good for the game, because it limits Killer's options for playstyle, if it becomes meta? Especially when focusing on direct chases is the preferred way to play for most people.
The big question isn't if Lucky Break will be dealable, but if it will make the game more frustrating or fun. I personally will just play less killer, if it stays the way it was during PTB, because I want to have a choice, if I want to go straightforward or hit and run.
I didn't say it was good for the game. I said essentially that it isn't going to be the death knell for Killers that so many people are saying that it is.
Whether it is good for the game or not is heavily dependent on whether you personally want the game to more closely resemble the irl games of Freeze Tag or Hide and Seek. Neither game is unfun, neither way to go is strictly wrong... but people are going to have their own opinions. I personally am probably not going to mind the change if the meta does shift. However, you're not wrong for preferring the game to stay resembling Freeze Tag.
Besides... there are perks and add ons to allow the Killer to potentially keep things more direct if that's what they want... and... honestly there will be less speed bumps to playing that way if Lucky Break becomes meta because there will be less DS, UB, DH, and BT in play. Much like right now half the reason why hit and run kinda works despite not being meta is because almost nobody brings healing perks to counter it.
Seriously... just throw on Stridor, or Spies, or I'm All Ears, or whatever mid chase tracking perk you'd like and BBQ + Pop will probably still function.
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/2157797#Comment_2157797
Even in that scenario, you could easily down the unhooker. grabs or not. You hit them to cancel the first grab animation and then the second time right after the unhook animation before they can even get away. It's way better than actually having to chase a Survivor and land two hits on them.
If someone wants to hook trade, the game should just let them. It's still a net benefit for the Killer in most cases. Hook grabs are basically a 'win more" mechanic because if you're in the scenario to get one its already looking pretty bad for the Survivors.
And?
I am well aware that I could have gotten a trade out of that scenario even without grabs. But I ask you this question... why should the Survivors be able to get someone off the hook even when they do it that badly? I would argue that they shouldn't.
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They're for 2 different things.
Sprint Burst is for ensuring you start a chase in a good position. It will activate the second you start running so it is basically going to come out at the start of chase.
Lithe is for getting out of a chase you're already in. If you've just vaulted something, the Killer is probably on the other side of some sort of obstruction from you which will slow them down and you're gonna start zooming. Seriously, a well used Lithe will give you more distance than any other Exhaustion Perk. Also the amount of zooming you do when you get hit when healthy mid window vault with Lithe is actually silly.
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So... here's the thing.
Is Lucky Break + Iron Will going to be strong? Yes. Yes it is. Especially with the current Killer Meta of getting downs or hooks ASAP and snowballing off of that and perks like Thrilling, BBQ, Infectious, and Pop.
Here's the thing though... Killers have the tools to support other play styles. I know because I'm already doing that. You want to know how much I'll care if I lose you after shooting you as Deathslinger when I've got M&A, Surveillance, Nurse's, and Oppression with the Mangled and longer Mend Time Add On? I won't care at all... and you'll be trying to fix yourself to stop Lucky Break's timer for a very long time.
So... I am fairly certain that Lucky Break is powerful enough to be meta, and powerful enough to force Killers to change their builds to deal with it... but they absolutely have the tools to be able to switch up their builds to deal with it.
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So a few things.
Firstly, unfortunately Trickster very much needs addons. Green USB to make 7 knives an injury is really good. Beyond that, Initial Throw Rate, Move Speed while throwing, and more Knives are all pretty good.
Secondly, I personally don't much like Hex Perks and I find that Trickster can end up at tiles where he just needs to leave. To that end I don't run Ruin or Pop. Instead I run... other Slowdown perks. So far the build I've had the most luck with is M&A, Sloppy Butcher, Oppression, and Brutal Strength.
Thirdly, for play style I generally run Trickster as a very territorial M1 killer and mostly use knives to deal with stuff that M1 gameplay can't handle. So against stuff like Survivors holding W in a straight line and loops that are safe and short so they are impossible to mind game the Knives are actually really nice. Though also I'll use Knives more as the game goes on because injuring with knives in a dead zone loses you less distance than M1'ing.
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Grabs should not be removed.
Killers are supposed to be threatening. You shouldn't just be able to do stuff for free right in front of the Killer with minimal risk if you're healthy.
Seriously... not too long ago I had a Survivor attempt an unhook less than a second after I threw their friend up on a hook. By a minor miracle, I actually did manage to get the Grab. That's a good thing because that was an incredibly dumb play and I should absolutely be able to punish the Survivors for doing it without having insta downs.
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It is both depending on the skill levels involved.
Beginner? Killer sided. Their goals are much more intuitive than Survivor goals.
Intermediate? Survivor sided. Survivors have more ways to get better at the game initially than Killers do and have more ready access to good perks.
Expert? Killer sided. Once the Killer starts to learn to mind game, single out the weak link(s) of a team, and gets good perks... well they start doing very well. Very very well. Which is how Killer streamers are able to do very large 4k streaks. Also it is very rare to even get 4 expert Survivors on a single team through matchmaking.
Pro? Survivor sided. Even the best killers rarely defeat pro Survivors on comms.