MarcoPoloYolo
MarcoPoloYolo
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- MarcoPoloYolo
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Ruin for early game regression (level 2 ATM). Pop for mid-late game (level 1 ATM). Nurses because stealth killer. BBQ because bloodpoints, and the map awareness is nice. For add-ons I used bone-clapper and the ghost. It's very effective. I played 2 matches yesterday with this where there was frequent red rank only parties. The destruction was glorious. The second match was a 4k against an all rank 1 (2 were 2, but they probably depipped) 4 man SWF(they were all on each other's friends lists, yes I check this to determine how sweaty the match will be) with meta perks and an Ormond offering. Very satisfying.
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It's probably "oh, he can spam blades, so it's easier to hit, so he should require more." The problem is that they never developed the thought process beyond this, and measured what DPS is required to deal a health state on survivors at a loop. Because of this, he doesn't even function as an easier, but slightly weaker Huntress, because you need to win 2 mind games to Huntress's 1, and that's at the most optimal of situations.
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What's wrong with the Trickster? The summary is that his main event suffers from the Myers problem of having a power that's too demanding for less payoff, except it's much worse, and his knives are only useful in some circumstances, but he doesn't have average speed to rely on, making himself highly dependent on a situational power.
You can break the problems of main event down here.
- Main event is, on average, only downing 1 person out in the open because of the 10 second duration. The only exception is if survivors try to body block.
- It can only be used out in the open or on the way to a short filler loop since it forces you to be aiming at all times.
- Canceling or not, you get a total of 13+ seconds of not being able to use the knives.
- You can only 99 it, not store it, and on top of this, it has a lengthy wind up time.
This means main event is effectively the most anemic ultimate ability for killers while being the most restrictive. It's like if Oni 99'd his power in one hit, but could only down 1 person. This theoretical Oni would also be better than Trickster because he still could down survivors at walls in a timely manner. The most obvious solution to this is remove the 15 second use timer, and let the killer use his power for those niche scenarios, and let them walk whenever they want instead of a forced slow. This is not unreasonable. This power at a wall loop is basically 10 seconds of being comparable to Huntress, Deathslinger, or Demogorgon with only Shred. Out in the open, it's just 10 seconds of being Billy or Leatherface. The cooldown could also probably be axed. Basically, every single negative attached to the power is a bad balancing decision in the development process.
Now for the knives.
- Line of sight blockers prevents his power usage. This isn't terrible until you consider that any window vault forces Trickster to take the long way around.
- He requires a grand total of 8 knives to get a down. This DPS is so low, that he has to win mindgames and hit survivors in vault animations twice whereas every single ranged or psuedo-ranged killer in this game only has to do so once. This means that he just burns time even when played effectively, causing the gens to fly.
- He's 4.4m/s. It's not a matter of "there are these circumstances where you shouldn't use his power." He can't win loops that faster killers can, so any loop his power can't deal with is a loop you must avoid. He might be the only killer that might struggle in L and T walls.
The result is that the only playable structures for Trickster that don't burn massive amounts of time are short filler loops, or out in the open, which is terrible.
How is that solved? Well, for one thing, the most obvious solution is to make him 4.6 m/s (while keeping the 24m terror radius because he needs all the help he can get). Having a situational power isn't that bad if the killer in question can fall back on M1 mindgames, which he can't ATM. The second thing would reduce his required knives from 8 to 6. This way, he could actually get survivors in locked animations if he wins a mindgame, and starts pelting them before they even get to the window (still weaker than say Huntress or Deathslinger if they get a last-second shot). I can't stress this enough. Demogorgon's shred will handle LT walls and jungle gyms better than him, and he's 4.6m/s with an entire other power in his kit, and he's considered by many to be mid-tier at best. Even if Trickster deals damage with 6 knives out in the open, he would not be killing faster than Huntress out in the open.
The devs have clearly shown that, in the development process, they never ask the question "what does the new killer do relative to the rest of the cast, and are those killers overpowered?" The answer for Trickster is that he does worse than any other killer of his type (ranged) in just about any scenario, and the only high-tier ranged killer is Pyramid Head, which should have been a warning sign that he was going to be trash on release. But you know, the feedback from players that understand the core game mechanics need to go straight to the garbage bin.
I'm so glad I only used shards to get him. Bamboozle will be practically mandatory on him if I want to use him and not just farm his perks. I'm disappointed even thought I didn't pay money. Can you imagine how unsatisfied paying customers are for this chapter? Only half the content (the survivor and perks from both sides) is good.
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2065069#Comment_2065069
“ it's still a strong perk”. No, it’s not. It’s a good perk, but you can find many perks better than ds now
If DS dos not exist, it's entirely plausible for a killer to just immediately attempt to down you straight off of the hook and rehook you, which is much faster than chasing down a healthy unhooker, and potentially causes someone to leave the game early, making it easier to juggle the team. Simply by punishing this play style, DS is very much strong. It just can't carry you victory against killers that know how to capitalize on your mistakes anymore.
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@Mugombo said:
https://forum.deadbydaylight.com/en/discussion/comment/2064457#Comment_2064457
And how often do you get to use the 5s stun with the new ds. Make an estimate as a %
That's like saying that if survivors hide for several minutes in a match, that you're not getting corrupt value because they never attempted to finish to do generators early game. You got value, it's just not the maximum possible value. Depending on how much the animation of escaping in, we're talking about 16-20m of distance, which should take the average killer 30-35 seconds to close if all the survivor does is hold shift+w, not even counting reaching loops. If you're annoyed at tunneling, and want to punish the killer for chasing you off of hook, DS is the way to go. Oh yeah, and it's a disgusting endgame perk still since it's a guaranteed escape if the gate's 99%.
DS needed this change. If you look back on the wiki originally, when it was a flat second-chance perk it could be mitigated by enduring, and skill check builds could counter it. Ever since it became a "anti-tunnel perk" the perks killers could bring to counter it no longer could, but it got that ridiculous timer with 0 context causing it to potentially be better than the earlier iterations since it was still basically a second chance perk, but lacking any counters. This also caused it to effectively be an insanely powerful slowdown perk in favor for the survivors since the killer would be forced to slug even if it wasn't the best scenario to. DS needed this change, and good riddance. I can see some elements that could be changed (like self-healing not canceling it), but yeah, it's still a strong perk. It's just not in the category of "so stupidly powerful, a team of 3-4 with it would have to be stupid to loose."
@Crypticghoul said:
Tunneling just needs to be looked at in general by BHVR. It's stupid that the only things deterring tunneling are good will and the fear of the survivor MAYBE having two perks (BT, DS) that extend chases off hook. There should really be a non-DS base kit tunnel deterrent.
That's not just tunneling, but BHVR's flawed design process. Core issue with game? Sell a perk that deals with the flaw instead of changing the base mechanics of the game gradually as the problems appear. Not enough perk slots for this to be dealt with? Want unique builds that don't cause you to loose because of said core game flaws? Too bad. Other than exhaustion perks and iron will, survivor meta perks tend to be the ones that deal with core issues. The killer meta perks tend to be slowdown or slugging perks because of the gen vs chase time issues. The exception for killer being information perks to give themselves more map awareness.