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Sothis

Sothis

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Sothis
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  • @ThatRyanB said:

    One thing I'd love to dig into more here is the discussion around The Trickster's movement speed, as I think the "why" is an important piece of this.

    Is there anything specific you've encountered while playing The Trickster that makes the 4.4 m/s speed feel frustrating?

    Trickster requires sustained use of his power to actually get an injury. It can take a lot of time, which in combination with the fact that he slows down + gives survivors a speed boost after he does take a health state means he loses so much distance. It feels like you are actively punished for using your power.


    This isn’t even mentioning loops that dont have LOS. If you can’t see over the loop, there is very little you can actually do as trickster, which just feels underwhelming. I understand that killers shouldn’t have a power that works in 100% of situations, but in combination with the fact that he is 110, it feels like you get punished for simply playing him:


    Try to use your power? If there’s no LOS you’ve just slowed yourself down and given the survivor even more distance.

    if you try to adapt with by mind gaming and using M1s, your slower base movement speed prevents you from doing this properly too.

    Essentially, I think it’s one thing that he can’t really use his power on a lot of loops because of how tall and cluttered loops are nowadays. But this is an issue when he doesn’t even have the choice to not use his power and chase you normally because he is 110.


    Also something I’d like to mention is how it seems the new update incentivises Trickster to go for M1s. It gives him style points, and makes sense with his lower knife count. So why then did you also make him 110 to make doing this exact thing harder? Idk to me it just seems so counterintuitive, on top of all the other issues I’ve mentioned about him being 110.

  • @Mandy said:

    @MechWarrior3 any video showing it by any chance, I've seen one but that looked more like latency being an issue. It would be good to be able to see.

    Hi Mandy,

    I’m not sure how to attach a video to a post here, it doesn’t seem to let me.

    I have however sent in a support ticket about Last Stand and in that ticket, have included a video demonstrating Last Stand causing a faster vault. I’m not sure if that helps, sorry!

  • I like these changes! I think the ones for his bound, i.e his cool-downs and movement speeds are really good, and even if the numbers themselves are too strong, I think the general direction is good and something that should be implemented.

    I agree that the infection should be reworked a bit, the hinder is a but underwhelming for both sides honestly. I would love him to have 3 dashes lol but I don’t think many others would like that unfortunately, and I’d think he’d absolutely need the ability to cancel his power between bounds or have a lower cool down if he were to have 3 bounds.


    I like the other changes you suggest with infection. However I’d like to mention that perhaps increasing bound duration (I assume you mean how long each bound lasts for, and therefore how far Wesker moves per dash) could be tricky because it would make it very hard to get his dash distance down with muscle memory since the distance would be changing constantly mid match. At least personally I would find that kind of off putting, but that might just be me. Though to be fair Wesker can already change his dash distance with his addons but those distances will be constant within a game, only changing after a game if you change the addons.

    But yeah I really like these changes. I hope one day I’ll see them in actual patch notes!

  • I 100% agree. He has fallen off quite a lot since his release, and honestly, I don’t think it’s majorly to the fault of any nerfs or anything. He hasn’t really changed too significantly since his release, so I really think it’s just a case of his power being a new archetype, which took a little while for people to adapt to, at which point he settled in his place amongst the other killers. Honestly I feel like modern map and loop design is what hurts him most. Having so many loops cluttered with random tires, barrels or weirdly shaped obstacles makes his linear dashes very difficult to use. Even with the hug tech, it’s still feels pretty weak at loops that aren’t just a quadrilateral of some kind, especially when considering the counter play to hug techs themselves, and how high the execution requirement for some of them are for minimal reward at times.

    His vault bug is so annoying, it’s a common case where if you dash at a vaulting survivor (on a pallet or window), you’ll be too late to hit the vaulting survivor, but too early to vault after the survivor, and so you’ll just awkwardly hump the window and do nothing.

    Similarly, if you do manage to vault a window or pallet after a survivor, they can very easily walk into you and vault straight through you. He is supposed to have the same mechanic as Kaneki where he automatically hits you if you’re too close to him when he vaults but from personal experience, this mechanic seems to be bugged on Wesker, or extremely easy to avoid because I’ve had people vault through me numerous times.

    Another thing I’ve found quite frustrating is his inability to cancel his power between dashes. If you use his first dash, you have to either use his second dash, or wait for 2 seconds (3 if you’re using egg) before your power goes on cooldown (which is another slow and long animation). I really wish it was similar to Kaneki, with Wesker being able to cancel his dash and automatically elapse the bound window after using the first dash if he doesn’t want to use the second. It would make using his power for mobility much more feasible in more clustered and enclosed areas.

    I could go on forever honestly. His collision, his bound charge time, charge movement speed, movement speed between bounds or his power cool down all feel like too many weaknesses for very few benefits. I get that people believe he is very well balanced, but I can’t help but constantly feel limited by his kit. Ignoring all the bugs and unintended issues affecting Wesker, the numbers on his kit make him feel really sluggish and honestly makes his power an inconvenience to use as the killer at times, especially when you compare him to other killers with much more flexible mobility like Kaneki, Blight or Hillbilly. Hell, from what I've seen of the new Pig ambush, it genuinely looks like its better as an anti-loop in many situations than Wesker's dash, but idk that might just be me.

  • Im a huge fan of the direction dbd has seemed to go recently with more horror-adjacent licenses instead of strictly horror. For that reason, I would love to see Sephiroth from Final Fantasy! I think he would fit into this game so well.