Ok, 8>6 hits is fine, other things are trash
Also, there are more nerfs than buffs, yep, this is how you balance one of the weakest killers
Even after all this time, the forums never changes. It's just never happy.
Trickster doesn't have to be insanely strong to be buffed. But this will definitely make him more viable to play for some people. Especially since he not can both keep his Main Event for longer, and his add-ons are now able to do ######### like replenish his knives the moment main event ends.
I like Trickster, I find him to be rather fun even if his power was dogshit. But now I don't necessarily need to worry about not getting that final hit in on a survivor who I lacerated but they managed to get away just in time.
Not really, especially when the things that were nerfed are parts of Trickster that made him weak in the first place.
Didn't fix him being incredibly boring and lacking in counterplay if you get a map with lots of low walls. Still not going to see him all game if theres tons of high walls, either. Yawn
Now after 10 sec,the knifes are going to disappear so NERFED
Since I'm a trickster main that can land 6 knives easily, I'm quite happy.
Blade decay is and will remain a terrible mechanic.
It went from an eventual annoyance to a constant threat.
Some of the changes are good, but until blades need manual removal he's problematic. His shack game is already bottom of the barrel, but now you just have to abandon the moment a survivor runs to it.
I honestly think they're giving him the buffs he needs where he needs them. We'll have to see how it plays out in practice, but we can comment on what it looks like. Laceration decay is only relevant if Trickster simply take forever to down. Since they're buffing his ability to chase survivors and punish animation locks, that's going to be less relevant. Main event's buff is going to be really good. The only gripe is I don't think there should be a timer at all but meh, you can at least utilize it via slugging if it comes at a weird time. Infectious Trickster might end up being a thing.
The addon changes are a mixed bag. I get what they're going for with the USB add-on. I don't get why they'd nerf the throw rate add-ons. The lucky blade and watch add-ons actually gained a usable effect, so that's nice. His iridescents got some beefy buffs. Not sure photocard's power is the greatest thing to buff, but we'll see if it's a problem.
Side note, that no way out buff holy sh!t!
This. I implore anyone who thinks this buff didn't go far enough to spend a week playing Trickster. In the grand scheme, especially on dense/large maps, he's incredibly weak. But have you ever played against a team on a map like Blood Lodge where they get almost no tiles in the middle?
Every chase becomes an instant win becuase its not hard at all to hit with the knives, the recoil may as well not exist and the travel time combined with the knife count is crazy in that situation. I think just numbers buffing him would lead to him becoming even more hated then Spirit.
He's a weak killer that isn't fun to play against, because he either gets a bad map for him and one survivor runs him all game, or he's downing in 6 second making the one fun part of dbd incredibly boring.
You can't make Trickster "viable" with numbers buffs. He'd need a complete power overhaul or you'd just get insta DCs because he simply isn't challenging or enjoyable to play against.
Honestly they made the Trickster more intense. Like they both made his strengths stronger and his weaknesses weaker. I'm not sure that was overall a good idea?
Like for example... he has 10 health states worth of knives at base. That's insane. Huntress would be beyond scary if she could carry around 10 hatchets. Then... under ideal circumstances, he could already injure and down Survivors faster than either Huntress or Deathslinger. Now he can do it 25% faster. Doing an unsafe unhook in Trickster's face is now going to be even more of a terrible idea than it already was.
On the flip side, Survivors breaking line of sight at high walls is much more likely to force Trickster to land extra knives and possibly make getting injuries with knives impossible at some structures.
At least Main Event is... nearly all around a buff. The 10 more knives needed to activate it won't be too bad and with a shorter activation time and longer activation window, you're much more likely to be able to get value out of it.
Its trash and doesnt help him at all. The laceration meter needs to be reworked
I play Trickster a lot, he is basically my main, or one of them. The buff sucks,as I noticed in another thread, the nerfs are just too much for what little they are changing, yes, they are making him better in open areas, making it easier you can already do that, when you equip the add-on, so they aren’t changing much. Trickster still sucked with that add-on, and is going to suck with the buff.
Main Event is better, but it doesn’t fix what is wrong with it, unless they make it so you can pocket it and use in moments where it can be useful.
And now laceration is going to kill any progress that you make if they reach any high-wall/loop, which in some maps is very easy to do, so is just going to make him more frustrating to play (and I somehow have managed to find him fun).