u/Brilliant_Bar_965

TRICKSTER Rework Idea

TRICKSTER Rework Idea

I've seen the animations for this unused ex-pop: Trickster, where she can place/move mines around. I think it's a viable concept for an ex-pop, although her impact would mechanically just be negligible to players? And if she makes an appearance in the trial, is that all she's gonna do... place mines and clock out? Feels like a waste of animation lol.

I think it would be better if they change her name from Trickster to 'Trapper'—who can meddle with mines and door traps (there's an idea I've read of "devious" door traps that are no longer dodgeable by crouching: https://www.reddit.com/r/outlast/comments/1h0jx82/some\_ideas\_i\_had\_for\_future\_trials\_variators/) AND after she installs traps, she then BODYBLOCKS A DOOR, requiring reagents to kick/bash down the door from the other side to knock her back. Alone, this mechanic won't be much of a headache, but when you've got a prime asset and other ex-pops chasing you around, it will pose a much bigger threat especially since you can't just use bottle/bricks to get her to move the fuck out of the way. I'd also imagine the Trapper's patrolling behavior relying on stealth to keep her presence unknown to players. Unlike Pouncers, she will spawn through insertion gates mid- or late-round to block off exit doors after the final kill.

Tl;dr: Remodel Trickster as a human barricade ex-pop who can also set-up traps.

u/Brilliant_Bar_965 — 6 days ago
▲ 35 r/OutlastTrials+1 crossposts

In a recent Q&A, the developers made it clear they have no plans to introduce a full PvP mode, and that the game was never intended to become an asymmetrical PvP experience. This came in response to a question about the possibility of a mode where players could play as Prime Assets. On paper, it sounds fun—but I feel like it would ultimately break Trials’ core identity. Even if existing mechanics in the game could technically support it, I understand why the devs are cautious about going down that path.

However, INVASION already exists, and that feels like the space where this could be experimented.

Instead of literally playing as PAs, the game could explore a more grounded alternative by introducing PA-inspired Imposter loadouts, which are distinct playstyles that mirror the strengths of each PA but in a weaker, controlled form.

For example (just my ideas, they don't have to be THIS strong):

  • Franco-inspired loadout – A heavy ranged weapon instead of close-range melee, enabling zoning pressure and area control.
  • Coyle-inspired loadout – A taser that disrupts enemy throwing accuracy after charged hits, which could be great for countering stun/projectiles.
  • Gooseberry-inspired loadout – Slashes or hits leave blood trails, paired with enhanced mobility for aggressive chasing.
  • Kress Twins-inspired loadout – Throwable bottles filled with powder that function as smokebombs for stealth and crowd control.
  • Liliya-inspired loadout – Reagent corpse cosmetics to mimic dead reagents for ambushing.

This introduction of varied playstyles will add more strategic depth to playing as an Imposter. Besides, I’ve seen many players get hyped after seeing a gun on the leaked Imposter loadout screen (which turned out to be just a filler background and not a teaser for a new Imp weapon), so I don’t really see why these would be received negatively. The only problem I see though is balancing.

Balancing in Invasions, in its current state, is already a nightmare, but that's mainly because it’s too reagent-sided. Perhaps giving Imposters more playstyles could help bridge this gap while making the game mode more fun and dynamic to casual players.

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u/Brilliant_Bar_965 — 9 days ago