#Official Trickster Feedback Thread
1 messages · Page 2 of 1
Getting stuck with a 20 second cd is kinda scuffed
decreasing the amount gained but the cooldown ends when it finishes?
also the bug only can apply to 1 enemy per cd
Yeah we'd like to try reduce the cds a bit
We're aware 
Maybe just decreasing the amount gained might work, idk
the issue is you deal insane damage already with long cds...
can hop reduce the cooldown of shadow thing?
No
its currently tied together so you can't summon a shadow thing without hopping with it active
sorry-
i mean it has a defense req and multi kinda costs a lot
187.5% dps tho (max)
huh
8s cd
what
Ignore me T^T im bad at explaining
anyone else find building tricks to be a little awkward sometimes?
my main gripe is that clones are the main way you build tricks but are also the large majority of your damage. having the build-up and the burst of your damage be through the same expendable source makes building tricks feel annoying
has there been any discussion on possible alternative ways to build tricks?
also the aspect that gives additonal Max Tricks doesn't seem that useful, what purpose does this serve? am i missing anything?
more Max Tricks doesnt really help because the requirement you need to utilize your debuffs is still teh same. the only thing this will do is leave more leftover tricks, however that isn't really relevant as your Clone attacks will build back your tricks for you, meaning that you're able to immediately absorb your tricks again in order to just get the full benefit even without the aspect
i guess this allows for more debuff duration, right? but even then, the fact that youre able to reapply your tricks while the debuffs are already active makes this benefit meaningless
This was probably one of the biggest issues that popped up during development, the solution I proposed manifested in new hoodwink but it's not perfect. At the very least I'm thinking of buffing hoodwink so it feels like a strong way to spread stacks.
Max tricks comes into play with the extra damage and duration scaling but yeah it's not amazing, I will ask about it because I did not actually make the aspects
cool!
I think we just randomly threw in that aspect to fill it out more ._.
It would be nice for it to be changed to something more useful
agreed it doesnt really do anything
Hmmm...
maybe its just me, but the toxic sludge debuff is weird. making enemies explode on death is just so very situational effect I feel. Its just like old exploding with much better scaling. Idk if that really can be considered a debuff (ok they take increased earth dmg but still), rather than an extra effect? I also feel its a missed opportunity to somehow integrate something with poison (imo would fit with the name and the trickser theme).
this is just a quick thought though. I really like the new trickster design. This was the only thing I felt was somewhat weird
Again I am no balancing expect but...
What if every (insert cooldown here) , put 2 extra tricks on hits...?
they wanted to make the clones to apply tricks (clone jutsu)
That's one of the main reasons why we decided to include the extra elemental damage, to make it still have some uses in those situations
A rework would be interesting but for now, it does the job. But it's understandable and would be better if it got changed
you want me to come up an idea for hoodwink?
Trickster is good, but it needs tricks bar or smth
It's hard to tell when you need to explode them if you can't see how many you have
But we have clones bar rn so that's the problem..
You need to see how many tricks u have but also you need to see how many clones u have
If there is a bug fix will it be announced in noticeboard? I forgot how it was for last beta test...
MID said it wont slay clone, i tested and it wont give me 40% dmg buff, so yeah, Syncope basically throws the 40% dmg out of the window
let me skip sandbagging node pls or reduc ap sanbagging
can't help when you has 10k ehp
@proper flare this is intended right?
thank you
was the night cloak knives and violent vortex change meant to nerf regular shade too or just hmelee
It nerfed the already inconsistent dps in a real raid (without buffs) from like 900 -> 600k dps 😔
seems reasonable tbh 600dps is still pretty good
With shade’s risk factor and how it loses access to clones + can only get that dps when boss is standing still, that’s a really hard hit imo
Bosses rarely stand still like that unless it’s TCC
yooo, can we get a clip of this
playing hsr rn
I can hop on beta in a bit
Nerfed bug abuse 😔
What is this supposed to mean??
the tentacles arent doing anything 
Qaha
in all honesty I genuinely don’t think that can really be labeled as bug abuse, you physically just played the game normally and that was the effect it had on it so it just feels like a nerf
helloo @acoustic frigate does this mob count
I can't forward the video for some reason. but yes thank you again for the clip!
Unintended behaviour = bug
was fallen having healing also an unintended behavior 🥀
its not as bad as 2.0
Trickster is soo freaking good
I love it, I'm gonna change mine assassin to trick on main

Comparing shits to piss
idk feels kinda wordy
wordy
what does it mean by salvage? does it automatically spread to other enemies?
oh wait i’m dumb
the point behind hoodwink is to let you trigger tricks against crowds, when enemies tend to die before you even get to trigger them w shift + dash
you save their tricks, then shift + spin against a full-health crowd to gain their effects (particularly soul siphon for survivabilty)
So whats the intended gameplay loop for reworked trickster
I just forgot about this ability so I was thinking debuffs sucks for crowds of mobs LOL
debuff stacking, then spell comboing?
im a simple heavy melee shadestepper guy and i cannot comprehend the playstyle
it boils down to multi-spin-multi-spin
but your tools are flexible enough that they can be used in diff ways
would you say its dependent on spell use and mana sustain?
that's where the skill ceiling comes from. the perceived complexity I think is coming from the debuffs and tricks, but they're passive enough that you can ignore them while cycling so I'd say the skill floor is not that high either
due to the large amount of spells required to apply effects
people are finding it so yeah
okay
personally i think heavy melee shadestepper is like the perfect combination of spell and melee
but it's not egregiously mana-hungry. it can sustain even w/o nirv
you dont have to worry about not having enough mana to keep your knives and marks active if you are paying attention to it
chris do you mind helping zeny understand how sorcery works with chaos explosion?
i don either lololololol
Ehh its pretty hard to sustain especially with mana steal since its pretty sporadic
from my playing experience i feel like this is correct
Ive seen people sustain without nirv but most of them were using consus
theres a lot of stuff you need to have active to get the debuffs and do damage
its a pain theres no mana sustain, just a teensy bit would be so cool
Yeah not too much its pretty close to being good
I'd rather see it be less reliant on mana than give it more mana tools
Yeah either or is good
honestly give - mana cost to hoodwinked
we already gave trick access to cheaper spin...
Idk i was using nulli had decent mr and a lot of steal but i had mana issues sometimes ima try it more later tho
idk the standard when it comes to sustain, but I tested w a build w 60 int and 60 ms
it was pretty consistent
morph flame shot with -multi cost heehee
I had 75 int 10mr 50ms i think
actually I can just share the build
https://wynnbuilder.github.io/builder/#CH0AxGO1Wi3dQm64G0X57Qd0fc5kyFt9TDTuy0
Wynnbuilder build:
Nonexistence
Bete Noire
Aleph Null
Galleon
Finesse
Old Keeper's Ring
Momentum
Contrast
Grimtrap [e6e6e6]
my beautiful mess
I wanna try it raids more once the 2 actual raids work
and they just buffed galleon ❤️
I was thinking about swapping to galleon actually ig ill try it
all must galleon
Is that mele trick?
hybrid trick
Ehh wynnbuilder is still having old trickster soo
I did use this to test trick before beta
grimtrap?
@stuck zealot is clone sac nonstrength and noxious gas strength
https://wynnbuilder.github.io/builder/#CI0Q0nV0aE1yQm6a8eZfZXDXDXDXD1EH2W23i19Mp8N+dxakcESU0
Wynnbuilder build:
Resolution
Aquarius
Chaos-Woven Greaves
Stardew
Finesse
CR-4qnqnmcmcmcmc0d81
Diamond Hydro Bracelet
Auxetic Capacitor
Nirvana [w6w6w6]
my current build (still experiementing)
other way around
ye cuz I like ls
fabled dagger supremacy
after further testing, my other build will have 6s to max the enkindled charge, so it actually depends on the build
other way
I think the last laugh multi hit kinda ends up trolling you with non cci mobs icl
Would be nice if it didnt launch the mob into the air
It's really boring to just wait for the cooldown of the mirror image, so I'd like some clones to come back depending on the number of trick debuffs used.
Nah it's okay
lol, might be multihit's small upwards kb stacking on top of each other
since mirror clone multi can overlap
I never noticed that wiat what
chat
I dont think it is detonating them
it only applies it
but it doesnt detonate it
@dusk nova wake up I found anotha one 
omg it only detonates if they already have tricks beforehand
good catch
huh
guh I have to test that as well??
it took so long to stack those 40 tricks 
no, it counted as consuming 50 tricks
wait actually I might've confused my math
no yep. this showed that
- hoodwink auto-consume counts the previous amount of tricks
- distraction extends debuffs based on the total tricks consumed, not on the extra tricks beyond the threshold
at least if consumed w hoodwink
35s confused
15s base duration
this means that you get 20s from extra tricks
you can get 20s from 50 extra tricks
that means in total it counted 80?
confused debuff is working on me too ig
wait you can only get 20s extra duration??
chris is this indended??
well what's intended is that it adds +0.4s per extra trick beyond the threshold
since the debuffs have diff thresholds, it means they shouldn't get extended by the same amount. but they did, all 20s
20/0.4 = 50, which is why I assumed that it counted the tricks beforehand cuz that's only where 50 appeared in this case
Yeah it probably is
I did 90 tricks and I only got 30s dmg reduction
75 tricks counted for extra duration = +30s
you get 10s base duration
it shouldve been 40s debuff
after I detonated 75 tricks I got 25s dmg reduction
60 overflow tricks = 24s
10s base duration
shoudlve been 34s
is the base duration not applied??
since that would explain these (mostly)
ok i tested a theory and I think it's confirmed
I think I found it ill type my theory out
It sets duration to 10s for every 15 tricks that has been applied
this means it resets it at 15, 30, 45 etc
oh, we got diff theories
mine is that distraction increases your debuff duration based on the extra tricks beyond your highest threshold
I can check that
e.g. if you have distraction (15+ tricks), misdirection (30+ tricks), and toxic sludge (20+ tricks), then distraction will extend all debuffs per trick above 30 (highest threshold)
if you only had distraction and toxic sludge, it would be above 20. if you have soul siphon, above 40
so this did consume 90 tricks. you had 50 tricks beyond the highest threshold (soul siphon, 40), so it extended durations by 20s (50*0.4)
I still feel like thats unintended...
it is yeah lol
or the ability description is misleading
imma report it. thank u for working w me here
Result of hasty changes
Foul Play doesn't work if you just used Bamboozle prior to Mirror Image cuz it's still technically on cooldown; is this intended?
it isss but it sucks
cuz it means boozling out of vanish for mirror image won't proc foul play
could be allowed if mirror image procced upon entering vanish, not exiting. hmmmmmm
just do smoke bomb out of vanish 
you take suprise strike?
no but this would let you
You can
Especially if you want marks its an option
those seem like less dps... but I cant really test with these cds 
maybe we should let boozle proc satsu again, since it's no longer 1200% base dps
oh fun fact
shadow clone disappearing procs satsujin
though I think rn mirror last laugh also procs satsu lmao
Couldnt tell exactly but marks trick is pretty good dps
I can't test stuff because I can't level up 😭
is there no way to get to max level on the beta instantly
level up bombs
also bamboozle out of vanish doesn't allow you to cast again to even with clones
are there any plans to change the damage from what trickster can currently obtain?
it can get pretty crazy if built for damage ngl
bamboozle with multihit on clone slay
does this work?
yeah probably
i think we’re just kinda more focused on getting all the abilities right first
fair enough! that does need some work
i think the biggest offender for damage is just Noxious
the damage it gives is just. what the hell.
and it stacks with other forms of strength
yea shit is insane and also easily the first thing to get scaled down
it should give less than half of the bonus to allies if it's going to stack with Fortitude or Vengeful
i wanna actually do every boss at level with trickster before i start pushing spell mult changes or nerfs to earlier parts of the tree tbh but noxious is like . yeah
that is fair
one thing i will note is that the tricks dont really do that much damage on their own
like 75% of Trickster's damage comes from Boosting up last laugh clone casts with Finality and extra hits.
agreed, free multihit and bamboozle with 1 multihit cost as well
given the fact that last laugh casts do not cancel each other upon another clone it just ends up being the large bulk of trickster's DPS, which is then boosted by Nox
the tricks are cool concepts but end up being weak in comparison to just casting spells. The Overhealth one is nice at least but the other effects dotn do much
yeah the only thing trickster struggles with is sustain but if you're playing Assassin you should just innately expect sustain issues atp 😭
i hope they bring up mana/life sustain into ATree
yeah
cuz thats what've been the problem, i heard ppl say nirvana is the only 1 can be played comfortably
i think trickster just needs to be kinda... balanced out in terms of what it does
- Lower its damage
- Give it more sustainability (Mana too low, Cooldowns can feel a bit high (Shadow Projection especially), Sandbagging can be hard to use as there is no way to get aggro properly)
- Tricks feel awkward to build
- Moving its support from Noxious into the Tricks could be fun.

Syncope cant use sandbagging that much cuz cant get the clone sacrifice buff
syncope is its own thing tbh
dashy2
also it does have def and i think some small amount of sustain
but yea hmm probably aspect reliant
yeah, i'll try it out when the server is live
the new aspects seems cool
lol
especially to prolong noxious gases uptime
damage per screenshot
i saw someone did 2m, fkin crazy
obli cannot be that bad either tbh
aaa i see
im using it a lot, it's amazing
steals on trickster has gotta be at least decent with how close u are to the boss at almost all times
that is about it tho. the mana issues restrict a lot of other weapons being good
I WISH CONTAMINATED AND DISTRACTION SWAP PLACES HAHAHAHHA
the dps is pretty random i have no idea how did i did 1.1m
yea, real
also the Shadow projection jump is really fun to utilize
i do hope the cooldown is lowered aside from the aspect (i cant even get the aspect rn :,) )
ngl tho i feel like if Noxious gets nerfed Trickster will be generally pretty balanced in its current state
however if it is made to be more functional and cosnsitent with its abilities that might be a reasonable cause for more nerfs :p
i can agree with that
i think critting matters alot
61.7% doesnt really do the job well
@stuck zealot https://medal.tv/games/minecraft/clips/kLELANt1A4vTazYMS?invite=cr-MSxidzgsMjcxNzU1MjA4&v=105
Watch ETW Obli Trickster vs EO Boss (2nd phase fail) by autosmord and millions of other Minecraft videos on Medal. Tags: minecraft, open world
the 2nd part of the health bar got sent directly to hell
(0:55 seconds in)
gaw dam
hello, I think the one way to make this happen is to move mirror image to vanish entry, not exit
that or make an exception for multihit to check for vanish first before casting the spell
@pearl cedar if youre interested in Trickster stuff u can check this out. I'll also be posting a winning attempt once it uploads
that would be cool tbh
just reduce the cooldown slightly
Watch Trickster EO Success by autosmord and millions of other Minecraft videos on Medal. Tags: minecraft, open world
i kinda noobed at the third part of Phase 1, didnt consume tricks so i dealt no damage and i had to play safe for a sec 
bet ty
this would solve so many issues yes pls
Currently casting bamboozle / multihit on a wall will cause you to spend mana, start a bamboozle timer, but no spell will be casted at all, pls fix
Yeah they aren't meant to
the detonation damage of tricks is basically only there for progression in the early/midgame and to make the concept a lot easier to understand
i do like how progression is being considered in these reworks, noticed it especially with acro
ah ok
I hope toxic sludge and misdirection swap places haha
Btw if you put your shadow projection in the instructions room in a raid you can tp back there 💀💀💀
lol?
Time for some funny trolling moments
Grab the light then tp back to the instruction room.
LOL OH HELL NO
So if you tp back can you still go through the door?

What door?
Instruction room door
Nah u get stuck
Truly a way to troll your team
ok im not gonna lie i did not see that mirror image gave a damage bonus when a clone dies
WHY IS IT 40%?? 😭
this damage bonus doesnt even need to be there and trickster would still be good!
Would anyone describe Trick detonation as satisfying?
i think it is, it's cool to see the Trick effects in action
albeit some of them can feel a little weak... but they're still cool regardless
You mena detonate for a billion debuffs...?
Honestly it is ridiculously funny seeing enemies get like stage 4 cancer lmao...

more for damage
is like a bunch of explosions crackling or is it a blip and that's it?
the detonation is just a blip
there is a particle effect for this
the other trick effects i do not think have any particles
The desc vaguely reminded me of my beloved old Void Detonators ability from another game
ah well
-# void abilities applying detonators on hit, the further hits detonating the detonators, and detonator exploions cointing as void abilities...
lol yeah, tbh i feel like the clones tanking hits for you part should be removed so you don’t lose a bamboozle if you get hit… idk if the 40% is gonna be utilized very much since it relies on you being hit. i feel like the clones should just stay and be used just to proc bamboozle but idk if that’s a crackpot idea
you can use Foul Play to pop the clones for you to allow for incredible bursts of damage
maybe the damage bonus could be smaller and granted when you consume a clone with bamboozle? idk?
yeah that’s what i mean, getting hit could mess that up
ah
wait does the 40% proc when you use foul play
ya
oh jeez that’s kinda busted lol
maybe like 10 or 15% because it’s basically passive if you’re cycling bamboozle and spin
and then clones can’t tank for you i feel like that would just be nice
Im ngl the current trickster's huge damage just comes from the fact that it has 2 of the highest sources of multiplicative damage in the game that then stack with each other to become even higher
if trickster just didnt have such insane multiplicative numbers, trickster's damage being too high just wouldnt be a balance concern anymore
@stuck zealot thoughts?
uh yep probably true i cannot lie
like legit just reduce Mirror Image and Nox gas
the rest of the damage is completely fine
it gets more absurd when you have other buffs on top of noxious too ngl
btw what do you think about clones not tanking hits anymore so using foul play is more consistent?
exactly
although the 100% uptime on 40% mult damage from Mirror Image makes it so that external buffs from classes are unlikely to apply.
the only thing Trickster doesnt have is a vulnerability afflictor
making nox overrule would be a lil sad tho :c id rather have it just be weaker
yeah true
was in my original concept for the class but realized it was average player unfriendly due to forced extreme close proximity to bosses
you're already rewarded MASSIVELY for popping clones at the right time
multihit casting and stacking with other multis is already insane
yh
the 40% damage mult just feels completely needless when you already have effects that good
and then adding nox on top of that just makes the multiplied damage get multiplied again 😭
this is why Aco was/is broken
Do we have a solid answer on if building more ehp (defense) is superior to ETW
not rly. it depends on playstyle
^
also the fact that Sandbagging instantly gives back all cooldown makes it very hard to test :P
🙏
🙏
Trickster gets reworked and it's the most OP thing ever, not fair :<
meanwhile acro 
I have been waiting for SO LONG for a trickster type to be viable
idk trickster has the potential to be a class with a really high reward for skill expression
it just needs to not do yknow. like over 1 mil dps in bursts for multiple seconds
my main thing is like
idrk what would be a good number to change the multipliers to...
I want to sync my obli build from live servers to beta so I can properly test trickster again...
like how bad would it be if Mirror Image's damage multiplier was just thrown out the window? would noxious still need a nerf? ... probably
honestly if Noxious was just made to not be so effective on allies it'd probably be a lot better
maybe reduce the numbers on yourself a bit too
How often do you proc sandbagging?
Oh wait
uh idk. it's when you get hit for a portion of your HP
there's an aspect that doubles the threshold of the ability proccing. that aspect is absurdly strong (even if Sandbagging didnt make all your cooldowns immediately go away, it'd be a good aspect)
Cant lie it was way to inconsistent with etw i could not be asked
i found it could be procced at least somewhat often on ETW obli
Raid buffs will likely help with this too i bet
I was using nirv in tna and i was stuck with that fat ass cd a lot of times idrk
With CWG?
crafted
CWG is bad because of negative stats negating the effects of raid buffs
Oh right
you sometimes would. idk it's kinda inconsistent
Idk its hard to gauge trick cause sandbagging is bugged
Won't mention the ingredients 
it's probably something you can get good at the more you play
I mean yeah but having to rely on getting hit is always gonna be scuffed so i hope something else to reduce clone cd is added
agreed
I do like sandbagging tho cause it incentivizes building for something other than damage
do you use duplicity? that node sucks cuz of the fat cd
Not on etw
yea
I used it with nulli
trick is very good, needs more support than dps tbh
if only trickster didnt do so much fucking damage to the point where it doesnt really matter lol
Yeah it does way to much
i do think ETW trickster should still have the ability to be its own burst playstyle
the main issue with tank trickster (at least i think)
is that you cannot reliably get aggro. dgas is gone and nothing gives aggro anymore
I have an idea
the class's movement caters to ETW a lot more
Order a big mac!
very snappy and long range
get out
Idk i cant really judge trick to well rn cause sandbagging is bugged
TO be honest i have like six different trickster major ids brewing for different playstyles but it’s at the point where i consider if they should really be majors or if some part of it should be added to an ability
yeah this does mess things up. i mostly gauge it off of how effectively it can utilize the clones and that alone makes it super broken
Its pretty scuffed to get clones in tcc tho cause that guy does not fight back
also yea real
depends on how important they are tbh
idk how much the at team is gonna want to tweak for the first trick patch but
like if it's a major ID that you could see everyone running all the time, might as well be a ndoe
solution: make tcc do unavoidable 1 damage every second during the fight
Yeah fair
Imma wait for some changes and see
same
Its really fun tho
i hope there are at least a fair chunk of tweaks cuz the current state is a bit much 😟
i kinda need to lock in and start suggesting stuff but ya
like all it has to be is number tweaks and bug fixes and there will be so much more to test
yup
patch 1: we have changed nothing and added a res shred debuff! and we made smoke bomb radius larger
Also if the other 2 raids could work that would be great 🙏
YES! WINNER CHANGE! LETS GO
make this the only patch that will ever have any trickster changes and then we’re winning
LOL yeah 😭
they’ve been fixed
oh they work rn?
nono gm side
fuck 😡
actually tna void room works perfectly fine as long as you ARENT looking at the void matter when you harvest it
Oh is that how it works
yeah someone got the condition wrong and made it work when you aren’t looking instead of when u were looking
thats really funny
it’s been fixed but idk when the beta patch is coming out
surely soon 🙏
something something last minute change that didn’t get tested

beta patch 😍
bro why is it so pixelated lmao
144p troll
Lock noxious gas behind a paywall
genius really
also it's like
really really really really really hard to tell if Misdirection is doing anything
like i just cannot tell
atp i just use it as a "20% more thunder dmg and +1 debuff" node 😭
it would be nice if it could have some indicator that it was actually activating or something. maybe a small effect around the mob
I like how sandbagging gives an advantage to eph without it being a shit and toxic node (provoke)
true that design is good
i do believe that the meta build will likely involve something that allows Sandbagging to activate at least somewhat consistently while also building enough damage to be good
maybe TWA obli? nirv?
Inferno?
ehhhh
Hell nah 😭😭
sustain is not good enough, nor is the damage really
Nulli?
maybe actually. prob less damage than nirv or obli but the MS could work. youd prob also never die
I dont think it will be meta but its pretty good from what ive seen
yeah
You get the 2 debuffs from the major id plus it got that defense
The main issue again with Nulli (and tanking on Trick at all) is that you cannot keep aggro consistently
Yeah this
-# I just want to use my 80% inferno ;-;
the short range does mean you can just sit on the boss but it wont always target you.
Especially with vanish!!
vanish makes aggro on trickster like never exist consisttently
Anyways Trick having some sort of agro, towards yourself would be good tbh
Ms is a lil weird with trick tho cause its sporadic but it works
Or more consistent ways to activate sandbagging
agreed, it should be some node on the side like how DGas was to allow for both ETW and EHP builds to have preference
if obli works so can nulli imo
Yeah nah i been using nulli it works its just a lil wonky sometimes atleast
this works too! if trickster didnt rely on getting hit to proc sandbagging then both EHP and ETW builds could coexist
EHP builds would benefit more from Sandbagging but ETW builds would still get their fair share
i think giving alternative ways to activate sandbagging will be more healthy.
DGas Glue was just toxic to boss design and i'd prefer not to see that again 😭
I hope so
I js wish it swapped place with toxic sludge haha
Fr This is obvious when i see etw max tricks detonation only deals 120k explode on crit
hear me out, what if clones disappearing would make other clones cd lower
if mirror clone disappears: shadow clone cd decreases by 2s
if shadow clone disappears: mirage clone cd decreases by 1s
if mirage clone disappears: mirror clone cd decreases by 2s
i was about to say that trickster doesnt really feel like a debuffer when all its debuffs are only effective for themselves, but this is a welcome change
I honestly thought the elemental debuffs would be team wide
before this change the only team thing trickster did was buff
and was disappointed that they werent
which is uhhhhh whattt?
will it be announced somewhere when beta patch comes out?
prob
and do you know if beta acolyte's eldritch call is getting fixed?
Ye
Awesome
me playing pure 100% trick before patch so I can compare them better
ok yeah this sucks hard
which does
lowkey gonna miss old trickshade damage
you need fatality for it to actually be good and its ass
trickster w blade fury can be pretty fun
at least that's what I use rn. and diversion lmao
@dusk nova if u use the shadow clone cd aspect can u have 2 shadow clones active at once and if so how does the teleporting work
it's not bugged we just dk how it works!!!! :troll
man I wish you can give yourself aspects in beta
-# if you still can't, I'm not updated
max 1 iirc
it still doesnt detonate them (if they had 0 tricks)
but at least it now applies it to enemies
ayyyoooo hotfix pushed????
hotfix patch notes
- Reduced Mirror Image Damage Bonus (40% >> 30%)
- Changed Last Laugh requirements
- removed Node Requirement (Mirror Image >> none)
- increased Trickster Requirement (0 >> 3)
- Rebalanced Mirage
- changed Node Requirement (Mirror Image >> Bamboozle)
- reduced Trigger Radius (1.5 Blocks >> 0.75 Blocks)
- Increased Sandbagging Trickster Requirement (0 >> 3)
- Reduced Duplicity additional Cooldown (+10s >> +5s)
- Rebalanced Hoodwink
- reduced Ability Points requirement (2 >> 1)
- changed Node Color (Purple >> Yellow)
- increased salvaged Tricks (25% >> 50%)
- Rebalanced Misdirection
- reduced Tricks requirement (30 >> 25)
- increased Confusion Thunder Damage Bonus (+20% >> +30%)
- Increased Contaminated Earth Damage Bonus (+20% >> +30%)
- Rebalanced Deflagrate
- reduced Enkindled per hit (+3% >> +1%)
- increased Enkindled Fire Damage Bonus (+20% >> +30%)
- Rebalanced Noxious
- reduced damage per debuff (+12% >> +10%)
- reduced ally bonus percentage (50% >> 30%)
- Rebalanced Soul Siphon
- reduced Tricks requirement (40 >> 30)
- increased Drained Water Damage Bonus (+20% >> +30%)
- reduced Drained Cooldown (3s >> 2s)
- Rebalanced Trickster's Embodiment of Malevolent Mischief
- Tier 3: Reduced Noxious additional damage per debuff (+1.35% >> +1%)
no still broken 🥀
it's gonna be a dev thing to change. most likely guaranteed to have been fixed next patch
I'm just not sure if there's gon be a hotfix for it. but for now we buffed trick salvage %!!!
-# w more number changes cuz those are readily doable
it should be fine
I can just cast shift+vanish
closest one
noxious duration stacks??
nvm
is this intended?
the wood platform is roughly the aoe of smoke bomb
noxious is not taken away even after smoke bomb disappears if I'm in the area
oo fr, time to test it out
oo yeah i noticed it as well
note: the effect is not applied when entering that zone, it only works for resetting duration
oh and deflagrate is still single target
is warrior still bad
30% intoxicating blood -> 40% intoxicating blood 🔥
uhh, is contaminated not triggering?
Confused and misdirection is there, but contaminated is not to be found
wuttt
same here
did u not take the ability?
weirdly enough, it doesnt appear to me
its finally fine now, i reset the whole tree and redo it again
yep its good now, finally got the contaminated debuff on
thanks guys
this is still an issue btw
this is p much all that's changed
for all intents and purposes, if it ain't here it ain't changed
exploding tricks still feels clunky tbh
So beta is being constantly updated then? I was told it wasn't
things that require dev work haven't been touched
so no store changes?
are the hotfixes gonna be a regular thing? and is it like scheduled?
powder masters are on strike 🙃
On the topic of which...
It is weird they aren't interactable in beta afaik...
Aspect of Enduring Illusions
has this always been there?
Could do that
yes please
Are there?
Which one
Prankster(i think it can improve the tree sometimes)
I only think of that because it is special
trickster on its own is quite good (some aspects are questionable) and I can't wait
new sandbagging aspect is 🔥
@fluid sphinx what do u think abt this?
you aren't able to ping me
eh
Does hoodwink work with the spins casted by clones @stuck zealot
yep
it does????
omg thats huge
?
no you can literally insta apply max tricks with one bamboozle+shift-spin
from hoodwink
you can do that??
that's sick
ye it fixed my main concern with trickster lol
not being able to apply tricks well enough
yo that’s awesome
🤯
but i still don’t have ap for it
Silent killer qol in crowds and sticky bomb best qol oberall
Maybe can drop silent killer
do u take surprise strike?
then i think silent killer pretty good crowd-wise
Yeah i do because that tree also has marked
But in reality i think you still have to go full trick outside tcc for maximum noxious gas
i still think Mirror Image's damage bonus is too high
honestly i dont think it should be there at all. it's a large part of why trickster's damage is so overtuned
30% damage bonus is nothing to scoff at whatsoever. on top of that, this damage bonus just comes from Trickster's innate gameplay loop. Trickster does nothing special from what it normally does in order to obtain this insane damage bonus
Other classes have to work for this kind of bonus.
Vengeful requires proximity to the Aco's totem, Lightbender builds it up as it heals over time.
Mirror Image essentially grants this bonus for free. All you have to do is pop a clone. This is what trickster wants to do literally constantly anyways! It feels like very far beyond other Damage Bonuses in both Strength and ease of use.
On top of that the damage bonus lasts for 3 seconds and the cooldown is only 1. The cooldown feels pointless at that point, why even have it there? I don't see what it accomplishes
Trickster's damage is so insanely high right now that I feel like this class could fully lose its damage bonus from this node and still be entirely fine in terms of viability and strength
Yeah i cant lie this damage bonus is a little too free
Me personally i think fort and vengeful are free too but you get the 30% for existing basically
I havent tested out trick with the new changes so idrk
yeah the free buffs are comparatively expensive compared to this lol
idk if this is a bad idea but maybe the whole clones taking damage for you and giving the damage bonus thing could just be removed, and the only way to get rid of them is with bamboozle/foul play? i feel like clones tanking for you doesn’t do much for the archetype and means you lose a possible bamboozle, and with getting hit being such an integral part of the playstyle it feels like that could mess people up
i agree that its basically free real estate
Is it known that Foul Play sometimes does not seem to work? I think the following is not intentional:
(Take some tree with Foul Play)
Start without clones: vanish and use multihit while vanished to exit it and spawn in the clones, now you cannot bamboozle until the cooldown wears off, even though you have clones. Why does Foul Play not apply here? It does start to apply after the first bamboozle cooldown wears off, as then you can repeatedly slay all your clones without cooldown.
:c yeah its because you get clones as you exit
If it is intended I think the wording on Foul Play is somewhat unclear: "having 'no' cooldown" would make me think I could cast Bamboozle when having clones up under any circumstances
Yeah its a known issue, they are working on it as well
Syncope's Heat Shimmer MID not working for me
not applying tricks at all
Enkindled and Contaminated not proccing for me
i will join this thread since i tested trickster roughly on beta despite being basically unplayable since instead of casting shadow projection i get literal creative fly instead
i should probably read this whole thread before commenting but just to put it out there i feel like the whole archetype depends on sandbagging
i guess it was the point but i will have to wait for live until knowing whether or not that’s good since the dps is good with clones but the consistency is terrible without sandbagging
also they don’t spawn after you reappear they spawn right as you cast vanish
other things is yeah kindled doesn’t work, shadow projection flight, and if bamboozle is on cool down while you have mirror clone up then it doesn’t slay clones and instead waits for the bamboozle cool down which is very annoying
yeah this is because we changed that lol
so that you can boozle out of vanish to slay a clone we changed the order
probably need to change the description then since i think it still says that on beta
unrelated but speaking of description changes shepherd needs one too
will there be BETA Hotfix 2.1.3_3?
could you guys make it so that Mirror Image clears or ignores Bamboozle's cooldown with Foul Play?
changing when Clones spawn fixed the jank of casting Bamboozle out of Vanish, but there's still the issue of casting Bamboozle right before Vanish + Mirror Image, where there's a few seconds of not being able to slay your Mirror Clones because the cooldown is still active
pretty sure leo said its intentional
however this mechanic is Super Annoying so i dont see why its intentional
yea that would be nice
Will there be any mana sustain nodes for trickster? Ive heard of it but didnt see any confirmation yet right?
Probably not and there shouldn't be
Time to make fun of trickster for being the only assassin archetype that doesn't bare a mana node.
Or maybe its the one making fun of us for relying on mana printing...
has the overheal been discussed here already?
it kinda sucks
i think its a good idea to limit it but not this low
Was there ever a plan to implement cd reduction without getting hit
It was planned but there wasn't enough space to fit it
@dry granite is trick still better without using duplicity or is duplicity worth picking up now?
ok hm it does feel better to take duplicity
it is, the +cd is now 5 sec I think?
yeah it's absolutely worth it
Can mirror image be changed back to procing on exit instead of entry
what if it procced on both entry and exit lol
Yeah as long as i can proc it on exit
Was actually mad annoying
i liked this better tbh but ithink there was some reason they changed (dont remember)
it was using bamboozle out of vanish right
yes
It would activate the cooldown and you wouldn't bamboozle even if you were out of vanish with your mirror clones
Canr cancel it now without it going on cd
Yeah
why do u prefer it proccing on exit?
ok so I done used trick a little now
both nulli and bhaze cbomb spam
I be liking it
is bhaze good?
eh
its usable
Cause if ur on mirror image cd and u vanish u gotta exit vanish wait for its cd then vanish again to proc mirror image
Before you could vanish and wait out the cd inside vanish
yeah
i agree to autosmord
@proper flare idk who to ping, my deflagrate doesnt proc at all, i did /class, changed weapon, reset skill tree, still couldnt proc it
Uhh
Wait are there multiple enemies around?
-# That bug where it only applies to 1 enemy around might still be around, idk
i even reconnect to server
only 1, and not procced
Are you able to record a video?
okay will do so

should i send it here?
@proper flare
i also had the same bug to this but with Contaminated debuff, but after resetting skill tree it was fine
no worries
i think my bug report was better than my QA team LOL
Either or works idrc
Which aspects do you have on?
none. sorry for the late reply
Do you plan to stay in vanish for the whole cooldown lmao
We can't let you slay a clone out of vanish if there are no clones
We are happy to change to back but you would lose that ability
yea y'all should think about the pros and cons first before asking for smn
like term said, you'll lose vanish-boozle
this is worth considering, it'd just be a lil weird to give it two ways to activate (with the same ability too)
moreso if i dash, it auto-casts vanish, so i have to leave vanish and wait for the cooldown. if mirror cd resets at some point during that it becomes really awkward
if clones came up both at the start and end of vanish i wouldnt be punished for using my movement ability before the clones went off cooldown, artificially increasing the cooldown even further
Ohhh that’s what he was referring to
Yeah it’s somewhat awkward and a thing I had to get used to
You have to cast vanish after MI cd is finished
I never asked for this 😭
I always spinned on exit for clones never really cared about wanting to boozle off vanish
vanish-boozle is valid tho is what I'm sayin
can the overhealth on trick be a little less meh
we can make it proc on both entry and exit tho (I think) so it's w/e
i like the idea of capping it but its a little low
is it acc that weak? I alr buffed it
Yeah thats fine
it's 25% max as far i see
we don't want it to be strong enough to just allow you to etw without feeling squishy
25% is a cute boost if you've built ehp for sandbagging but it's pretty much nothing on etw
also overhealth damage still counts towards sandbagging
Question was there another way added to proc sandbagging
no
Wait is it the overhealth cause it was procing in tcc and that never happened in the beta
Cause if its the overhealth that shits kinda nutty
oh i thought you were asking about cd reductoin
I am
sandbagging is the only way to reduce cds atm
Yeah im asking if theres a new way to proc sandbagging
i think adding a cap is a good idea i just think 25% is pretty low
Cause it was going off a lot in tcc and that never happened in the beta i had to like throw myself at the boss before
i only di like 2 tnas on beta with trick but sandbagging was just broken and insta refreshed all ur cds so it was kinda hard to tell
if it feels insignificant for tanky builds sure
it's already pretty good though. I'm surprised you said it's meh
even if you use it on etw,since the % is so low the health they get is even worse
well,obviously
just saying that even if it’s buffed it’s not like it’s going to be so strong on ETW because the health they get from it is already very low
ETW got hit and hp reduc to 50% sandbagging can't proc trickster only fire and Air Build ?
if we did this it might get too strong than we'd like for tankier builds
depends on if we have room to buff it a lil, but I really don't think so
it's not like hella good, but it's in a nice spot
oh well but old trickster better friendly gameplay more ehp more dmg
old trickster easy support
fast reduc tier dmg enemy
fast overhealth
clone reduc more dmg for proc sandbagging
not need time for setup
clones on entry is honestly kinda annoying
and every build need clone for reduc dmg game just force take bamboozle
if shadestepper need clone but force bamboozle and bamboozle proc satsujin but not backstab and satsujin with has 10 cooldown with t3 aspect and that make backstab never proc satsujin
idk why design tree is just weird is like force build but not free build
Is it intended that clones don't proc black hole ability?
(honestly might be better that they don't)
Echo smokes couldn't trigger black hole before because of the sheer lag it created
why is it a separate aspect
@pearl cedar @cursive comet @fluid sphinx helloo sorry for the ping I jus wanna hear y'all's thoughts, since y'all were the most receptive to the idea when I first proposed it
(mirror image on vanish entry, to allow you to boozle right after)
there's also some cons to it, so I'm wondering if y'all still like it or not
Don't worry about the ping, I'd love to to be of a help.
In my perspective, clones on entry benefits Boozle playstyle more...
Example Scenarios:
Scenarios (Clones on Vanish Entry):
- Vanish & Get Clones - Boozle spam enemies to hell
- Vanish (Clones CD) - Boozle - Wait for both Boozle and Vanish CD
Scenarios (Clones on Vanish Exit):
3. Vanish - Boozle & Get Clones - Wait for Boozle CD
4. Vanish - Wait Mirror Image CD - Vanish Exit With Boozle & Get Clones - Wait for Boozle & Vanish CD
After trying it out more, i do prefer Clones on Vanish Entry, but I also understand why ppl would want Vanish on Exit, cuz technically u dont really need Mirror Clones while Vanish (no aggro).
There is a win-win solution which is Clones on Vanish Exit, but make Bamboozle reset its CD whenever a Mirror Clone is available, idk how the coding behind works, maybe u can do a checking for Bamboozle after Vanish Exit to reset its CD or just make Bamboozle keep checking for Mirror Clones availability (but idk how that will affect the server)?
Idk if I make any sense here haha. I do want to know what others think abt it as well.
(Just wanna add that Assassin is very squishy now haha)
hi yes this is my trickster feedback https://discord.com/channels/143852930036924417/1404677597555589192
hm hm hm hm
I think more ways to get clones would be cool, like getting them on teleport with shadow projection would be great
The trickster rework has a lot of amazing ideas, and I feel some of the changes really make Trickster much more engaging to play.
That said: The inclusion of both Bamboozle and Shadow Clone into the main Trickster ability tree is a bit obnoxious imo. Bamboozle effectively being on by default makes Trickshade extremely difficult to play, as you have to guesstimate the distance you have to TP to backstab, while also accounting for not killing yourself by hurling yourself into a boss. It also makes using Vanish to set up for a backstab a little harder, because you can't just walk up to the enemy's back and cast multi-hit/backstab, or else you'll use Bamboozle to teleport yourself directly into the boss's crosshair.
it's called a learning curve I believe
Shadow Clone is less obnoxious, but it feels a bit like a waste of points to include as a main upgrade path ability. The clone never seems to draw enemy aggro ime, and the teleport can be very jarring to use (it stops all your momentum and teleports you, resulting in you moving in a direction you may not have wanted to, at a much slower speed than you may expect. Throw in that the double-jump TP feels a bit random as to how soon you can use it after casting a shadow clone. There have been times where I mash doublejump to get out of a nasty situation, only to get hit a whole lot before the teleport finally registers). It feels a little unnecessary to make the endgame skilltree hinge on having this specific ability unlocked.
Fair, but I still see lategame players refusing to even use Bamboozle since the rework. Way more risk and too little damage output just makes it harder to use with minimal (if any) benefit.
that's because the rework that made bamboozle this way dropped like 2 weeks ago and not everyone has had the time to get gud
I've been doing trickster almost exclusively since the patch and even I misjudge distance sometimes still
also, Shadow Clone is a multitool and not just a movement ability- free extra Echo casting point and the fastest burst Trick applier on top of tp/escape option that has farther distance but takes longer to set up than just bamboozle
shadow clone does not draw enemy agro at all, that's not its purpose
mirage clone draws agro
Ah, my bad
reposting from Wintel's thread:
i get the reasoning for trickster wanting to tank hits (100% base res, fire element, etc.) but its base res never really made much sense to me with how assassin is in its current state like why does shade have more disengages and survivability than full bmonk (minus war scream res) and it's a "glass cannon"? is it just due to the short range?
i'd be fine with bumping its res down and pumping the shit out of acro damage because i feel thematically it doesn't make a whole lot of sense for an assassin -- what reads in my mind as a high dps, high risk, low range option -- to be the same level of res as a warrior who is a much more traditional melee fighter
-# I honestly have no clue why shade is described as a glass cannon in it's details
as for trickster itself i think it's generally a good idea but a lot of the debuffs feel very, very, weak like toxic sludge which imo shouldn't be tied to malicious mockery from a gameplay perspective -- the niche for it feels narrow -- when are you detonating 20 tricks on a target and then killing it and having a significant amount of fodder mobs in a 5 block area to do... 2 base spins of damage to?
ya proccing off something else would be ideal
enough has been harped on about sandbagging so i won't touch on it because Not Useful Feedback atp i'd just be parroting what other people say but also uhhh yall should change the wording on Deflagrate bc it's not clear that allies can also apply enkindled to people imo
"you" is used twice here but only the trickster gets the fire damage bonus but "whenever you strike them" applies to allies, right?
maybe “when they are struck by you or allies”
why is it even struck by allies as well, the buff will be gone so quick
@acoustic frigate
And also cant yall make Enkindled stay for the whole 8s to explode in order for tricksters that play Fire damage to benefit from it more, or shorten the cd for Deflagrate to counter its short duration at the least. Or u guys have other plans in mind like removing the whole elem damage bonuses?
yeah i said in the other thread it needs changing
that description is hella chunky too we should try to shorten it
I think we have some plans to make deflagrate (maybe it already happened and its still not enough?) last longer and not get popped instantly
I know it was 3% per hit before, and the change to 1% is good, but i just know about it procs off other allies as well, which i think, if i myself can 100% it in 6s, and i wonder if with allies, what is the uptime for the debuff, making the elem Fire damage bonuses uptime not 100% unlike other elem dmg bonuses?
Yeah I didn't realize ally hits can give Enkindled
and my build grabs Deflagrate explicitly for that +30% fire damage, the detonation is just a nice side effect
guess I don't get my damage boost if I play with a boltslinger
Could easily add a cooldown on incrementing the %
yea ikr
yea that could be okay, or just make it explode at 8s, so we have 100% uptime
but deflagrate cd can be reduced with sandbagging, so idk haha
decrease duration by 4, put a limit on the speed at which enkindled is built up? like 4-5/tick or smthn
can't make it once a tick per spell because then that defeats the point of echo doing it faster, which I assume is intentional
damn 4s?
4s doesn't seem that bad
unless it is and I don't realize
it depends on the build ig, usually how many seconds u take for it to 100%?
for me it takes like 5-7s
for my build the full 8s if I'm solo, I have this trickshade thing going on with backstab instead of multihit
when I tried full trick with nulli I was almost consistently under 6s iirc
aaa i seee
yeah backstab reduce the amt of hit
I wouldn't say its necessarily intentional
its just meant to be something that requires some hits to build up. We dont intend you to instantly pop it which is why we've been adjusting it
Echo hits like 16 times on spin attack and up to 80 times over 5s with smoke bomb
I thought it was intentional lol
nevermind multihits giving like 8-11 each even before aspects get involved
easiest solution would be just make it popped after its cd is up?
then that has counter-synergy with sandbagging, getting hit closes the damage buildup window for getting to mas Enkindled
but wouldnt it be more dps?
i didnt do the math yet, but it kinda feels like cuz u at least have 100% uptime
does anyone know if tricks work on a war tower, everyone i asked said no
they don't
idk why or how this happens but the clones will just have the wrong cosmetics sometimes
That's lowk funny they should make an option to fully randomize clone cosmetics
Fitting
W changes
Also applied when sacrificing a clone with Bamboozle, using the clone closest to the target rather than always the "front left" one
when there are multiple enemies which one is the target @stuck zealot
i would expect it’s the one with the highest hp like how it works with uhh i forgor
tbh i dont know but id assume it defaults to highest hp and then if not highest hp nearest distance
W changes indeed
can you not make tricks auto trigger on max or something it feels like shift dash doesn't work sometimes
like even shift spin attack would be nice
hmm it usually works fine for me, shadow projection is more inconsistent imo but i haven’t played trickster a ton
it's inconsistent as hell for me since I go multi spin multi spin shift dash
sometimes it just doesn't trigger
weird
idk why you can't bind it to shift spin since hoodwink does that too
2 things having the same trigger isn't ideal
:c
i agree with the auto trigger, but with the option of shift dash, but i do feel like shift dash sometimes doesnt work properly as well
If shift dash doesn't work properly then neither will something else. It's most likely just when you're cycling too fast you miss time the shift cast
it's odd because when I use hoodwink before multi hits the max amount it triggers them all