#Tricksters Major Flaw from a design/gameplay perspective and my proposal to fix it
1 messages · Page 3 of 1
Idk just like a thought to be added substitute in pokemon rn is like an above avg move even with the sacrificing hp mechanic
But that is in a turn base environment tho.
they can still build glass cannon, but it'll stay the same as 1 clone 1 hit, but if u build ehp, those clones can withstand 2 or 3 hits each, and prolly they gonna Foul Play to consume the clones' EHP for bamboozle multiplier damage somehow? just a random thought on how to utilise EHP abt the Foul Play thing
that sounds like a great idea but should it affect mirage clones too? cause they kinda exist to be popped in the first place so if they had too much health weaker mobs might not be able to proc it
I agree with you, I just think that mirage clones actually tanking hits could be a cooler mechanic to distract mobs a little bit longer
currently they instantly pop when one gets close which is good for generating tricks but not so good at taking aggro
that’s true
kinda unrelated but maybe mirage clones could do like an explosion when they get popped, and it would add some/all of the tricks that it would have added with smoke bomb? cause it’s kinda hard to consistently add tricks with mirage clones against fast moving targets. i could just be bad but that’s my experience
cherry bombs major id 
oh
unfortunately :(
yea i kinda agree with that, or at least makes it stick to anything close to it
maybe it could stick to the enemy with the highest hp but i feel like that would be complicated to add
which is why i feel like a more bursty aoe thing would be best even tho it’s similar to cherry bombs. it would just be limited to mirage clones anyway
Trickster rework rework when
Acro rework rework when
This has been a suggestion ever since trickster was conceptualized so I am glad it’s being recognized.