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Game Mechanics Trickster Rework Idea

Discussion in 'General Suggestions' started by Ramattra, Oct 7, 2022.

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Do you think this is a good change to trickster?

  1. Yeah!

    6 vote(s)
    50.0%
  2. Nah...

    1 vote(s)
    8.3%
  3. Nah, but trickster does need a rework

    5 vote(s)
    41.7%
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  1. Ramattra

    Ramattra Ravager CHAMPION

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    It's no secret that assassin got the short end of the stick in this update, acrobat is playable (and really just a walmart battlemonk) and shadestepper is a bit of a disappointment, but I think most people will unanimously say that Trickster needs a full rework and I agree, the tank/support playstyle does not work with assassin and is easily the most underwhelming class so I thought of a way to make the archetype work more with assassin's overall theme and give it a nice power increase that might put it above mage, shaman and warrior (minus fallen) again with some more offensive power.

    The biggest change will come from your clones, they will no longer give you any bonus EHP, but instead of circling you I think they should be able to wander around and attack things, clones will still copy your spells with a 60% damage penalty (not applied to yourself) and get 20% of that damage penalty back somewhere farther down the tree. You will start with 1 clone and the more clones ability will now give you 1 bonus clone, clones will now take aggro and have maybe 66-75% of your ehp, this is a decent source of damage, but the player at the end of the day should still be in the spotlight which is where the biggest change comes in.

    Upon the death of your clones (Last Laugh now the second red ability) create a shadow field where you will receive a 30% damage boost and 50% speed boost both increased by 50% for a total of an 80% damage boost and 100% speed boost farther down the tree to make sure if you're running the other archetypes and you manage to take the first buff field you won't get a TON of value and make it so if you're 2+ blocks off the ground you don't get the buff.

    Another smoke bomb change could be if your clones are attacking a mob they can stack a debuff onto the enemy up to 10% less damage dealt and 10% more damage received (.5% per stack and a .5 second cooldown) if the clones are attacking something that has smoke bomb to add onto the set up dps playstyle. I think if the clones manage to stack the full debuff you should also get spell cost reductions. As for Delirious gas it will now ONLY buff the damage of your clones and apply lure to anything, bosses will still only attack players and clones, but your clones and weaker mobs will prioritize attacking bosses.

    The tank playstyle is not very synergistic with assassin, it feels like the clones are more impactful than yourself which I don't think they should be and while acrobat is a well designed dps class, it really doesn't feel like assassin and this would be a nice way of bringing assassin's base spells back into a dps format that requires a bit of set up so it ends up being a bit more balanced. Assassin desperately needs a buff and most people will agree trickster needs a rework for multiple reasons, I think changing trickster into a set up dps playstyle that feels like old assassin would give assassin a nice overall power boost as well as a fairly basic base kit with a lot of depth.

    One final little thing I'd change is since this is no longer a cc/tank class I don't think trickster as a name fits anymore so I'd keep the theme the same because the clones are a part of the kit still, but I'd go with the name Deceiver instead, sounds a bit cooler and fits better with an offensive playstyle.
     
    Last edited: Oct 7, 2022
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