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I'd place my doppleganger, cast smoke on everyone and then just keep running around the battlefield teleporting the doppleganger back and forth to make the enemies run around and not protect themselves from my pawns while they carved them up. It was brainless and boring and I could not wait to be finished with it.
What are you supposed to do if you play Trickster in a 1v1 duel? There's at least three of those in the game, from Beren, Raghnall and those guards in Battahl, and probably more I missed or forgot. Sure you could change vocation beforehand but what if you're going in blind? Reload I guess? Fun!
If we had throwables or whatever like the first game had, maybe we could supplement the playstyle with that...but alas...
The walls always got ignored when I tried using them, and the platforms were only useful in certain locations and really only worked well against the goblins with the leap attacks. That pawn buff thing seemed bad because it prevented them from healing too. Being able to have your doppleganger latch onto an enemy was cool but it should have been applied on hit, not through a skill, or even when the enemy hit your doppleganger just to make it more fluid.
The only good thing about Trickster that I can think of is the Detection augment. Even that ghost astral projection thing was useless because, for me at least, I had REFramework and free cam if I wanted to scout around anyway. Astral projection was too limited and shackled anyway.
Still laughing about how one of the last abilities you get is just x-ray vision to detect enemies. So useful! And the meister power is just scaring enemies away making the fight take even longer and generally being counter productive to your playstyle itself, it feels like.
Yeah I guess I never tried using it against the bigger stuff. You have a point there, although stunning and keeping big monsters down is pretty easy for most vocations to achieve. Still, cool.
I wish we got something else. Like an Alchemist, or a Monk, or even a Bard, lol.
The walls absolutely weren't useful, but things such as attaching your double to enemies like Dragons when they do spells has caused them to actually inflict critical damage on themselves. I've also gotten a Griffin to dive bomb into the water using the illusion. I've since done this multiple times.
I will say that the usefulness of seeing ahead or seeing enemy placement is really dubious/not really noteworthy... I absolutely have had a blast making enemies fall to their deaths or critically injure themselves. The fake platform is hilarious.
I said as such that I didn't use it much against bigger foes, which was a mistake on my part and I guess that's where it shines. It's crazy you can attach it to a Drake and make it hurt itself though, why doesn't that happen you climb on them normally though? I distinctly remember hating climbing on those things because you'd just get zapped or meteor'd off and the drake itself didn't seem to be effected by it. Hmm.
Actually I will say that the doppleganger definitely has quite an aggro range even to enemies not affected by the smoke? I pissed off many more Griffins than I ever did on any other vocation while I was playing Trickster. I guess that's a positive too.
Everything else is situational though. I don't like that - attacks and skills only having merit because it happens to be near water or a high ledge, etc. That water part in particular becomes moot in the end game, and brining and ledge kills often to lead to weirdness like XP not counting (seen that a lot of times with Ogres and Cyclops) or simply missing out on loot, such as it is.
It's all opinion anyway. I didn't much care for it, myself. If it got removed from the game I don't even think I'd bat an eyelash, except for having content removed that I'd paid for anyway, lol.
I just found it dismissive, BUT I think you do have valid reasons for being like "This Vocation sucks/isn't that interesting." I just want to be clear there is SOME credit to the doppelganger abilities, they're shocking, but I'd say I'd agree that that stuff can get old. The major thing is that enemies don't really feel like they necessitate an "indirect combat class" or the playstyle doesn't really feel that significant. I just want to say that it's not about you being factual or "objective", I just wanted to give a little credit to something Trickster is good at.
Sneaking ahead/scouting ahead... you can really fly by the seat of your pants in the main game. I will say that in a certain part of the game Trickster's utility would technically be really good, but then they remove the hazard that helps make it extremely funny to use. It's a double edged sword. I just want to say, please go easy on saying making enemies kill or hurt themselves isn't THAT good, it is good! It does deserve some credit for that, but I don't think you're off base with being underwhelmed.
Also, to the person who was saying "Oh you can't get loot." That's IF you make the monster fall into the Brine. You can also just cause them to critically injure themselves or fall off fatal heights. It's purely about what your strategy was, and that's part of the charm.
The Trickster scout thing would have been good for finding some Seeker Tokens or seeing the best way to reach them, sometimes I could hear / see them on a ledge but couldn't find the way to them, but I wanted to be honest about that and admit that I had REFramework for free cam, so I didn't really rely on it much, so that definitely reduced my reliance on it. I was excited to use it after seeing it in the trailers, figured it'd be something worth bringing along with a Warfarer set up and immediately equipped it when I unlocked it (I wasn't using REFramework for free cam at this point) and I realised how close it was leashed to the Arisen and sort of lost interest in it. It would have been cool if it had infinite range, but used more stamina per second the further away you went with it.
Actually I can't remember if the skill upgrades later and increases its range, or lets you place a doppleganger remotely. That could be pretty cool if it does. I think there's a skill that reduces its stamina consumption though. I think.
Also, I also said about not being able to get loot but one thing I noticed this game does well is it doesn't despawn loot if it's not inaccessible I.E brined - times I've moved through areas I visited hours ago and found enemy drops on the ground that I'd obviously missed. Tossing an enemy off a cliff might lead to you finding the loot down the line anyway, I suppose!
Plus I mean, at my state of the game I don't even care about loot or XP anymore. I guess Trickster sweeping every enemy off of the map in places that allow it wouldn't be such a bad thing, actually.
Let me clear, it's okay to be dismissive and I think there's good reason to! Unlike another thread I'm in, you're actually sharing your experiences. I just wanted to say "I think the reasons for dismissing the combat usefulness are a little much." But no no, you're fine. I will say, the game hasn't made a mindblowing case to me about Trickster because I don't think it necessarily tests your reflexes in a way that can be disqualifying. It's kind of a novelty, which I think is a valid criticism toward it.
I actually like how chill the game can feel, so I'm curious about people who have used Trickster where it is a playstyle that actually helps with accessibility, and that's just not something I can speak to about. Otherwise, you don't have to justify yourself, I do want to say while I did go to bat for the combat applications, I appreciate you rethinking it or at least sharing more perspective.
Something that also bothered me about Trickster is that... it really takes a long time to produce a Doppelganger and I found myself getting hit a lot, when if I just chose a direct combat class, it wasn't that much harder, but that goes back to the point I wanted to make about wanting to hear from someone who needed to or had more of a necessary use case for Trickster vs my experience with it.
No
It got a lot better when I started holding RB to just drag the doppleganger with me at all times lol, limiting the need to resummon the thing, though. Though combat did just turn to me running around tapping RB every now and then, really. It seemed like the most efficient strategy.
I did try using other skills. The walls I thought would have given me more time to resummon the doppleganger and further make me unlikely to be attacked, but it never seemed to be the case. Perhaps it's just a bit bugged, though. Could hope for a fix. Or maybe there's something I missed about enemies temporarily becoming very aware of the Trickster when the doppleganger goes down or the smoke wears off? Not sure.