I play trickster a lot and have to disagree with this, there is a slight delay where the client hasn’t picked up the direction you’re moving in, but it’s the same regardless of server lag, if you know that specific delay well then you can easily send decoys exactly where you want to with minimal movement (and even start moving backwards before sending a decoy with it still going in that direction); changing decoys to be directed in the camera’s direction would result in much more clunky decoying where you’d need to wait for the camera to rotate.
Let’s say we’re at 0 degrees/default rotation, and want to quickly decoy behind us (without dancing swords!!)… yeah.
One common thing I tend to do in dungeons is move northwest or just west briefly before teleporting backwards to send a decoy into a wall to effectively act as a bootleg knight (in lost halls, nest), or in densely packed LH rooms send a decoy to both sides of a corridor/room, to make dealing with each group easier. With camera rotation this wouldn’t be as easy to control, though it would be safer since finicky movement is reduced - I do find this movement quite fun however.
One definite benefit I could see is standing decoys not being random, but that’s about it really, hmm
Just wanted to give my thoughts on that, :^)