A few years back, I made a forums post here (“The Stun Problem”) detailing what I found to be an overlooked issue at the time regarding the state of the knight class. If you read the post you will understand, but to summarize, the shield’s stun ability is either overpowered or obsolete throughout the game, without much of an in-between. Currently, I believe the knight is at a fine spot. This issue is still present, but newer shields such as Escutcheon and Buckler allow the knight to still remain useful with raw DPS or ranged aoe beams that can be placed over walls when stuns aren’t available, along with still just being a very solid tank class.
Unfortunately, in recent times I’m finding that the trickster is starting to fill in this role now, where the general community has started to master the art of decoying for the overpowered utility that it is, allowing a lot of terrifying phases all throughout the game to be a safe and easy cakewalk. Whether it be decoying all of the shots from Skull Shrines and its minions, to decoying Gemsbok during his teleport phases, or decoying Malus throughout the ending of the boss fight, decoys are crucial to some groups, whether for overall safety or efficiency. This has always been semi-balanced by the skill required to master these decoys, as well as needing consistent pet heals for upkeep or bearing with the constant risk of accidentally messing up the decoy making things more dangerous (or worse, accidentally tping on the boss). But lately, as more people get their pets leveled up, as more people acquired coins and T7 prisms, and as people start to get better at the class, we are realizing just how game breaking this ability can be.
It’s clear that Deca has noticed the strength of this ability, as the reworked Shatters blocks decoys entirely during the bossfights, and they even recently changed Gemsbok to do the exact same. I’m not saying that these changes are bad, it prevents some hefty cheese from happening and makes it so the class isn’t absolutely needed for a clean or fast run, but I’m worried that this will set a precedent for the future where the class ends up the same way as how knight once was. Unlike the knight, trickster does not have much use other than decoying, save for rushing. Rushing however is not useful in bossfights, and quite a few players choose not to embark on this playstyle. If knight can’t stun, it has access to slow, armorbreak, or plain raw damage to make up for it, while trickster only has its decoys. The only things it has for damage is the new ST one (which I still have yet to get and experience), ghostly (which is quite fun but only works at a close melee range leaving it extremely tricky for general use), and dire instability (which is extremely underrated and fun, but quite tricky to utilize outside of chase phases [seriously go into a solo halls and spam this thing on crusades it’s a drug]). As a utility class, it does not have any utility besides its decoy. The assassin ends up with much more general utility than this class if decoys are blocked. I think that if this trend continues, this may lead into an era where the class is either an overpowered god, or purely a rusher that serves little to no purpose during bossfights.
Before I get to the conclusion, I would like to use Oryx 3 as an example of how I think the class is well done. In that fight, you are essentially given a choice of how you want to use your ability. You could either easily teleport over walls or away from chase phases and trivialize the risks of the dungeon, or you could decoy certain phases that would make the group safe or allow them to get a lot of damage. Not only this, but you have to be skillful with your decoys, as it’s not only hard to aim it properly for such a hectic room with a fast moving boss, but some phases will hinder the group if decoyed (such as panic and scream, or causing him to tp to a wall during other good phases such as splendor). I think it’s well balanced enough here, as the fight remains hard with decoys, along with them being quite tricky to use and not even necessary at all. I worry that they might change this in the future though, but we will have to wait and see for that.
In regards to other dungeons or the future of the class, I do not currently have a solution to offer, but aside from pointing out what I think is a problem with this post, I would also like to gather opinions from you guys on this. Do you think I’m overreacting? Do you think that the class needs no extra utility? Do you have your own idea of what should happen? I’d like to hear your thoughts on the matter. Thanks for reading