I actually have a smol question for the folks in this thread, that maybe some folks could help with.
I think the one thing I haven't read or seen a lot of in the feedback is what would be cool or exciting. If this archetype isn't exciting to you, what would be, and why would it be exciting? What would you do with it? I'm curious because it could help add new details to everything else being said here.
I think i've put my thoughts down in the lamannia thread. I think almost all of the building blocks already follow what would be cool and exciting. Magehands are cool; Sneak ambush on spells is cool; the dodginess is cool, the mixed magics is cool.
What would be
cool:
1)
More support for force damage - either in form of force vulnerability, higher numbers in general - mostly on the crit% front. My suggestion in Lamannia thread after playtesting was for the T3 node "Meddle with Reality" to grant 20% force vulnerability instead of 25% fortification reduction.
2)
More illusion/enchantment trickery, stealth speed. Sneaky trickster class with no stealth speed is a travesty! Some form of effective Holding spell is critically missing from 18/20 cores or their spell book.
3)
T5 of Trickster is currently a bit lackluster. In T5, the hybrid multiselector is not conducive to hybrid play, and as such the caster hybrid node should be tied to the melee and ranged ones. So you pick between a hybrid melee or hybrid ranged, not ranged OR melee Or caster. The cooldown of Presto! is also high for what it does at lvl 12+. 30 second cooldown for something blocked by deathblock??? Warlocks in Soul Eater get a similar single target instakill on 8 second cooldown (Finger of Death) for comparison and
nobody thinks instakill warlock is op.
4)
More defences in T5. My suggestion was that instead of knocking down an enemy when they cast a spell at you with mage hand, it'd instead act as spell absorption against enemy spells on a cooldown. Extra hand knocking down spells. Could work like Magus null magic aura but it'd be more thematically correct for it to behave more like Spell absorption from items that recharges on cooldown - this would be a completely new and cool effect fitting for Tricksters.
5)
More AoE - some of the missiles need AoE support.
What they *need* is support for intelligence to hit and/or damage outside SLA. Requiring this class to go to at least two universal trees (either harper + vistani, or harper + feydark, or if ranged you just can't justify t5 in this tree anyway) is not good. Sure, you have intelligence to damage as an option from lvl 12 SLA, but you *can't* take that without losing a colossal amount of what makes trickster cool in the first place - the SLAs that work with disable device.
There is a big amount of
illusion of choice going on with trickster - people say its op for it to have heals, that its op CC, that it has int support. It has some of that, but each of those locks the other out. You look at the final product after taking the int to damage and heals, you lose all functionality CC and force damage. Youre not really a caster, you're a terribad melee with subpar healing. You take the CC, and you lose your force damage spells and int to damage.
A trickster in the end is sorely missing one more bag of tricks and direction. It has many paths and options but if you actually took it to Lamannia, you'll notice it can't really do that many things at all.
A druid has more tricks in its bag than Trickster does.