Whoever is new using the mod I recommend you guys getting the Hard mode mod so the game is balanced because this mod does A LOT of damage it's crazy, you're welcome bye
unfortunately the poison effect also applies to friendly npcs and they die, making this mod unusable when fighting in a town or with a caravan, unless you don't mind visiting the Charnel every day with a bag full of wakestones.
I am getting an error "sol: runtime error: caught (...) exception stack traceback: [C]: in field 'create_userdata' ...mmon\Dragons Dogma 2\reframework\autorun then this mod saying that its in main chunk.
unfortunately i did, and along with reinstalling and redoing everything fresh, it gives me this on all my reframe works stuff... i was hoping it would (reframe work) update in a couple days but its been 4. so maybe im just dumb.
EDIT: DONT KNOW WHAT YOU DID BUT THANKS, MF JUST STARTED WORKING MUWAH KISSYS I LOVE YOU ALSO I JUST NOTICED MY CAPS ON BUT AT THIS POINT I GOTTA COMMIT.
To start off I will say first well done. This mod is really good and changes the trickster to be played completely different. I am one of the few that loves the original design of the trickster but this is really fun. The issue is that it is a little too overpowered from my testing. Suffocating Shroud stagger locks all bosses all the time, Binding Effigy the poison melts everything quickly and Dragons Delusion I want to say is fine as well as Aromatic Resurgence.
In my test I fought 2 dragons a griffon and an ogre at once solo. popped the effigy so it can agro and then used suffocating shroud. That's where the assault began. all the enemies staggered at once the griffon dropped down from the air. I followed things up with a Dragons Delusion. Bothe the Ogre and Griffon set on fire both dragons stagger. Decide to bind the effigy on the Ogre and then pop the Shroud again...its hp dropped super fast while staggering everyone again. Used dragons delusion setting the griffon on fire and then just repeated the cycle putting the effigy on the next mon when the previous died. the bosses spend the entirety of the fight staggered or downed. While it did feel kind of nice to assert such dominance I felt that maybe this was a little bit too much and significantly took away from what the trickster was.
TLDR: Magic Trickster is lots of fun but I think it suffers greatly from being over tuned to the point that it is too powerful. If that is the intent then its wonderful but if it was intended to have the Trickster aid a little bit while still being the support role then I think it greatly missed the mark.
I love what this mod does with the Trickster and feel it actually brings it more in line with what makes sense for the class. That said, if we were able to dial back the mentioned effects, this would really feel perfect. I love the power trip but it does make things a bit too easy, lol. Thanks for all your hard work!
Are you able to add bosses ability, the necroamcner miniboss is able to summon skeletons and re animate any entities, can you try to hook those functions to trickster
56 comments
use Aromatic Resurgence
make game crush
EDIT: FIXD
stack traceback:
[C]: in field 'create_userdata'
...mmon\Dragons Dogma
2\reframework\autorun then this mod saying that its in main chunk.
EDIT: DONT KNOW WHAT YOU DID BUT THANKS, MF JUST STARTED WORKING MUWAH KISSYS I LOVE YOU ALSO I JUST NOTICED MY CAPS ON BUT AT THIS POINT I GOTTA COMMIT.
In my test I fought 2 dragons a griffon and an ogre at once solo. popped the effigy so it can agro and then used suffocating shroud. That's where the assault began. all the enemies staggered at once the griffon dropped down from the air. I followed things up with a Dragons Delusion. Bothe the Ogre and Griffon set on fire both dragons stagger. Decide to bind the effigy on the Ogre and then pop the Shroud again...its hp dropped super fast while staggering everyone again. Used dragons delusion setting the griffon on fire and then just repeated the cycle putting the effigy on the next mon when the previous died. the bosses spend the entirety of the fight staggered or downed. While it did feel kind of nice to assert such dominance I felt that maybe this was a little bit too much and significantly took away from what the trickster was.
TLDR: Magic Trickster is lots of fun but I think it suffers greatly from being over tuned to the point that it is too powerful. If that is the intent then its wonderful but if it was intended to have the Trickster aid a little bit while still being the support role then I think it greatly missed the mark.
I love what this mod does with the Trickster and feel it actually brings it more in line with what makes sense for the class. That said, if we were able to dial back the mentioned effects, this would really feel perfect. I love the power trip but it does make things a bit too easy, lol. Thanks for all your hard work!