I know the addition of the paladin initiates to Newport are a part of expanding the Cult of Entropy line of quests, which I'm glad for, but they are causing serious problems for evils. A Necromancer friend of mine died twice when the paladin aggroed guards onto her, after having worked her faction up enough that she could safely traverse all but the cleric's guild. I, a 55 Troll SK, was just relaxing at the gate when either the paladin spotted me or someone trained her onto me. None the less, my 170+ damage riposte insta-killed her, aggroing the guards (which were quickly feigned off so as not to lose more faction through killing them). When I came to, I realized that the infernal paladin's death had dropped my guard faction from dubious to apprehensive!
Thus, I'm requesting/brainstorming possible solutions. I've seen a number of darker types dying to the guards this way, and there's no small amount of frustration from those I've talked to.
Perhaps we could make a minor adjustment to change the paladin initiate to a fledgling guard and put them on guard faction. Maybe we can campaign for the guards to crack down on (or be neutral toward) vigilanteism instead of supporting it. The paladin herself isn't too much trouble, just an inconvenience to all but the lowest levels, it's mostly the guards that she inevitably brings with her and the guard faction hit that results from killing her.
I thought I'd make some suggestions in case the ramifications of their inclusion turned out to be a little more brutal than expected. If this is a part of a 'being evil in Newport shouldn't be so easy' move, I'll get behind it and start taking the sewers from point A to point B or, at least, invising through and telling lowbies to take the sewers, but I think it's worth bringing up.
I always said paladins were nothin' but trouble.
Thus, I'm requesting/brainstorming possible solutions. I've seen a number of darker types dying to the guards this way, and there's no small amount of frustration from those I've talked to.
Perhaps we could make a minor adjustment to change the paladin initiate to a fledgling guard and put them on guard faction. Maybe we can campaign for the guards to crack down on (or be neutral toward) vigilanteism instead of supporting it. The paladin herself isn't too much trouble, just an inconvenience to all but the lowest levels, it's mostly the guards that she inevitably brings with her and the guard faction hit that results from killing her.
I thought I'd make some suggestions in case the ramifications of their inclusion turned out to be a little more brutal than expected. If this is a part of a 'being evil in Newport shouldn't be so easy' move, I'll get behind it and start taking the sewers from point A to point B or, at least, invising through and telling lowbies to take the sewers, but I think it's worth bringing up.
I always said paladins were nothin' but trouble.