To things I want to point out:
First is about the Necro Pets soon being kos.
Why will they be kos in Underhill? Gnomes were always supposed to be superior magically skilled and at least to know of necromancy.
Will there be a separated area for gnome necromancers like for human necromancers in Newport or is there already one or will low-midlvl gnome Necros just have to recast their pet when they go and sell stuff or buy something?
That would imho at least lower the amount of necros....it is really disguisting to recast your pet everytime you go a town mentioned because they do need time and a lot of mana.
The other point is: I do understand why guards aren't able to recognize an illusioned player but why aren't they able to recognize a Skeleton pet, while they are supposed to recognize a mage elemental?
Forgive me if I missed something and all mages please forgive me if your pets will be nerfed but elementals are mobs just like Skeletons so there is no reason for the guards to attack skellie pets but leave the elemental ones be.
I just can't see the logic behind this point.
And the second one is about raising faction as a necromancer or Iksar or in fact Iksar Necro (like me)
I just decided to choose a good way or at least a way that would be similar to the way of the humans and this isn't that far beyond mind, from the RP side it is - in my opinion - a real challenge.
The problem is...I went kos to NP and while they haven't revamped the faction system yet I can't work it up. If you make your decision in the mainquest will this slightly revamp your faction or do I need to wait after the faction system change to go on with
any thing considering to gameplay?
The same problem might be with frogloks, for example wizards or shammys that would like to be "evil"...it isn't possible because you are kos to the Grobb Guards at the moment and may be to the Oggok ones, I dunno.
A fix to this could be to just add a faction reset to the point in the mainquest where you have to decide...and this would be a normal step imho because if you save the lady from the Shadowknights it would be just normal that the people in Newport will hear of it and think "Hey! That guy isn't that bad we always thought."
I hope we won't be kos forever if we just go kos by accident or maybe decide in another way later on.
Edit:
Angbor said:
This might or might not be related, I'm not sure.
What I gather specifically is that the way other forms, specifically Skeleton, Werewolf, etc. have had their effects on faction removed or changed.
I'm wondering whether this has caused the problem I am currently experiencing. I am a High Elf Enchanter, attemping to do one of the Erudin Shawl Quests (Mantle of the Senior). What has previously worked, as documented by Ice-Nine, also a high elf enchanter, is to use Illusion: Erudite to change your faction with the quest givers.
However it seems now that this will no longer work, and my faction is absolutely unchanged with Lord Mantak/Manlak (I forget which), Lady Niall, etc.
Was this an intended change? Are race illusions affect also?
Well...the Lich line of necromancers has some faction changes, why don't have any other illusions have it if you go after the quote?
Looks a bit inconsequent in my opinion.