Problem with the new Illusion faction

I read this and it makes me remember baldur's gate 2 where in the main city (akthala*), you cant use magic unless you pay the casters guild a huge fee.
It may annoys some on the RP point of view the fact evil/good races group together but on low population server I dont think you can divide us in 2 grps.
 
A couple example of benefits of the illusion skeleton or lich forms (besides 'yay, they drain my hp and give me mana')

In kaladim, both in a group and with my necromancer, I was able to avoid aggro on any multi pulls (with the group) and avoid aggro on anything except what I wanted to kill (solo with necro).

When I had a permanant skelly illusion up, at least as Puella, I could run around Freeport picking off individual mobs I wanted to assasinate without haveing to kill all the mobs up to them. This was a huge benefit. Also, I was able to run to the docks where the Elites routinely slaughter undead, and go sell stuff and talk to quest NPC's without worrying about being killed as a skeleton.
 
Puella said:
A couple example of benefits of the illusion skeleton or lich forms (besides 'yay, they drain my hp and give me mana')

In kaladim, both in a group and with my necromancer, I was able to avoid aggro on any multi pulls (with the group) and avoid aggro on anything except what I wanted to kill (solo with necro).

When I had a permanant skelly illusion up, at least as Puella, I could run around Freeport picking off individual mobs I wanted to assasinate without haveing to kill all the mobs up to them. This was a huge benefit. Also, I was able to run to the docks where the Elites routinely slaughter undead, and go sell stuff and talk to quest NPC's without worrying about being killed as a skeleton.


That is really an in-combat benefit, and it's drawback is that it can't be sustained because the necro lich line is unsustainable without serious regen
 
antihelei said:
That is really an in-combat benefit, and it's drawback is that it can't be sustained because the necro lich line is unsustainable without serious regen

I think you're confusing the words 'in combat' with the words 'in game'. The benefits mentioned above are for combat avoidance, the benefit of having health drain for mana is an in combat benefit which enchanters dont get, and the drawback to the mana regen is a lack of sustainability without combat.

My point was, that you kept complaining about the fact that
they [necro illusions] clearly don't have an out of combat benefit
when there are in fact some out of combat benefits. Not that this matters. Turning into a skeleton obviously scares the guards, and provokes more of a reaction than "gee, looky, a necro pretending to a skeleton again, isnt that funny".
 
illusion changes

It seems it makes perfect sense for the guards to protect against skellies, and wolves, etc. But what doesnt make sense is the faction hit...if the guard thinks he is attacking a skeleton, why would it affect faction of the pc under that illusion...hmmm just a thought...


but i agree with the changes..
 
I've encountered another problem now that I've come to terms with the no-illusion change...

How does one increase their faction with the guards once they are KOS to them?
 
I tend to agree that this is not good for necromancers. I also find it troubling that having pets is soon going to basically be outlawed for necromancers in certain towns.

Is the same going to be applied to Mage pets? Beast Lord Pets? etc...

Do mages become KOS if they are in an elemental form?

I see the reasoning behind it but I don't think the game wide, class wide issues are being considered.

As a necro who has played on live for 6 years and now Shards for 2 months I find this a total nerf specificaly hitting Necromancers, while other classes won't be effected. Then the dynamics of Guards don't recognize you to begin with but you still get the faction hit because I guess after death they know you weren't really a skelly comes into play.

Faction should be based on the indivdual players real faction with certain modifiers. I always found that the illusions did adjust factions in certain respects in both positive and negative ways. For example I could sale to certain vendors in Skeleton form but not in normal in some areas, and in others I would be KOS as a skeleton but not when in normal form.

I think the GMs should take one last look at the overall balance previous to this patch and really think if this is a worth while endevor. While it does not effect a large portion of the population it does directly effect a certain niche, and is that niche unbalncing the game with illusions? I personally have never seen where illusions were completely over powered, I always found them balanced because there was negative and positive things in regards to each illusion especially when considering where you are located within the game.

I appreciate the GMs who continue to develop the game and keep it fun, if you do decide to keep it the way you have it I will still play but I do ask that you review it one last time from the perspective of the niche groups you are effecting.


Thanks!
Vincecross Dhark'baen
 
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?
 
On the topic of illusions, can we make them GROUP ONLY? The few dickhead enchanters with their gnome illusion spell (that they run around casting on everyone) are just annoying. If I wanted to look like a gnome, I'd be a gnome. Not to mention that with the illusion/faction changes in place now, illusions can potentially be hazardous to players.
 
luciferblack said:
On the topic of illusions, can we make them GROUP ONLY? The few dickhead enchanters with their gnome illusion spell (that they run around casting on everyone) are just annoying. If I wanted to look like a gnome, I'd be a gnome. Not to mention that with the illusion/faction changes in place now, illusions can potentially be hazardous to players.

I believe the illusion spells ARE group only (at least they were). However, there's an earring (if I remember correctly) that can be used to gnome illusion others without being in group (even works on corpses). This item is probably what needs to be adjusted if possible.
 
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.
 
Manluas said:
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?

I've not read anything official saying that mage pets would not be subject to the faction change as well as necro pets. I would guess it's going to be all pets. The illusion faction changes already affect wolf form as well as skeletal form, so it's not a pick-on-necros thing. ;)
 
Ugh, killing off your pet and then recasting every time you have to travel through towns. Chalk this up as just one more reason for my Necro to remain retired. =/
 
Back
Top Bottom