Fix Decoy Phantoms


DarkGob

 

Posted

I do a lot of Tip Missions for fun and rewards. On my level 50 Hero I am getting a lot of tips involving the Carnies where I have to rescue multiple people. I like the story of evil Circus folk using evil illusions to kidnap people, however at every victim is an Illusion Mistress who immediately calls a Phantom Army who are untouchable. I am an Incarnate and I have to stand there and wait for the annoying things to go away before I can move on with the mission.
Please set them to dismiss once the Caster has been arrested.


 

Posted

I agree, and to make matters worse the decoys can hurt you too. You can't seem to hurt them though. I am just very thankful for the knock down powers my claw characters have that keeps her from calling her creations right off the bat and I can sometimes get her before the horde is called.

I have the same problem with the cattletrops. There you are, waiting to lead the sister out, but because one of the mobs guarding her put them down at the very start, or worse at the very last moment, your stuck there waiting what seems like forever for them to de-spawn.


 

Posted

Yes! The same thing goes with the Ruin Mages and their earthquakes. I've only had this problem in the Posi 1 TF, when you're rescuing the heroes. But lets look at this from a logical point of view...

Illusion Mistress is under attack, and she summons a Phantom to help protect her. The Phantom summons a Decoy Phantom that can't be touched. The Illusion Mistress is defeated. The Phantom, and Decoy are still up and fighting. You can't hurt the Decoy, so you take out the Phantom. Decoy is still hanging around... It's main source of existence/power (Illusion Mistress) is unconscious, and teleported away to be arrested. It's secondary source of existence/power is dead(Phantom). How the hell does this decoy stay alive? Caltops I can understand(Though don't like) them not despawning when the 'caster' is gone, but the illusions?

Maybe.. MAYBE is our pets/pseudo-pets didn't vanish when we were KOed I could be ok with this, but a MM dies, and the pets fall. An Illusionist troller dies, and their pets die. Heck, even my elec blasters Voltatic Sentinel dies when I do.

If the source f power is gone, then the power shouldn't be able to continue.


 

Posted

Quote:
Originally Posted by _Klaw_ View Post
I am an Incarnate and I have to stand there and wait for the annoying things to go away before I can move on with the mission.
And what difference does being an incarnate have on the situation?


 

Posted

An incarnate should have the power to hurt everything. kthxbai.


 

Posted

Thanks Maniac for spelling it out that's exactly how I feel.


 

Posted

I can kind-of-sort-of see the (from NPC perspective) logic of not being "rescued" with a decoy phantasm around. Yes, gameplay wise it's annoying, but I can "get" the NPC going "But that guy's still there!"

What gets ME, though, are hostages that refuse to be rescued until *caltrops* go away. That's just irritating.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
I can kind-of-sort-of see the (from NPC perspective) logic of not being "rescued" with a decoy phantasm around. Yes, gameplay wise it's annoying, but I can "get" the NPC going "But that guy's still there!"

What gets ME, though, are hostages that refuse to be rescued until *caltrops* go away. That's just irritating.
Thanks for the spelling correction, that was just getting me for some reason.

Caltrops are horrible.

More than the fact that the decoy is there and you can't get rid of it, but it can hurt you! WTF? Is it not supposed to be real? That is why you can't do anything to it?


 

Posted

Quote:
Originally Posted by Mad_Cow_Milk View Post
More than the fact that the decoy is there and you can't get rid of it, but it can hurt you! WTF? Is it not supposed to be real? That is why you can't do anything to it?
That is the general premise of the Illusion Control set, yes.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

the only thing a master illusionist summons which is targetable but cant be killed is the decoy (which is spawned from the phantasm)

every other pet they summon is killable, the options they summon are the 3 illusionist LTs (which ARE killable they just do that annoying as hell phase shift), the dark servant and the phantasm both of which are also killable

the phantasms decoy does not die when the master illusionist dies is because its a pet of another pet and it despawns after about 30 sec anyway (and can be ignored if your not rescuing a hostage)


if your talking about the longbow wardens which are ill/ff basically, they do spawn 3 actual decoys and a spectral terror, all of which are targetable but not killable, the spectral terror is the only one which does not despawn upon the owners death

yes i do have to agree with Memphis_Bill about how it is annoying when you need to rescue something and the pseudo pets prevent it


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
What gets ME, though, are hostages that refuse to be rescued until *caltrops* go away. That's just irritating.
It's even better if the hostage is combat-active and is standing in the Caltrops. Have fun watching their health melt away while they stand there doing nothing.

It's been how many issues since unrescued NPCs started taking damage? That above all else is a bug I'd really like to see fixed already.


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Posted

The only thing that annoys me about carnie illusionists is they can attack while phased. Why can't we do that?!


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Posted

Quote:
Originally Posted by Rebel_Scum View Post
The only thing that annoys me about carnie illusionists is they can attack while phased. Why can't we do that?!
Eh, that doesn't seem so bad. The really really annoying thing is that they can phase while held/slept/stunned.


 

Posted

Quote:
Originally Posted by DarkGob View Post
That is the general premise of the Illusion Control set, yes.
It runs a line between real and not real incorrectly. The Decoys stay around after the summoner is dead, they can hurt you, but you can't hurt or get rid of it in any way.

If ANY one of these things was changed I would be okay with it. Why should a decoy have the ability to damage you?


 

Posted

Quote:
Originally Posted by Mad_Cow_Milk View Post
It runs a line between real and not real incorrectly. The Decoys stay around after the summoner is dead, they can hurt you, but you can't hurt or get rid of it in any way.

If ANY one of these things was changed I would be okay with it. Why should a decoy have the ability to damage you?
Just so we're clear, are you actually arguing that the devs should nerf a powerset that players get?

/unsigned like gangbusters, thanks for playing


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by DarkGob View Post
Just so we're clear, are you actually arguing that the devs should nerf a powerset that players get?
You do realize everyone else is talking about NPCs, right?

NPCs can certainly have the "same" powers as players behaving differently (see the various NPC MOGs, for instance.)


 

Posted

I don't see any reason to nerf the enemies either, at least not in this regard. (I would certainly LOVE it if they cut out the "phasing while mezzed" garbage.) They're supposed to be hard. Might as well just reduce the pets summoned to just the Phantasm if you're aiming to make it easier.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Carnies are challenging anyway (end drain, masses of mez, psi damage and other nasty tricks) without outright cheating, which they do as well (Master Illusionists are the worst IMO)


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Quote:
Originally Posted by DarkGob View Post
I don't see any reason to nerf the enemies either, at least not in this regard. (I would certainly LOVE it if they cut out the "phasing while mezzed" garbage.) They're supposed to be hard. Might as well just reduce the pets summoned to just the Phantasm if you're aiming to make it easier.
But we're not talking "hard." We're talking "needless annoyance."

The decoy phantasm's not supposed to do much but... be a decoy. And it hangs around doing nothing but prolonging a "Let's see how many times the AI can't find its way down a ramp" rescue that's already irritating. And I'll bring up caltrops again. Really... quaking in terror at *caltrops?* walk over them and freaking follow me, don't make me stand around for several minutes trying to make small talk and pretending to admire the bizzarre paintings on the wall while waiting for the damn things to despawn.


 

Posted

Quote:
Originally Posted by Memphis_Bill View Post
But we're not talking "hard." We're talking "needless annoyance."

The decoy phantasm's not supposed to do much but... be a decoy. And it hangs around doing nothing but prolonging a "Let's see how many times the AI can't find its way down a ramp" rescue that's already irritating. And I'll bring up caltrops again. Really... quaking in terror at *caltrops?* walk over them and freaking follow me, don't make me stand around for several minutes trying to make small talk and pretending to admire the bizzarre paintings on the wall while waiting for the damn things to despawn.
I don't know about your experiences but every time I encounter a Decoy Phantasm it keeps attacking me until it desummons, which it should do because like you said it's a decoy -- a distraction from the task at hand. If anything, the decoy SHOULD prevent you from rescuing any hostages. As far as its summoner being gone, there's nothing that establishes the summoner as maintaining the decoy's presence.

I'm not arguing against caltrops, they're annoying but I'd rather see the decoy stay than the caltrops go.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...