08-08-2020, 04:51 PM
(This post was last modified: 08-08-2020, 05:03 PM by Mr.SmileGod.)
Both of these have already been suggested elsewhere, but in light of the fact that there's changes in the making for Papilion, I'd like to get them into the spotlight before it's too late. Disclaimer that these aren't all my ideas, but I'm too lazy to figure out who came up with them. I'm also aware this is in the suggestions section, but there isn't another suitable active thread available, so I'm posting here. Sorry.
Invite Insanity: Make them into objects like gravestones, please, for the love of all that's holy. There are SOOOO many ways for the ENEMY to benefit from a Papilion placing a butterfly. I had a decent list of examples, and that only scratched the surface. As it stands, even with a fix to initiative for them, it's too easy to use them to your benefit if the enemy summons them. Making them an on-round-start, small AoE battle field object would remedy this completely.
Aposemagika: I feel like a complete rework is in order. The current change that's pending is just tacking on yet another effect to the spell, for a total of 4 lacklustre effects, none of which being worth a 9M invocation for. 24 inflict in particular isn't very useful unless you have very low inflict on the target to begin with, as opposed to just spamming the infliction chance 3 times. There are so many options for what the change could be, but it's important that the effects be worth spending 9M with a chance of losing it entirely. Confusion is constantly brought up as an effect, and I agree-- it's the most fitting thing for an Illusion-based invocation, to apply confusion.
So my idea for it is something along the lines of, Map-wide infliction chance for confusion for 6 (-1 per 6 scaled san) rounds, spawning 1 illusion a round. And when active, make all illusions look like the Papilion (and have the same examination page). Add a toggle that, when active, switches the Papilion with a random illusion on round start, similar to Spellthief shades. This is a pretty strong effect, so it should start probably around a 4 round duration, and maybe limit it to 3 illusions a turn being made into the 'mimic' ones you switch places with.
The main reason I feel it should get a strong effect like this is because people often forget that invocations A) can be stopped, and B) cost 9M that could easily be used to do 450 damage instead. Other invocations have things like 50% damage boosts, 900 damage attacks, shutdowns to movement or basics, the list goes on.
Invite Insanity: Make them into objects like gravestones, please, for the love of all that's holy. There are SOOOO many ways for the ENEMY to benefit from a Papilion placing a butterfly. I had a decent list of examples, and that only scratched the surface. As it stands, even with a fix to initiative for them, it's too easy to use them to your benefit if the enemy summons them. Making them an on-round-start, small AoE battle field object would remedy this completely.
Aposemagika: I feel like a complete rework is in order. The current change that's pending is just tacking on yet another effect to the spell, for a total of 4 lacklustre effects, none of which being worth a 9M invocation for. 24 inflict in particular isn't very useful unless you have very low inflict on the target to begin with, as opposed to just spamming the infliction chance 3 times. There are so many options for what the change could be, but it's important that the effects be worth spending 9M with a chance of losing it entirely. Confusion is constantly brought up as an effect, and I agree-- it's the most fitting thing for an Illusion-based invocation, to apply confusion.
So my idea for it is something along the lines of, Map-wide infliction chance for confusion for 6 (-1 per 6 scaled san) rounds, spawning 1 illusion a round. And when active, make all illusions look like the Papilion (and have the same examination page). Add a toggle that, when active, switches the Papilion with a random illusion on round start, similar to Spellthief shades. This is a pretty strong effect, so it should start probably around a 4 round duration, and maybe limit it to 3 illusions a turn being made into the 'mimic' ones you switch places with.
The main reason I feel it should get a strong effect like this is because people often forget that invocations A) can be stopped, and B) cost 9M that could easily be used to do 450 damage instead. Other invocations have things like 50% damage boosts, 900 damage attacks, shutdowns to movement or basics, the list goes on.