#Worker's Protections
24 messages · Page 1 of 1 (latest)
They're already immune to most non-player damage
You can see drygmies looking in the eyes (?) of wardens that shoot at them, unfazed
Yeah, but how often will they be caught in PvE combat as opposed to randomly struck down by players
Is there a benefit/reason to have them actually take damage, especially if
were made available from the get-go?
Sometimes the interaction for spells on entities, and by proxy dispel, fails especially on touch
Also dispel is not just worker dispelling
It's a pretty strong defense glyph in some situations
So a way to let players axe away the workers is needed
It's also a t1 glyph that isnt rly gated by much in the ways of crafting it
Accidental killings are mitigated by the fact most info remain saved on the charm
Assuming the charms r picked up and returned, and not left to despawn or burnt/exploded
And with the trick of filters before AoE damage it should be a bit more controllable until the ally system is reviewed and added
Like a native Ars teams
Would probably allow setting a global "damage this kind of creatures" too
Oh, so it'd let us blacklist workers from being harmed?
Made this like an year ago but the UI/UX still needs core team review
It's mostly for players, but a yes/no switch could probably be set there too
Would be favorable to have a server-side filtering system 
Unlike the Summon Rework, the ally system could probably be split into an add-on at the worst
What if you could give your worker a certain item to protect them from damage? That could let us select individual workers from experiencing pain - making them resilient and more useful for certain jobs.
If you need to pick them up, you could take their item and then axe them a question.
Alternatively a mode for Dominion Wand for that purpose could be quite useful...
