Opey wrote:
I think the current set-up is fine. Blinding your tribunal enemy is a good tactic to make sure that they cannot order a guard.
It's effective, I agree, but it doesn't make any sense from a realism standpoint, and it's inconsistent with the way ordering works for all other kinds of NPCs.
@Edoras
Tribunals have more convenience than cabals because of the accessibility of buffs and NPCs that can gate and such, and tribunals can engage in city defense without getting attacked by the people they're defending, but cabal abilities are so jacked that at the end of the day, I'd definitely say that cabals have the edge. Especially when you consider how extremely easily tribunal guards are neutralized (draw them from range or just flee from battle and they will leave their group, and of course they're easily petrified or otherwise dealt with via spells). The skillsets available to cabals put characters on a whole other level of efficacy that tribunal characters do not approach, imo.
This change would make it so that there is one fewer way to neutralize tribunal guards, and while it would certainly buff tribunals, I don't think it would make them more powerful than cabals.
As far as the NPC wars complaint goes, tribunals don't get awesome powers. Instead they get tribunal guards to keep them competetive with cabals. I think taking away one of the many nonsensical ways of neutralizing guards would only do more for letting tribunals hold their own against cabals.
On a side note, it's also [REDACTED] that the peacekeeper marshal has such little discipline that if you throw a stone at him and run away, he'll completely abandon his superior officer in enemy territory. Obviously, Lazeran, Tylinda, and every other tribunal guard can only be understood as having uncontrollable rage issues. I know changing this would introduce more balancing issues, but the complete lack of realism in this aspect of the game is laughable. The whole leaving the group to report crimes when you are trying to re-engage the enemy is pretty annoying, too. I'd rather have my NPCs be lower level, but actually behave in some way that can be explained ICly.