Alright, so about the Illusionist redesign.
As you may or may not know, the original plan was to mostly just tweak his controls and damage values so that he plays smoother, and add the Scarab Claw as new weapon to use. I changed my mind on the Scarab Claw's implementation, mainly due to two things:
1) I wanted the Scarab's Claw to work on everyone to full effect, others were afraid of trolling. That made it so I couldn't balance it without removing the essence of the Scarab's Claw, so I removed it.
2)Coding 2-way life-link is a bitch.
But I realized that there are a few ways to play the Illusionist, and the controls just make those play-styles interfere with each other and cause conflicts in code. (I believe someone reported a glitch where they could shoot, swing, and summon a void knight all at the same time.)
So I've decided to give the Illusionist a loadout system kinda like KZ, Shepard, and Dante divided as such:
1) 'Holy' form
Has a Magic Sword and the Switch Hook
Magic Sword deals more damage than the 'Normal' form's Mirror Image
Switch Hook will swap position, speed, and moveStatus with whomever it hits and the Illusionist.
2) 'Normal' form (Will be the most like the current Illusionist)
Has a Luger and the Mirror Image
Balance of melee and ranged attacks
3) 'Void' Form
Uses Void magic
Left click shoots a dark bolt, right click summons a void knight
All three forms have the ability to perform the Illusionist's teleport by pressing space
Now what would prevent people from just switching between the three forms like mad? Simple: Changing forms leaves you vulnerable for a second or two, as you can't attack or move.
I think this is the best option for the Illusionist, as it allows the varied gameplay I wanted him to have.