|ToME: the Tales of Maj'Eyal
|Fixing the Summoner
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|Author:||Kilroy512 [ Mon Jun 18, 2018 6:24 am ]|
|Post subject:||Fixing the Summoner|
A few days ago I posted a thread on Reddit basically calling for help for the Summoner class and it got enough response that I feel like it's worth talking about a little more in depth. I think it;s more than fair to say that Summoner is one of the weakest classes in the game which is a problem in and of itself but particularly due to the fact that it is the only class that truly focuses on the minion master play-style. (A personal favorite of mine) Now, these are just my opinions on the subject and I'd love to hear any of yours bellow, but I'd like to get a serious discussion going about what is wrong with the class but also what could be done to fix it.
So without further ado, what are the problems facing the Summoner class? (All of this assumes you are playing on insane difficulty)
So these are identifiable problems, now what do we do about them? Well I have a few solutions of my own which I'll list bellow, but I'd also love to hear ideas from other people as to how the class could be improved. In the meantime, here are some solutions I've come up with in no particular order: (I would not intend for all of these ideas to be implemented but rather to form a think tank of potential solutions)
I also took a bit of time to come up with a generic tree that should at least stoke some ideas about how one new tree could really alter the play-style of the class:
Generic Category-Wild-gift / Summoning (Unison)
--Usage Speed: 100%
--When this skill is activated, select a class skill which summons a creature. That skill is disabled and the creature is automatically summoned in an adjacent tile.
--If the summoned creature dies the summoning skill is put on cooldown and it is automatically summoned again once the cooldown ends. This skill cannot summon a creature if you are already at your summon limit.
--If the selected summon is further than X spaces away, it teleports to a space adjacent to the Summoner.
--Activating this sustain takes time but the summoning does not.
--At level 3, increase the base stats and life of the selected summon by X% and increase its all resistance by X%.
--At level 5, the selected creature is summoned as its wild version.
--(Functions similarly to Temporal Hounds but with a selected summon and only one)
--When the bonded summon dies, gain 30/35/40/45/50% of a turn. While Summoner's Bond is active and the bonded summon is alive you gain X% all resistance for each active summon. The bonded summon counts as 2 active summons for this effect.
--At level 3, your bonded creature gains X% movement speed.
--When you are effected by a damage over time effect the damage is reduced by X%. Your bonded creature takes the damage prevented by this skill.
--At level 5, when your bonded summon is damaged you are healed for the same ammount.
--Usage Speed: 0%
--Instantly move up to X spaces away. If your bonded summon is alive it is moved to your previous location. If your bonded summon is currently on cooldown, summon it at your previous location bypassing cooldown with X% life.
--Unusable if Summoner's Bond is not currently active.
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