I have been experimenting with summoners that go for the ranged tree. Playing a human and putting one more mastery point in the ranged tree so I get 1.2 => 15 mastery.
Then I get 5/5 firespitter (imps can TP now?

) and 5/5 hydra.
My 5/5 pimped hydra can now virtually one-shot me at low level, doing ~270 aoe dmg.
I think some aspects of the summoner need balancing, the main problem seems to be damage scaling (bad at start - good when skills are maxed - weaker late in the game):
* Imp and dog need a boost when you start the game. They are very week to begin with and the first two levels are annoying. Then they become very powerful. After a certain level (~20) imp and dog become weak. This power graph needs to be flattened a bit.
* Another AI problem: the time warper puts a time field on the enemy and all the summons just keep attacking it (even when there are other hostile targets near).
* Golem and minotaur. I have to test these better, ill make an all-melee summoner, but currently I think the damage is weak (compared to hydra).
* Hydra needs a small boost at 1/5, and a bit of a nerf at 5/5, so scaling needs to be changed.
Some ideas for talents:
* Temporary HP boost: A skill that raises HP by ~200 for ~10 turns.
* Life link (wilder aura): A skill that diverts damage to your nearest summon (only works if you have one)
** As an aura without duration: direct half of the damage you receive to nearest summon, ends after 100..150...200 damage redirected, no duration, recharge 45 seconds after it goes off.
** As an active aura: For the next 30 seconds, any damage you receive will be directed to your nearest summon (likely killing it). Ends after 100...200...300 dmg. 1min recharge (50% uptime).
* Absorb: A skill to steal HP from your summon by absorbing its life-force (a ranged self-heal, only works if you have a summon) (summon HP x 1.5 or whatever) (might cause an aoe debuff by exploding, for example the summon explodes causing 5...10...15 bleeding damage per second for 6...8...10 seconds and reducing all healing by 50% (non-stackable).
* The swarm (wilder aura). Summon a swarm of insects that surround your body. These insects absorb up to 50...65...80 damage and deal 30 damage per turn to enemies that stand next to you. This is a wilder aura, only one aura can be active
Meh just some ideas, ill try to come up with some more.
/edit, ok testing the viability of the melee tree. The war dog has a recharge of 15 vs 10 for flamespitter. at 5/5 with 1.5 master it does ~65-70 dmg which is comparable to the firespitter. However at 1/5 it only does ~10 dmg or whatever versus 17 for the imp. Ill do some more testing to see how it goes. For now i suggest reducing the recharge of the war dog to 10.
/edit2 ok noob question how come the minotaur does not have a combat "= { dam=resolvers.rngavg(25,50), atk=20, apr=5, dammod={str=0.9} }" or something simular in its coding?
Also, this scaling is just lame, ~1 dmg per wisdom at 5/5? This needs a little boost

.
/edit 3: I played around with some values, changing the starting str of the war haunt helps a lot. From 10 to 25 was a bit to much as it made the beginning a bit to easy. ~20 would probably do. I suggest adding two things to the damage formula:
* First of all a raw increase in str from talent points. Each point in a talent regardles of wis should be +str
** example:
Code: Select all
stats = { str=10 + self:getWil() * self:getTalentLevel(t) / 5 [b]+ self:getTalentLevel() * 5[/b], dex=10 + self:getTalentLevel(t) * 2, mag=5, con=15 + self:getTalentLevelRaw(self.T_RESILIENCE)*2 }
This means at level 1 it has 15 str, add one talent point and you have an extra 5 str+ 1/5 wis (at level 2 you have 15 wis?, so that is a total of +8 str from one talent point, this is reasonable)
* Second, there needs to be a damage or stat modifier by level. I don't know how to code this right now, but as you level up the damage of your summons should increase (right now it is to much dmg at low level but as you level up your opponents gain HP faster than you gain damage).
** This is what I am testing now, it also takes into account level:
Code: Select all
stats = { str=10 + self:getWil() * self:getTalentLevel(t) / 5 + self:getTalentLevel(t) * 5 + 40* self.level / 50 * self:getTalentLevel(t) / 5 , dex=10 + self:getTalentLevel(t) * 2, mag=5, con=15 + self:getTalentLevelRaw(self.T_RESILIENCE)*2 }
Also, I can't figure out where the dmg from the fire imp comes from.
Considering that the melee tree has no AOE damage, I think the golem and minotaur will need a boost. The jelly seems completely useless (crap damage, immobile, and the turtle tanks much better). to detonate the jelly you need to put another 5 points in detonate, and to make it have decent con you need to put 5 points in the jelly. 10 points for a detonate is not worth it.