Summoner (and equilibrium) feedback and ideas
Posted: Thu Jan 26, 2012 7:20 pm
I’ve been playing a lot of Wilders these past days and I have a number of comments/ideas I would like to share with the community, in the (not too secret) hope that they would spark some discussion on those classes and their playstyle. I’ll focus on the issue of equilibrium and the Summoner class in this post; I’m playing a lot with Wyrmics as well, but I’ll leave the discussion on them for another post.
First of all, equilibrium (EQ) as a resource is not in a very good place at the moment, mainly due to its similarities with Paradox; they do the same thing, ie give chances for ability failure, but Paradox also includes anomalies and other interesting effects and Paradox classes also offer the interesting trade between chance of failure and increased effectiveness of abilities at higher Paradox. In other words, Paradox is more interesting from a mechanics point of view.
This however is not the major issue I have with EQ. For me, the most important problem with this resource currently is that it is quite annoying to manage (ie reduce). Currently there are two main ways of reducing EQ; Meditate or taking a (long) walk in the overland map. When you Meditate, you become dazed for about 15 turns, so it cannot be used in combat; also it has a cooldown of 150, and since there is no penalty for resting (TOME4 has no food or resource clock), what you have to do in order to reduce your EQ is use Meditate, rest for 130 turns, use Meditate again, and so on until your EQ is zero (plus any Sustains). This behaviour also means that there is little reason to invest in the skill, other than relieving some of the tedium. Contrast that to Spacetime Tuning, which has a much lower cooldown and sets your Paradox to zero (or to any level desired) in one cast.
The two Wilder classes also have one talent each that can potentially reduce EQ (Healing Nexus can also reduce EQ, but situations where it can be used to good effect are very rare). For Summoner, this is Jelly and it is actually quite useful, at least in relation to the poor Wyrmic (but this is a discussion for another post). Even so, it still requires spamming Jelly 3 or 4 times to reduce EQ to 0% from about 20% in the mid game, which also means that the Summoner needs to find a lone enemy, lure it in a corridor or a quite bend and hope it doesn’t quickly die to Jelly's damage. Jelly can be quite useful in recovering some EQ in combat, but as one of the only means of reducing EQ, it is somewhat tedious.
How can we improve the situation? One simple solution would be to look at Paradox management and modify the relevant EQ-reducing talent accordingly. That would mean changing Meditate so that it becomes available to all Wilders from character creation, reduce its cooldown to about 50 and make it such that it remove all EQ in one cast, which would still take a number of turns so that the skill would not be usable in combat. Then replace the current Meditate with another skill, not necessarily one that reduces EQ. If we would go with an EQ reduction skill, it would be best to make it so that it is not too similar to Static History, to avoid further dilution with the Paradox mechanics.
Another way to go would be to adopt Zonk’s idea that turns Meditate into a passive that reduces EQ while resting, while also providing some additional benefit that justifies further investment in the skill.
Any other ideas?
Now, about Summoners in particular. Currently, I feel Summoners are in a good place, with interesting gameplay and a plethora tactical decisions in combat. However, I fell that there are a few issues that if tackled can improve the class (apart from the general issues with EQ). For me, the main issues are:
1) Lack of options to invest generic points in: Currently the only truly viable options are Call of the Wild and Harmony (locked) trees. There is Survival, but I feel this tree is generally lacking in usefulness; Combat training, which is also of limited usefulness to a Summoners, since they have very few options to build for melee combat and Combat Veteran (locked), which has two skills that deal with Stamina, a resource of limited use (at best) to a Summoner. My suggestion would be to create a new generic talent tree that uses EQ:
New generic tree
Strengthen the bond
Cost: 2
Cooldown: 10
Range: 10
Can only target Summons. Large Heal based on Mindpower and talent level and increase duration of the summon by (1/2/3/4/5).
Cloud of Fog:
Cost: 10
Cooldown: 20
Creates a cloud of fog that breaks line of sight. The effect should be similar to Cold flame, ie you select an area and it gradually fills with fog which moves and leaves some open patches. While within the fog, vision is reduced to one square. At level 3, you can see through fog.
Earth Meld:
Cost: 10
Cooldown: 25
Want to simulate an ability whereby the Summoner sinks down to the ground and ‘swims’ off, as a means of escape.
For the duration of this ability you cannot be targeted by any effects, although any conditions that were applied before this ability still apply. Note however that enemies can still see you. You cannot use any abilities or attacks (this also includes infusions and runes) – the only thing you can do is move. For the duration, you can pass through walls. Duration 5/6/7/8/9.
Eartlink:
Cost: 5
Cooldown: 20
You become paralysed for 3 turns. Creates a Damage Shield that lasts 3 turns and scales with talent level and Mindpower. Also increases regeneration for 4/5/6/7/8 turns and removes one negative effect each turn for the duration.
2) Limited flexibility in terms of build (not necessarily a bad thing): Currently, Summoners have a lot of both tactical and strategic choices due to both the variability of the available summons and a few of their other abilities (mostly Detonate, Grand Arrival and Wild Summon). However, none of them require them to be at close range – in fact, there is no reason for a Summoner to be in the thick of combat. From my experience, Summoners are best played like long-range mages, ie keeping at the back and pelting enemies with spells (expendable summons). As such, the choice of giving them access to Combat Veteran and Combat Techniques is somewhat strange, especially since neither of those trees provide any solid melee-range attack options. My suggestion would be to simply remove access to those last two trees.
3) Somewhat lacking in class tree talents: Again, this is not a big deal, mainly due to the fact that the available class trees are for the most part awesome! However, it would be great if they could get access to one more class talent tree that uses EQ. My suggestion:
New class tree:
Summon Pixies:
Cost: 4
Cooldown: 7 (maybe too low?)
Summons a cloud of Pixies –weak stats except Willpower, very short duration (1/2/2/3/3, unaffected by Resilience), does elemental damage (fire, lighting, cold, acid) to ball radius 1/1/1/2/2 when summoned.
With Grand Arrival also confuses (2/3/4/5/6 turns).
With Wild summon, can do the elemental ball damage one more time.
With Detonate, Dazes (puts to sleep) all within a ball radius 1/1/1/2/2 for 2/3/3/4/5 turns.
Wall of Brambles:
Cost: 7
Cooldown: 20
Creates a wall, similar to Wall of Ice. Each segment has its own hit point pool, when damaged returns X damage as retribution damage and also poisons the attacker.
Entangle:
Cost: 15
Cooldown: 25
Ranged Ball radius 3/3/4/4/5 that creates an area effect that persists for 3/4/5/6/7 turns. Pins and damages (low nature damage, scaled with Mindpower) all within.
Unsummon:
Cost: Free
Cooldown: 15 (or possibly 20)
Instant cast
Can only target one of your summons. Unsummons the selected summon (essentially killing it) and you gain back its EQ cost plus or minus EQ depending on talent level (-2/-1/0/1/2) and puts the relevant summon off cooldown minus some turns depending on talent level (-2/-1/0/0/0) – ie at talent level 1 will set the cooldown at 2 turns, while at talent level 3 it will immediately put it off cooldown. At talent level 3 it will also reduce the cooldowns of all other summon talents by (0/0/1/2/3).
In addition to the above, some more specific suggestions:
Changes to some of the current summons:
Minotaur, Golem and Drake (to a lesser extend): They have no way to improve Accuracy. This probably was not an issue in older versions since Accuracy scaled with both Dex and Str, but currently this is not the case. Biggest issue is with Minotaur, which has 14-16 Acc on average. Simple fix – make accuracy scale with talent level for those summons.
Turtle needs something more to make it more compelling as a summon. Easiest thing to do is give it retribution (damage on being hit). Call it spiky shell and it suits the theme just fine.
I’m also not sure about Spider – it’s ability to pin can be handy, but quite unreliable. However, need more playtesting before I can offer a more informed view.
That all for now from me. What do you think of my suggestions and to the more active coders out in the community, do you think that the new trees would be easy to implement? (Not a coder myself).
Sorry for the wall of text, turns out I had a lot to say on Summoners (and Wyrmics, but I’ll save that for another post).
First of all, equilibrium (EQ) as a resource is not in a very good place at the moment, mainly due to its similarities with Paradox; they do the same thing, ie give chances for ability failure, but Paradox also includes anomalies and other interesting effects and Paradox classes also offer the interesting trade between chance of failure and increased effectiveness of abilities at higher Paradox. In other words, Paradox is more interesting from a mechanics point of view.
This however is not the major issue I have with EQ. For me, the most important problem with this resource currently is that it is quite annoying to manage (ie reduce). Currently there are two main ways of reducing EQ; Meditate or taking a (long) walk in the overland map. When you Meditate, you become dazed for about 15 turns, so it cannot be used in combat; also it has a cooldown of 150, and since there is no penalty for resting (TOME4 has no food or resource clock), what you have to do in order to reduce your EQ is use Meditate, rest for 130 turns, use Meditate again, and so on until your EQ is zero (plus any Sustains). This behaviour also means that there is little reason to invest in the skill, other than relieving some of the tedium. Contrast that to Spacetime Tuning, which has a much lower cooldown and sets your Paradox to zero (or to any level desired) in one cast.
The two Wilder classes also have one talent each that can potentially reduce EQ (Healing Nexus can also reduce EQ, but situations where it can be used to good effect are very rare). For Summoner, this is Jelly and it is actually quite useful, at least in relation to the poor Wyrmic (but this is a discussion for another post). Even so, it still requires spamming Jelly 3 or 4 times to reduce EQ to 0% from about 20% in the mid game, which also means that the Summoner needs to find a lone enemy, lure it in a corridor or a quite bend and hope it doesn’t quickly die to Jelly's damage. Jelly can be quite useful in recovering some EQ in combat, but as one of the only means of reducing EQ, it is somewhat tedious.
How can we improve the situation? One simple solution would be to look at Paradox management and modify the relevant EQ-reducing talent accordingly. That would mean changing Meditate so that it becomes available to all Wilders from character creation, reduce its cooldown to about 50 and make it such that it remove all EQ in one cast, which would still take a number of turns so that the skill would not be usable in combat. Then replace the current Meditate with another skill, not necessarily one that reduces EQ. If we would go with an EQ reduction skill, it would be best to make it so that it is not too similar to Static History, to avoid further dilution with the Paradox mechanics.
Another way to go would be to adopt Zonk’s idea that turns Meditate into a passive that reduces EQ while resting, while also providing some additional benefit that justifies further investment in the skill.
Any other ideas?
Now, about Summoners in particular. Currently, I feel Summoners are in a good place, with interesting gameplay and a plethora tactical decisions in combat. However, I fell that there are a few issues that if tackled can improve the class (apart from the general issues with EQ). For me, the main issues are:
1) Lack of options to invest generic points in: Currently the only truly viable options are Call of the Wild and Harmony (locked) trees. There is Survival, but I feel this tree is generally lacking in usefulness; Combat training, which is also of limited usefulness to a Summoners, since they have very few options to build for melee combat and Combat Veteran (locked), which has two skills that deal with Stamina, a resource of limited use (at best) to a Summoner. My suggestion would be to create a new generic talent tree that uses EQ:
New generic tree
Strengthen the bond
Cost: 2
Cooldown: 10
Range: 10
Can only target Summons. Large Heal based on Mindpower and talent level and increase duration of the summon by (1/2/3/4/5).
Cloud of Fog:
Cost: 10
Cooldown: 20
Creates a cloud of fog that breaks line of sight. The effect should be similar to Cold flame, ie you select an area and it gradually fills with fog which moves and leaves some open patches. While within the fog, vision is reduced to one square. At level 3, you can see through fog.
Earth Meld:
Cost: 10
Cooldown: 25
Want to simulate an ability whereby the Summoner sinks down to the ground and ‘swims’ off, as a means of escape.
For the duration of this ability you cannot be targeted by any effects, although any conditions that were applied before this ability still apply. Note however that enemies can still see you. You cannot use any abilities or attacks (this also includes infusions and runes) – the only thing you can do is move. For the duration, you can pass through walls. Duration 5/6/7/8/9.
Eartlink:
Cost: 5
Cooldown: 20
You become paralysed for 3 turns. Creates a Damage Shield that lasts 3 turns and scales with talent level and Mindpower. Also increases regeneration for 4/5/6/7/8 turns and removes one negative effect each turn for the duration.
2) Limited flexibility in terms of build (not necessarily a bad thing): Currently, Summoners have a lot of both tactical and strategic choices due to both the variability of the available summons and a few of their other abilities (mostly Detonate, Grand Arrival and Wild Summon). However, none of them require them to be at close range – in fact, there is no reason for a Summoner to be in the thick of combat. From my experience, Summoners are best played like long-range mages, ie keeping at the back and pelting enemies with spells (expendable summons). As such, the choice of giving them access to Combat Veteran and Combat Techniques is somewhat strange, especially since neither of those trees provide any solid melee-range attack options. My suggestion would be to simply remove access to those last two trees.
3) Somewhat lacking in class tree talents: Again, this is not a big deal, mainly due to the fact that the available class trees are for the most part awesome! However, it would be great if they could get access to one more class talent tree that uses EQ. My suggestion:
New class tree:
Summon Pixies:
Cost: 4
Cooldown: 7 (maybe too low?)
Summons a cloud of Pixies –weak stats except Willpower, very short duration (1/2/2/3/3, unaffected by Resilience), does elemental damage (fire, lighting, cold, acid) to ball radius 1/1/1/2/2 when summoned.
With Grand Arrival also confuses (2/3/4/5/6 turns).
With Wild summon, can do the elemental ball damage one more time.
With Detonate, Dazes (puts to sleep) all within a ball radius 1/1/1/2/2 for 2/3/3/4/5 turns.
Wall of Brambles:
Cost: 7
Cooldown: 20
Creates a wall, similar to Wall of Ice. Each segment has its own hit point pool, when damaged returns X damage as retribution damage and also poisons the attacker.
Entangle:
Cost: 15
Cooldown: 25
Ranged Ball radius 3/3/4/4/5 that creates an area effect that persists for 3/4/5/6/7 turns. Pins and damages (low nature damage, scaled with Mindpower) all within.
Unsummon:
Cost: Free
Cooldown: 15 (or possibly 20)
Instant cast
Can only target one of your summons. Unsummons the selected summon (essentially killing it) and you gain back its EQ cost plus or minus EQ depending on talent level (-2/-1/0/1/2) and puts the relevant summon off cooldown minus some turns depending on talent level (-2/-1/0/0/0) – ie at talent level 1 will set the cooldown at 2 turns, while at talent level 3 it will immediately put it off cooldown. At talent level 3 it will also reduce the cooldowns of all other summon talents by (0/0/1/2/3).
In addition to the above, some more specific suggestions:
Changes to some of the current summons:
Minotaur, Golem and Drake (to a lesser extend): They have no way to improve Accuracy. This probably was not an issue in older versions since Accuracy scaled with both Dex and Str, but currently this is not the case. Biggest issue is with Minotaur, which has 14-16 Acc on average. Simple fix – make accuracy scale with talent level for those summons.
Turtle needs something more to make it more compelling as a summon. Easiest thing to do is give it retribution (damage on being hit). Call it spiky shell and it suits the theme just fine.
I’m also not sure about Spider – it’s ability to pin can be handy, but quite unreliable. However, need more playtesting before I can offer a more informed view.
That all for now from me. What do you think of my suggestions and to the more active coders out in the community, do you think that the new trees would be easy to implement? (Not a coder myself).
Sorry for the wall of text, turns out I had a lot to say on Summoners (and Wyrmics, but I’ll save that for another post).