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Summoner Gameplay Idea
Posted: Fri Jul 17, 2015 9:01 pm
by StarKeep
As per Bpat's suggestion, let's try out an actual forum post for in depth discussions (or completely being ignored and shoved onto page 2.)
Summoners... do not have much in the way of gameplay right now. Sure, summoning is interesting by itself... but it quickly grows stale for the (majority?) of people.
So, a simple suggestion to add a twist to their gameplay; make every Talent a two-parter;
First talent summons the creature, than the talent is removed from your hotbar, and replaced with talent two.
Talent two is an active that is a command for your summon.
Examples;
Hound Rush: Command your War Hound to rush towards target enemy for a melee attack + daze.
Ooze Wave: Command your Ooze to fire a cone of Nature damage which slows. Lowers equilibrium.
Flame Puke; Command your Flamespiiter to fire a cone of Fire damage which attempts to Flameshock foes.
Re: Summoner Gameplay Idea
Posted: Fri Jul 17, 2015 11:27 pm
by Micbran
Hooray! But quite frankly, some of these abilities might be hard to use since summons don't grant vision. Also, this might work as another locked (or unlocked) talent tree as summoner. Wild-Gift/Summoning-command.
Re: Summoner Gameplay Idea
Posted: Sat Jul 18, 2015 12:27 am
by StarKeep
Micbran wrote:Hooray! But quite frankly, some of these abilities might be hard to use since summons don't grant vision. Also, this might work as another locked (or unlocked) talent tree as summoner. Wild-Gift/Summoning-command.
That would clutter the hotbar, however, and stretch talent points. The point of this method is that it retains the use of all summons and smoothly fits into your hotbar.
As for vision; simply stop corner summoning.

Re: Summoner Gameplay Idea
Posted: Sat Jul 18, 2015 1:59 am
by Micbran
Summoners always seem to run out of class points end game, but I suppose. Also, wouldn't this be a big buff? Every summon now has an extra ability.
Re: Summoner Gameplay Idea
Posted: Sat Jul 18, 2015 2:05 am
by StarKeep
It could be a buff, but this would only be a buff after considering two things;
First: You cannot use these new powers if you're still corner summoning.
Second: This only allows one summon of every type out at once.
So while yes, it could be considered a direct buff, it also would (hopefully) benefit people using a variety of different summons instead of just Fire-Drake rawr.
That said, I'm not going to try an say this would be a nerf, we could always dial back certain summon power levels as a result.
For the sake of testing, I'll make an addon version to try this out, see how it works.
Re: Summoner Gameplay Idea
Posted: Sat Jul 18, 2015 2:15 am
by Micbran
Since some of the talents (in theory) are cones and not directly targeted, couldn't you still easily pick a general area even if you're corner summoning?
Re: Summoner Gameplay Idea
Posted: Sat Jul 18, 2015 2:31 am
by StarKeep
Micbran wrote:Since some of the talents (in theory) are cones and not directly targeted, couldn't you still easily pick a general area even if you're corner summoning?
Intent is for talents to only be cast where you can see. Good point to work around, though.
Re: Summoner Gameplay Idea
Posted: Sat Jul 18, 2015 3:31 am
by Micbran
So, I guess this just makes track wayyyy better on summoners.
Re: Summoner Gameplay Idea
Posted: Sat Jul 18, 2015 5:41 am
by StarKeep
Micbran wrote:So, I guess this just makes track wayyyy better on summoners.
How so? I'd just check fov, not actual 'sight'.