Summoner idea...
Posted: Fri Mar 29, 2019 12:34 am
I think the consensus is that the Summoner is boring, has some pointless talent categories in it, and lacks strategic synergy between summons. Thus, I propose a new framework for the Summoner class.
My proposal is to set up the summons so that they act as teams instead of individual cannon-fodder. Every unique combination of summons unleashed at a given time will improve damage, defense, or even abilities of the summons. They "combo" in a sense.
To do this, I propose that the Summoner have 4 distinct summoning categories instead of the 2.5 that it currently has. 16 summons would produce a massive amount of strategic and gameplay options. Here's a theoretical example with just the current crop of summons:
1. If a Warhound, Spider, Jelly, and Turtle are all in play at the same time then the Spider's poison damage heals each summon and the Summoner a corresponding amount of damage that it does (shared between them). Thus, if the Spider does 100 damage poison per turn then each summon and the Summoner would recover 20 per turn until either the enemy dies, the poison wears off, OR the combo is broken by one of the summons dying or expiring.
2. If that exact same combo was in play except that the Warhound was replaced by the Fire Drake then for the duration, the Summoner alone would absorb all fire damage... or whatever, I'm merely trying to make the point.
If you add another category (and I've proposed a few ideas before) and eliminate the Combat Techniques category then you'll have a much more interesting Summoner. Most of the defensive skills would be created via combinations of summons in play.
In order to make this work, summons would need to be able to survive a bit longer and probably do a little less damage... thus I'd suggest that their life continue to scale with the Summoner's constitution and Resilience skill. This would make Frantic Summoning more useful as well as allowing you to get rid of the Detonate and Rage skills which are terrible.
3. One area that I've long advocated for is a synergy with the Rimebark (other than the Jelly).
4. So, 16 summons with combinations of 4 and no repeating summons would produce well... too many options and so I'd propose that you can only make a combo IF you have the Summon at active talent level 3 or 4. This would force you to choose which combinations you want to develop.
I haven't proposed actual combos, clearly, but I wanted to see if this is a direction worth pursuing with the Summoner. Cheers.
My proposal is to set up the summons so that they act as teams instead of individual cannon-fodder. Every unique combination of summons unleashed at a given time will improve damage, defense, or even abilities of the summons. They "combo" in a sense.
To do this, I propose that the Summoner have 4 distinct summoning categories instead of the 2.5 that it currently has. 16 summons would produce a massive amount of strategic and gameplay options. Here's a theoretical example with just the current crop of summons:
1. If a Warhound, Spider, Jelly, and Turtle are all in play at the same time then the Spider's poison damage heals each summon and the Summoner a corresponding amount of damage that it does (shared between them). Thus, if the Spider does 100 damage poison per turn then each summon and the Summoner would recover 20 per turn until either the enemy dies, the poison wears off, OR the combo is broken by one of the summons dying or expiring.
2. If that exact same combo was in play except that the Warhound was replaced by the Fire Drake then for the duration, the Summoner alone would absorb all fire damage... or whatever, I'm merely trying to make the point.
If you add another category (and I've proposed a few ideas before) and eliminate the Combat Techniques category then you'll have a much more interesting Summoner. Most of the defensive skills would be created via combinations of summons in play.
In order to make this work, summons would need to be able to survive a bit longer and probably do a little less damage... thus I'd suggest that their life continue to scale with the Summoner's constitution and Resilience skill. This would make Frantic Summoning more useful as well as allowing you to get rid of the Detonate and Rage skills which are terrible.
3. One area that I've long advocated for is a synergy with the Rimebark (other than the Jelly).
4. So, 16 summons with combinations of 4 and no repeating summons would produce well... too many options and so I'd propose that you can only make a combo IF you have the Summon at active talent level 3 or 4. This would force you to choose which combinations you want to develop.
I haven't proposed actual combos, clearly, but I wanted to see if this is a direction worth pursuing with the Summoner. Cheers.