Summoner buffs
Posted: Tue Nov 12, 2019 9:50 pm
I feel like Summoners are among the early-iteration classes left a bit behind. Pet classes are usually among my favorite classes to play in a game, but Summoners leave me a bit cold.
Two proposed changes that would make them more fun (for me, anyway).
1. Let them summon with line of sight instead of line of effect. Right now you need an uninterrupted line from you to the target square. This messes with your Grand Arrival placement, and I also find it kind of conceptually frustrating that Cultists of Entropy can summon monoliths and Halo of Ruin Maws without line of effect but summoners can’t. If this was too strong, maybe it could be a side effect of the Pheremone talent - you can summon next to this enemy regardless of range or line of effect (talent level 3?) or sight (talent level 5?).
2. Give them Skirmisher - Slings as an unlockable category. This would give them an alternative to being the melee focused Combat techniques tree (or at least, Rush has to have a target now), and they could go along/shield for defense or sling/mindstar for mindpower and summon-based riders.
Two proposed changes that would make them more fun (for me, anyway).
1. Let them summon with line of sight instead of line of effect. Right now you need an uninterrupted line from you to the target square. This messes with your Grand Arrival placement, and I also find it kind of conceptually frustrating that Cultists of Entropy can summon monoliths and Halo of Ruin Maws without line of effect but summoners can’t. If this was too strong, maybe it could be a side effect of the Pheremone talent - you can summon next to this enemy regardless of range or line of effect (talent level 3?) or sight (talent level 5?).
2. Give them Skirmisher - Slings as an unlockable category. This would give them an alternative to being the melee focused Combat techniques tree (or at least, Rush has to have a target now), and they could go along/shield for defense or sling/mindstar for mindpower and summon-based riders.