Summoner: replacing Combat Technique with Unstable Summons

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Delmuir
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Re: Summoner: replacing Combat Technique revisited -updated-

#16 Post by Delmuir »

Red wrote:This does suffer from something that always makes me hesitant to play a class. Mid game stategies.

Admittedly, Summoner is more than capable of living up til that point, but it still seems rather late to have a Wild Summon based build.
True, but that'd only be one optional build and it wouldn't be the optimal build seeing as how the magic stat inherited for the prodigy is weak. It'd be a gimmicky build but for fans of the Summoner, it'd be a nice option. Not really viable on higher difficulties but still, fun once in a while. Of course, you could use Channel Staff as well, which would make for a weird build...

I think the Summoner would have a choice, finally, on how to build itself. You'd have more talents to spread points into, thus requiring that you make intelligent decisions on how to build the class.
Last edited by Delmuir on Sat Nov 15, 2014 1:54 am, edited 1 time in total.

Red
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Re: Summoner: replacing Combat Technique revisited -updated-

#17 Post by Red »

True enough. That actually removes that concern entirely, since my main beef with mid game strategies is I'm dead by the time I get to use them. (I'm, uh... Not that good at ToME. I know how to be good at it, I'm just bad at it.) Because of that, I tend to stick to guide advice and find the most powerful strategy. A gimmicky strategy would be a nice option for a better player, who knows how to survive up to the mid game with a sub optimal build.
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Delmuir
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Re: Summoner: replacing Combat Technique revisited -updated-

#18 Post by Delmuir »

And that's what I want from the Summoner: build options.

Lazier or sloppy players like you and I could use optimal builds but would still have a bit of variety.

Better players could use late-game oriented builds that require more careful play, thus giving them something fun to do.

In addition, top-tier players could use optimized gear, precise strategies, etc., in order to create super-optimal builds. Maybe a Summoner that is viable on the highest of difficulties...

Red
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Re: Summoner: replacing Combat Technique revisited -updated-

#19 Post by Red »

Madness dificulty? Welp, time to whip out the nerfhammer.

Regardless of the exact numbers, this category would probably open up new optimal builds. While it might not, I can't think of any advice I've ever gotten that said to use the Combat Technique tree as a Summoner, so at the very least it won't hurt any optimal builds.

Though something that isn't mentioned in your OP-is this a locked category? And is it a level 1 or level 10 category?
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Delmuir
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Joined: Sat Aug 24, 2013 5:55 am

Re: Summoner: replacing Combat Technique revisited -updated-

#20 Post by Delmuir »

Red wrote: Though something that isn't mentioned in your OP-is this a locked category? And is it a level 1 or level 10 category?
I think it definitely should be locked and should be a lvl 10 category. That's why I wanted the Bear first… in order to use it with the Rimebark. The Sprite and Behemoth both are too powerful for early game and I think it's fair to make you wait for them.

Besides, it'd be nice to get some Summons later in the game…

Personally, if it were me, I'd take this category with 5-1-1-5. Max the Rimebark and skip the Minotaur and Golem until much later. Use the Wolf, Bear, Rimebark, Flamespitter, and Drakes with Jellies for equilibrium control… that'd be my optimal build I think.

Delmuir
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Re: Summoner: replacing Combat Technique -updated pg1-

#21 Post by Delmuir »

I update the page 1 skills… reordered them and tweaked some of the skills, especially Forest Sprite.

Delmuir
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Re: Summoner: replacing Combat Technique with Unstable Summo

#22 Post by Delmuir »

I tweaked a little bit more of this, including lowering the durations and changed the Wild Summon ability of the Behemoth. I also make a suggestion for getting rid of "Explode" because I think it's a terrible and thematically unsound ability.

I still this is my best collection of ideas for this game and would make the Summoner viable on later difficulties as well as just being more interesting to play.

I'm cheerleading this post! Someone code it! Please!

Delmuir
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Re: Summoner: replacing Combat Technique with Unstable Summo

#23 Post by Delmuir »

I'm bumping this just because I really, really think it's a good idea.

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