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I think the thing that bothers me the most (besides the long ass infusion spell animations) is that other than a few spells they get, all magic based incarnates primarily attack using physical based attacks that deal magic damage. This means they’re dodgable while also having their damage mitigated by resistances. It’s the worst type of attacks you can use if you can’t guarantee the enemy dodge is mitigated and you have a + accuracy effect to mitigate base miss chance.
If summoning feels strong to you, then you’ve never made another build that realized it’s full potential.
People ignore this though, their only focus is damage and finishing the fight in 1 turn. Doesn't help that the game was designed for this since your characters can barely tank through most of the game and the AI is smart sometimes.
Its fun, it removes some boredom of 1 shot builds. The buff animation times are mildly annoying, but some players are not as offended by them as others. Its also perfectly viable all game. I personally find using it act 1 makes the game easier, then drop it midway act 2 to be the most efficient.
Again, it’s still a solid and viable build. It’s just inferior to most everything else by comparison.
You should usually have everything a team needs covered with 4-man parties,like cc,armor restoration,magic/physical damage so a summoner's flexibility isn't needed at all. And for lone wolf summoning is a straight up waste of points after act 1 because there's no difference between a lone wolf incarnate and a normal one, you could be maxing a second element on a mage instead of that and be way stronger.
Its an extra body to take hits and make attacks of opportunity and has some CC depending on infusions, and deals damage every turn using its own AP (early game, this matters). Its extremely flexible. Its also the weakest straight alpha strike build (mid game on, this matters more)
Some might argue the versatility lies in the summoner itself being able to build whatever on the side, but that has many limitations of its own that just doesn’t make it compete.
There are worse builds than summoning for sure, the default battlemage concept for instance, but in terms of overall strength relative to other builds, summoning is pretty low.
Yeah I agree completely, edited my post to make my point clearer.Also if you're building a pure summoner you can afford any stat or talents because they won't be needing any of it themselves so getting stuff like all skilled up and ambidextrous is usually what you should be getting anyway to help you do your job as a summoner. Supercharger is also an important factor when it comes to enemies having a weakness to an element so the damage is good but like you said it's not enough to make summoner compete with most other builds.
I mean if you need an extra body to take hits that badly just take sir lora with you and he'll tank stuff for free. I've seen bosses cast a whole hailstorm on the poor squirrel.
Summoning is really strong early but the game is about building something and making it scale well all the way to act 4 so summoning is at the bottom in that regard,all they do is copy other spells with their infusions and actual mages make better use of those spells. The class would've been better off with original spells but they probably didnt have enough time or budget to make it something interesting.
It’s just a really weird skill that doesn’t follow the basic systems the others do and it suffers for it.
There’s a reason that veteran players will advise new players not to follow the traditional tank/healer/DPS setup. Of that setup, the least useful build is the tank, partially because tank builds and healer builds are effectively the same build. To build a truly tanky character in Divinity, you need to have all the armor healing and buffing spells. You’ll probably want to just build a pure Geomage with some Hydro support at that point, using a bit of summoning for the soul mate spell. Then you just spam those spells so that you’re beefy as hell. Tanks definitely want INT armor and a shield too, as shields already give more physical armor than magic and physical armor is the lesser in terms of usefulness anyways. However, when built this way, a tank is hard to distinguish from a healer because they’re ultimately the same thing. A good one is also still a strong damage dealer too.
Well they don't necessarily need completely new spells but I feel like if they had new effects to the already existing spells they would've been good or at least more fun to play. Like a buff that makes the next spell they cast shoot twice, and some source spell that applies flaming crescendo to all enemies around the summon etc. stuff like that. Could've made them worth playing instead of a mage with the exact same spells that do more damage.
Example you can take torturer and use worm tremor, summoners don't really need much talents to work effectively, all they need is all skilled up early and glass cannon anyway, everything else is just pure flexibility for the teams needs or the summoners need to perform the role you chose better.
Ever thought summoning is just another kind of CC? If an enemy hits your summon he puts his skills on CD while they wasted their turn hurting something that can be easily replaced. The only time this doesn't apply is when the enemy uses AOE. But, people don't argue that summoning deals the most damage here, just that everyone calls summoning bad when it really isn't. It's like saying pyro is bad because it has no CC and therefore hydro and aero are better or saying Hydro is bad because it doesn't deal enough damage. I still stand by my point that summoning isn't bad tbh, it offers a lot, builds can adapt (not just damage) and can play multiple roles. But I guess it's just playstyle, I don't build my teams to OHKO enemies, if they OHKO eventually then sure why not. But most of the time I have supporting in mind and sustainability so I get to play strategically rather than end the fight in 1 turn.