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I also think that the current state of balance make some summons useful when they didn't get a real chance to be used before. Mostly, pet summons, but also some summons skills summoning only one card.
So i like the fact that you get the summons later and i think it's something important to keep.
Or maybe the number of creatures that can be summoned should rely on the stat also?
Or one should be given an option: summon one but stronger or two but weaker.
Considering pet summons - they are far too weak. Even when level-5. They cannot substitute a fighter's place, and later in-game you need efficiency, especially in 6+ challenges.
So I think the pet/summoning system needs total rebalancing.
Maybe even pets should be able to somehow level-up WITH the character they are assigned to.
My balance concerns: ground shake, inspire, strength of the swarm, hunter's mark, ancestor's voice, the % of stats gained from events vs levelups, how much worse gathering is than adventuring, the AI playing multiple copies of 200 health guys into your aoes.
With the current patch using summon unliving one of my zercas can produce 60+ combined armor and health skeletons that deal 40 damage. That's no where near as strong as my bandit that has 140 combined health and armor while dealing 60+ damage, but I CARE if the bandit dies.
If the skeleton dies then it took a blow that could have hit an actual character. In terms of other summons:
Pets:
Bear: This is a bit weak
Boar: Pretty well balanced since it show up early and gives +1 movement
Wolf: A bit weak, but it would be balanced if a gave a weaker stat boost to perception than the dog
Ghost: A summon that can be used in social and spiritual challenges that also gives a stat boost? I love this thing.
Wraith: A combat focused version of the ghost that lets me put out blocked while shamans and witches kill everything in social and spiritual battles.
Abilities:
Beast: I don't think witches should get this since it's based on wisdom which isn't one of their primary stats. As such it always seems weak when I have anyone use it.
Demon: This is weaker than the other summons since you only get one card. That said the card is stronger, except that it has no armor.
Skeleton Archer: No idea, I've never used it
Well, I crafted a codex giving unliving archers, gave it to my witch with boosted by the "Other ring" stats. She could summon only 30 or so armorhealth guys dealing less than 10 dmg. Legendary item, my @$$!
When you have an enemy demon (with duplicates of himself) about to cast an AoE &#ckhuge damage on your whole team you usually regret that your summoned guys can do nothing (significant) to him, and you have to send your valuables against it and they suffer (and maybe even die);
I would like them to scale better late game, but early game they are ok.
Ok, but it's not a problem to have to adapt to the enemies. What you should explain is why summons should be useful in this case. Not why you want them useful (you want to avoid damage, it's understandable), but why they fails to play their part.
In case like this, the strategy is usually either to slow the enemy or to reduce the damage done, i don't see why summons not being useful is a sign of problem with sumons.
AoEs should be a counter to using front-line fodder so I don't see why that's a reason to buff make summons even stronger. Summons counter high damage single target enemies by absorbing 70+ damage blows allowing you to save both health and armor.
If you're complaining that Ground Shake is too powerful, yes it is. Both Ground Shake and Ancestors Voice should be weakened since both abilities have a combination of speed, target count and damage multiplier that makes them too powerful relative to other abilities.