Hmm, seems really interesting. Actually play-testing these will be tough since acquiring the skillbooks and starting a new game...haha. I hope you made sure their damage wasn't too high, xD. Love the utility though! Looks really fun. The rain ideas are nice, I hated seeing Blood and Fire rain and not being able to use them. I'm not sure how you mean to use them. I assume they apply a buff when a player is inside the AoE at the start of the 'rain's turn', and will only last for 1 turn per application of rain (non-stacking), even though the rain itself lasts 5 turns?

In terms of how they work, your ideas are solid. It'd be cool if they did half and half; as in, a [de]buff and area effect (especially if Healing Rain replaces regular Rain). Healing Rain could produce small puddles as well as heal (and still be wet I guess?). Fire Rain could Haste and create burning surfaces (Warm too). Blessed Rain could Fortify and also clear terrain effects (like Tornado I suppose). Foggy Rain could produce fog patches (steam I guess? Smokescreen would be a bit weird) and blind. Blood Rain could produce small puddles of blood and slow (Blood =/= Water :P). If they're set up this way, they can all be utilized both offensively and defensively, but also have drawbacks for both and become useful situationally.

I can't really playtest right now but will when I get a chance.

Question: When you replace these summons, do the enemy AI get these or do they retain the originals? I'm not sure on the connections, but since I assume you can't replace the original skills and only redirect the skillbooks to utilize your skills (from what I've read about the limitations), the enemies are stuck with the old summons. If that's the case, and the AI summons the old ones, that's unfortunate. Hopefully Larian allows for more soon when they come back from vacation.

Keep up the awesome work! smile

Last edited by Vivikain; 26/07/14 05:41 AM.

"Sorrow - How do you prove that you exist...? Maybe we don't exist..."
-Vivi