Yes the base idea of the elementals ("incarnate", still think the naming and visuals are misplaced, tbh) is indeed interesting.
Especially with its interactions through the fiels combined with other gameplay elements like other skill sets.
But then there is stuff like dimensional bolt... totally screwing all this up, as it alone on the same school offers all you need in one go, terminating all the nice interactions that could creatively fuse together the skillsets instead of just generically add stuff on top of everything like adrenaline does for example (and so on).
So to enhance this IMHO this skill should be removed entirely, so not everything is served to the player, but a bit of creativity remains. There are enough ways to spawn specific surfaces, bombs, arrows, certain spells...
That's imho much more how skills schools should work together. Not like adrenaline, rage or whatnot.

Also, if it is true, that summoning points increase the totem cap, it's even more useless as they only live for about 4-5 turns (says 3 but seems to be bugged), so you can't have more than 5 per character.

I REALLY hope they remove totems alltogether and maybe fill that gap with a 0 turn cooldown on the by "farsight infusion" granted skill (underwhelming how it is right now), plus what they once talked about: a perk or two to increase "normal" summon limits to 2 or 3.
Maybe +1 summon from a perk and +1 summon from a skill-buff? Perk unlocks with summoner and fewer additional drawbacks, skill unlocks with necromancer and makes the player loose HP (maybe stats?) each round while active? (like the stances in DOS1 toggle on/off)
Just some ideas.

Last edited by Seelenernter; 30/03/17 03:21 PM.

Think for yourself! Or others will do it...