I've been playing for a while with the new summoning and polymorphing skills and I do think they could've done a much better job with this stuff. I came up with some new ideas I wanted to share.
First off, Summoning:

- When spawning totems, they should be able to take up more than 2 surfaces, so if the totem is spawned on electrified blood, it should deal has of its damage as physical and the other half has magical. This could allow for some really cool combinations I think.

- However incarnates can only take up 1 surface since they have slightly higher health. I think they should also spawn with both physical and magical armour because since they take 3 AP instead of 2 (with totems) they aren't as worth it sometimes. I much prefer spawning totems everywhere and use the rest of the AP with other attacks than waste it all on incarnates. They need to be buffed a little tbh.

- NEW SKILL:
The changing surface skill. I invented this skill to be able to change a certain surface to its direct opposite. You can make it random like dimensional bolt is but it's more tactical if you know what it's going to turn into. Keep in mind this will only work for water, fire, oil and poison, so water turns into fire and oil into poison or the other way round. Maybe takes 3AP.

- I think the dimensional bolt is good as it is.

- NEW SKILL:
This is to replace the current *farsight infusion* and *power infusion*.
With this new skill, you chose to power up one of your incarnates into either a soldier, archer or assassin (This time it's random tho but it doesn't have to be...).
Soldier:
Gives a close range weapon (more damage) with shield that boosts both magics and physical armour. + Battering Ram and Whirlwind.
Archer:
Long range weapon (more damage) + Tactical Retreat and Marksman's Fang.
Assassin:
Doublewielding daggers (can backstab) + Throwing Knife and Vault.
Takes maybe 3AP.

- NEW SKILL:
Totem Protection. Spawns a bunch of non-lethal (don't attack but also can't be destroyed) totems around any character to either protect a teammate or keep and enemy away from your teammates. They disappear after 1 turn and you can't use any skill on the character inside it, including healing.
Takes 2AP.

- [s]NEW SKILL: (SCRAPPED for a better suggestion that I got)
Total mayhem. Destroys all current totems and incarnates on the field and grants your next attack to deal all the damage of your totems and incarnates combined + the damage of your current weapon + a extra boost from intelligence/summoning skill.
e.g. for every extra totem or incarnate there is it does 1% more damage X your current intelligence level
OR
5% more damage X your current summoning skill level.[/s]

IMPROVED SKILL:
Instead of "Total Mayhem", Seelenernter suggested that to better replace "supercharger", the skill should take 2 rounds to release a really powerful attack (300% > damage) but the round after the skill was activated, the totems can't attack so they are able to be destroyed before the totems can release this attack. Also if they only have 1 turn left to live, using the skill will keep it from disappearing unless it's destroyed and after they released this powerful attack, they sort of explode or just die instantly.
It's powerful but risky.


I haven't had the time to do the same for the polymorphing skills but anyone can leave suggestions below and expand this thread and hopefully get the Devs to read this and improve the skills.
Thanks.


Last edited by Seymour; 06/04/17 04:14 PM. Reason: Added the new suggestions