I've got to admit, having played 15 hours with the summoning skills, I've always ever spawned totems, incarnates just don't feel as powerful for some reason. I like the idea of the totems in general and I don't really want to scrap them tbh (but that's my opinion) but maybe they should be nerfed so:
if you have only one point in summoning, you can only spawn 2 totems and the more you increase your summoning level the more totems you can spawn (but keeping the fact that they disappear after 3 turns) while also increasing general stats, same goes for incarnates.
I agree that the incarnates need better sort of "power ups" like *farsight infusion* and *power infusion* because they're just not interesting and not very useful.
I have to agree that intentionally changing surfaces can be a little too strong so maybe make it a source point ability thing, I just like the idea to be even more in control of the battle. e.g. you can use the rain skill and then use the changing surface ability to burn everyone soaked in water.
I was thinking that this ability could only be used on surfaces like water, fire, oil and poison (not blood) so water turns into fire and oil into poison, or the other way round. It's not as op as you would think actually. A 4 turn cooldown is good but I think 3 AP is appropriate since as you say, it means that synergies might not be as important.
Regarding "Total Mayhem", I like the idea that you have 2 rounds to release a really powerful attack because the enemy can destroy those totems and so on before it can happen so it's risky. But maybe to make it more balanced, the totems don't attack the round after you activated the skill but instead attack for 300% of their original damage on the second turn (also if they only have 1 turn left to live, using the skill will keep it from disappearing unless it's destroyed and after the they released the powerful attack, they sort of explode or just die instantly.)
I hope this cleared a few things.
Last edited by Seymour; 06/04/17 02:29 PM.