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#601855 05/04/17 08:09 PM
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stranger
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Hey just thought i would throw this out there. After trying out the summoner and polymorph classes I wasn't so satisfied with summoner as i thought i would be. It also seems that necromancer could prob do it better if necromancer had any actually summons. Which in it self seems a bit off for a necromancer class. So i thought maybe
summoners summons should be more def and able to protect while a necro should be able to summon more at once but weaker undead.. thinks like making 3 skeletons but have them weak hp and brittle. Or a decaying zombie that loses health over time and can throw its falling off limes at a lose of health. Just throwing those out to see what ppl thing but a mass weak army verses a more tougher single summon would make playing a summoner and necromancer feeling more genuine to me.
But again these are just some thoughts I wonted to throw out, what do ya'll think?

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I would like to see that kind of necromancy summoning as well, it was kinda what i was hoping for first time i heard summoner were coming, the summoner we got do i still find enjoyable but i would be thrilled if we got the more classic summoner archtype in the game.

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Hopefully all the magic types get their summons eventually just not at the moment.

Though this wouldn't be the only game where necromancers get no summons (Hello Tactics Ogre/Ogre Tactics)

But I would not assume that the Necromancer is in anyway a replacement for the summoner. It VERY likely won't be a summon focused magic type like in other games.

Bonus that Witchcraft (What Necromancy was in the first game) did get the most offensively minded summon in the game... The Skeletal Warrior.

It also got a terrible skeleton as well... and I have no idea why it was in the game.

Last edited by Neonivek; 05/04/17 11:05 PM.
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D:OS1 summoning was way to powerful. I am not saying that we should not have more summoning, but in the first game you just summoned one element of each type, nick and a skeleton and they took all the dmg. (If you spaced out the skills the right way.)


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There's definitely going to be necromancy summons, but I don't know if the other skill trees really need their own summons. As Pimpel said, summon overload was kind of a problem in the first game. Pretty sure the summoning tree is going to get some more summon types besides the incarnate and totems.

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Originally Posted by Baardvark
There's definitely going to be necromancy summons, but I don't know if the other skill trees really need their own summons. As Pimpel said, summon overload was kind of a problem in the first game. Pretty sure the summoning tree is going to get some more summon types besides the incarnate and totems.


Giving the other Trees Summons allows a really nice direct synergy with summoner.

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veteran
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Again it would be nice to have any kind of information from Larian about the future of the skill trees, all skills and all planned Tiers.

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Necromancy should have summons, it will be different from Summoner summons anyways since :

1- The summons will be undead in nature.
2- Each Undead summon will be useful for a certain situation/Encounter, whilst the incarnate is useful for any situation due to the ability to match the surface element, the Undead summons will require more thinking and investment.


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apprentice
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Originally Posted by Neonivek
Originally Posted by Baardvark
There's definitely going to be necromancy summons, but I don't know if the other skill trees really need their own summons. As Pimpel said, summon overload was kind of a problem in the first game. Pretty sure the summoning tree is going to get some more summon types besides the incarnate and totems.


Giving the other Trees Summons allows a really nice direct synergy with summoner.


How summoning works now is that the Summoning skill directly synergizes with environmental magic, making it quite versatile on how you want to use summoning. While I think there are unknowns/not implemented things still (like do levels in pyro increase my summons fire damage?), summoning makes sense to be separate (from elemental magic).

The summons are immune to the surface they are on (makes it great for that element, you can throw down without destorying own summons), totems spread that elements surface + effects (burning, slow, etc), and incarnates get a spell (like fireball) and do damage with their attacks (fire magic damage). You just have to use them strategically.

With a separate summoning skill, that adapts to the elements you use, you can choose how to incorporate it.
Do you want to be a wizard with a minor summoning focus (distractions, extra damage and surface spread), or do you want to be a summoner (they do bulk of damage and strategy) with your spells assisting them.

It does still seem weird that necromancy is called necromancy and doesn't have an "raise undead" type of spell, and since it's only surface is blood (which is basically just water for a surface) spreading the surface doesn't really help unless you're combining with electric or you / your summons can heal from blood.

Currently I'm also disappointed that Cursed/Blessed surfaces do nothing special for summons. I would expect that I could specifically plan to create that surface and then create a powerful summon based on it - but right now there is no added benefit (and in the case of cursed, summons get damaged from it). I think the Cursed/Blessed is pretty unknown for us still, in how that'll play out in the game, but i'd like to take advantage of those surfaces will all play styles (summoning being huge).

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Mind you summoner is the only tree right now with a summon.

and in the first game only Earth got an early game summon... (Next was Fire, then Witchcraft if you can find the hidden spell, Then Hydrology, Then Air, THEN Scoundrel)


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