Same time you don't want to limit trees TOO much... Water isn't a tertiary damage dealer.

The way I see water offensively is that it is a midpoint between Air and Fire, yet is air leaning. While earth is more fire leaning.

Air <-> Water <-> Earth <-> Fire

If Witchcraft still existed I'd draw the diagram like this

Air <-> Water <-> Fire <-> Earth <-> Witchcraft

(No Necromancy isn't Witchcraft... they are functionally different right now... I miss Witchcraft)

One reason I kind of like Divinity Original sin is that all the magics have a bit of everything but how they pull them off differs and they don't entirely overlap.

So for example while each of the elements have summons, their styles are different:

-Fire is the "weakest" of the four, but recharges quickly and explodes when killed. Making it sort of a bomb.
-Ice is a bit more sturdy and has more CC on its side.
-Air is the most CC heavy but is a bit less potent.
-Earth is the most directly combative and sturdy, as well they often had a good array of immunity and soft CC. It had a strong summon focus
-Witchcraft had outright the strongest physical summon, but in return it had no tricks.
(-Summoner has weak summons, but they can escalate quickly and adapt to the situation.)

All of them get good solid summons. NONE of them are bad at summons (well arguably Air... but not intentionally).

Which should follow into this game.

Last edited by Neonivek; 18/04/17 04:36 AM.