How to make summoners deeper, more creative, fun and strategic.
" I was thinking this, without a doubt more advanced / awesome summons is always welcome, but like the quote. Why not just make an extra skill gem with makes it far more useful considering you would lose 1 gem slot just for 1 skill gem. "Had they not taken my home with fire, I would not have taken their children." Witch -
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" lol |
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I'd simply like to see more options in the summoning skills... maybe things like the golems or the druid summons from D2.
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I can tell you tried really hard on these. The passion is there, and that's a good thing which I don't want to take away from you; however, you have a lot to learn, and these suggestions... have a lot of room for improvement.
Summon stance bar: I understand that GGG have experimented with stuff like this before; in a way the Detonate skill, which you gain temporarily after laying a mine, is very similar to this. However, adding multiple "subskills," potentially simultaneously with Detonate, raises a lot of concerns in terms of how the UI would work. I think it would be easier to just have a Direct Minions skill, which would become available whenever you have a Minion active gem available. This could be bound to any key and would work a lot like the current system, except Direct Minions would override any other mouse commands and could not be overwritten by them. Click where you want them to go or what you want them to attack, and they'd keep at it until you used Direct Minion again (or their target is destroyed). That's a lot easier than adding three different skills. Skeletons are the weak minions in Path of Exile, and thus shouldn't have a lot of options — you can't make good ranged Skeletons, because that would be OP. However, I would very much like to see some version of "ranged zombies," which would give an alternative to Spectres and use Zombie slots. Since they require a corpse, these could be balanced; the problem is finding a way to implement the skill without it seeming forced. Also, it should probably be its own gem, not a support. Lastly, being forced to choose between two passive nodes by making them mutually exclusive is a horrible idea that goes against the very nature of what the passive tree is. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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amazing ideas.
GGG please consider. |
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" Thanks for taking the time to write that up. I understand that I may be missing out on some factors which I didnt consider. IMO We could really need some more unique summons which fits specific roles. But as some of you said already, yeah. Maybe they should be their own skills. It really isnt hard to balance, like I said make some abilities count as multiple skeleton / Zombie slots. Make Them timed. Give them weaknesses etc. |
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I really like your ideas, I always want to play a summon class that could summon creatures with a lot abilities, power and role. It would be fun to set up ur own army and when u get bored u could change their ability to make a whole new gameplay.
I also hope they will make more items, skills or whatever that could reduces the amount of summons to boost their power, survival. |
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" Thats my thoughts exactly. Currently a summoners strategy is: Create a wall of trashmobs that distracts your enemies. I dont think Im alone when I think we should have more varied and powerful summons. Balance can easily be achieved as I said - with timers, cost, limited summon caps and much more. Id really like to see undead vampires, undead lords, Maguses, black gargoyles, abominations, aura mobs like Undead heralds, flagbearers, mummies and so forth. |
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Wall of trashmobs to distract is sad.
Hateful post.
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" the new skill coming in 1.0 to raise the armors and weapons reminds me of the iron golems in D2. looks very cool i like how you can mix and match armor pieces with it. i <3 minesweeper
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