[0.92] [Suggestion] Summoning Book is underpowered

As an experiment I made a sovereign with only access to the summoning book.  I felt very underpowered compared to the other sovereigns I have played in the past.  I really didn't have any spells I could cast during tactical combat until level 3 or 4 I think and the summonings themselves are only of minor help for the most part.  Early on the summoning spells are helpful but the imp and familair are very weak creatures and become pretty useless once you hit mid game.  Only being able to own one of each type of summon, coupled with the few number of summons, lack of offensive options and few enchants led to a very underwhelming experience.

2,356 views 4 replies
Reply #1 Top

There's a bunch of spell balancing needed in general. Just start as Procipine, and laugh at how she just kills everything without moving. Why bother with a summon when you can do your INT value in damage for 2 mana 3-4 times per turn..

Reply #2 Top

Quoting Annatar11, reply 1
There's a bunch of spell balancing needed in general. Just start as Procipine, and laugh at how she just kills everything without moving. Why bother with a summon when you can do your INT value in damage for 2 mana 3-4 times per turn..
End of Annatar11's quote

Yeah, I know there are lots of other issues.  This was just the one I played around with last night.  I wanted to see how one school stood on it's own merits and summoning was the first I tried.

Reply #3 Top

I think it is the Burn spell that is the main one that is over powered. It says it is INT% which would mean an average of 10% to 20% damage rather than 10 to 20 points. I'm sure these will be balanced in the final version. Would also expect the spell book to be one of the main community modding projects.

Reply #4 Top

I commented in another thread already upon summoning. The main problem is that

(i) you are forced to use low level summons, because you can have only a few high level ones. This should be remedied by removing the one per type limit.

(ii) the summons get better the more spellbooks you have that provide summons. Having a wide variety of spellbooks allows for much more summons. This is also strange and would also be remedied by removing the one per type limit.

(iii) You should be able to combined low level summons to a party later on, or they should be summoned as parties squads and so on. Furtehrmore i would propose to double the enchantment slots and introduce variied upkeep dependend on monster strength.

(iv) The imp should increase in power. Eitehr it should be a champion unit, or its stats should depend on your level or int.

 

Comment on Caster Damage

The Burn spell should have (according to its tooltip) a range of 1. So standing next to a unit for this amount of dmg is another thing, than casting it from afar. Also keep in mind that int damge is much against a single unit. A veteran unit however has, if i remember correctly about 10 hp, in contrast to 5 hp of a unexpierenced soldier. If you are confronted with a squad of soldiers having about 100 Hp, INT dmg does not look so much anymore - and this happens a lot later in games. Your souvereign and heroes become somewhat obsolete at this point, through. And remember souvereigns are ment to be strong!

Comparing INT damage to the damage output of a claymore, which is often about 30-40 a strike tehn seems not particular dangerous. In my opinion the HP of all units should be about doubled (or the damage of melee weapons reduced) and spells doing 2 times INT damage should be available late game.