I really like all those improvement, good work ![]()
Iâve suggested similar ideas some time ago, so I really glad to see such things in development.
And I hope youâre interested in some remarks
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The idea is to reduce playerâs passiveness while using primalist built around companions. And active skill for every companion - is great. It also allows to add some control over companionsâ actions, add some tactics which involves companionsâ new abilities. But âŚ
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Scorpion, Poison Nova: âPoisons enemies around your Scorpionâ. Nothing wrong with it, except that you still unable to use this poison just when and where you need it. I can assume that there will be or may be a skill node which allows targeted usage, but such node may become âmust haveâ for a player to build his skill-combo.
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Sabertooth, Flurry Swipes: âSabertooth makes three melee attacks in short successionâ. Same here. This skill allows to increase Sabertoothâs damage against something your Sabertooth finds worthy of being attacked. Also this skill does nothing more - increases damage only. How about something like that:
Crippling pounce: Sabertooth leaps to selected group of enemies and cripples them with his fierce attacks. Crippled enemies have their movement speed reduced by 50% for 3 seconds.
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Spriggan, Healing Winds: âHeals all allies in a large area over timeâ. Canât say much here. If area of effect is large enough then targeted cast is not needed or obligatory at least. Otherwise weâll get similar problems as with scorpion. Also, in my opinion, it would be preferred as âcritical healâ rather than a temporal buff to characterâs regeneration (letâs say, significant cooldown, but great heal every second for 3-4 seconds). And may be add some kind of loss mechanics, like âSpriggan canât attack or cast while performing Healâ.
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Wolf, Howl: âstacking buff that increases your damage and your minionsâ damageâ. Iâm confused with âstacking buffâ. Is this something that lasts longer than skillâs cooldown? and we should use it every time when itâs available just to keep those stacks? If so, it may become second Fire Shield
or sort of. I donât know what you are planning guys, but, as I understand, thereâs two ways for solving this âbuff maintainâ problem âŚ1. Skill has significant cooldown and its buff is very short-lived. Though its damage bonus may grant vital battle advantage. Buff still can be stackable if you wish to increase skillâs effectiveness when itâs used with several wolves. But Iâm not sure that it should be a default mechanics.
2. Skill has very low cooldown and it grants pretty long lasting, but minor buff. The buff is stackable (individual duration of every stack), so with several stacks their damage bonus can be significant. But every skill usage costs more with every buff stack that caster has. Such mechanics limits playerâs ability to keep maximum stack number.
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Bear, Roar: âA debuff which fears all enemies near your Bear causing them to run awayâ. âŚ
⌠well⌠thereâs a lot of posts here ![]()
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about defense buff instead of roar: canât say I agree with that
. Roar skill fits its nature very well, in my opinion. Also, crowd control often IS the defense. Though it doesnât mean that Bear canât protect its master. Iâve suggested few mechanics for this skill and some of them are defensive. -
about taunt instead of roar: if to be honest, I hate those kind of mechanics. Because they work against main goal, against main idea - to make summoner more active. And itâs not bad that youâre able to taunt an enemy coming to you once every 10-15 seconds, and that enemy remains taunted for 2-3 seconds. But when it becomes a play style, itâs just⌠meh
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about fear: well, it fits Roar, itâs natural. Though itâs good for ranged characters and not so good for melee characters. And thatâs why Iâve suggested to stun enemies with the Roar, not fearing them. At the same time there probable can exist a node which transforms stun to a longer fear, or event fears enemies AFTER stun effect ends. Also enemies can be slowed by that fear, as theyâre thrown into despair rather just feared
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