Summons with True Seeing

Started by Capricious, March 13, 2010, 04:37:56 PM

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AfroMullet

Stealth working here like it does in PnP? Here, with an engine as close to real time D&D as it gets? Yea right...

But anyways, stealthing is already bothersome enough. Not sure if oozes are still as effortless to summon, but if they are, even then I don't see it that bad. Most wizards should not know when they are being stalked. Unless if they keep on casting oozes when they are suspicious (or see someone hostile them).

Underbard

Could just leave True Seeing with the oozes and whatever else and put HIPS back in the game.  Removing HIPS in the UD made sense, but on the surface, maybe it would even things out a bit.

Howlando

I think I'm going to stop reading this thread.

scrappayeti

The slime summoning thread is really strong, but only because of the TS ability.

I had always thought the balance came because it was the best PvP summon theme, but almost certainly the worst PvE summon theme.

Every single ooze has an AC of 6. This means the same gelatinous cube that is a scary in a mage duel, will be lucky to provide one round of distracting fire, and will rarely get more than a single hit in during PvE.

If you go up one of the other, commonly accessible trees your top level summons will have AC 24 and 28. That is a huge difference.

Yes the oozes are immune to mind effects etc, but so are most summons. Elementals, devils, plants etc.

The lowest level summon is immobile, which means it cannot be used for TS anyway. It is in fact the single worst level 1 summon in the game, since it cannot move and has a short attack distance. I have seen it not hit two rats that attacked it indefinitely, as it could not shift position even the millimetre required to strike at them.

I like the idea of removing ooze from the basic summon choices; since it does seem to be the default summon choice atm. Make it something appable or gettable IG.