Beef up Conjuration Duration

Started by Cruzel, October 09, 2008, 03:31:18 AM

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Goblin Butcher

Um those summons have 5~10 DR if I recall correctly Egon.

Also some of the most powerful spells out there are conjuration, but do not summon monsters folk. Take for example Evard's Black Tentacles, open with that and every low ab/ac class that is not small will be instantly devastated by high damage and stun (insta mage duel win)

lovethesuit

Well alright, um...

If the issue is one of clerics being superior to Conjurers, then how about this? We make an alteration to the Conjurative Focus item, you know the one, the one that lets you use reagents? Yes, and we change that so you can get different types of Conjurative Focus. Some of them will extend duration, but will be more expensive, or only given away as special loot. Such as that.

How's that?

Edit: Would also like to chime in by saying Evard's sucks.

Goblin Butcher

Lovethesuit not against its intended target, for example you could one shot Jawl Highwind with it pretty easily with absolutely no chance to make a saving throw (even making the saving throw she'd still die before she got out of the spell effect)

It's a mage killing spell mostly, but will also work well on rogues, bards, and maybe an exceptionally weak fighter >.>

Theres also Mestil's acid sheath as part of the conjuration school, mage armor and who can forget flame arrow.

As for clerics being able to summon to greater effect, clerics are also capable of receiving spell failure for failing to adhere to certain doctrines, where as wizards are unrestricted. Though that being said the doctrines really aren't strict enough for this to be a valid detriment I suppose! Maybe what LTS said, yes I'll go with what LTS said, except the edit part.

JackOfSwords

I like lovethesuit's solution.

LackofCertainty

I recall, on my other server, empowered evard's throwing out 140 damage in a single round against a mage. (and that spell lasts 1 round/level, so yeah, devastating. :p)




I still don't see any reason to increase the duration of summons.  I know I'm repeating myself, but Summons are not supposed to be Insta-Fighters.  If you make summons last a long time, then fighters become near redundant. (why take a fighter when Wizard X can just summon a nasty creature and buff it)
 
1 turn + 1 turn/3 levels or 4 rounds/level are small increases, yes, but they're unnecessary small increases in my mind.  Why make the Devs go through and alter the duration of every effing summon when it's a small, unneeded change?

JackOfSwords

Lackofcertainty:  lovethesuit's suggestion doesn't change the rules, it merely adds an obtainable loot reagent that would allow you to boost a spell.  I think that's a great idea, there are multiple ways this adds to the game, so long as it's not too common to come by.

Johannes

I don't think that the statement that your run-of-the-mill cleric is a superior conjurer to a conjurer arcanist of equal level is valid, especially after the addition of the multisummoning feature which scales according to appropriate taken SF feats.
 
I feel that the conjuration duration is fine. It reflects the unique niche of the wizard to respond to moments of desperation to devastating effect, but burn themselves out afterwards. Wizards on EfU have been deliberately designed to be reliant on other, more consistently useful classes and I personally have no plans to change this design policy.

Nickless

I have to disagree with you there, Johannes, a cleric summoner with the same feat investments is likely to have a superior summoning theme, more hit points, the ability to summon in heavy armour with a shield, the ability to use superior weaponry, and, as far as I am aware, the ability to summon an equal amount of monsters, at the same level. The only thing wizard summoners have over clerics is an extra feat at 5th level, to my knowledge.

Echigo

Well, I am game for -any- improvement in summoning period! I don't care how much of an improvement it is. Summoning was one of my favourite things to do when I'd make a Wizard. For adventuring, fighting, and role playing purposes.

Increasing the duration slightly would be a heaven sent, as I fear Mages are well nerfed in EfU. And as I read in a post earlier, all the other classes are capable of solo'ing because of all the consumables in abundance. Mages couldn't solo anything even if they had every consumable made by the DM team. From personal experience. So, even with a small increase in duration, they wouldn't, by any means, be capable of becoming a solo, self-reliant class. Just increase the duration of Summoning or go with LTS' idea, and a lot of people will be happy, including me, the ultimate mage junkie >_>
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