Divinity: Original Sin 2

Divinity: Original Sin 2

Summon Rework Core
 This topic has been pinned, so it's probably important
Cheshirecrow  [developer] 1 Dec, 2019 @ 5:24pm
The design ideas (why I designed things this way)
:lunar2019piginablanket::lunar2019piginablanket:

I'm not a game expert (or a good English speaker), but to my understanding, everything in a game is about rewarding, and people do things mostly for that. It will not be rewarding if the reward comes too soon or easy, nor is it an enjoyable experience if the reward is rarely offered.

A well designed game is a game that set perfect balance for people to trigger their curiosities before they receive rewards, and their expectations fulfilled after claiming the rewards.

So, you can see the problem about the summon class right now. It gives pretty much everything at beginning, and almost nothing after that point.

Summon spells:
What's wrong with old summon spells?
Previously all summon spells are focused on infuse your incarnate, and that's basically all you have to do in summon class. (that's why you get bored, because you are doing the same thing over) What I did was to make summon spells more rewarding, and can profit by using the new tactics. Like you can trigger your imba weapon effects through your spells, making totems cover your enemy's face, or do the kiting by new teleportation totems, etc.

Summons:
Why did I changed the old ones?
Because some of them are either quite useless comparing to others or lack of personalities, thus player only choose 3 of them all the time, and forget the rest of them.

Why did I make new summons that way? (why there's no dragons or demons or Lucian the Daddy)
It's still about rewarding, do you think you will still like the fluffy incarnate when you see something way more powerful? Every summon should be awesome in their own way, and they should all have their unique uses, that's how you find yourself having so many summons you love instead of just one.

Right now incarnate can be summoned near a large group of enemies, taunt them all, and jump to a safe location, see how these fools Chase you; Leaf spider trap and kill webed innocents like in the movies; zombies create lot of blood puddles make you suddenly realized your previous useless necro spells have shine again; Soul wolf hunts and scares enemies like a real pro.

Think about how many new tactics you can have for the new summon design, and isn't that way more rewarding than the original one?
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Showing 1-4 of 4 comments
Enamel 5 Dec, 2019 @ 6:51am 
Why does increasing the summoning skill also increase the initiative in addition to power, crit and health? This change really screws over the turn order and prevents me from setting up teleported targets for cc properly on the 2nd turn. This change is even worse if you have infinite summoning time because you have no choice but to prebuff your summons before a fight if they're faster than your buffer and they typically won't have as many tools to control the fight at the start of a battle like the main/companion chars. This could lead to situations where a party member gets killed because they couldn't cc an enemy at an appropriate time. What do you think about removing initiative from summoning? It's not a stat i can forgo either since it's tied to the strength of the summons themselves.
Cheshirecrow  [developer] 5 Dec, 2019 @ 8:42am 
Make sense, I'll look into it. This version is kind broken at some point especially with infinite timer
Enamel 6 Dec, 2019 @ 12:34am 
Thanks for hearing me out and making the changes! May I ask what the 2 new stats, sight and hearing actually do?
Cheshirecrow  [developer] 6 Dec, 2019 @ 4:04am 
Originally posted by Enamel:
Thanks for hearing me out and making the changes! May I ask what the 2 new stats, sight and hearing actually do?

I'm not sure, I added them so maybe your summons can enter battle with you more easily. If they can't work, then I'll try another way.
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Showing 1-4 of 4 comments
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