Make summoners a bit fastest

Oi! Bill Gates pls, make summons of all classes permanently summon from one game to another like iron golem

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Persistent summons between games will likely never happen… The summon Necro has it bad compared to the Druid, since Necros need bodies.

An alternative idea would be to “bank” and carry over up to say 5 free summons when a summon necro leaves a game… For example, every three summoned skeletons, the necro “banks” one free skeleton summon when he leaves the game, up to 5. The next game, he can recast the free banked summons in town, doesn’t matter if they are skeletons or mages, that way he has at least a light army ready to go.

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To be fair it’s rather hard to justify playing either outside of thematic reasons as a pure summoner. So I kind of feel you need to embrace the theme more than the power anyway. I mean the strongest thing about necro summon isn’t even the summons sadly it’s running thorns and spamming CE. :confused: Where as for druids they are pretty much just there for distractions while you kill with better abilities. So sort of similar really. Mind you edge bow + spirit of barbs can put in some work for playing through the game itself.

This would be a really great QOL improvement for SURE.

But bro, you should know that asking that person to step in to make things better will probably just result with the same tactic as how he sees improving real life, you know, his main goal of population reduction… so I’d imagine we’d just see 1 playable character, everyone is the same, etc. But the real question… how do you decide who gets cut? :thinking:

Since summoners are my favourite characters in D2 i suggest a much-needed update to the craft recipe seeing how the Paladin has 2 RWs for shields and it already could get a ridiculous 45 res all even b4 making the RW in there?

Craft Recipe : Field Marshal
Works on : Magical, Rare or Crafted Druid Pelts and Necro shields. Once in crafted form it is rerollable
Formula : Um + Pul + any perfect gem + any jewel + Magical, Rare or Crafted Druid Pelts and Necro shields

Result
+3-5 Druid/Necro Summoning skills
+1 teleport
Mark of the Summoner
all summons receive 70-100% more damage
all summons receive 70-100% more life
all summons get 50% crushing blow facing demons
+400-500 defense
40-70 resist all

either it’s Exile and only Exile, which is one.
Or it’s Exile and all the normal shield RWs, that would make, what? 6? 8? 10?RWs. Didntcountdontcare.

:supervillain: if your summons receice more damage, they die much faster. You want them to deal more damage. :stuck_out_tongue:

So on top of their magic/rare/crafted attributes they get the RW attributes? On top? Additionally?

… you look for power creep just exclusively for your fav class. Got it.

Hard pass.

Oh haha ya i meant “deal more damage” and well only pally shield get 4 os @ clvl 25 so effectively a Spirit shield is possible at such low level/requirements IMHO?

ah, that’s what you meant. Understood.
Yeah, only pally shields get 4os so early that you can have Spirit shield at lvl 25.

It’s busted.

  1. That’s more all skill bonus than any existing item in those slots.
  2. Summons aren’t so bad that they need to get their damage and life doubled.
  3. Crushing blow on all summons is busted. You’d simply melt all bosses.
  4. 500 defense and 70 resist all makes the item a stronger defensive choice than any other item in those slots.

Cut 50% of those imbalanced boons, and we can talk…

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Its too mutch i think , but also it would be great if BILL added a new rune words and new unique items for summoners…

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I’d like a decent runeword in wands for necromancers. Such a shame it’s better to choose other item types when wands are designed for necromancers.
Not a mosaic-level item, though.

Vigor is an excellent bonus to all summons, since it shortens the reaction times of the “placid” AI structure and leads to a more aggressive behavior. I am playing a Poison/Summon hybrid with an act 1 merc. My minions are solely used as tanks, and Vigor helps a lot bringing them to where I want them to be. And of course, since I am not using enigma, it strenghtens my mobility by a good margin!

Thus said, “Harmony” as the only source of Vigor is quite useless in any other regard and therefore rarely chosen for a summoner or melee (or any other lol) endgame-build.

I would welcome a runeword (armor, helm or shield? not cheap, I would say around Jah) having Vigor 4-8, +1-2 to skills (or up to +3 to single summon skills), and, depending of rune cost, one or two other boons: 10-30 resist, 10-20 FCR or some mana/mana reg. Throw in 1-2 minor boons (10 life or 5 Strength, 30 Magic Find or whatever, you get a picture) and/or a penalty (-10 Life or -5 Energy…) for a classy taste. Keep it balanced, even if you love a class and want to improve it (and in my humble opinion, several classes/builds need a buff, the druid summoner definetely does). But one mosaic is already one too much and 50% crushing blow for minions is insane. :smiley:

I hate using enigma with a summoner. Teleporting around an putting 50 minions onto your very place looks so tremendously wrong, there should be done something. And if you started telestomping, you need to further do, because your poor minions are so traumatized from your teleport, they seem to be stunned for seconds. Give 'em some love!

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well if its a RW i would prefer 2 sock type so both necro heads and druid pelts can qualify ^^

I give you points for creativity, but real talk here: you’re saying an EASY idea (persistent summons) “will likely never happen” and what you’re proposing, is ENTIRELY HARDER and more complex.

Like, again, cool that you’re thinking up interesting things. But there’s no need for “banking free summons.” Literally just make them persist. It’s easier, simpler, WAY more likely to get done no matter WHAT status the game is in, development-wise. The fewer levers to turn, the more the coders will like it.

Lagromancers have been my jam since y2k (remember that? We thought planes would fall from the sky, no cap). So I feel what you’re saying, and I agree that the summons themselves really can’t BE the power source in a group environment. The reason “passive power” like the true “army commander” fantasy enjoyers want is something the Diablo devs have struggled against for the entire franchise’s existence, is because EVERY time, every time they give it to us, whether it be Mosaic or Orb or Aura-din or whatever else, it’s ALWAYS a problem.

Always.

You need player interaction and player parity, if you’re talking multiplayer, or else it’s just Walking Simulator™ for at least one person in said group. What’s worse, said person is usually unilaterally relegated to that role - it’s not like the NON-Mosaic players have the choice as to when the screen gets deleted. Right?

So there either needs to be a situation where EVERYONE is “capable” of doing the thing, or else NOBODY can be capable. D4’s unofficially working on a “rotational” compromise wherein each season, a different class becomes “the broken-est” for said season. They’ll never admit that’s what is happening, but you look at the tapes, you’ll see the proof for that pudding.

End of the day, if it’s single player then people should be able to do what they want. In multiplayer though? We need balance, and we’re probably not gonna get it. So yea, skellies are never going to “solo clear” in group games and we probably shouldn’t buff them to be able to, because if ONE person is capable of carrying 7 others… why are those 7 others even playing?

how is Frozen Orb a

as you call it?

And imo,

is only a problem because of the weird way auras stack - the lvl increases (why should it?) and then all auras pulse at that higher level.
And even that wasn’t overpowered before Sunders were introduced. So for the Auradin, the Sunder charm was the real culprit.

Bill make Summoner Dru with more spikes pls. We give you a cake in return :slight_smile:

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“Passive” in the sense that you press 1 button and delete the screen. No fuss, no muss, very little effort. That’s historically not what diablo devs have ever wanted. Ironically, many of the changes they made or implemented into the games have done nothing but create and recreate this problem. And, in the case of D3, they just gave up, plain and simple. I like D3 a lot, and this doesn’t bother me, but then again, I’m playing it SSF so my opinion, in that context, is the only opinion that matters.

Similarly I have ZERO problems with Mosaic when I play this game, again because I’m playing by myself. Offline, too, no less. With tons of mods.

But in a GROUP play? One-button “delete the screen” builds are problematic if any single one of those up to 7 other players take umbrage in the fact that they were not the button presser.

No, the real culprit is that YOU are playing with people. Plain and simple. Do YOU enjoy Auradins? If yes, YOU are the problem when playing with others. It’s GROUP + POWER DISPARITY that causes the problem. Either one in isolation is a non-issue.

I’ll be happy if they will fix poison that stops dealing damage if the monster was attacked by another type of damage. So I can make summon and poison hybrid and cast Pnova from behind of my skeletons.

i would be cool with that, but thats too hard work
alternatively, just remove the corpse requirement once skill is level 40+ and call it a “perk”

and even with all this powercreep, nova sorc and hammerdin are faster/better…
see how i didnt even mentioned saicsin?

that said, i do agree that necros need more QoL than power
for power, 1% cb each 5 SM lvls would be nice, we can think about something for mages and golems too