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Summoner Class Design- What the people want?
This post is all theorycrafting on the summoner class design and what I personally would like to see.
First off I would like to list out the types of summoner classes you see in other games.
Zerg Summoner: Has little control over summons but is constantly summoning more and more pets. Generally rotates around a builder and spender combo system, with a goal of maintaining as many summonses as possible.
Companionship Summoner: Only has one pet in which most of the summoner's abilities rotate around. Some things you see with this type of summoner are riding pet, controlling pet through a spell or becoming the pet. Summoner generally supports pet.
Support Summoner: Generally only has a few pets. Mostly AI controlled. Pet supports summoner rather than summoner supporting pet. Support could just damage the same target or be giving buffs to the summoner for his own damaging abilities.
No ‘pets’ Summoner: Doesn’t use a pet but summons other objects or affects to help him in battle. Things such as totems, weapons, defensive tools, etc.
These four arch-types are what summoner classes fall into. I personally enjoy all of these styles and with the complexity of the Ashes class system, I think they can incorporate all four into their class system, giving a wide range of play style, making the summoner the master hybrid.
This second section I am going to talk about how a summoner with no augments should play, IMO.
Summoner should be able to tame, learn to summon or have baseline a wide range of summons (pets, elementals, totems, etc.)
Have a few base offensive and defensive abilities that are used as filler.
The majority of spells should be used to enhance the summons.
Enhancements should share CDs making the choice meaningful and not just buff bot.
Have a very large selection of abilities that affect your summons.
Now the final section I will go through the augments and how I think they should affect the summoner.
Fighter(Wild Blade): Support Summoner. Where the summoner’s base abilities are melee and summons a variety of weapons to help in battle.
Tank(Brood Warden): Companionship Summoner, where you have one main summon in which you buff and heal it to maximize its duration.
Rogue(Shadowmancer): Support Summoner. Where the summoner's base abilities are stealthy and melee, has a large range of crowd control in which the pet combos or enables.
Ranger(Beastmaster): Zerg Summoner. Summoning a large variety of pets to crowd control enemies and put out damage from afar.
Mage(Spellmancer): Companionship Summoner with range abilities enhancing a pet to use elemental abilities.
Summoner(Conjurer): Companionship Summoner. Uses a variety of enhancements to meld the summon into whatever is required.
Cleric(Necromancer): No ‘pet’ summoner. Uses totems, match with enhancement abilities to summon in fields of death and life. Uses ‘leech’ing pets to take life from enemies and spread it to his group.
Bard(Enchanter): Support Summoner. Summons a variety of instruments and totems to enhance his party to maximize their utility.
Comments
Also i would prefer if summoners had a plant path instead of animals or elementals only. Something like summoning a healing tree or a thorny vine plant that attacks and can cc enemies. Maybe something complex like using plant summons in a wet environment gives the plants extra life boost or using them in a fiery climate like near a volcano gives them a damage boost but decaying health as a downside.
Also by summoning elementals do we mean something like this?
Maybe elemental summoners can have a fusion option and can fuse different elementals and make them stronger? Those pictures are from a browser mmo i used to play as a kid.
Necromancers are;
- Undead
- Immune to certain living effects
- Immune to positive healing
- Heal off negative energy
- Use the dead around then to do their work
Heres my take.
- Make the necromancer reanimate mobs in the dungeon to fight for them.
- The maximum number of summons increase as they level, specialization, and gear.
- Don’t receive positive energy and instead have their own healing spells and can heal other Undead, their summons and themselves, which also damage living targets.
- Number if Summons should be lower and sacrifice a hoard over reliable, unique and fun summons.
Make players go and hunt down summon spells by killing certain creatures or performing something. Have other stronger more unique summons be restricted to their secondary class too. I.e. necromatic summons. Skeleton, work, wraith exc.
I ignored the names of all the augments when coming up with theories due to I didn't want to influence what I thought the design should be.
And Steven, from what I understand, is against the horde summoning style where you just have tons of AIs following you around. I'm inclined to also dislike this style of play as it generally is just too much on a screen.
I would prefer the cleric augment to give more of a leeching type summoner where the damage you output heals you and your party. Totem was just an example of how that could be achieved.
Also, the idea of reviving mobs just isn't viable in so many situations. Such as PvP single target bosses, etc. Anything where there isn't a reliable amount of mobs to kill to refresh your summons. I'm actually disappointed they named the cleric augment necromancer, due to people are going to want the DIII horde of skeletons and creature style of play, which is extremely low skill cap and just based around AI play.
Every individual has their taste I guess, it’s just my personal opinion that a necromancer should play like a necromancer lol.
D&D is the truest necromancer and my opinion of the two renditions of necromancers in MMO’s are EQ1’s necromancer and DDO because it’s literally D&D.
If they weren’t fond of AI then surely there’s someway to make it work. Well just have to wait for a game to come out when they do lol.
Needless to say, I prefer a many many summons type system. I always feel more like a summoner then rather than having one or two stronger summons.
I want a necromancer with undead forms that have different buffs and debuffs. Ghost, Lich, zombie, exc. unaffected by positive healing, disease immunities and other effects on the living.
Heal via negative energy that damages goes, heals other undead allies (run a party of necromancers) and be able to heal your pet(s).
Have an arsenal of debuff as control spells that are just very oppressing in general, fears, snares, curses exc, instant kill spells.
And the only touchy subject which is the actual summon via the summoning class... I’d settle for an array of single beefy pet summons that tune to more specific play styles, maybe the pet behaves diffferently when you use certain spells on enemies. Seek out feared targets.
Summoner should be able to tame, learn to summon or have baseline a wide range of summons (pets, elementals, totems, etc.)
Just about every game on the market has vertical progression, games are more frequently coming out with horizontal progression but I want to see more progression from discovery and exploration.The majority of spells should be used to enhance the summons.
The point about learning how to cast new summons. Having summons be learned by summoners by traveling the world and visiting locations where they can learn these spells. As nodes advance, perhaps new summon spells could be learned from new locations exc. and I really want this discoverable progression incorporated into all the classes.
mostly because it’s the biggest incentive to explore the world, everyone wants to make their character unique, and stronger, and nothing makes traveling the world more entertaining than embarking on the player’s own quest to obtain secret power.
Just about every game on the market has vertical progression, games are more frequently coming out with horizontal progression but I want to see more progression from discovery and exploration.Have a few base offensive and defensive abilities that are used as filler.
The majority of spells should be used to enhance the summons.
The point about learning how to cast new summons. Having summons be learned by summoners by traveling the world and visiting locations where they can learn these spells. As nodes advance, perhaps new summon spells could be learned from new locations exc. and I really want this discoverable progression incorporated into all the classes.
mostly because it’s the biggest incentive to explore the world, everyone wants to make their character unique, and stronger, and nothing makes traveling the world more entertaining than embarking on the player’s own quest to obtain secret power.
All summoners should have more than one choice of summon however the amount they can control at one time would be reflected by their sub. Those who sub summoner would also gain a quest to unlock a summoner influenced skill. Like a warrior would gain a ghost blade that would attack after the warrior attacks. The bard would have a instrument that hovers beside him playing a song of the Bard's choice delivering an AoE buff/debuff.
However the main skills and such wouldn't be weak on their own but finding such things in the wild would had Flavor to the class. Most of the stuff influencing the characters would be found in the skill trees.
All games, character progression is tied to grinding, leveling, your standard vertical progressin, your slight variety and build creation with augments or horizontal progression but lack any kind of progression souly from traveling and exploring.
EQNext had promised this concept, where certain classes could be obtained by assisting certain NPC faction. I believe certain abilities could be found in the world and in general, exploring and leaving your mark on certain parts of the world gave you something in return.
You could easily see this with obtaining spells, items, classes, maybe things such as becoming a vampire, Wearwokf, Lich exc. that provide you with build unique build trees and abilities. Leveling in certain factions earned you new valuable spells exc.
I would love to see a variety of summonable minions (and it looks like that will happen with the range of main/sub combinations around summoner). Ideally I'd like to see pets that would level up with you, learn new skills (maybe even have skill points/stat points/skill choices of their own) and maybe change appearance as you customise them.
However, I feel that that may prove difficult to balance for combat. But I love the idea of not being stuck with just one pet and having the ability to change pets on the fly to suit the situation I'm in at any givene moment.
For example, maybe I specced one pet to be more tanky for solo purposes and one for buffing when I'm grouped.
I hope we get a chance to see something soon.
Being the bane of the world's greatest Zerg Summoner would be a blast.
@AutumnLeaf has me thinking of RWBY.
Instead, I want a Blade summoner incorporating melee into their abilities versus the pet simply becoming a melee dps pet. Example, the pet gains some melee stuff to their abilities and so does the summoner's abilities. So you have a summoner that has a slightly greater focus on melee dmg by switching a ranged spell to a melee ranged ability that does more dmg and a pet ability that now causes a rend.
Above all, I think it needs to feel completely distinct from the other classes. There's no point having a wizard sat behind a pet, or a warrior with a tiger at his side if that's all it is. The summoned pets need to have interesting abilities, offer unique buffs/debuffs, and create a combat environment where both player and pet are of value.
- Companion Summoner
- Support Summoner
Sounds very " Themepark-like MMO " - it doesn't leave much room for creativity. Specifically, the Companion Summoner reminds me of BDO Summoner. Maybe change it to ... " Multi-Companion Summoner " ?The other two seems more SandBox-like MMO - which could lead for more lee-way for creativity.
All-in-all, the categories seems a bit narrow-minded, and i personally think it should be more broadened. In other words ...
if you only suggest 4 Categories to branch out with, then there won't be that many choices. And then the Summoner class will be stale.
Rather than it being decided at the Character Creation Screen... let the Journey unfold, and you can choose which ever path you want along the way - making tweaks that'll even further add diversity to your gameplay style.compared to others
- From what i can tell, you idea seems that they'll be far less diversity. And other players will only " look different " as opposed to " mechanically different " gameplay-wise. Or course why not both ?
I'm not sure if you ever saw my version of Summoners, but it's REALLY worth taking a look into - in my opinion the Build-up for an Archetype plays an important role into this too. And nice to have an idea as to how everything could tie into the Archetype nicelyhttps://forums.ashesofcreation.com/discussion/33995/how-do-you-imagine-the-summoner/p1
Only problem is that, we really need to see the first iteration of the Summoner Archetype as opposed to imagining it.
Hope devs remember
Also it would be cool if only a Summoner could heal the the Beast races (Tolnar?)
That's just a weird thought.