Limit conjurer creatures in QAs

Started by Pandip, February 22, 2023, 06:18:49 AM

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Pandip

This is more an observation than a suggestion; I don't really know how I would fix this.

Summoners are very strong in QAs. Some of the summoning themes are very overwhelming, especially in tight corridors. It feels like almost all casters have become "summoners first" and everything else second. Most encounters start with the casters summoning at least 2 creatures.

This has led to a situation where you're forced into a "kill the summoner" mini-game in a lot of quests, which is oftentimes very dangerous; instead of taking the encounter slowly, you're forced to charge forward and expose yourself to gloom effects and massed mobs.

I would obviously prefer this over getting dispel spammed constantly, but it does still feel a little bad on some quests.

Not all summoning themes are made equal, either. The ice theme is particularly dangerous, with water elementals not handling collision properly and ice elementals having AOE ice effects. Some NPCs, like the Sawbone Sanctum boss, seem to just infinitely summon creatures, which really stacks the deck on quests.

I certainly wouldn't want to nerf these themes for players, but they're overwhelming on NPCs.

Sometimes, I think this mini-game is really, really cool. I think a great example of this working on a quest is the Caravan Protection quest that is more or less an invasion. It's harried, it's fast, it requires you to run around and choose the right targets and pay attention when a new mage spawns. I love this effect here. But in tighter quarters, it feels a lot worse.