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Summon Decay
#1
Summons probably shouldn't outlast their owners - at least not for long. 

The current behavior (remaining completely untouched) generally leads to squiffy situations and perverse incentives, such as all of somebody's summons splitting off and running to the corners of the map after they die, either so that Die Hard can proc while the opponent is dealing with them, poison and burn can tick down, a rune can do its work, or a railgan can sit and camp with its invocation ready. On the attacker's side, it can also lead to having to babysit a dead body for several rounds so you can catch a Die Hard proc before you go and deal with a WG.
(WG probably shouldn't count as a living party member for determining whether a battle should end ending or not, anyway??)

I have seen - multiple times - a summon flee to all four corners of the map before it finally gets taken down.

I think the safest suggestion is that at the start of any round where a summon's summoner is dead, the summon loses % HP (10%? 15%?), increasing each round until it either dies or the summoner starts a round not dead. Putting this check before Die Hard is ideal - most Die Hard procs don't result in the user being meaningfully 'alive' unless they're left alone, which is exactly the behavior running away is trying to force.

Basically, if the summons can't take their opponents down the same turn their user is taken down or the turn after, they probably shouldn't be sticking around anyway - it only prolongs battles otherwise.
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  • AkaInuHime, Collector, Nekojinn, the homestuck man himself, zericosmic
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#2
Full agree, as a former summoner who got dirty wins off this and ICLY always called it a draw due to them having fallen but the youkai finish the fight, and even then, he genuinely held back summoning too many both for fairness and for the fact they're very heavy maintenance costs. That asside full agree they should decay while summoner is dead.
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#3
It's like the only reason I can win some ruler matches sometimes and that's just wrong
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#4
I don't think it'd be a better solution balance-wise, but IC-wise it'd be interesting if summons didn't take commands/acted with NPC AI when the summoner is KO'd.
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#5
We need also a penalty for other 'summon' type classes... Engineer, Druid, Ruler... All of those... Because the same issues apply to them too.
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#6
I think there should be a change but I don't agree with health decay. Easiest solution to prevent baiting and moving to the corners is if the summoner is down the summons cannot leave a certain radius from their summons body. If they do they get instantly unsummoned. Whether 5 spaces, or 7 just to keep them from evading and baiting time.
[-] The following 1 user Likes Grimmnaka's post:
  • Sawrock
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#7
Know what yeah, summon chaining to the corpse, that works for me too!
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#8
I think it would be fair if the summons got a status that unsummons them at the end of their turn. Ruler automatons and engineer bots would not be unsummoned after that time but their turns would be skipped due to a lack of commands
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#9
Just make them be unsummoned within 2 rounds after you go down. However, I also feel like Youkai's damage should increase, otherwise we'd just be taking power from Summoner and not shifting it elsewhere.
what the heck!!!

im not part of the abc news

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