I'm glad this discussion is happening, because I think it's important for TO and summons to be addressed at the same time.
TO as a radius-0 ball, bolt, or both seems fine. Perhaps, though its range should be proportional to the caster/item level and inversely proportional to the target monster's level? So a wand of TO can zap Azog, say 50 squares, but Morgoth only 10, but a level 50 mage could push Morgie 25 squares.
Summons suffer from a bunch of problems which lead players to abuse (SUMMON_HI_DRAGON --> ASC) or simply annoyance (mystic serially summons 75 weak animals that don't carry any loot, making a whole section of the dungeon not worth dealing with). Unlike TO, I don't think summons are too easy or hard, just off.
I'd suggest:
-only monsters with the 'summon special' spell can summon uniques
-summons don't have to have LOS with the summoner, so fighting a summoner around a corner doesn't limit summons
-summons can always push past the summoner (if an ASC fix is deemed necessary)
-summoners can summon a certain total level count of monsters, with group monsters perhaps counted say half; this would generally be based on the summoner's level, though multiplier flags (e.g. SUMMON_DBL, SUMMON_TRIPLE) could be added to beef up eg Q's
Again, most of these aren't harder/easier oriented (apart from the ASC fix), but I think could make summons still dangerous with interesting gameplay, without driving so many players to boring, knee-jerk ASC/TO strats.
TO as a radius-0 ball, bolt, or both seems fine. Perhaps, though its range should be proportional to the caster/item level and inversely proportional to the target monster's level? So a wand of TO can zap Azog, say 50 squares, but Morgoth only 10, but a level 50 mage could push Morgie 25 squares.
Summons suffer from a bunch of problems which lead players to abuse (SUMMON_HI_DRAGON --> ASC) or simply annoyance (mystic serially summons 75 weak animals that don't carry any loot, making a whole section of the dungeon not worth dealing with). Unlike TO, I don't think summons are too easy or hard, just off.
I'd suggest:
-only monsters with the 'summon special' spell can summon uniques
-summons don't have to have LOS with the summoner, so fighting a summoner around a corner doesn't limit summons
-summons can always push past the summoner (if an ASC fix is deemed necessary)
-summoners can summon a certain total level count of monsters, with group monsters perhaps counted say half; this would generally be based on the summoner's level, though multiplier flags (e.g. SUMMON_DBL, SUMMON_TRIPLE) could be added to beef up eg Q's
Again, most of these aren't harder/easier oriented (apart from the ASC fix), but I think could make summons still dangerous with interesting gameplay, without driving so many players to boring, knee-jerk ASC/TO strats.
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