Why the easy way out devs?

I decided to come back GD after long break and was hoping some changes in weak skills but found out you decided to choose the easy way!

-Mortar Trap WAS weak,so increase summon limit and decrease cooldown
-Hellhound WAS weak,so increase summon limit and some more minor stuff
-Briarthorn WAS weak, soincrease summon limit and some more minor stuff
-Storm totem WAS weak,so increase summon limit and some more minor stuff
-Raise Skeletons WERE weak, aside from things above, keep summoning until you get what you wat

So now, i have to micro for more stuff, control more stuff etc… More chaos in the screen bla bla…

The huge gap between skeleton types ( mage, archer, melee) is not a good idea. They must have all advantages - disadvantages between each other instead forcing us to trying to get mage everytime(Melees are weak as hell in early levels, they are so weak i dont see nay point summoning skeletons in early levels.)? One good solution would be to add transmuter to skill that makes it all archer, all melee, all mage and add weakness/strenghts auras to each other so they can complement to our builds.

About mortar trap… Now it is ok i see. You can summon it up to 5 and 1 sec cooldown so it is like %400 increase .but problem is mortar trap is put&forget helper skill not a spam skill. …

I dont have optimal solutions to problem above but the patern is not good looking in my opinion. The skills must be worked on more instead choosing easy wayout. You either lots of summons or none at all.

Skeletons, Briarthorn and Hellhound are not weak. All summons are kind of squishy but deal decent/high damage in normal/elite.

Can’t say anything about Mortar Trap.

Storm totem is not weak, at least till Elite. I have a leveling build which has maxed Storm Totem and Wind Devil, and bosses die in less than 5 seconds. I don’t have a gear, I wear Lokarr set (at level ~76, lol) and I have ~1200% lightning damage only off weapons and Devotions. Alkamos could oneshot me, therefore I just spawned one Totem and two Winds, he died in ~10 seconds. I also don’t have Elemental Storm because I forgot about it. Normal packs of monsters die instantly. I rarely get hit by anything.

Where is this “Forcing” as I sure as hell don’t want all mage… I like having melee skeletons between me and the mobs and I like having the skeleleton mages at the same time.

Just because you have a specific desire for one type of skeleton, it doesn’t automatically follow that everyone else is the same

I could see Crate adding a transmuters to the Skeleton summon and set it to spawn a particular type of skeleton. The problem is, it’d be a waste of one point and would be totally pointless. Most players would still go for random summons, because:

  • Mages have AoE and shoot fairly fast
  • Archers penetrate fast, with decent range but are single target
  • Warriors deal decent damage and have higher health, but are melee
  • Knights are tanks

So yeah, many people would want every type instead of only one. In later game, mages and archers die fast and deal high damage, therefore they need some coverage and the summoner is (mostly) not a tank. Warriors and knights are shit only in normal, since enemies deal low damage. I could understand removing warriors because they don’t really provide much end game.

What do you want melee aside from aesthetic purposes? They have something i dont know? They are weak as hell in early levels, they are so weak i dont see nay point summoning skeletons in early levels.

They were weak^^. Read post

So what was that “easy way out”?
There was some rant w/suggestions, but I must have missed the easy…

Increase summon limit?

So you either lots of summons or non at all.

Well playing a pure necro summoner with no attacks, it’s a bit hard to do any damage without summoning skeletons isn’t it? :rolleyes:

Why have melee? because they do exactly what they are meant to. They attack the mobs and stand between me and the mobs, thus the mobs don’t attack me.

What would you have otherwise? Just straight-up damage buffs?

Lower cooldown and higher summon limit for skills like Mortar Trap is more interesting/fun and means it can be more of a primary skill when you get it’s cooldown down to a second max and 4-6 Mortars active.

Still would kill for unique skill mod conversions/support for Mortar Trap though.