MrMyther Posted March 17 Share Posted March 17 Currently the Summoners Fable has three (technically four) powers ingame. Compared to the other families, who all have over 10 powers, the Summoners fable is clearly lacking in content, this is worsened by the summoners fables having mostly useless effects. Improving Existing Content: Gloop Minions / Charmed Rots will now follow their owner between rooms. Gloop Minions scale their stats to match more closely to their owner. Summon slot power 'removed' - and instead becomes a player stat which is unlocked and upgraded when picking up any valid summoners fable. (Like how gear effects appear in the power list) Current Enchantée - Once per clearing, when you Kill an Enemy it will return to life as a Charmed Ally. Suggested Changes - While above 20 hitstreak, when you Kill an Enemy it will return to life as a Charmed Ally. +1 summon slot (Now also uses summon slots) Current Thinking With Portals - When you double tap Dodge, summon up to 2 Portals to teleport between. Suggested Changes - When you double tap Dodge, summon up to 2 Volatile Portals to teleport between. (Allies teleporting will cause an explosion around both ends of the portal) Current With A Little Help - When you Kill an Enemy, summon a Minion to fight for you. Suggested Changes - When you Kill an Enemy, summon a Minion to fight for you. +3 summon slots Ideas For Adding New Content: Main-Fables Well Taught - When hitstreak ends, summon a minion with a strength scaled from that hitstreak. +2 summon slots (Uses summon slots) Earthcaller - Every 6 Light attacks, summon pillars of stone to impede rot attacks. Bubble Buddy - Replace your potions typical effects with the following: Summon a flying orb that releases healing waves. (Lifetime scales with Potion-Heal amount, Healing radius scales with Heal-share radius) Gravity Well - Summon a blackhole with your first heavy attack per clearing, Absorbing and instakilling any non-boss rots with low health who approach it. Sub-Fables (The ones that only spawn while holding Main-Fables) Strength In Numbers - For every summon present in a clearing, you and all summons gain 5/10% damage. Scented Marker - Whenever you deal damage to a rot, mark them to enforce agro of all summons /, summons deal an extra 50% damage to marked targets. Vengeful - Whenever a summon dies or is destroyed, increase the damage of all summons next attack by 100/200% Huddle Up - While you or any allies are nearby a summon, gain the warmth effect and 15/30% damage resistance. Relay Race - Whenever a summon deals damage, you and all summons gain 50/100% movement speed. Packmaster - Summon slots increased by 2/4. Tough Stuff - Your summons spawn shielded /, and release an explosion when their shield cracks. Mourn The Many - Whenever a summon dies or is destroyed, You heal for 25/50, and Summons heal for 250/500. Change Of Heart - Once per clearing, when lethally wounded, sacrifice and switch places with a summon to revive at 100 health. 1 Link to comment https://forums.kleientertainment.com/forums/topic/170074-expanding-the-summoners-fable-family/ Share on other sites More sharing options...
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