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Summoners in ARGHrena

Posted: Tue Apr 11, 2017 2:57 pm
by Justinlyz
Okay, so we had tons of discussion regarding this situation, but most of the time we are saying it's OP without actual valid suggestions...
I feel the main problems are the fast damage dealt by Talissa and the turn abuse allowing Ronan to ulti within the first cycle.

Thus, here's some possible solutions that I've came up with, along with some I've seen from the community... Let's make this discussion really visible for the developers to see?

1) Pet death should mean something. Since Summoners cost 20 valianite, why not give us some points when pets die/sacrifice? 5 points per pet!
2) Pets should share a turn with the summoner, protecting the 5 turn cycle
3) Pets moving should not reduce cd of heroes *EDIT*
4) Summoners should have increased CD once they summon pet/not cd at all until pet dies

Hopefully the developers can acknowledge and give us a response? You guys have been really quiet on this.

What about the rest? 

Re: Summoners in ARGHrena

Posted: Tue Apr 11, 2017 3:00 pm
by Genez
Okay, so we had tons of discussion regarding this situation, but most of the time we are saying it's OP without actual valid suggestions...
I feel the main problems are the fast damage dealt by Talissa and the turn abuse allowing Ronan to ulti within the first cycle.

Thus, here's some possible solutions that I've came up with, along with some I've seen from the community... Let's make this discussion really visible for the developers to see?

1) Pet death should mean something. Since Summoners cost 20 valianite, why not give us some points when pets die/sacrifice? 5 points per pet!
2) Pets should share a turn with the summoner, protecting the 5 turn cycle
3) Pets moving should not reduce cd of summoners
4) Summoners should have increased CD once they summon pet/not cd at all until pet dies

Hopefully the developers can acknowledge and give us a response? You guys have been really quiet on this.

What about the rest? 
I like 1 and 2 :D

Re: Summoners in ARGHrena

Posted: Tue Apr 11, 2017 3:47 pm
by Celty
yeah sounds good nice suggestions XD i agree wif genez but since we can only pick one choice ill go with 2)

3) & 4) may be a little too harsh? idk hard to tell since we cnt test

if there's a choice better go with 1) first then slowly implement 1 by 1

Re: Summoners in ARGHrena

Posted: Tue Apr 11, 2017 3:49 pm
by Justinlyz
Who knows, maybe we can combine the suggestions heh heh heh

Oh! Thanks Admin for making the poll for me!!

Re: Summoners in ARGHrena

Posted: Tue Apr 11, 2017 4:33 pm
by LightBoX
How about ...pet slayed by opponent......summoner also die..

Re: Summoners in ARGHrena

Posted: Tue Apr 11, 2017 8:18 pm
by JeForceX
How about ...pet slayed by opponent......summoner also die..
+1
What I think should happen:
Summoner takes 20% HP reduction when pet dies (similar to Berserker Vincent side effect)

Re: Summoners in ARGHrena

Posted: Tue Apr 11, 2017 8:45 pm
by uratex16
Nah. Option 2 is probably the best.

Re: Summoners in ARGHrena

Posted: Tue Apr 11, 2017 8:46 pm
by Xinhuan
5. Each player should only get 5 turns in one cycle. If you have 8 units, you can only use/move 5 of them.

Re: Summoners in ARGHrena

Posted: Tue Apr 11, 2017 10:28 pm
by Justinlyz
This may affect the ninjas and assassins though... Hmm not as straightforward as it seems

Re: Summoners in ARGHrena

Posted: Wed Apr 12, 2017 12:23 pm
by amikari
I have a crazy idea. The loss of the pet should count as a kill for the opponent.

Since the pets have their own turn and reduce cooldown and all that, they should be treated as an actual unit in the arena.
So if I sacrifice my pet by using its skill, my opponent gains +15 points. If my opponent kills my Summoner after I've summoned a pet (ie. both Summoner and pet disappear from board), my opponent gains +30 points.