Every once in a while I meditate a bit on game mechanics that don’t feel quite right, twisting the rules a bit to see where it leads. One of those game mechanics is summoned troops. The changes for 2.0 look very promising, unfortunately they don’t address the parts I dislike most:
- One of your troops needs to have died for summoning to work.
There’s no I in team, and apparently just four letters. Summoning only gets useful once there’s room for an additional member, which makes summoners mostly useless for half of the fight. Sure, most of them have a weak secondary effect tacked on to compensate, I’d still prefer them to be viable for the whole fight though.
- Summoned troop tends to get in the way.
What’s better than a Spider Swarm in first position? A Spider Swarm that ends up in a position where it doesn’t volunteer for dealing weak skull damage while hogging all red mana. Sometimes it would be nice to have a little more control over where your summoned troop will end up, especially when building defense teams.
So, getting to the Weird Ideas part, how could this be changed? There’s actually just one simple change that would make a huge difference:
- Summoned troop temporarily replaces summoner, in same position.
Master takes a break, slave does the dirty work. The summoner is taken out of play, with all conditions frozen. Once the summoned troop dies, the summoner is returned in former glory, all stats, positive and negative effects the same as before.
Speaking just for me, I’d definitely like that behavior, it feels like a perfect fit. It makes summoners useful throughout the fight, while also giving me control where the summoned troop will show up. As a slight nerf, it prevents summoners from having multiple summoned troops in play at the same time. As a slight buff, it makes summoners more durable, due to being out of the line of fire while the summoned troop is around.
Just my 2 gold coins, back to counting treasure maps.