alcopop wrote:I feel a bit bored, because Summoners haven't changed at all since the vamp nerf and the addition of those acid rubies and stuff. It's all pretty meh, when you have all these other classes getting these revamps and crazy changes, and then you've got Summoners. Same with Wardens. Can't really complain though, since we're not really overpowered or underpowered (or at least I don't feel that way).
While the class "stability" has been kind of nice, with relatively few major changes the last several patches, I do agree that it's becoming a bit all too familiar with the Summoner class.
I do sorely miss Vamp heals for PvE - it was really nice using a major DPS skill and healing yourself at the same time.
I really hope we, as a class, get a bit more innovation soon. Perhaps add Wandering Fever as a new talent in the Putrefy grid. A nerfed version (increase mana cost, reduce damage, limit the number of targets it can spread to, etc.) so that it isn't as overpowered as before.
Or at least another DoT to add to our arsenal - something that has added utility like Neurotoxin. Counts down, dealing moderate damage and once it hits 0 has a knockdown (sleeping disease) or silence (infected throat) effect.
Mix up our ruby grids up a bit with some new passive abilities. Give Plague of Mending a 5% chance per tick to generate the Dark Renewal HoT effect (alright, I'll admit that's a bit OP but just throwing ideas out hehe). Have rubies that makes the destruction of 1 stack of Blood Aegis generate a DoT effect in a small radius around the summoner (opposite of healing shield).
Devs need to strike a fine balance between stability while also introducing innovative changes to a class each patch to mix things up a bit. They need to be a bit more delicate instead of fully removing an OP skill and destroy a part of a class identity, simply nerf and readjust it.