galehar wrote:I don't think ensuring that you can get the 15 runes with a single skill should be a design goal. If you have to diversify to kill Cerebov, it's fine. You don't even have to kill him, you can also distract him with your summons and try to snatch the rune and run. You can also have greater demons and ugly things to support your dragons if we go with a per spell cap as I've suggested.
I'm not sure what you mean by scaling the summons' strength with power. Most summoning spells already summon tougher monsters at high spell power. If you mean "scaled" monsters, with higher HD and damage, then I disagree. Spell power already affect number of summons per cast and type of summons. If it also affect the per-spell cap, then there's plenty of room to balance and scale individual spells.
Channeling is another issue. It's related sure, but I'd rather see it discussed in its own thread if anyone has suggestions about it.
With a cap on the number of summons, individual summons would have to be stronger at high spell power, to compensate for the lack of damage output a pure summoner has. That's why I mentioned Cerebov as an example: Throwing 8 OODs in his face does a lot more damage than 5 golden/storm/quicksilver dragons, which he will quickly dispose of with firestorm, when you have to stay in LOS. I don't know how Crawl works internally, but give them more HP, buff damage, etc. Maybe "level them up". Maybe summon pearl dragons.
Anyway, it's not about Cerebov, but if summons are just nerfed and not re-imagined somehow, pure summoner is not very viable anymore. That may be OK with the devs, but that's the choice to make. If the devs would prefer summons to have only a supporting role, then nerf away. In that case, it might make sense to remove summoner as a class.
Regarding diversifying, there is always diversification in a build anyway; charms for Haste, necro/transmut for Necromutation, maybe transloc for CBlink, etc. A "pure" summoner is not that different from an FE who's firestorming it up all game. How's that diverse btw? Not that I'm complaining...
As a final note on this, keep in mind that it'd be nice to still be able to get a highscore once in a while with a summoner. That means focusing skills and quickly getting your 1 endgame spell (firestorm, summon dragon, ... ). When going for a fast win there just isn't time to learn a second strong spell as a summoner (due to half XP), especially when not playing DE.
I support changing summons (change is def. needed), I'm just warning for destroying the summoner as a class/playstyle. I believe summoners are fun and can be even more fun!
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Some random ideas to improve on summoner gameplay, assuming caps etc.:
* A low cap on Summon Dragon, but long duration, so they can level up (or however that works).
* Summons killing things extends their duration, like how TSO blesses summoned angels.
* Make Regeneration targetable like Haste, so you can regen your dragons.
* A Charms/summoning spell that affects your summons (berserks them or so), as someone suggested earlier in the thread ("Battle Cry").
* A spell like "Creature Bond", which makes the summon permanent while this is in effect (shows a "Bond" status, like "Regen") and can be renewed. Part of the damage the summon receives is reflected to the player (or some other, similar drawback mechanism).
Ofcourse I'm not sure if this is any good in practice, but the line of thought is to work with lower numbers of summons, and get a little more creative with them. Perhaps this can also increase synergy with some other spell schools (mostly charms in these examples).
* Malign Gateway: Make it placable/targetable and useful in smaller spaces. Pretty much noone wastes spell slots on this. I used it current game for the heck of it, and it just confirmed this again.
* Give a +1 summoning aptitude to a octopodes in exchange for losing a tentacle
. Demonspawn +1 summoning apt. might make sense as well, with the summon demon spells and all. That might make for interesting hybrid builds as well.
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Good luck figuring something out!