Soybeanarson Posted January 27, 2019 Posted January 27, 2019 I've noticed that in the move to turn based, chanter summons have a laughably short lifetime, to the point of being almost useless. In real time most fights see my chanter summons last the whole fight, and even in long fights, they hang in for a while. On turn based its two rounds and they are gone, which is funny since it takes a couple rounds to cast them in the first place
tedmann12 Posted January 27, 2019 Posted January 27, 2019 The only time I used my chanter's skeletons I only got one turn out of them. They each got to move and attack once and then disappeared. Rerolled my chanter to not take that spell. Two turns is debatable, three would be good, one is not good at all.
SChin Posted February 1, 2019 Posted February 1, 2019 Hey everyone! Thanks for the feedback about summon duration times I put a report together with the information you provided and sent it to the team to investigate and consider. If you have anything else to report about this in the future, please continue to post about it here as I linked this thread to the report for the team to use as a reference. Thanks for all the help everyone!
nexuskay Posted February 5, 2019 Posted February 5, 2019 Drake summon broken? I could not move the drakes or use any actions
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