I am going to give a suggestion, as they are going to reform the osamodas they could change the design or the aesthetics of its dragonic form since in my personal opinion it is quite ugly, it is a hybrid between dragon and human very horrible.
My suggestion is that in its dragonic form it be a full dragon (somewhat like a dofus) or one more design like that of stasis tainted mimi.
They should stick to a full dragon appearence (they did a very good job with Ouginak's werewolf form) or a Human-like form with dragon characteristics (like Mimi). The current one looks unorganized (?) and, as I can see, the impossibility of the team to make larger tails makes it more weird.
I actually want something more closer to the Ugi transformation in terms of animations but with a dragon, or maybe something like in dofus, I think the current Dragosa look is no longer up to date, and letting the players have the stassis version although cool is not lore-friendly
been reading and I want to say that I disagree what they're trying to do. In Dofus lore, Osamodas god was one fo the strongest gods out there and now we are gonna be support characters and "ok" damage? why not just give us op support and so-so damage if you guys are going to do that. its hard enough finding players to play with to do dungeons but those that have level 200+ osas are now going to be in a really bad situation. Most will lose a dps , i think if class is going to change, it should be reworked and not changed from one role to another role.... just my 2 cents.
Copy pasting what I wrote in another thread here for better visibility.
I have no trust in Ankama's way of handling this kind of big class changes. It is like changing a Dark Knight (which is a tank class) to a healer in Final Fantasy XIV (The equilavant of changing a Sacrier to an Eniripsa). These suggested changes are too big, I hate the idea that my damage dealer becomes a support class as if we don't have enough of those already.
You talk about class balance to justify these changes, and yet I don't see you ever changing core gameplay of your beloved classes such as Sacrier and Iop like this ever, and they have always been overpowered. They are allowed to be overpowered, meanwhile Osa has seen many nerfs and changes over the years in name of balance, why is that?
Since you never listen to your player base and are adamant with murdering Osa, at least give us a class change scroll after you implement these changes.
I understand that you (Ankama) are struggling with balancing the summons for this class, but instead of embracing that struggle (which is your job as a developer) and finding a way to balance the summons (which you have been able to until now) you want go the easist way and change the class entirely.
Honestly (I might quit the game forever and never look back after this), I am really disheartened to play the game when these changes are applied. I love my Osa and have been playing this game on and off since beta. I am an Osa main since the very first day this class came out in Beta, I remember the excitement I had that day. Fast forward to this day, you have changed this class so many times over the years that I have lost count, we are not an overpowered class neither the weakest. Other than giving earth spells some love the class needs only minor tweaks/changes here and there, not these suggested ridiculous changes which will change the core gameplay of this class.
Please change the appearance of the dragon QAQ. And the sound effects + animations in the spells are almost the same with one another. I wonder which of the remaining 3 classes is next for revamp QAQ.
I am looking forward to this rework, I do love the idea of capturing monsters, but 90% of them dont have all their skills or just can't be captured. And also when your lowered your stuck with a select few (in my opinion, mostly rubbish summons) and stats stuck In Healing mastery for some reason, I never look forward to doing at level stasis runs with my osa, I think this rework will be good and give us the customisation to make osa special and fun but also balanced. can't wait to see more.
I am also up for a change in the dragon osamodas' appearance. The current dragon-mode osamodas looks pretty... ridiculous. As mentioned, it would be much better to either have a full dragon look, or keeping human appearance but with dragonic characteristics (such as having dragon wings and tail but retaining human appearance, for example).
Also, another point I want to mention is about the current summons. One of the main reasons the current summons die extremely fast is also because of the fact that their elemental resistances are fixed. As a result, most summons tend to have abysmally low elemental resistances when summoned, causing them to die extremely fast.
One suggestion for this could be to allow the summon to have a percentage of the osamodas' elemental resistances, for example 80 or 90% of all the osamodas' resistances, similar to how sadidas' doll resistances work.
One final point I want to mention is about the summons that osamodas have in Adjustable Level System. In Adjustable Level System, osamodas are stuck with a fixed 5 summons that the game chooses for you, and 80% of the time 4 out of 5 of those summons are useless/too weak to be useable. I feel this aspect really should be reworked as well, currently I really don't look forward to playing summoner-osamodas in Adjustable Level System.
I agree about dragon form looking riddiculous.I absolutely love dragons and that "thing" is NOT a dragon.It looks more like dried lizard attached to a bat.
Second thing I want to mention is summons skills.I am currently lvl 23 so maybe i dont know something yet but for example gobball war chief stuns with his dash so why isn't summon gobball war chief's dash doing anything except dmg.Also i had one more osa character in the past and i had piwi summons and i remember them having an useless skill(i think it was the one used for merging piwis together).I really really want summons to have skills that always do something.Beyond that i saw a picture in google where osa merged with their summon to become something like dhrelzerker(i dont know how this word is spelled XD).If devs decided to put that into the game i would be delighted.
Then the last thing is spell animation.They are all like "POOF!smoke and farts." while new feca has godly spell animations (especially earth spells).
TLDR:make dragon form look good, change spell animations and make summons do more things/merge with their owner.
I agree about dragon form looking riddiculous.I absolutely love dragons and that "thing" is NOT a dragon.It looks more like dried lizard attached to a bat.
Second thing I want to mention is summons skills.I am currently lvl 23 so maybe i dont know something yet but for example gobball war chief stuns with his dash so why isn't summon gobball war chief's dash doing anything except dmg.Also i had one more osa character in the past and i had piwi summons and i remember them having an useless skill(i think it was the one used for merging piwis together).I really really want summons to have skills that always do something.Beyond that i saw a picture in google where osa merged with their summon to become something like dhrelzerker(i dont know how this word is spelled XD).If devs decided to put that into the game i would be delighted.
Then the last thing is spell animation.They are all like "POOF!smoke and farts." while new feca has godly spell animations (especially earth spells).
TLDR:make dragon form look good, change spell animations and make summons do more things/merge with their owner.
The osa merging with their summon is from Dofus I believe, it's pronounced drhellzerker and according to the krosmaga lore, the process of merging with stuff is called communing and it is a dangerous secret tehnique that only osamodas, enutrofs and sacriers use.
MongeRs#6309
- MEMBER -
January 12, 2021, 04:23:35
Yea, and in Dofus it is (or might be) possible because you have only a few summons. And since they're having trouble to maintain/balance the summons (and different than most i understand and accept, even being a main Osa) i guess it is OK for them to make a few (or one "changeable") summon if we could get more merging besides dragon form.
It would be cool to have a tanky form, like a "weregobbal".
I agree about dragon form looking riddiculous.I absolutely love dragons and that "thing" is NOT a dragon.It looks more like dried lizard attached to a bat.
Second thing I want to mention is summons skills.I am currently lvl 23 so maybe i dont know something yet but for example gobball war chief stuns with his dash so why isn't summon gobball war chief's dash doing anything except dmg.Also i had one more osa character in the past and i had piwi summons and i remember them having an useless skill(i think it was the one used for merging piwis together).I really really want summons to have skills that always do something.Beyond that i saw a picture in google where osa merged with their summon to become something like dhrelzerker(i dont know how this word is spelled XD).If devs decided to put that into the game i would be delighted.
Then the last thing is spell animation.They are all like "POOF!smoke and farts." while new feca has godly spell animations (especially earth spells).
TLDR:make dragon form look good, change spell animations and make summons do more things/merge with their owner.
The osa merging with their summon is from Dofus I believe, it's pronounced drhellzerker and according to the krosmaga lore, the process of merging with stuff is called communing and it is a dangerous secret tehnique that only osamodas, enutrofs and sacriers use.
I agree about dragon form looking riddiculous.I absolutely love dragons and that "thing" is NOT a dragon.It looks more like dried lizard attached to a bat.
Second thing I want to mention is summons skills.I am currently lvl 23 so maybe i dont know something yet but for example gobball war chief stuns with his dash so why isn't summon gobball war chief's dash doing anything except dmg.Also i had one more osa character in the past and i had piwi summons and i remember them having an useless skill(i think it was the one used for merging piwis together).I really really want summons to have skills that always do something.Beyond that i saw a picture in google where osa merged with their summon to become something like dhrelzerker(i dont know how this word is spelled XD).If devs decided to put that into the game i would be delighted.
Then the last thing is spell animation.They are all like "POOF!smoke and farts." while new feca has godly spell animations (especially earth spells).
TLDR:make dragon form look good, change spell animations and make summons do more things/merge with their owner.
The osa merging with their summon is from Dofus I believe, it's pronounced drhellzerker and according to the krosmaga lore, the process of merging with stuff is called communing and it is a dangerous secret tehnique that only osamodas, enutrofs and sacriers use.
But what do sacriers commune with xd
Their tattoos, for the other two it's dangerous to be fused for too long as their minds start to fuse toether as well, but for sacriers it's fine since the tatoos are both non-sentient as well as made from their own blood.
That's what allows their tatoos to detach from their skin to hit or pull enemies.
AboMale#4173
- MEMBER -
November 18, 2020, 18:13:07
Hello, do we know WHEN the new osa will actually be brought into the game? I mean, there are less than 2 months left until the end of the year for this 'class revamp 2020'. As for the content, I hope we will be able to make our summon healer and / or support. That's how I would most likely want to play this new osa.
Karakedi#4002
- MEMBER -
November 18, 2020, 18:43:22
I still very much dislike the suggested Osa changes.
But I do want a couple of other changes and options that are already mentioned earlier in this thread:
Spoiler (click here to show spoiler)
Rudaka|2020-07-06 19:00:32
I am going to give a suggestion, as they are going to reform the osamodas they could change the design or the aesthetics of its dragonic form since in my personal opinion it is quite ugly, it is a hybrid between dragon and human very horrible.
My suggestion is that in its dragonic form it be a full dragon (somewhat like a dofus) or one more design like that of stasis tainted mimi.
Like I said above, I want dragon osa's to look more akin to 'Stasis tainted Mimi'
But alongside that appearance I also want this:
Spoiler (click here to show spoiler)
AmaterasuuIII|2020-11-08 15:06:08
Probably no chance but i would like to have different horns.Dear Ankama not everyone wants to have 2 giant pimples on the sides of their head. (tongue)
I want to add that I would like to see Great Conjurer costume being visible (the headpiece specifically) when an osa transforms into dragon form. And it would be even better if dragon osa's get to keep those beautiful big yellow horns from that costume when they transform while wearing the costume.
AboMale#4173
- MEMBER -
January 11, 2021, 18:21:11
So Ankama said they couldn't decide yet what to do with the summons, since they need to do something about the summons system, but don't want to lose the monster catching feel of the class either. Then maybe they could combine the two approaches? Just leave one or two original spells intact, beside the appearance of the monster, and make the rest of it generic and/or customizable (the stats of the monster and the rest of its spells and abilities). Thus, the summons would be a combination between (some of) their natural abilities and the contribution of the player, and I think this kind of approach would please almost everyone. I'm no programmer, so I don't know how easy or difficult this would be to implement (and if it's worth the effort), but, for example, just leave intact one or two safe original spells which can be used at any level, which cannot have a game breaking effect and don't need synergy with the monster's allies, and make the stats and the rest of the spells generic and/or customizable. I think it's an idea worthy of consideration (if it's actually realistic and doable) and, in my mind, this would be the ideal approach to the Osamodas summons.
Honestly, I would personally be happy even if the summons could only borrow the appearance of the original monster, AS LONG AS we will still have the gobgob - please Ankama, let us have 5 monsters (even if we can only send out one at a time) which can be used to fulfill each a certain role in battle, such as: healer(pls!), tank + melee dmg, buffer, debuffer, positioner + distance dmg (just some examples) with spells and abilities we can choose from a common generic movepool. I personally don't like the idea of a single summon changing its role during the battle (an idea they mentioned before), since it takes away from a summon's individuality and uniqueness.
These are my opinions on the matter. I'm eagerly waiting for the Osamodas revamp (I don't think I'm even playing Wakfu until it's finished). I Hope Ankama finds these ideas somewhat useful and I wish them luck, wisdom and the highest doses of imagination and creativity while working on the game. Stay safe and take care, everyone!
I like the idea above. So we can still catch any monster, but they are mostly "blank", and then we or Gobgob can turn them into a healer, tank, dmg dealer ect. And then each monster would maybe have one original skill (or each monster TYPE, to make it even easier), or more MP or AP than others. Just one little thing that makes them different but doesnt make it difficult to balance.
AboMale#4173
- MEMBER -
January 13, 2021, 19:33:31
Rokugatsu|2021-01-13 18:37:39
I like the idea above. So we can still catch any monster, but they are mostly "blank", and then we or Gobgob can turn them into a healer, tank, dmg dealer ect. And then each monster would maybe have one original skill (or each monster TYPE, to make it even easier), or more MP or AP than others. Just one little thing that makes them different but doesnt make it difficult to balance.
Let's pray to Osamodas that Ankama does something along these lines, because that would be perfect. Also, I forgot to mention that in my scenario the summon always has the level of the Osamodas, since its stats would be (mostly) generic/given, so that we are able to use any capturable monster at any level - this would give many more options to players for summon customization, which I think everyone appreciates (also, when playing Osamodas a while back, I remember being upset for not being able to use anymore a low level summon which I really liked but wasn't viable at higher levels - and I think it's not just me). Thus, the Osamodas summons would be quite similar to other classes' generic summons (like Sadida dolls or Eniripsa Connies), with the main difference being that they come in the form of wild monsters that we can capture and mostly customize, while they still retain one or more defining natural characteristic(s). I think Osamodas deserves this much, being one of the main summoning classes in the game (the other being Sadida). Sadida has huge crowd control, being able to summon lots of dolls, while Osa would be able to capture AND customize bulkier and more powerful monsters which they can summon only one or two at a time.
What if they could only summon 1 per fight, but it would be much stronger?
I think that would really make them feel more important and make healin or protectin them actually matter, as opposed to now that you can unsummon and resummon them at full HP.
Support with Summons and better damage skills would be nice.
I would probably not play Osa with summons anymore, but I really wanna use Osa as a Melee DD
If you want to play melee DD, go play another class. Osa is not the one for you. To ask that is so horrible that every single Osa would have to regear... I even see that you don’t use an Osa...
SUGGESTIONS:
1. Allow multiple summons like the old days when people with high control could summon three Gobbal Warchiefs.
2. Allow summons to move by themselves for a faster dungeon run (can be toggled on or off)
3. Have a cap to the number of summons 1 Osa can summon.
4. Have a cap to the total number of osa summons in team to avoid 6 Osa summoner lineup
5. Allow Gobgob to be summoned together with other summons.
1. Absolutely not.
2. Sure why not
3. Cap should stay at 1.
4. Maybe, but on the side of no.
5. No. If so, we will need to nerf both summons and the gobgob and nobody wants that. If you do, you’re not past level 100.
1-With separate balancing I don't think that's a problem pve = multiple summons (with idk maybe 60% of their OG stats) pvp = 1 summon (with 100% stats) done, og osamodas mains happy, pvp players happy
I'm looking forward to this rework, can't wait to see how the new summon system will be handled, I like the idea of capturing appearances for the summons, and also interested in the new passives and skills.
I think I would suggest a system similar to the interface we have now with the five summons but each one with a different 'class' or 'skill set' for example: melee damage, range damage, healer and tank/locker and positioner. each with their own chosen appearance.
Also Instead of being unusable for the rest of the battle, when they die they can go on cool down so you dont get to a point in a long fight where you have no summons.
i suppose, my primary request for the osamodas rework, is to keep the ability to change between roles.
when i play alone, my osamodas uses the gobgob to heal my team. when i play with others who have a healer, i switch the gobgob spell for symbiosa, and i switch the gobgob passive for dragon, and then my osa becomes a damage dealer instead.
doing both of these roles at the same time is impossible, so being able to do them both isn't an issue. i appreciate the flexibility and it will be sorely missed if something were to happen, for example, if the gobgob required that i have water mastery and healing mastery and adopted only those two stats.
keeping the versatility aspect high is really important to me and is key to my enjoyment of the osamodas as a class.
outside of combat?? on a fight by fight basis i'm only doing one thing. i dont understand why you care if i can change my build to prepare for different situations but it sounds like you dont understand what the spell deck is even for.
edit: you know what? let's do this.
while the osamodas can choose before a fight begins to either be a damage dealer or a support healer, the sadida doesn't choose.
because the sadida can do all of its jobs, all at the same time, all in the same deck, all at once.
you can, in a turn, armour two people, buff their res & give them a healing effect, and drop the resistance of an enemy by 150. you can, in a turn, heal several people, and distribute damage buffs. you can, in a turn, reposition allies or enemies to give your team the advantage or save their lives. all of these things can occur on consecutive turns, in any order, because you don't need to undergo any kind of transformations that have bonusses and penalties.
this is why you don't understand what the spell deck is for. the only thing restricting you is the fact that you have a limit on AP. that's the literal only restriction sadida has. sadida has been getting a very good deal.
in fact, while sadida might be a "jack of all trades, master of none", sadida is very, very good at every trade it's a jack of, to the point that you can bring an entire extra damage dealer to any given dungeon run instead of having to bring two specialised supports. not only can sadida do it all, it doesn't even have to make sacrifices on its spell deck! sadida gets to just go right ahead.
you wanna know what your problem is?
your problem is the fact that my class gets to be a damage dealer. your problem is that sadida doesn't do an insane amount of damage, just a completely normal amount of damage (while amping everyone else on the team by 25-50% through dropping resistances. 100 elemental res lost is a 25% damage increase mathematically, just By The Way!). your problem is that you see versatile damage dealers as competition, as if the thing getting in the way of people bringing you to dungeons is somehow that your class is bad when it's the best one in the game, nothing to do with the fact that people just don't want to play with you because this is your attitude. not only do you want to do every little thing possible, you also want to do a tremendous amount of damage on top to rival iop, or cra, or sacrier.
but that's not happening, so you're in the osamodas thread, trying to tell ME that i'm not allowed to do ANY damage because, before any given fight, i MIGHT decide to give up my damage option and instead do just enough healing for my trio of characters to grind monsters without needing bread, in a way where i can't just switch back to damage mode halfway through because there isn't enough room on my spell deck.
excuse me?
i'm so sorry that saving bread is such a massive crime in your opinion but i'd appreciate it if you didn't try to tell the devs that my class that hasn't been meaningfully touched since 2016 and has prided itself since the dofus era on being versatile needs some kind of nerf, especially given that it can't be a support and a damage dealer at the same time (its spells are literally blocked out when you turn into a dragon), AND given the precarious position your class holds as "jack of all trades, so good at all of them simultaneously that we don't need to bring the masters".
if you want to deal damage so bad, buy a booster and make a damage dealer. literally any one will do, your sadida will cover ALL the rest of it for you. EVERY single other thing you need done, your sadida is capable of doing it and WILL do it successfully and simply enough to not necessitate bringing the class that's dedicated to doing it.
you're begging for a rework for a class that actually deserves the nerf bat, i suggest you try to stay under the radar.
I didn't even mention damage dealer, but you go ass-uming. Hell, in your entire post you ass-ume a lot of things without any proof, but keep ass-uming. You try to make it personal because you have no other valid ways to disprove my points. You act as if osamodas can't heal, damage, and support in the same fight without having to change spell deck currently.
End of story. Osamodas revamp should not allow osamodas to do 3 roles well in the same fight; that's sadida's role.
i can see your post history, you know. i know what your opinions are. you express them regularly, in every single thread, in every single rework that every other class gets. you're not subtle and now that you're feeling personally attacked you're starting to insult me.
So you base your arguments on creep-ing through a person's profile and not the points being made. Again, you're ass-uming and not responding to what's being said. You're scared that xelor and osa can't be in that s tier anymore, but joke's on you, that's exactly the direction they're going with.
Osa would be like 40% cooler if it were an actual summoner class. Being able to summon multiple minions. The best part about a tamer/summoner class is being able to use multiple monsters.
Alexluu#5798
- MEMBER -
February 17, 2021, 12:14:12
I came here to tell you that osamodas used to be able to summon multiple minions, it was really unbalanced in PvP from what I remember so they made it what it is now. The person who downvoted you probably was triggered and silently downvoted you.
My suggestion is that in its dragonic form it be a full dragon (somewhat like a dofus) or one more design like that of stasis tainted mimi.
They should stick to a full dragon appearence (they did a very good job with Ouginak's werewolf form) or a Human-like form with dragon characteristics (like Mimi). The current one looks unorganized (?) and, as I can see, the impossibility of the team to make larger tails makes it more weird.
I have no trust in Ankama's way of handling this kind of big class changes. It is like changing a Dark Knight (which is a tank class) to a healer in Final Fantasy XIV (The equilavant of changing a Sacrier to an Eniripsa). These suggested changes are too big, I hate the idea that my damage dealer becomes a support class as if we don't have enough of those already.
You talk about class balance to justify these changes, and yet I don't see you ever changing core gameplay of your beloved classes such as Sacrier and Iop like this ever, and they have always been overpowered. They are allowed to be overpowered, meanwhile Osa has seen many nerfs and changes over the years in name of balance, why is that?
Since you never listen to your player base and are adamant with murdering Osa, at least give us a class change scroll after you implement these changes.
I understand that you (Ankama) are struggling with balancing the summons for this class, but instead of embracing that struggle (which is your job as a developer) and finding a way to balance the summons (which you have been able to until now) you want go the easist way and change the class entirely.
Honestly (I might quit the game forever and never look back after this), I am really disheartened to play the game when these changes are applied. I love my Osa and have been playing this game on and off since beta. I am an Osa main since the very first day this class came out in Beta, I remember the excitement I had that day. Fast forward to this day, you have changed this class so many times over the years that I have lost count, we are not an overpowered class neither the weakest. Other than giving earth spells some love the class needs only minor tweaks/changes here and there, not these suggested ridiculous changes which will change the core gameplay of this class.
Also, another point I want to mention is about the current summons. One of the main reasons the current summons die extremely fast is also because of the fact that their elemental resistances are fixed. As a result, most summons tend to have abysmally low elemental resistances when summoned, causing them to die extremely fast.
One suggestion for this could be to allow the summon to have a percentage of the osamodas' elemental resistances, for example 80 or 90% of all the osamodas' resistances, similar to how sadidas' doll resistances work.
One final point I want to mention is about the summons that osamodas have in Adjustable Level System. In Adjustable Level System, osamodas are stuck with a fixed 5 summons that the game chooses for you, and 80% of the time 4 out of 5 of those summons are useless/too weak to be useable. I feel this aspect really should be reworked as well, currently I really don't look forward to playing summoner-osamodas in Adjustable Level System.
Second thing I want to mention is summons skills.I am currently lvl 23 so maybe i dont know something yet but for example gobball war chief stuns with his dash so why isn't summon gobball war chief's dash doing anything except dmg.Also i had one more osa character in the past and i had piwi summons and i remember them having an useless skill(i think it was the one used for merging piwis together).I really really want summons to have skills that always do something.Beyond that i saw a picture in google where osa merged with their summon to become something like dhrelzerker(i dont know how this word is spelled XD).If devs decided to put that into the game i would be delighted.
Then the last thing is spell animation.They are all like "POOF!smoke and farts." while new feca has godly spell animations (especially earth spells).
TLDR:make dragon form look good, change spell animations and make summons do more things/merge with their owner.
The osa merging with their summon is from Dofus I believe, it's pronounced drhellzerker and according to the krosmaga lore, the process of merging with stuff is called communing and it is a dangerous secret tehnique that only osamodas, enutrofs and sacriers use.
It would be cool to have a tanky form, like a "weregobbal".
But what do sacriers commune with xd
Their tattoos, for the other two it's dangerous to be fused for too long as their minds start to fuse toether as well, but for sacriers it's fine since the tatoos are both non-sentient as well as made from their own blood.
That's what allows their tatoos to detach from their skin to hit or pull enemies.
But I do want a couple of other changes and options that are already mentioned earlier in this thread:
Spoiler (click here to show spoiler)
But alongside that appearance I also want this:
Spoiler (click here to show spoiler)
Probably no chance but i would like to have different horns.Dear Ankama not everyone wants to have 2 giant pimples on the sides of their head. (tongue)
Honestly, I would personally be happy even if the summons could only borrow the appearance of the original monster, AS LONG AS we will still have the gobgob - please Ankama, let us have 5 monsters (even if we can only send out one at a time) which can be used to fulfill each a certain role in battle, such as: healer(pls!), tank + melee dmg, buffer, debuffer, positioner + distance dmg (just some examples) with spells and abilities we can choose from a common generic movepool. I personally don't like the idea of a single summon changing its role during the battle (an idea they mentioned before), since it takes away from a summon's individuality and uniqueness.
These are my opinions on the matter. I'm eagerly waiting for the Osamodas revamp (I don't think I'm even playing Wakfu until it's finished). I Hope Ankama finds these ideas somewhat useful and I wish them luck, wisdom and the highest doses of imagination and creativity while working on the game. Stay safe and take care, everyone!
Let's pray to Osamodas that Ankama does something along these lines, because that would be perfect. Also, I forgot to mention that in my scenario the summon always has the level of the Osamodas, since its stats would be (mostly) generic/given, so that we are able to use any capturable monster at any level - this would give many more options to players for summon customization, which I think everyone appreciates (also, when playing Osamodas a while back, I remember being upset for not being able to use anymore a low level summon which I really liked but wasn't viable at higher levels - and I think it's not just me). Thus, the Osamodas summons would be quite similar to other classes' generic summons (like Sadida dolls or Eniripsa Connies), with the main difference being that they come in the form of wild monsters that we can capture and mostly customize, while they still retain one or more defining natural characteristic(s). I think Osamodas deserves this much, being one of the main summoning classes in the game (the other being Sadida). Sadida has huge crowd control, being able to summon lots of dolls, while Osa would be able to capture AND customize bulkier and more powerful monsters which they can summon only one or two at a time.
I think that would really make them feel more important and make healin or protectin them actually matter, as opposed to now that you can unsummon and resummon them at full HP.
I would probably not play Osa with summons anymore, but I really wanna use Osa as a Melee DD
1. Allow multiple summons like the old days when people with high control could summon three Gobbal Warchiefs.
2. Allow summons to move by themselves for a faster dungeon run (can be toggled on or off)
3. Have a cap to the number of summons 1 Osa can summon.
4. Have a cap to the total number of osa summons in team to avoid 6 Osa summoner lineup
5. Allow Gobgob to be summoned together with other summons.
2. Sure why not
3. Cap should stay at 1.
4. Maybe, but on the side of no.
5. No. If so, we will need to nerf both summons and the gobgob and nobody wants that. If you do, you’re not past level 100.
I think I would suggest a system similar to the interface we have now with the five summons but each one with a different 'class' or 'skill set' for example: melee damage, range damage, healer and tank/locker and positioner. each with their own chosen appearance.
Also Instead of being unusable for the rest of the battle, when they die they can go on cool down so you dont get to a point in a long fight where you have no summons.
Can't wait for more information to come.
when i play alone, my osamodas uses the gobgob to heal my team. when i play with others who have a healer, i switch the gobgob spell for symbiosa, and i switch the gobgob passive for dragon, and then my osa becomes a damage dealer instead.
doing both of these roles at the same time is impossible, so being able to do them both isn't an issue. i appreciate the flexibility and it will be sorely missed if something were to happen, for example, if the gobgob required that i have water mastery and healing mastery and adopted only those two stats.
keeping the versatility aspect high is really important to me and is key to my enjoyment of the osamodas as a class.