Summoner is fun. Game is as addictive as ever. Even if I spend nearly an hour on a run and fail spectacularly, I want to do another run immediately. Like my best orb guy run where I didn't read the one card properly that I got off a potion. Was by far my best run, at the fight before the bonfire at act 3, was a powerhouse, got a card "gain 50 block, but can't take damage after...." didn't really read more, got block to keep a small amount of damage off me to save health for boss. Thought the card said can't get damaged next turn, not entire combat. So just before a trash mob was dead at the end of the fight, a tiny hit of 2 damage getting through at nearly full hp oneshot me. RAGE, not understand why, remember the card, rage again at my stupidity, immediately new run.
That said, been years since I played the original, but the class I played the most there was the Silent and orb guy. Was worse early on, but both felt easy to build into powerhouses. By poison and spamming orbs.
However, in the sequel now, both are the hardest for me to get to the end judging by the amount of runs. Completed silent now, but still not completed with the orb guy. I just can't get them going. Felt like a struggle every time, but guess it might be missing unlocks or bad RNG. Main problem was that I never seemed to get any relics or abilities to increase my energy, though easier on orb than silent getting the plasma orb. The "sly" mechanic feels like an addition to whatever build you are going for, not something you build for. Feels like an additon to discards, but then the deck needs to be filled with both. But that was the only place I got any + energy. Though I guess Bullet Time counts.
But comparing it to the first, the main card to make the poison builds pop for me was the one that triggers poison on a successful attack. It was the thing that carried me through most ascensions. However, in 10ish? runs before I finally beat it on Silent, I saw that card once. Unlucky or just extra rare?
When I finally beat it with silent it was just a disjointed massive deck. Started the run with replacing all defends and strikes into different cards, then got the card that gives an extra card reward on a kill. Lots of random card draw + bullet time.
In the end of that run my powers made constant chip damage on playing cards, drawing cards, etc. Got the "worst" end boss, the rock with 150 or so health that spawns into a boss, that despawns after 3 turns and spawn another rock. Long fight with tons of blocking and small chip damage. Won with 7hp left, last turn. Didn't feel good.
As mentioned in a post above. Best relic I think I've found as to be the refill potion belt at every fight. You also end up getting the potion that refils the belt often as well, so you could have 10+ potions to use per fight. Or stack up 5 revives through the run.