Everlasting Summoning Stones
Daisuko
I think they should be added to the game... We already have everlasting tonics, and now an everlasting crate of fireworks... In specific, an Everlasting Mysterious Summoning Stone would be an incredibly awesome item to have as a random drop from the gift of the traveller... don't you think?
kazjun
I guess. Anything to make them actually useful.
Archress Shayleigh
Overpowered. Not a slight chance of it happening. Think about it. Say you could bring an ally for PvE which means he won't die anyway, some have pretty nice skills, and they are OK damage dealers.
Ariena Najea
Sounds good, but with restrictions:
Lasts only 10-15 minutes rather than 30 minutes.
Cannot be dropped while you have Summoning Sickness on you.
The first will make the player have to choose between using a stone to have an ally for a longer period of time, while the second will prevent a team for using the same stone more than once every 60 minutes.
Lasts only 10-15 minutes rather than 30 minutes.
Cannot be dropped while you have Summoning Sickness on you.
The first will make the player have to choose between using a stone to have an ally for a longer period of time, while the second will prevent a team for using the same stone more than once every 60 minutes.
Helene Rosco
Everlasting mercantile summoning stone would be awesome. I would love to have a merch I can whip out while vanquishing and doing dungeons.
Daisuko
Quote:
Sounds good, but with restrictions:
Lasts only 10-15 minutes rather than 30 minutes. Cannot be dropped while you have Summoning Sickness on you. The first will make the player have to choose between using a stone to have an ally for a longer period of time, while the second will prevent a team for using the same stone more than once every 60 minutes. |
Hmm... True, but then again I'm sure a lot of people wouldn't trust trading around a single stone to multiple people, unless you're in a guild group or some such, but then you really don't need an ally anyway :P
Megas XLR
To be fair, tonics don't add any benefit while this adds a +1 to the party.
I Will Heal You Ally
I'd say ok for Everlasting Mysterious (Random) Summoning STone would be cool, but the rest I find would be just more cluttering my storage for no particular use
legacyofkain85
Summoning stones are a nice addition,tbh i would picture the whole summoning process in another way,although the way it is atm it also creates a gold sink,but imagine summonings like pets and rangers,so instead of having to craft stones we would have 1 or 2 skills (pve only that take up pve only skill slots)like the ranger has[comfort animal]and [charm animal] but for the summons,1 skill alows u to bring the summon and the other skill to res the summon after 30 mins,or just 1 skill that alows u to summon and res it after 30 mins.So when u go in an explorable area u take the corresponding skill for the summon and there u go,this would be also the way i imagine pets for rangers,but that would require an entire rework of the beast mastery attribute skill line,instead of having pet attacks just give each pet its own skill bar.
P.S:I am not sure if i posted this in the correct forum,so i please ask the mods to reallocate it.
P.S:I am not sure if i posted this in the correct forum,so i please ask the mods to reallocate it.
Ariena Najea
Quote:
Originally Posted by Daisuko
Hmm... True, but then again I'm sure a lot of people wouldn't trust trading around a single stone to multiple people, unless you're in a guild group or some such, but then you really don't need an ally anyway :P
|
Quote:
Originally Posted by Megas XLR
To be fair, tonics don't add any benefit while this adds a +1 to the party.
|
Quote:
Originally Posted by legacyofkain85
Summoning stones are a nice addition,tbh i would picture the whole summoning process in another way,although the way it is atm it also creates a gold sink,but imagine summonings like pets and rangers,so instead of having to craft stones we would have 1 or 2 skills (pve only that take up pve only skill slots)like the ranger has[comfort animal]and [charm animal] but for the summons,1 skill alows u to bring the summon and the other skill to res the summon after 30 mins,or just 1 skill that alows u to summon and res it after 30 mins.So when u go in an explorable area u take the corresponding skill for the summon and there u go,this would be also the way i imagine pets for rangers,but that would require an entire rework of the beast mastery attribute skill line,instead of having pet attacks just give each pet its own skill bar.
P.S:I am not sure if i posted this in the correct forum,so i please ask the mods to reallocate it. |
Dee Cazo
would be used like a pokemon in my opinion. If you get a full team all bringing a summon that they earned from Polymock and then having 1 summoning stone monster you have a team of 17 to destroy enemies. Hardly fair.
MithranArkanere
I won't mind some of them turned into skills. But I don't think a good idea to make them everlasting, unless you prevent them from being traded.
Raccoon
To be honest, if you think that summons are so overpowered that an everlasting one would make the game too easy, then you clearly haven't heard of heroes.
Summoning stones are just for fun. I haven't met a person who uses them seriously. The monsters are crap, the builds they have are crap and all they do is some minor additonal damage or healing.
If you and your heroes rely on this one summon in order to get through a vanquish/mission/quest, then I think you need to uninstall. >_>
Summoning stones are just for fun. I haven't met a person who uses them seriously. The monsters are crap, the builds they have are crap and all they do is some minor additonal damage or healing.
If you and your heroes rely on this one summon in order to get through a vanquish/mission/quest, then I think you need to uninstall. >_>
Joseph Spiritmaster
Quote:
To be honest, if you think that summons are so overpowered that an everlasting one would make the game too easy, then you clearly haven't heard of heroes.
Summoning stones are just for fun. I haven't met a person who uses them seriously. The monsters are crap, the builds they have are crap and all they do is some minor additonal damage or healing. If you and your heroes rely on this one summon in order to get through a vanquish/mission/quest, then I think you need to uninstall. >_> |
Actually i heard that some of the really fast FoW runs used a gaki to heal.
And i remember seing a 9-10 min (dont remember time) Screenie of an UW run where the vale used an Oni....
Raccoon
...where it would have been used to kill the IW ghosts.
That's hardly proof of an over powered summon ...
That's hardly proof of an over powered summon ...
Ariena Najea
Quote:
Originally Posted by Raccoon
To be honest, if you think that summons are so overpowered that an everlasting one would make the game too easy, then you clearly haven't heard of heroes.
Summoning stones are just for fun. I haven't met a person who uses them seriously. The monsters are crap, the builds they have are crap and all they do is some minor additonal damage or healing. If you and your heroes rely on this one summon in order to get through a vanquish/mission/quest, then I think you need to uninstall. >_> |
Quote:
Originally Posted by Official Wiki
14 Domination Magic, 10 Illusion Magic.
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I also recall it having [[Power Drain] when I randomed this one a couple days ago while doing Blood Washes Blood. This thing is nasty, with 2 interrupts, Shatter Hex for Hex Removal, Energy Burn for some not bad armor-ignoring damage, and enough defense to easily stay alive. It attacks at I believe Shortbow range, and so stays out of trouble most of the time. Personally, I'd rather have one of these than most henchmen. And unless you are running a gimmick build with your heroes, I find some of these summons similar in power to what your heroes will bring. Sure you can't customize them or flag them, but they also don't take drops.
A11Eur0
/signed, as-is but doesn't get destroyed. Summons are not overpowered in the least, especially if you get something like the Golem or raptor, which is always front-line and does die pretty quickly.
Eragon Zarroc
if added, it would have to be UBER RARE. having teams with constant 9 man teams using everlasting stones would be a little broken....
Vilaptca
We already have an everlasting one.
Fire Imp.
There's no excuse now not to add one.
Fire Imp.
There's no excuse now not to add one.
A11Eur0
Skye Marin
Throw it in the Zaishen Chest, and it's a great way to boost the values of Zaishen Keys.
Hyper Cutter
Why don't these exist? That mostly worthless imp stone shows it can be done, so there really should be some. At the very least, there should be an Everlasting Mysterious Summoning Stone as a rare drop from the Traveler Gifts or something...
zwei2stein
With everlasting, you would pop it every time you enter area without thinking twice.
instanceskiller
Not really since there's a time limit on how often you can use nomal stones so if anything, if they do implement everlasting stones id say to increase that limit to maybe 90 mins? and maybe reduce the max level to 15.
MithranArkanere
I don't use a stone unless I really think it would be needed. Not because I want to save them, but because once you summon one, you must wait one hour until you can summon another.
Everlasting Zaishen and Merchant stones would be nice to have in the Gold Zaishen collector for 50..200 gold.
Everlasting Zaishen and Merchant stones would be nice to have in the Gold Zaishen collector for 50..200 gold.
Eragon Zarroc
would have to be an extremely rare drop to be implemented. but to be honest, dont really need the extra help in pve, lol.
Kattar
Next time search before you post. I mean really, they even had the same thread titles.
Merged cause I love you all so much.
Merged cause I love you all so much.
Skyy High
If they made everlasting stones, it would have to be the Mysterious type, that way people couldn't design builds using a particular summon for farming.
Nihilim Dhiamara
Quote:
Summoning stones are a nice addition,tbh i would picture the whole summoning process in another way,although the way it is atm it also creates a gold sink,but imagine summonings like pets and rangers,so instead of having to craft stones we would have 1 or 2 skills (pve only that take up pve only skill slots)like the ranger has[comfort animal]and [charm animal] but for the summons,1 skill alows u to bring the summon and the other skill to res the summon after 30 mins,or just 1 skill that alows u to summon and res it after 30 mins.So when u go in an explorable area u take the corresponding skill for the summon and there u go,this would be also the way i imagine pets for rangers,but that would require an entire rework of the beast mastery attribute skill line,instead of having pet attacks just give each pet its own skill bar.
P.S:I am not sure if i posted this in the correct forum,so i please ask the mods to reallocate it. |
genofreek
Wait, you mean you people don't already have TOO MANY summoning stones? Between festival events and traveler gifts, I already have more than I'll ever need. And that's not even taking the imp into account. I usually fire off a summon when I start a mission, not because I particularly need it, but because I have so damn many.
On a related note... Anet, if you're reading this, please don't make a summoning title. I already don't let most of my characters use attribute-boosting sweets or drunk skills because I'm saving that junk for my main. Making this a thing too wouldn't be cool at all.
On a related note... Anet, if you're reading this, please don't make a summoning title. I already don't let most of my characters use attribute-boosting sweets or drunk skills because I'm saving that junk for my main. Making this a thing too wouldn't be cool at all.
A11Eur0
The time limit drops when you enter a new zone or outpost. You can use a stone, rezone, then use it again all in under a minute.
Shasgaliel
azura summons, summonnig stones and mm. gogo team of +36 in Urgoz. Nice idea but such stones would be a bit overpowered.
/notsigned
/notsigned
A11Eur0
Quote:
azura summons, summonnig stones and mm. gogo team of +36 in Urgoz. Nice idea but such stones would be a bit overpowered.
/notsigned |
I'll /sign because the convenience is more important than the gameplay.
kazjun
/sign just cause it may be fun
Gotta say though, overpowered, really? They're for fun, not serious backup. I've never had a time EVER when I'd thought to myself, "If only I had popped a summoning stone, it could have saved me". Whether you have one or not makes no difference to NM, and most die in HM as soon as they get targeted. If you're relying on these, I reckon you should be having a closer look at your heroe's bars.
Gotta say though, overpowered, really? They're for fun, not serious backup. I've never had a time EVER when I'd thought to myself, "If only I had popped a summoning stone, it could have saved me". Whether you have one or not makes no difference to NM, and most die in HM as soon as they get targeted. If you're relying on these, I reckon you should be having a closer look at your heroe's bars.
ShadowsRequiem
Quote:
You can already do the same thing, just that the stones aren't everlasting. You get mystical stones for free from finishing Urgoz, you can craft other stones as well...what's the difference? I don't think one Gaki is going to make a team. Even a siege turtle isn't even that useful, its attack rate is pitiful.
I'll /sign because the convenience is more important than the gameplay. |
Yawgmoth
Existance of everlasting ones would totally RUIN the value of normal ones. They already have little value and almost nobody crafts them, and who would do that while having an everlasting one?
RARITY won't help here - if they were as rare as Everlasting Tonics they would become goods for the masses in a few months. If they were much more rare... what's the point of creating UBERRARE items which give *significant* power advantage?
Yes, significant.
Some may say that a summon cannot make the difference between win and lose, but I've had more than 1 situation where it actually happened! The ability to summon one anytime you want would make it a permanent personal pet, usable for example in solofarming where summoning stones aren't used at all because of the cost.
Ever played with the Fire Imp?
It's absurridiculously overpowered, especially (but not only) in PreSearing where it's practically A GOD. It's an additional party member which doesn't steal your drops, it's a tank and a killing machine in one, available always for free... if you payed enough real $$$ for it.
BALANCING.
So is there ANY way to make them balanced?
The current 1 summon per party and Summoning Sickness are not enough for this kind of imba (see Fire Imp).
Of course there needs to be a protection added so a player with Summoning Sickness cannot trade or drop an everlasting stone.
The way to make them ~somewhat~ balanced would be adding a COST for every use!
Like, for example:
Lose 1 Skill Point. Get -15% Death Penalty.
Skillpoint sink for the win!
That would make some people think before using it everywhere, but it's still not a big cost.
I'd consider adding "Lose 1 Platinum" there aswell - something to think about, but surely this would make the value of all the regular ones remain unaffected, but value of the everlasting one would be much lower (they'd be less desired items then).
RARITY won't help here - if they were as rare as Everlasting Tonics they would become goods for the masses in a few months. If they were much more rare... what's the point of creating UBERRARE items which give *significant* power advantage?
Yes, significant.
Some may say that a summon cannot make the difference between win and lose, but I've had more than 1 situation where it actually happened! The ability to summon one anytime you want would make it a permanent personal pet, usable for example in solofarming where summoning stones aren't used at all because of the cost.
Ever played with the Fire Imp?
It's absurridiculously overpowered, especially (but not only) in PreSearing where it's practically A GOD. It's an additional party member which doesn't steal your drops, it's a tank and a killing machine in one, available always for free... if you payed enough real $$$ for it.
BALANCING.
So is there ANY way to make them balanced?
The current 1 summon per party and Summoning Sickness are not enough for this kind of imba (see Fire Imp).
Of course there needs to be a protection added so a player with Summoning Sickness cannot trade or drop an everlasting stone.
The way to make them ~somewhat~ balanced would be adding a COST for every use!
Like, for example:
Lose 1 Skill Point. Get -15% Death Penalty.
Skillpoint sink for the win!
That would make some people think before using it everywhere, but it's still not a big cost.
I'd consider adding "Lose 1 Platinum" there aswell - something to think about, but surely this would make the value of all the regular ones remain unaffected, but value of the everlasting one would be much lower (they'd be less desired items then).
genofreek
Quote:
Ever played with the Fire Imp?
It's absurridiculously overpowered, especially (but not only) in PreSearing where it's practically A GOD. It's an additional party member which doesn't steal your drops, it's a tank and a killing machine in one, available always for free... if you payed enough real $$$ for it. The current 1 summon per party and Summoning Sickness are not enough for this kind of imba (see Fire Imp). |
MithranArkanere
The imp is overpowered in pre, because it has leveled armor, glyph or restoration and fireball.
Once you get to level 24..28 areas, summons are not so much. They tend to die a lot in HM, specially the melee ones.
Once you get to level 24..28 areas, summons are not so much. They tend to die a lot in HM, specially the melee ones.
Shasgaliel
Quote:
/sign just cause it may be fun
Gotta say though, overpowered, really? They're for fun, not serious backup. I've never had a time EVER when I'd thought to myself, "If only I had popped a summoning stone, it could have saved me". Whether you have one or not makes no difference to NM, and most die in HM as soon as they get targeted. If you're relying on these, I reckon you should be having a closer look at your heroe's bars. |
They are overpowered whether you like it or not.
Dante the Warlord
The debate is over the stone summons - not the skill summons. I think that they would be a great addition that could be easily implemented and not a vanity item - something that is actually of use. The summoning stones make very little difference in teams. I get party wiped all the time and they are just like minions - overaggoing everything. I think most summoning stones should be implemented, with the exception of the merchant since it could really be exploited by farmers, especially on glacial stone runs.
/signed
/signed