Everlasting Summoning Stones

Daisuko

Wilds Pathfinder

Join Date: Mar 2007

California

[Vr]

E/Me

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

Desert Nomad

Join Date: Aug 2006

HoVa

W/N

I guess. Anything to make them actually useful.

Archress Shayleigh

Archress Shayleigh

Wilds Pathfinder

Join Date: Feb 2009

Guild Hall

R/

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

Ariena Najea

Silence and Motion

Join Date: Jul 2006

Buffalo NY

New Horizon [NH]

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.

Helene Rosco

Ascalonian Squire

Join Date: Dec 2007

[GoP]

Me/

Everlasting mercantile summoning stone would be awesome. I would love to have a merch I can whip out while vanquishing and doing dungeons.

Daisuko

Wilds Pathfinder

Join Date: Mar 2007

California

[Vr]

E/Me

Quote:
Originally Posted by Ariena Najea View Post
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

Megas XLR

Frost Gate Guardian

Join Date: Jan 2009

D/W

To be fair, tonics don't add any benefit while this adds a +1 to the party.

I Will Heal You Ally

I Will Heal You Ally

Krytan Explorer

Join Date: Feb 2007

In my HoM

Canthan Refugees [TOGO]

E/Rt

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

legacyofkain85

Krytan Explorer

Join Date: Sep 2006

Lady Ainowa

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.

Ariena Najea

Ariena Najea

Silence and Motion

Join Date: Jul 2006

Buffalo NY

New Horizon [NH]

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
I agree completely regarding PUGs, however, were this not implemented, Guild groups would abuse the stones horribly. As for not needing an extra ally, that isn't really a valid argument, since having a re-usable Summoning Stone would require no more than an inventory slot to potentially speed up a task. The only disadvantage to using one is having to carry it around.

Quote:
Originally Posted by Megas XLR
To be fair, tonics don't add any benefit while this adds a +1 to the party.
Entirely true. The two item types do not really compare, since Tonics are usable solely in Towns and Outposts as well as pose no benefit apart from the visual difference. Summoning Stones, that are used in Explorable Areas and other instances do affect gameplay considerably. That is why the individual use of this stone must be balanced with the usage of a single-use stone. My suggestion of having the stone last for a decreased duration reflects this, as the player would be forced to decide between summoning a longer lasting ally, or sacrificing potential lifespan but preserving wealth by using the Everlasting stone.

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.
Those types of skills already exist in the form of Asura Summons. You dedicate a skill on your bar entirely towards summoning an ally to the party.

Dee Cazo

Dee Cazo

Academy Page

Join Date: Jun 2008

Cielo Defisa

R/N

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

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

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

Raccoon

Frost Gate Guardian

Join Date: Sep 2007

Me/A

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. >_>

Joseph Spiritmaster

Joseph Spiritmaster

Frost Gate Guardian

Join Date: Apr 2008

In the little house on the hill, Ascalon City, Presearing

Quote:
Originally Posted by Raccoon View Post
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

Raccoon

Frost Gate Guardian

Join Date: Sep 2007

Me/A

...where it would have been used to kill the IW ghosts.

That's hardly proof of an over powered summon ...

Ariena Najea

Ariena Najea

Silence and Motion

Join Date: Jul 2006

Buffalo NY

New Horizon [NH]

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.
  • [[Power Spike]
  • [[Distortion]
  • [[Illusion of Weakness]
  • [[Shatter Hex]
  • [[Energy Burn]
  • [[Ether Feast]
Rawr Crystal Spider

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

Furnace Stoker

Join Date: Apr 2005

W/

/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

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

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

Vilaptca

Pre-Searing Vanquisher

Join Date: Jun 2005

Fifteen Over Fifty [Rare]

We already have an everlasting one.

Fire Imp.

There's no excuse now not to add one.

A11Eur0

Furnace Stoker

Join Date: Apr 2005

W/

Quote:
Originally Posted by Eragon Zarroc View Post
if added, it would have to be UBER RARE. having teams with constant 9 man teams using everlasting stones would be a little broken....

It's PvE. The AI is already broken, why not fight fire with fire?

Skye Marin

Skye Marin

Jungle Guide

Join Date: May 2006

The Seraphim Knights [TSK]

E/A

Throw it in the Zaishen Chest, and it's a great way to boost the values of Zaishen Keys.

Hyper Cutter

Hyper Cutter

Desert Nomad

Join Date: Jun 2006

Knights of the White Eye [HINA]

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

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

With everlasting, you would pop it every time you enter area without thinking twice.

instanceskiller

instanceskiller

Lion's Arch Merchant

Join Date: Jan 2008

Myst

A/

Quote:
Originally Posted by zwei2stein View Post
With everlasting, you would pop it every time you enter area without thinking twice.
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

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

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.

Eragon Zarroc

Eragon Zarroc

Atra estern?? ono thelduin

Join Date: Jan 2008

Madness Incarnate

[Duo]

W/P

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

Kattar

EXCESSIVE FLUTTERCUSSING

Join Date: Mar 2007

SMS (lolgw2placeholder)

Me/

Next time search before you post. I mean really, they even had the same thread titles.

Merged cause I love you all so much.

Skyy High

Skyy High

Furnace Stoker

Join Date: May 2006

R/

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

Lion's Arch Merchant

Join Date: Jan 2008

belgium

TFW

W/

Quote:
Originally Posted by legacyofkain85 View Post
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.
=asura sumon

genofreek

genofreek

Desert Nomad

Join Date: Jan 2007

USA

Jenova's Apocolyptic Remains [JAR]

D/

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.

A11Eur0

Furnace Stoker

Join Date: Apr 2005

W/

Quote:
Originally Posted by instanceskiller View Post
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.
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

Shasgaliel

Jungle Guide

Join Date: Apr 2008

[bomb]

azura summons, summonnig stones and mm. gogo team of +36 in Urgoz. Nice idea but such stones would be a bit overpowered.

/notsigned

A11Eur0

Furnace Stoker

Join Date: Apr 2005

W/

Quote:
Originally Posted by Shasgaliel View Post
azura summons, summonnig stones and mm. gogo team of +36 in Urgoz. Nice idea but such stones would be a bit overpowered.

/notsigned
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.

kazjun

Desert Nomad

Join Date: Aug 2006

HoVa

W/N

/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.

ShadowsRequiem

ShadowsRequiem

Furnace Stoker

Join Date: Oct 2005

Inde is Smoking [Hawt] *ToA*

W/E

Quote:
Originally Posted by A11Eur0 View Post
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.
Actually gakis try to frontline in urgoz and just mess up the run. Not a good idea anyway :P

Yawgmoth

Yawgmoth

Furnace Stoker

Join Date: Apr 2005

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).

genofreek

genofreek

Desert Nomad

Join Date: Jan 2007

USA

Jenova's Apocolyptic Remains [JAR]

D/

Quote:
Originally Posted by Yawgmoth View Post
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).
Oh hell yes. You can roll anything in pre with the imp, and my guildie and I get around the summon sickness "nerf" by each bringing an imp when we hunt charr. If one of us has an imp die, the other brings hers out, and we've never needed more than two. And we're both pretty low level for permapres. It's imba as hell, but it makes getting trophies a snap. Even at level 1, that thing is deadly.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

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.

Shasgaliel

Shasgaliel

Jungle Guide

Join Date: Apr 2008

[bomb]

Quote:
Originally Posted by kazjun View Post
/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.
Imp in pre for example. It is far too powerful. I can have EMPTY skill bar and decimate charr mobs easily. On a side note 8 summons can make a big difference. If yours die immediately in HM it does not mean other are not able to keep them alive. Even hardest missions are walk in the park when all those pug people with crappy bars use summons. Numbers do make a difference. In Dzagonur bastion HM I even did not move cause all my party members were killing 2 bosses at the same time with all their summoned crap. It is not HM anymore...

They are overpowered whether you like it or not.

Dante the Warlord

Desert Nomad

Join Date: Jul 2006

W/R

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