Update 05-05-2011

2 pages Page 2
Xenomortis
Xenomortis
Tea Powered
#21
Quote:
Originally Posted by Kunder View Post
Looks like they actually reduced all summons' duration to 10 mins as well. No chance for having 5 fire imps at once on my pre character, sadly
Stones had a clause forbidding more than one summon being active at any time anyway.
You sure about the duration? The descriptions haven't been updated to reflect that.
K
Kunder
Desert Nomad
#22
Quote:
Originally Posted by Xenomortis View Post
Stones had a clause forbidding more than one summon being active at any time anyway.
You sure about the duration? The descriptions haven't been updated to reflect that.
All I checked was the fire imp stone because that is the only one I have. Its possible the others are unchanged.
Xenomortis
Xenomortis
Tea Powered
#23
I'm testing with Mysterious stones now. After 10 minutes Summoning Sickness went away but I was still prevented from activating a second one as expected; the summon is still there 23 minutes later, preventing me from using another.

Edit:
Works as expected, although I haven't tested the case for the summon dying before 30 minutes.
chessyang
chessyang
Not far from Elite
#24
10 mins neato!!
Painbringer
Painbringer
Furnace Stoker
#25
So if I f up in Pre I can wait it out
reaper with no name
reaper with no name
Desert Nomad
#26
Summoning stones should be getting nerfs, not buffs.
Hobbs
Hobbs
Desert Nomad
#27
Why? They're fun and it's lame when you get a sucky one that dies in seconds leaving you to wait an eternity before you can use another.
MrKGado
MrKGado
Frost Gate Guardian
#28
^^^^ this. i had a few vanqs where I had to wait it out because I needed a little additional push.
lemming
lemming
The Hotshot
#29
AT rotation change didn't go through again.
Scary
Scary
Krytan Explorer
#30
Ty for reducing the summoning sickness..

Pfew
Iuris
Iuris
Forge Runner
#31
I wish Anet realized the game lacks a good gold sink and actually added some primarily gold-based consumables to drain away at least some of the gold. Craftable summoning stones are certainly a great way to drain some of that excess gold away.

Really, game developers so often forget that the basis of currency is the knowledge that you'll be able to get something you need in exchange for that money. In the real world, where the useful items come from stores/factories that's guaranteed. In game world, where they come from random monster drops, it's a problem that then leads to alternative currencies and barter trade...
Bristlebane
Bristlebane
Desert Nomad
#32
This also makes Fire Imp in pre extremely powerful,
if it dies while in Northlands, it's easy to pop a new one
Swingline
Swingline
Forge Runner
#33
Quote:
Originally Posted by Iuris View Post
I wish Anet realized the game lacks a good gold sink
The game has plenty of gold sinks, HoM being a big one along with gwamm and other cosmetics.
refer
refer
Jungle Guide
#34
Way to make PvE even easier

PS: if you die after using a summoning stone, you can give one to another player to use. That should be one of the small benefits of playing with real people instead of heros (though at this rate I bet they'll let heros use summoning stones eventually too).
Aeronwen
Aeronwen
not so much fell as.....
#35
Quote:
Originally Posted by refer View Post
Way to make PvE even easier
^^

who would have thought that there were players out there who still couldn't manage to play the game with over buffed skills, 7 heros, mercs, summons and cons. How on earth can you need spammable summons too?

What next? get rid of party size caps and take away death pen (oh oh this now sounding horribly familiar) Lets hope when GW2 comes out they return GW to the great game it used to be.
Swingline
Swingline
Forge Runner
#36
Quote:
Originally Posted by Aeronwen View Post
^^

who would have thought that there were players out there who still couldn't manage to play the game with over buffed skills, 7 heros, mercs, summons and cons. How on earth can you need spammable summons too?

What next? get rid of party size caps and take away death pen (oh oh this now sounding horribly familiar) Lets hope when GW2 comes out they return GW to the great game it used to be.
Well at this point I'm sure Anet is thinking of ways to make the game more enjoyable than easier. Hopefully the future HM quests will be more of a challenge.
EPO Bot
EPO Bot
Desert Nomad
#37
Death penalties are already irrelevant with all the candy.
reaper with no name
reaper with no name
Desert Nomad
#38
Quote:
Originally Posted by Hobbs View Post
Why? They're fun and it's lame when you get a sucky one that dies in seconds leaving you to wait an eternity before you can use another.
Because they shouldn't exist in the first place.
Iuris
Iuris
Forge Runner
#39
Quote:
Originally Posted by Swingline View Post
The game has plenty of gold sinks, HoM being a big one along with gwamm and other cosmetics.
Actually, no, it does not. Gold has to disappear from the game, not just get transferred to other players.
-material traders are not a gold sink since they don't create materials but only redistribute materials sold to them by players
-therefore, only the gold cost of the elite armors and destroyer weapons is removed by the HoM
-hero armor upgrades are acquired by players in challenge/elite missions
-tormented and oppressor's weapons are acquired by players
-alcohol, sweets could be a gold sink, if the merchant sold items were the ones used to achieve them. However, they are not - most alcohol and sweets come from players farming them during events. And Nick.

So, HoM REDISTRIBUTES gold, but hardly removes any from the game.
Swingline
Swingline
Forge Runner
#40
Quote:
Originally Posted by reaper with no name View Post
Because they shouldn't exist in the first place.
Summoning stones are a cool concept especially since they are a take on utopias summoner class.

The reasoning behind this new update is probably because the new HM quests will actually be hard.