I hate waiting 60 minutes or having to pass a stone over to my friend ahead of time incase one of my summons die. Sometimes I solo and can't rely on giving someone else the stone. This would promote use and reliability with summoning stones instead of waiting an hour or until the next zone before you can use one again. I've accumulated a whole bunch of these from gifts and want to be able to use them more freely.
Just to note - There's still the 1 summon per party limit, so you can't spawn a whole army infront of you.
Remove Summoning Sickness
2 pages • Page 1
My only problem is that they die after 30 minutes, but there's a 60 minute wait on using another. I don't mind summoning sickness per se, I just don't understand why it lasts double the time of what you summon.
/signed for time reduction, removal, whatever. I don't really use these that often for it to matter but I'm sure there are people who live and die by them.
/signed for time reduction, removal, whatever. I don't really use these that often for it to matter but I'm sure there are people who live and die by them.
The only situations I've been in where I found a summon stone all that necessary is in pre-searing, and when summoning the merchant in dungeons and whatever.
In pre it wasn't an issue as the imp could basically solo after level 14 (the same goes for pretty much every other summon in low level areas.)
/w the merch stones, it doesn't really matter because you only need them once per instance to lighten inventory.
As far as all the other content goes, there are already enough sweets, consets, PvE skills, and hero builds to blast through just about anything out there with minimal effort. Why make it easier?
In pre it wasn't an issue as the imp could basically solo after level 14 (the same goes for pretty much every other summon in low level areas.)
/w the merch stones, it doesn't really matter because you only need them once per instance to lighten inventory.
As far as all the other content goes, there are already enough sweets, consets, PvE skills, and hero builds to blast through just about anything out there with minimal effort. Why make it easier?
t
E
D
The wait time is definitely undesirable. I'd change the skill effect to: "You are currently controlling a summon and are unable to control another. This effect ends if a summon dies under your control."
Also please put summons under the ally list. That way it'd be a little easier to target them and monitor their health levels.
Also please put summons under the ally list. That way it'd be a little easier to target them and monitor their health levels.
g
Its not about making an easy part of the game easier as some have said and the fact they are of limited use in hard mode is also moot.
Whether the game is hard or easy depends a lot on ability if you find it easy handicap yourself to provide a greater challenge.
If you find it hard use heroes, summoning stones or consumables.
The point is I and others find them fun and anything that makes the game more fun is a good thing.
More summoning stones please and a reduced summoning sickness time 30 min seems reasonable, certainly no longer.
Whether the game is hard or easy depends a lot on ability if you find it easy handicap yourself to provide a greater challenge.
If you find it hard use heroes, summoning stones or consumables.
The point is I and others find them fun and anything that makes the game more fun is a good thing.
More summoning stones please and a reduced summoning sickness time 30 min seems reasonable, certainly no longer.
R
Quote:
|
Why do you even need stones? They're unnecessary in NM and useless in HM.
|
Unnecessary in NM..../agree
Useless in HM /dont agree
Anything that helps you vanquish faster is not useless.
I use them more for the groups that have 3 monks in hm....it just simply helps get through the group a bit quicker.
Then again, i mainly use Automatons...decent extra damage with a little self healing. The only time my "summoned" dies is when I over aggro to see how much fun I can really have.
Back to the topic. I believe there should be a wait period between when the summoned dies and when you can kick out a new one.
Therefore, say an automaton died within 10 mins...then you have to wait 15 mins before you can do another. Or if it goes the full 30 mins, then wait 10 or 15 mins ...something of the sorts.
And the merchant one should be separate from the attacking ones. A merchant sickness...or whatever.


