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Old May 06, 2011, 12:38 AM // 00:38   #21
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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.
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Old May 06, 2011, 01:00 AM // 01:00   #22
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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.
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Old May 06, 2011, 01:03 AM // 01:03   #23
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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.
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Old May 06, 2011, 01:52 AM // 01:52   #24
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10 mins neato!!
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Old May 06, 2011, 02:29 AM // 02:29   #25
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So if I f up in Pre I can wait it out
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Old May 06, 2011, 02:50 AM // 02:50   #26
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Summoning stones should be getting nerfs, not buffs.
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Old May 06, 2011, 02:53 AM // 02:53   #27
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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.
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Old May 06, 2011, 03:17 AM // 03:17   #28
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^^^^ this. i had a few vanqs where I had to wait it out because I needed a little additional push.
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Old May 06, 2011, 03:53 AM // 03:53   #29
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AT rotation change didn't go through again.
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Old May 06, 2011, 05:39 AM // 05:39   #30
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Ty for reducing the summoning sickness..

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Old May 06, 2011, 07:06 AM // 07:06   #31
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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...
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Old May 06, 2011, 07:16 AM // 07:16   #32
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This also makes Fire Imp in pre extremely powerful,
if it dies while in Northlands, it's easy to pop a new one
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Old May 06, 2011, 07:35 AM // 07:35   #33
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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.
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Old May 06, 2011, 07:36 AM // 07:36   #34
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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).
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Old May 06, 2011, 08:08 AM // 08:08   #35
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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.
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Old May 06, 2011, 08:31 AM // 08:31   #36
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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.
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Old May 06, 2011, 08:38 AM // 08:38   #37
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Death penalties are already irrelevant with all the candy.
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Old May 06, 2011, 08:38 AM // 08:38   #38
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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.
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Old May 06, 2011, 08:49 AM // 08:49   #39
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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.
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Old May 06, 2011, 08:49 AM // 08:49   #40
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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.
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