May 06, 2011, 12:38 AM // 00:38
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#21
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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Quote:
Originally Posted by Kunder
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
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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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May 06, 2011, 01:00 AM // 01:00
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#22
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Desert Nomad
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Quote:
Originally Posted by Xenomortis
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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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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May 06, 2011, 01:03 AM // 01:03
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#23
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Tea Powered
Join Date: May 2008
Location: UK
Profession: N/
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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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May 06, 2011, 01:52 AM // 01:52
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#24
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Not far from Elite
Join Date: Apr 2006
Location: Florida
Profession: W/
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10 mins neato!!
__________________
Let's use our Voices! The Chapter Selection Screen
GW Wiki or Guru
Thank You
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May 06, 2011, 02:29 AM // 02:29
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#25
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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So if I f up in Pre I can wait it out
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May 06, 2011, 02:50 AM // 02:50
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#26
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Desert Nomad
Join Date: Apr 2009
Guild: FaZ
Profession: D/
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Summoning stones should be getting nerfs, not buffs.
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May 06, 2011, 02:53 AM // 02:53
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#27
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Desert Nomad
Join Date: May 2006
Guild: Organised Spam [OS]
Profession: W/
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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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May 06, 2011, 03:17 AM // 03:17
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#28
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Frost Gate Guardian
Join Date: Jul 2009
Location: USA
Profession: W/
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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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May 06, 2011, 03:53 AM // 03:53
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#29
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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AT rotation change didn't go through again.
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May 06, 2011, 05:39 AM // 05:39
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#30
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Krytan Explorer
Join Date: Sep 2007
Location: Uhmmmm??
Guild: Limburgse Jagers [LJ]
Profession: N/
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Ty for reducing the summoning sickness..
Pfew
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May 06, 2011, 07:06 AM // 07:06
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#31
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Forge Runner
Join Date: Nov 2006
Guild: Crazy ducks from the Forest
Profession: W/
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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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May 06, 2011, 07:16 AM // 07:16
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#32
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Desert Nomad
Join Date: Jan 2008
Profession: Mo/
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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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May 06, 2011, 07:35 AM // 07:35
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#33
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by Iuris
I wish Anet realized the game lacks a good gold sink
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The game has plenty of gold sinks, HoM being a big one along with gwamm and other cosmetics.
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May 06, 2011, 07:36 AM // 07:36
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#34
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Jungle Guide
Join Date: Jan 2009
Location: US
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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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May 06, 2011, 08:08 AM // 08:08
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#35
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not so much fell as.....
Join Date: Jan 2009
Location: UK
Guild: bone
Profession: R/
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Quote:
Originally Posted by refer
Way to make PvE even easier
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^^
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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May 06, 2011, 08:31 AM // 08:31
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#36
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by Aeronwen
^^
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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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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May 06, 2011, 08:38 AM // 08:38
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#37
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Desert Nomad
Join Date: Aug 2006
Profession: Mo/N
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Death penalties are already irrelevant with all the candy.
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May 06, 2011, 08:38 AM // 08:38
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#38
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Desert Nomad
Join Date: Apr 2009
Guild: FaZ
Profession: D/
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Quote:
Originally Posted by Hobbs
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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Because they shouldn't exist in the first place.
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May 06, 2011, 08:49 AM // 08:49
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#39
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Forge Runner
Join Date: Nov 2006
Guild: Crazy ducks from the Forest
Profession: W/
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Quote:
Originally Posted by Swingline
The game has plenty of gold sinks, HoM being a big one along with gwamm and other cosmetics.
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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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May 06, 2011, 08:49 AM // 08:49
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#40
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Forge Runner
Join Date: Sep 2010
Location: Somewhere far away from you
Guild: The Mirror of Reason[SNOW]
Profession: W/
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Quote:
Originally Posted by reaper with no name
Because they shouldn't exist in the first place.
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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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