Jul 16, 2009, 06:43 PM // 18:43
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#1
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Frost Gate Guardian
Join Date: Jan 2009
Profession: D/W
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Remove Summoning Sickness
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.
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Jul 16, 2009, 06:53 PM // 18:53
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#2
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Wilds Pathfinder
Join Date: Sep 2008
Profession: A/Mo
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yeah maybe reduce it to 30 mins as 1 hour is pretty much the limit everything takes now
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Jul 16, 2009, 07:01 PM // 19:01
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#3
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Forge Runner
Join Date: Mar 2008
Location: Wolfenstein: Goldrush
Guild: Zombies Go Nom Nom [Nom]
Profession: N/
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/signed
I don't understand it either, I use a stone and it gets wiped instantly by an ele.
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Jul 16, 2009, 07:02 PM // 19:02
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#4
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Forge Runner
Join Date: Feb 2007
Location: Las Vegas
Guild: Enraged Whiny Carebears [oR]
Profession: W/E
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yeah 60's a bit much, 30 mins sounds reasonable.
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Jul 16, 2009, 07:09 PM // 19:09
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#5
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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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.
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Jul 16, 2009, 07:16 PM // 19:16
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#6
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Yeep , is retarded . Signed for time reduction to 30 mins.
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Jul 16, 2009, 07:30 PM // 19:30
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#7
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Academy Page
Join Date: Jan 2009
Profession: W/
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it's like when you summon a merchant and wait 60 minutes to do summon an effective fighter. it sucks.
/signed
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Jul 16, 2009, 08:11 PM // 20:11
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#8
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Wilds Pathfinder
Join Date: Jun 2009
Profession: N/A
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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?
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Jul 16, 2009, 08:16 PM // 20:16
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#9
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Frost Gate Guardian
Join Date: Feb 2008
Guild: The Irish Republican Army
Profession: D/W
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or you could not rely on a summon
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Jul 16, 2009, 08:25 PM // 20:25
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#10
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Lion's Arch Merchant
Join Date: Jan 2009
Location: Domain of Anguish
Profession: Mo/
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/signed. I think 60 minutes is kinda too much. They should reduce at least to 30 mins, if not less
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Jul 16, 2009, 08:36 PM // 20:36
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#11
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Lion's Arch Merchant
Join Date: Dec 2007
Profession: P/Me
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Remember when there were no summons?
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Jul 16, 2009, 08:37 PM // 20:37
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#12
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Frost Gate Guardian
Join Date: Jan 2009
Profession: D/W
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Quote:
Originally Posted by talldervish
or you could not rely on a summon
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No one is relying.
Quote:
Originally Posted by Evil Eye
Remember when there were no summons?
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Who cares?
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Jul 16, 2009, 08:39 PM // 20:39
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#13
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Krytan Explorer
Join Date: Jun 2009
Profession: R/
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Why do you even need stones? They're unnecessary in NM and useless in HM.
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Jul 16, 2009, 08:41 PM // 20:41
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#14
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Lion's Arch Merchant
Join Date: May 2005
Location: Florida
Profession: E/
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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.
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Jul 16, 2009, 08:48 PM // 20:48
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#15
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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There's already XYZ ways to roll through PvE, why do you need something like this to be easier?
/notsigned
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Jul 16, 2009, 08:59 PM // 20:59
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#16
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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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.
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Jul 16, 2009, 09:03 PM // 21:03
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#17
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Lion's Arch Merchant
Join Date: Nov 2007
Guild: Girls Pee Pee When They See [ME]
Profession: N/Mo
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Quote:
Originally Posted by Ugh
Why do you even need stones? They're unnecessary in NM and useless in HM.
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why do you need to ask why?
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.
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Jul 16, 2009, 09:06 PM // 21:06
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#18
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Wilds Pathfinder
Join Date: Jun 2009
Profession: N/A
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Quote:
Originally Posted by DoomFrost
Also please put summons under the ally list. That way it'd be a little easier to target them and monitor their health levels.
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I'd sign that. Still dead set against tempering with summoning sickness though.
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Jul 16, 2009, 09:17 PM // 21:17
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#19
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Don't see the need for it, but if they did reduce Summoning Sickness to 30 minutes then the summons would need to die in 15 minutes if not already killed.
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Jul 16, 2009, 09:31 PM // 21:31
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#20
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: Scions of Carver [SCAR]
Profession: E/
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Quote:
Originally Posted by REDdelver
And the merchant one should be separate from the attacking ones. A merchant sickness...or whatever.
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I am not that sure but don't the merchants also have attack skills? I tought I saw one fighting some day.
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