Summons

Talk about Neversummer 4 with your fellow players.
Terminal Insanity
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Summons

Post by Terminal Insanity »

Casters need TANK summons! lol
Summon Creature V is rather useless as it is now. It casts colorspray and other low level spells, and it doesnt affect anything, not even the mobs in wyrmwood.
ether the save for this summons spells needs to be upped, or we need a proper usefull summon tank

Gil-Este
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Post by Gil-Este »

there are lots of tank summons. but the summons as a whole are way overpowered, i dont think they should allow a caster to hide and cast 20 spells from safety while the summon slaughters all the mobs.
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Billiard
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Post by Billiard »

Gil-Este wrote:there are lots of tank summons. but the summons as a whole are way overpowered, i dont think they should allow a caster to hide and cast 20 spells from safety while the summon slaughters all the mobs.
Well, higher level monsters (giants and such) tend to target my caster as soon as I start casting attack spells. If I run around my summons they will for a while ignore it (and be open to attacks of opportunity), until I think the summons does enough damage to be a greater threat again. In any event, I can never just hide and cast, unless its behind PC tanks that are doing real damage due to the monster AI.

RunarSterk
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Post by RunarSterk »

Would the suggesting that removing summons from a PVP mod is a good idea draw countless flaming arrows of doom? :twisted:

Gil-Este
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Post by Gil-Este »

*puts on his cloak of immunity to flaming arrows of doom*
O heat, dry up my brains! Tears seven times salt
Burn out the sense and virtue of mine eyes!

RunarSterk
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Post by RunarSterk »

*peeks his head out*

Ok. Looks safe enough.

I would like to suggest that summons be removed from NS4. It seems to me they only exist to help people solo. It's often been pointed out that there is an intention to get people to group up. Unless I'm mistaken, summons don't have any special abilities that you couldn't find in another character by grouping with them. So, pull summons, encourage grouping. What say you?

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sep caldessian
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Post by sep caldessian »

RunarSterk wrote:*peeks his head out*

Ok. Looks safe enough.

I would like to suggest that summons be removed from NS4. It seems to me they only exist to help people solo. It's often been pointed out that there is an intention to get people to group up. Unless I'm mistaken, summons don't have any special abilities that you couldn't find in another character by grouping with them. So, pull summons, encourage grouping. What say you?
is this inclusive of animal companions and familiars?

RunarSterk
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Post by RunarSterk »

sep caldessian wrote:is this inclusive of animal companions and familiars?
Personally, I would vote no, because I think those make for good RP stuff, and I don't think it would be fair to pull those unique abilities from classes that have 'em.

I'm not too familiar with familiars (*groan*), but they aren't typically super-powers, are they?

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sep caldessian
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Post by sep caldessian »

RunarSterk wrote:
sep caldessian wrote:is this inclusive of animal companions and familiars?
Personally, I would vote no, because I think those make for good RP stuff, and I don't think it would be fair to pull those unique abilities from classes that have 'em.

I'm not too familiar with familiars (*groan*), but they aren't typically super-powers, are they?
well SF is a once per day feat or spell-like ability, i think. it cannot be counterspelled, interrupted, or anything like that, so i wouldnt consider it related to the SC spell family.

dond
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Post by dond »

hehe i like my celestial bear summon.....that thing can buff me up better than i ever could!

Kirg
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Post by Kirg »

Well my summon V was the best till I got summon VIII - LN. I got a formian warrior, and he was a hell of a tank.

BR

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Sagil
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Post by Sagil »

the summons as a whole are way overpowered, i dont think they should allow a caster to hide and cast 20 spells from safety while the summon slaughters all the mobs
Admittedly I haven't tried out the new modified summons here in NS4 (at least not the higher level ones), but my impression with summons was always that they are weak enough such that when my summon could kill something, my other spells could kill it way more easily. And with the improved monster AI :twisted: I don't see ANY problems with summons (now that the summon-kill bug got fixed :wink: ).
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EvanFallen
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Post by EvanFallen »

there are lots of tank summons. but the summons as a whole are way overpowered, i dont think they should allow a caster to hide and cast 20 spells from safety while the summon slaughters all the mobs.
Uhhh.... that 'is' the whole point of summons :P.
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Terminal Insanity
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Post by Terminal Insanity »

im not saying anything about the other summons, im just saying Summon Creature V is very worthless. It doesnt do anything that a caster would need it for.

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garrykasparov
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Post by garrykasparov »

Actually I think that summons should generally be there to tank and possibly inflict some form of hampering effect on the mage's/cleric's opponents -- perhaps even a sizable portion of damage. OTOH, they should not be able to more easily kill monsters than tanks of the same level as the caster could not. Case in point -- the bandit healer's summon is far more menacing in melee than the healer or any of the other bandit meleers (possibly excluding lieutenants).

Another example: it's amazing how quickly a dire wolf (lvl II summon but lvl 6 ability) levelled my DE wizzie from 3-5 (supposely tough levels for a mage). No lvl 3 character will have 2 attacks per round...why should a lvl 3 character's summon have them? Finally, uberish summon scrolls can be used to cheese-level your character to a degree as much as any high level gear could.

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