Overall Summons Rework [Outdated!]

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Kuma
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Re: Overall Summons Rework

Post by Kuma » Fri Sep 18, 2015 6:37 pm

lordsterling wrote:Gate should have it's duration massively extended to be on par with warlocks, as well as the type of summons you get from it for the same reason. Warlocks summon ancient elder uber balors and such and can resummon them over and over and over.

Wizards and sorcerers casting the same spell get a duration of 1rnd/lvl? Seems unballanced
It's not meant to be on par with Warlocks. Warlocks have that as their niche. If you can deny them their summons you can jump down their throats fairly easily. Any other class that gets Gate is generally a lot more versatile.

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Re: Overall Summons Rework

Post by Nitro » Fri Sep 18, 2015 6:56 pm

It's not really taking their niche though since only warlocks can summon infinite numbers of them. Any other spellcaster that casts Gate is sacrificing a cast of another spell to cast it (except weavemaster, but they get such a ridiculous CD from 9th level spells anyway).

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Re: Overall Summons Rework

Post by Cihparg » Fri Sep 18, 2015 7:03 pm

Kuma wrote:
lordsterling wrote:Gate should have it's duration massively extended to be on par with warlocks, as well as the type of summons you get from it for the same reason. Warlocks summon ancient elder uber balors and such and can resummon them over and over and over.

Wizards and sorcerers casting the same spell get a duration of 1rnd/lvl? Seems unballanced
It's not meant to be on par with Warlocks. Warlocks have that as their niche. If you can deny them their summons you can jump down their throats fairly easily. Any other class that gets Gate is generally a lot more versatile.
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Re: Overall Summons Rework

Post by DSM-IV » Thu Oct 08, 2015 7:03 pm

Shadowdancer summons? Any updates? :D :D :D
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Re: Overall Summons Rework

Post by Yellena » Fri Oct 09, 2015 11:48 pm

Ghost undeads are almost finished, and the prototype of Shadow and Death Domain's summons.
I am just lacking time to calculate and review some things, and do tests.
After ghost undeads I will priorize Shadow Dancer's as they lack some nice perks. Death Domain Clerics still have their full Cleric potential.

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Re: Overall Summons Rework

Post by Cihparg » Sat Nov 28, 2015 2:39 am

Figured to ask what's to be done with Shadow Conjuration?
Will it be a separate update from Necromancy, if there's to be an update regarding those summons?
Currently all Shadow Conjuration spells summon the same thing.

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Re: Overall Summons Rework

Post by Yellena » Sat Nov 28, 2015 5:09 am

Shadows will possible upgrade with Illusion Focus and/or SD levels.

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Re: Overall Summons Rework

Post by Kalimere » Sat Jan 16, 2016 6:23 am

Although everyone here is talking about the undead updates and such, I have a question regarding the regular animal companions. What are each of the animal companions reskinned to for the Underdark? Some you could kind of guess just by looking, but a few of them, not so much. I mainly want to know what the panther was reskinned to.
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Re: Overall Summons Rework

Post by miesny_jez » Thu Jan 28, 2016 11:49 am

Any ETA or info about those upcoming Shadow summons changes ?

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Re: Overall Summons Rework

Post by Mayonnaise » Fri Feb 05, 2016 10:41 pm

I just assigned the topic back to Yellena, in case there ever is some additional information for her to add. Some sort of Q&A would probably be a good addition!

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Re: Overall Summons Rework

Post by Irongron » Fri Feb 05, 2016 10:54 pm

There are many overpowered summons, companions and familiars out there at the moment, and we've halted this project so as to take stock of changes which I feel haven't been properly scrutinized before implementation.

Will let you all know when that changes.

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Re: Overall Summons Rework

Post by Rwby » Fri Feb 05, 2016 11:51 pm

Does this mean the final updates to the undead implimentation are now on hold? And the Shadow update too?

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Re: Overall Summons Rework

Post by Irongron » Sat Feb 06, 2016 12:49 am

Yes, they are.

Luckily we have a productive team at the moment, and I hope it may not be so long before these issues are looked at, and so work can progress.

I won't go into details of why it was suspended though, other than what I mentioned above regarding overpowered content, and in many cases often poorly documented for new players.

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Re: Overall Summons Rework

Post by Horselords » Sun Feb 07, 2016 9:38 am

Well then i guess that's the right place for a memo Irongron : When you go back to working on that overhaul, don't forget our blackguard friends :)

Keep up the good work, you guys are doing great.

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Re: Overall Summons Rework

Post by Hunter548 » Sun Feb 07, 2016 4:03 pm

Horselords wrote:Well then i guess that's the right place for a memo Irongron : When you go back to working on that overhaul, don't forget our blackguard friends :)

Keep up the good work, you guys are doing great.
Blackguard planar summons have already been updated.

RE: Shadow summoning, I think they still need a full overhaul at Some point. The boost via illusion focuses is nice, don't get me wrong, but their progression is still wonky (The best of the summons is the Mastiff you get at level 10, if I recall correctly) and the top level one, even with the epic illusion boost, has worse AB than the dire bear summoned by Summon Creature V.
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Re: Overall Summons Rework

Post by FoxyPigeon » Sun Feb 07, 2016 7:47 pm

Doom Knight boost pls <3

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Re: Overall Summons Rework

Post by miesny_jez » Mon Feb 08, 2016 9:50 am

Thanks Irongorn

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Re: Overall Summons Rework

Post by Aerin of Amia » Mon Feb 08, 2016 7:36 pm

Thanks for all the hard work behind the scene with the updates. One thing that always bugged me was when a caster levels and a spell summons something different disabling the ability to summon the previous (maybe sub-par) creature. Wouldn't it make sense to use some sort of radial menu on spells (like summon shadow) that would enable you to select all the previous versions and be selective when u cast it? It could probably be scripted to check caster level and fail if you didn't meet the prerequisites so the radials could have all the options to simplify. Speaking of that, you could us the same technique for good/evil/neutral, deities, etc. The point is that casters LOVE diversity and it makes for a boat load more RP fun!

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Re: Overall Summons Rework

Post by frightnight » Thu Jun 09, 2016 2:06 pm

is it safe to say the reworked shadows will have shadow touch attack :0

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Re: Overall Summons Rework

Post by yellowcateyes » Thu Feb 23, 2017 6:26 pm

Isn't it about time we unsticky this thread?
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Re: Overall Summons Rework

Post by Ecstatic » Fri Feb 24, 2017 12:55 am

Yep, and it's done.

For those who come here looking for summon information, please redirect your search to these two threads:

viewtopic.php?f=31&t=10357

viewtopic.php?f=23&t=25&start=100
TANSTAAFL

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Re: Overall Summons Rework [Outdated!]

Post by Iceborn » Fri Feb 24, 2017 12:33 pm

Alternatively, all the changes are being being compiled in the wiki.

Here, http://wiki.arelith.com/Summoning_Changes

And here, http://wiki.arelith.com/Summons
Misc Changes, with the Feats and Skills sublinks.
Available races
Spell Changes
Class Mechanics
Command Guide

Take a look before asking your questions!

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