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Cooldown on summoning stones

Cooldown on summoning stones  

180 members have voted

  1. 1. Cooldown times

    • Stay as is (3 seconds)
      44
    • 10 seconds
      57
    • 20 seconds
      28
    • more than 20 seconds
      19
    • Stay as is but also cost some mana
      24
    • Other
      8


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Because pkers can't handle the fact that without these stones most people couldn't kill them compared to now. They also work well with same lvled people esspecially with cooldown and mana drain thus creating a heavy advantage for most pkers under 100 a/d.

i have magic imm everytime im in kf, i dont get mded/cooldowned, and i dont have i cant dance.

and u tell me i cant handle the fact to be killed with summons?

i think u should go back alch.

I don't alch very much, anyhow my point is is that they are very useful for people at lower a/ds than at higher ones. Before, the only way to kill someone who had a much higher a/d than you was to either summon (if you were good enough) or blast him for rods and rops which does not work anymore with cols and cooldown. Still, imo its not fair that people can just buy stones that can distract and allow the user to use spells.

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A properly equipped high level player would have no problem handle lots of small summons.

 

Whats properly nowadays?

 

I have seen very high level players in trouble on pk, cause of opponents mass-summon.

 

Especially on multi combat, someone keeps summoning, so you keep fighting the summons instead of the opponent, eventually, depending on opponent strenght, you run out of mana or whatever.

 

Now only way is to use many summons too, which is pointless for both parties. Same with all the fancy armor, we should use all leathers instead of all tit plates :lurker: . Not gonna happen obvious.

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ICD?

no1 wears bronze armor for pk?

lots of summons = -5 def?

summons = lag?

summons = free mana?

 

i can kill enemy with 1 tiger.

my enemys just diss if i summon a giant.

and if i summon tiger + giant its a damn waste cuz giant = 23k and rosto the enemy loses is 15k :lurker:

 

Should be -5 def penalty for each summon, so if player attacks you with 7 summons you lose 35 def, 50 if you have icd :w00t:

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ICD?

no1 wears bronze armor for pk?

lots of summons = -5 def?

summons = lag?

summons = free mana?

 

i can kill enemy with 1 tiger.

my enemys just diss if i summon a giant.

and if i summon tiger + giant its a damn waste cuz giant = 23k and rosto the enemy loses is 15k :D

 

Should be -5 def penalty for each summon, so if player attacks you with 7 summons you lose 35 def, 50 if you have icd :)

 

yes plx?

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only cause that the only way y00 can win a pk fight chosen :D

<3

It would bring pk back to the real skill, and not who has the fastest finger clicking on summoning stones and sr's and rings and stuff.

Edited by Saint

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It would be nice if stone usage cost some mana, we would see those sharp blue cloaks in PK areas again. It would also be nice to see summons be a bit more usefull for cost. To summon a fluffy rabit takes a decent summon level, and an ELE. so 3kish cost. I would say people fighting people are more scared of tigers stones, then a fluffy. That chance of cooldown could be fatel, where most pkers can pawn a fluffy in 2 or 3 hits with buff pots and a cutlass. If a stone took mana, people would use more strategy to summon stones, then just clicking once every 3 seconds. For myself, summon stones with out mana is a good thing, I can make bears, and mass summon to help me. But it is a bit too easy to do this in my opinion. A little mana cost, and I would have to be very carefull. I like summon stones, and summoning very much. Just think there should be more of an advantage in pK with a high summon level, other then getting pawned by 10 bears as you try to use dis ring and mix ingredeints for a chim or yeti. Maybe summon stones effect could be correlated to stone clickers summon level. Just a few thoughts.

 

Jumpy

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Are you sure about that? :)

yes, after i got killed 1-2 times or so by toomass with that style i always use magic imm :)

 

Should be -5 def penalty for each summon, so if player attacks you with 7 summons you lose 35 def, 50 if you have icd :)

well everyone kills summons in 2 hits (most ppl who go pk nowadays) so summon stones will even be sold more if ur idea gets implemented. sorry but not that good imo :D

Edited by Tempest

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Oh, right, magic immunity protects against them. Sorry, I forgot I did that :/

Nevertheless, with full bronze and warlockc ape, you won't need magic immunity, which can be useful.

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One further issue with summon stones is that they can (of course) be used while in combat. With a 3 second cooldown, any summon requiring 3 hits to kill means that the summoner will take no damage from his opponent. Summons have 0 defense, so the opponent invariably attacks the weaker target (summon).

 

Even with magic immunity, bronze armor, warlock's cloak, etc., fighters will still be (mis-)using these summons as decoys, rather than utilizing their fighting strength and ability to win fights.

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Sometimes players have so many summoned creatures around them and they don't know exactly what or who they are fighting. Lag and fps like 7 make things worst.

Maybe it would be better to make summoned creatures a bit stronger but increase the cooldown to 10 sec or so.

"Pure" pk is better than summoning parties. :)

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The Warlock's Cloak gives +8 magic resistance, not protection btw. O.o

(Checked in #arm. item desription say +8 magic protections, though)

 

Same thing with the magic protection spell...

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Should be -5 def penalty for each summon, so if player attacks you with 7 summons you lose 35 def, 50 if you have icd ;)

well everyone kills summons in 2 hits (most ppl who go pk nowadays) so summon stones will even be sold more if ur idea gets implemented. sorry but not that good imo :confused:

 

lol .... this wasn't a suggestion, it's the way how it is ... why do you think tinf costs 7 pp's? :> 90% of you probably didn't know that :)

Edited by Dushan

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Should be -5 def penalty for each summon, so if player attacks you with 7 summons you lose 35 def, 50 if you have icd ;)

well everyone kills summons in 2 hits (most ppl who go pk nowadays) so summon stones will even be sold more if ur idea gets implemented. sorry but not that good imo :confused:

 

lol .... this wasn't a suggestion, it's the way how it is ... why do you think tinf costs 7 pp's? :>

cant be.

 

i was pvping with omg, long time ago as he reset.

he has 7 bears on him, so after ur calculation he should have -35 def = ~81def. (tsed)

if he really had 81 def, since i had much more coord at that time, i would've pwned him badly. but guess what, omg hit me a lot more than i hit him :)

 

so no... 2on1 = -5 def. (-15 if ICD)

and 3on1 or 4on1 etc = -5 def too.

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I wonder if Ohmygod had tinf perk already back then.

Is that -15 defense from icd additional penalty? -5 and -15 so -20def with icd or only -15 instead of -5 if fighting vs 2 ppl?(always wondered and hard to check it :confused: )

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