As far as pets go I'd like to see pets be a little more than auto attackers. I could see a summoner being a jack of many trades with their summons. A pet to assist with healing (perhaps one with a circle around it that you have to control it's movement where it does periodic healing to anything in the circle plus a couple of triggering abilities as more healing), a pet to assist with tanking, a pet to assist with dps, a pet to assist with CC, a pet who could pull but can disappate to help split pull. All of these pets should be exclusive where you can't have more than one out at a time. Now I'm not saying any of these pets could replace the real deal but if your group is a little weak at healing at the moment because they guy you have just has no gear for it or is new or your tank needs something else to take some damage you should have the option.
Best of all allow them to summon a bard pet. Like full blown songs and everything. It dances, plays instruments, wears a feathered cap, acts all jovial speaking random weird riddles poems and proverbs. Just to piss off the people who won't get bards on release. To top it off the desummon animation is an annoyed little sprite appears, boos at the bard, and slits his throat with a knife. Then he tries to sing but just sprays blood everywhere producing a gargling sound and runs away in shame.
OceanB said:Everquest technically had this. The magic nukes that Magicians got (Shock of Swords, for example) are literally this, except they lacked the graphical fidelity to make this obvious. The post-Luclin spell graphics made the graphic this spinning sword thing with orange bursts of light, which was closer. Magicians having access to nukes in this vein that do physical damage might be really interesting.I wonder if there will be summoned weapons that are launched at enemies? Like materilize a lance out of magic and have it launched at an enemy, Or spikes pops from the ground. A giant axe that slashes enemies (within range) from thin air. Maybe even a I mean weapons dont have to be wielded right? As for Barricades, Walls would be nice. idk just throwing things out.
According to the interview between Joppa and Bazgrim ( https://www.youtube.com/watch?v=4vebn1AN6KY ), the Summoner is meant to summon, would it be pets, temporary gear, or combat reaction abilities (pocket hole ?) . I think it's safe to assume the Summoner will look more like an entire class than a gimmicked wizard with a pet like it used to look like in EQ1.
For pets, I would love to see the Summoner summon some non-elemental type monsters, as I was never sure what the connection was between Summoners/Magicians and the elements to begin with. I'd love to see some really strange and imaginative extra-planar creatures -- anything that doesn't fall into the elemental (been done), infernal (realm of warlocks), or undead (realm of necromancers) categories. I also think it would be really cool to be able to either customize your pet or choose one pet from several different options.
I liked what Joppa said in the interview with Bazgrim about giving summoners more combat summoning spells. I would love it if their combat spells were not just lower power wizard spells (fireball, icebolt, etc.), but involved actually pulling objects or energies from other dimensions into Terminus to damage their foes.
Gyldervane said:For pets, I would love to see the Summoner summon some non-elemental type monsters, as I was never sure what the connection was between Summoners/Magicians and the elements to begin with. I'd love to see some really strange and imaginative extra-planar creatures -- anything that doesn't fall into the elemental (been done), infernal (realm of warlocks), or undead (realm of necromancers) categories. I also think it would be really cool to be able to either customize your pet or choose one pet from several different options.
I liked what Joppa said in the interview with Bazgrim about giving summoners more combat summoning spells. I would love it if their combat spells were not just lower power wizard spells (fireball, icebolt, etc.), but involved actually pulling objects or energies from other dimensions into Terminus to damage their foes.
Not a big fan of "summoned monsters", except if it remains closely tied to "elemental realms of sorts". I do like the idea of summoning offensive spells like "Summon : Ice shard of permafrost" which would rip an ice shard from a distant zone to throw/make it fall on the opponent.
"Summon : Rotten fruit from the closest trashcan"
Gyldervane said:For pets, I would love to see the Summoner summon some non-elemental type monsters, as I was never sure what the connection was between Summoners/Magicians and the elements to begin with. I'd love to see some really strange and imaginative extra-planar creatures -- anything that doesn't fall into the elemental (been done), infernal (realm of warlocks), or undead (realm of necromancers) categories. I also think it would be really cool to be able to either customize your pet or choose one pet from several different options.
I definitely agree. Personally, I don't see what's stopping a true "Summoner" from being able to summon almost any creature they want - minotaur for tanking, centaur for a ranged/offensive mount, etc. Would love to see some more creative pet options. I think limiting them to elementals is unnecessarily restrictive. There's so much more potential. I feel like a wider variety would be a great way to make the Summoner feel "familiar yet different" to the EQ Maigican.
HyperactiveChipmunk cooked up some cool ideas along these lines in his post here: https://www.pantheonmmo.com/content/forums/topic/8366/if-i-were-a-summoner
Worth a read in my opinion.
Personally, I've never been too interested in magicing up walls or barricades, creating food and drink from mana, calling bound weapons and armor to my hand, or refilling the quivers of my allies. I want to fill the battlefield with creatures. Creatures from across the world and beyond. I want to call bound elementals, celestials, and demons to my aid as they serve my will alongside alongside rats, wolves, bears, minotaurs, mammoths and more.
I want to fill the battlefield with creatures great and small so I can sit back and watch my minions do my work for me.
Gurt said:Personally, I've never been too interested in magicing up walls or barricades, creating food and drink from mana, calling bound weapons and armor to my hand, or refilling the quivers of my allies. I want to fill the battlefield with creatures. Creatures from across the world and beyond. I want to call bound elementals, celestials, and demons to my aid as they serve my will alongside alongside rats, wolves, bears, minotaurs, mammoths and more.
I want to fill the battlefield with creatures great and small so I can sit back and watch my minions do my work for me.
Oh I like that... Im all in... litter the battle field with creatures sounds fun
Super powerful pets for the enchanter to use instead of the summoner because enchanters are too weak with only ultimate crowd control, mana regen, increased party dps with haste buffs and their own charmed pet along with nukes. Oh wait, they gave summoners the epic Summon Behemoth, I no longer have to pray for an ability to buff enchanters who are already the most desired class! /sarcasm off
Sorry, I am still tilted about Summon Behemoth.
Gimmicky Idea,
EQ had the ability to order Pizza from in-game. It would be fun if the Summoner was the only class that could summon "the menu". If you wanted to order pizza from in-game, you had to have a summoner summon you the window. Obviously the window could connect to grubhub and other delivery options. Perhaps the summoner version offered a 5% discount with the company.
The game should be realistic and we all know what's the very first spell that every summoner learns and masters: Summon Succubus! Only after gaining enough might to summon huge titan of the size of the mountain, summoner can consider to switch.
Jokes aside I'm quite satisfied with the choices we "have" now. I think it would be great if he could summon some traps, though I'm not quite sure if it would "fit" the class.
I also hope that some class will have the "pet" that we will be able to modify as much as the character itself - so stats, skills, equipment. Eg. necro could have flesh golem that we could assemble from a different body parts of defeated monsters. Or separate class golemancer/animancer.
I would have said: Their party members, but i read somewhere that a 'Call of the Hero' type thing will exist so even non-magical warriors/rangers etc can "summon" their party members out of thin air *worldshrink* :(
otherwise: potions, elementals, ghosts or such from alternate reality...
Humperding said:doesnt sound like a sumoner sounds like a enchanterOne idea that just came to my mind: What if the summoner could also buff specific items? In order for a player to receive an item buff he has to hold it in his hand, then the summoner summons a buff onto it which will last until log out (or maybe a specific time). So that sword will get +2 damage, that ring will get +2 Intelligence and that boot gets a kickback proc while kicking.
Booze i want a summon devil type style(DnD ) pet, it summons a pet that is aggro to everything so the mobs better kill it b4 it kills them im hopeiong summon beheamoth does that. Summoned practical jokes, fart pillow thingys,stink bombs flash traps(not for attacking just surprise), spray paint(that vanishes within say a hour) summon monster pet, summon inanimate object pet, short term use pets giant hands that smack enemys cant move maye they hold(prevent movement ) of enemys
Quseio2017 said:Booze i want a summon devil type style(DnD ) pet, it summons a pet that is aggro to everything so the mobs better kill it b4 it kills them im hopeiong summon beheamoth does that. Summoned practical jokes, fart pillow thingys,stink bombs flash traps(not for attacking just surprise), spray paint(that vanishes within say a hour) summon monster pet, summon inanimate object pet, short term use pets giant hands that smack enemys cant move maye they hold(prevent movement ) of enemys
What kind of immature mess are you on about?
VicNuggets said:there are several stats for pantheeon pets not that invovlved but more like more sturdiness for summoned and suchKurgon999 said: Demons. All the utility stuff too, but I would love the pets to be demons rather than elementals. Just my 2¢
Divinity 2 has the ability to summon a little imp/demon type monster. The really cool part is that if your summoning ability is high enough you will instead summon a huge demon. It would also take on the characteristics of the enviroment it was summoned (ie Fire, Water, Holy, etc)
To me that's where I would like to see summoning go. Don't purely base it off simply one stat or spell; why not multiple? That would give each summoner a creature based off their unique build. A summoner with high STR would summon a giant beast that likes to punch. High CON would summon something like a turtle or scaly lizard.
I would like to see summoners be as realistic as possible and have their own identity as well. We already know that the summoner will have access to elemental pets and it might be nice to see different modifications made to each elemental pet within the spellbook (based on the recent developer newsletter showing off the spell book). I think that things like demons and undead start to muddy the identity of the summoners. If you give them undead then they start to infringe on necromancer identity at that point. On the same note if you give them demons then their whole identity needs to shift into darker magic and mechanics that accent that identity. With that being said I would love to see summoners eventually being able to summon creatures other than just elementals, and maybe even being able to merge two elementals into an entity that is a combination of the two.
I also like the concept of utility and outside of weapons/armor for pets and food, I would love to see weightless bags, rings of levitation (honestly one of the best utility options ever), and maybe even items that help deal with the acclimation to various atmospheric conditions. I could also see summoners potentially getting a spell that allows them to summon the group to their location. maybe with a cool down attached to it to prevent abuse.
Baldur said:With that being said I would love to see summoners eventually being able to summon creatures other than just elementals, and maybe even being able to merge two elementals into an entity that is a combination of the two.
I had been thinking about exactly what can be summoned by combining two types of elementals into one through the hinted 'modifications' to spells:
Undine + Fury = Steam. Lower HP than Undine, damage is now more DoT than DD. Steam effect lowers targets accuracy (more glancing blows)
Fire + Undine = Obisidan. Highest HP of all summoned elementals, lower DPS. High Taunt, Stun effects
Undine + Titan = Mud. Medium HP/DPS, snare and interrupt effects
Zephyr + Fury = Flame. Lowest HP, highest DPS. AoE attacks w/ Fire DoT.
Fury + Zephy = Smoke. Low HP, medium DPS. Blind, Choking, accuracy debuff
The combined pet you get is determined by which pet spell you start with.
Vandraad said:Baldur said:With that being said I would love to see summoners eventually being able to summon creatures other than just elementals, and maybe even being able to merge two elementals into an entity that is a combination of the two.
I had been thinking about exactly what can be summoned by combining two types of elementals into one through the hinted 'modifications' to spells:
Undine + Fury = Steam. Lower HP than Undine, damage is now more DoT than DD. Steam effect lowers targets accuracy (more glancing blows)
Fire + Undine = Obisidan. Highest HP of all summoned elementals, lower DPS. High Taunt, Stun effects
Undine + Titan = Mud. Medium HP/DPS, snare and interrupt effects
Zephyr + Fury = Flame. Lowest HP, highest DPS. AoE attacks w/ Fire DoT.
Fury + Zephy = Smoke. Low HP, medium DPS. Blind, Choking, accuracy debuff
The combined pet you get is determined by which pet spell you start with.
Love the idea! I hope that it'll happen!
Great ideas! I am a little worried, that you will always see the same pet (but that is already the case). Also choosing the right buffs for some of the combinations might be challenging, since the tooltips of the spells will not tell you what stat buffs will be useful (since there are no spells for the combined pets). However, all of that is solvable!
I want to add that i would love to see some kind of utility added to the pets, to make it more valuable in specific situations. Fire pet might bring some light, air might work well against some toxic environment (just blow that stuff away), or the combined steam pet will give you a very soft and silky skin ... ok, forget that last one :)