Summonable creatures, and multiple summons?

Post » Wed Mar 09, 2011 4:37 am

I never really summoned creatures in Oblivion, but I did play the game when I was a little younger. I honestly didn't even know you could until I replayed it last year. But now that I know that The Elder Scrolls games have so much to them, I can fully appreciate all that the Elder Scrolls games have to offer, and start using stuff like that. Summoning golems would be sweet!
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ashleigh bryden
 
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Post » Wed Mar 09, 2011 7:27 am

I would like to be able to summon multiples, though along the lines many have stated already, the more you have the less powerful they are, maybe make something like you summon so many of a set amount of level....

For example my level 5 Conjurer could summon 2 rats and a goblin, while my lvl 50 Conjurer could summon 15 of the weakest 8 of the next lvl, 4 of the next etc and 1 big guy. So you can have a mini army but the majority of you army will be weak and you will be constantly bringing them back or holding your magika in reserve to respawn your one heavy hitter
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Andy durkan
 
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Post » Tue Mar 08, 2011 9:44 pm

Yes, yes, and what the hell? Lets look at that last option for a bit

Demons, or Devil based creatures (Not daedra!): Uhhh, I hope you do realize the daedra act as the "demons" and "devils" of TES, right? And there are more daedra out there than you think, the game often doesn't include each and everyone of them. Hell, there is no Hell in TES, nor is there a Heaven. In fact, mortals souls just get mind wiped, so when they come back as living beings, they're a complete blank slate.

Golems, (Iron, Stone, Flesh etc.): They used to be there, along with atronaches, but now both of them are pretty much just atronaches.

Flying creatures such as Phoenix, Gargoyle, etc. : I'd personally like to keep these kind of beings out, and stick to undead, daedra, and natural creatures.

Other, (if you chose "other" please post a comment suggesting your ideas of summons): For my other, I would like it if the player could summon beasts from Mundus, instead of just EZ necromancy and daedra.


As a note to Poll Question 1, I would also like it if undead summoning and daedra had a bit of difference. In lore, and heard of in both Morrowind and Oblivion, summoning and holding a daedroth by your will is difficult, and it's not unheard of for novice practitioners to lose control of the scamps they summon. The undead, on the other hand, are mindless (save for liches) and run on magicka. The only time they become difficult controlling is if you reanimated an animal. The only thing holding back a necromancer (and if we can also admit that undead summoning is EZ necromancy) is the necromancer's skill in the craft and the ability to control his/her magicka. As such, I'd like to purpose that undead can have a high number of summons, at the cost of being a weaker craft (quantity > quality), while those who summon daedra cannot summon too many, but daedra are more powerful than undead (quality > quantity)
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Joey Avelar
 
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Post » Tue Mar 08, 2011 11:59 pm

I'd hope to see more of the various types of Lesser Daedra. All those we have encountered, and more whom we have not yet encoutnered (Those Allied to Sanguine Please!)!
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George PUluse
 
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Post » Tue Mar 08, 2011 8:59 pm

Definitely need the ability to summon multiples. even perma summons. Summon enchant FTW.
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Amysaurusrex
 
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Post » Tue Mar 08, 2011 8:34 pm

Huh? Because you find that play style boring it shouldn't be allowed?

Get over yourself, this game does not revolve around you.


A little outta line, but I will respond anyway.


The reason is that it is more than just "boring", it loses the give and take of melee combat. As they have stated, magic combat needs to be just as exciting as melee combat and involve just as much strategy (note the addition of timed blocking, PC and NPCs reacting to strikes making successive hits more punishing, and the decreased speed when moving backwards). All of these factors are intended to make combat far more skill based rather than just a battle of who has the higher Health (or mana in the case of the mage).


Casting a summon spell, and several buffs before combat (and why not throw in a heal over time) while lobbing fireball after fireball in NO WAY compares to the give and take and strategy of melee combat. I sincerely hope they remove this and make magic users have to use strategy and tactics in combat the same as anyone else. You may be surprised how much more fun you will have having to react in combat rather than mashing one button over an over.
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Hannah Barnard
 
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Post » Tue Mar 08, 2011 10:11 pm

A little outta line, but I will respond anyway.


The reason is that it is more than just "boring", it loses the give and take of melee combat. As they have stated, magic combat needs to be just as exciting as melee combat and involve just as much strategy (note the addition of timed blocking, PC and NPCs reacting to strikes making successive hits more punishing, and the decreased speed when moving backwards). All of these factors are intended to make combat far more skill based rather than just a battle of who has the higher Health (or mana in the case of the mage).


Casting a summon spell, and several buffs before combat (and why not throw in a heal over time) while lobbing fireball after fireball in NO WAY compares to the give and take and strategy of melee combat. I sincerely hope they remove this and make magic users have to use strategy and tactics in combat the same as anyone else. You may be surprised how much more fun you will have having to react in combat rather than mashing one button over an over.

That's the thing though. A pure mage is more powerful than a pure warrior. He has way more options at his disposal. A glass cannon of sorts. If he gets hit without a buff, hes in trouble, but if you cant get to him, hes going to own you.
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Laura Samson
 
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Post » Wed Mar 09, 2011 9:41 am

That's the thing though. A pure mage is more powerful than a pure warrior. He has way more options at his disposal. A glass cannon of sorts. If he gets hit without a buff, hes in trouble, but if you cant get to him, hes going to own you.



I was thinking along the lines of the shield spell no longer being a "buff" but rather a kinetic barrier that the mages casts (with his left hand I guess) that absorbs ANY attack but drains his mana instead. The mage will not be invincible because as soon as his mana is gone he is a piece of paper!


That way the mage still is a glass cannon, but he has to play a more "active" role in his own defense rather than cast a simple warding spell every now and again.
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Sabrina garzotto
 
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Post » Tue Mar 08, 2011 9:10 pm

daedra are demons in the elder scrolls. Multiple summoning would be a huge plus, one reason why I still play morrowind.
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Heather M
 
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