im very worried about summon spells...

Post » Wed Jan 13, 2010 11:19 pm

ok, look at morrowind's summons... then at oblivion's... HUGE drop in quality!

by that, i mean... summons served me so well in morrowind, especially since ya could have one of each summon all with you at once... in oblivion, they made it so ya can only have ONE summon each... that svcked.

i mean, i can understand having only one summon when you're a lower level conjurer... but as ya mastered conjuration, you should've been able to have one of each summon atleast...

another thing, in morrowind, they lasted decent amounts of time and helped out quite a bit, in oblivion... i dont think they lasted more than 15-20 seconds... and what did they do for most of that time? NOTHING!

the creatures' AI svcked beyond belief... the useful ones lasted maybe 10 seconds... and only started acting in the last 3-4!

the lich should've been extremely helpful... but instead if was BEYOND useless! it'd just stand there and let me get attacked for the most part, spending its 10 seconds trying to get 50 feet from the enemy just so it could use a crappy spell... you know how many times i'd see my lich running off as im getting beaten to death, only to see it ready its attack and then vanish?

more times than i care to count...

my favorite summons were the lich and xivilai and they barely did anything or lasted for very long... it was depressing, i was a summoner and had nothing good to summon!

so, im extremely worried about skyrim's summoning spells... i really hope bethesda fixes their AI and makes them last no less than 30 seconds... i mean, half a minute is THE BARE MINIMUM a summon should be allowed to last, nothing less!

i just wanna be able to play as a summoner, and not be punished for it... i dont wanna spend thousands of gold and train my conjuration skill just to be stuck with being allowed no more than one single summon at a time that lasts 10 seconds and does nothing for the entire time...

if im playing a powerful sorceror/summoner, i wanna be immersed into the role... master conjurers arent restricted like that!

oh, and my BIGGEST complaint... the new summons added in shivering isles... a choice of golden saint OR a dark seducer and a flesh atronach, for two minutes, once a day?

that is CRAP... i mean, i'd rather have 30 second versions of them that i can use any time!

guess what, there were 30 second flesh atronach summons, several different ones, in the game... but only available to the enemy magic users... NO FREAKING FAIR!

anyway... back to skyrim... what are you fellow summoners hoping for in the summons department? what creatures are you hoping bethesda will give us to summon?

personally, i'd like to have a lich summon again, but remade so its useful... maybe the xivilai summon, too?

for new ones, i want to be able to summon golems... i mean, there were so many different kinds in the past games, werent there? im just a little tired of the same old flame, frost, and storm atronachs... i wanna summon ice/stone/iron/whatever else golems...

eh... im not really sure what other kinda things could be summoned in past games, if any... so if someone else could suggest new summons, that'd be nice...

i hope bethesda thinks about the summoners this time around, cause it seems like summon spells were an after thought in oblivion.
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Jade Payton
 
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Post » Wed Jan 13, 2010 7:50 pm

At first the summons lasted 30-60 sec, and if thats not good enough just use spellmaking altar to make them last longer!
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Brandon Bernardi
 
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Post » Thu Jan 14, 2010 7:10 am

if I'm a master, my summon should kill at least a few things before it dies. This problem in Oblivion had to do with leveled enemies though. I agree with raising the summon limit again, but you'll need to rework companion AI. You cant have summons and companions accidentally hitting each other or you and then going hostile against each other.
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chirsty aggas
 
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Post » Wed Jan 13, 2010 7:17 pm

I would like to see the ability to perma-summon. In this way, you could summon a familiar that sticks with you, like a pet. And the addition of a companion wheel, like in New Vegas would be an excellent change. I would also like to see the possibility of losing control of your summon. If you are a low level summoner, and you manage to summon a frost atronach, there should be the very real possibility of that summon not caring what you say and doing whatever it wants.
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SiLa
 
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Post » Wed Jan 13, 2010 9:11 pm

I would like to see the ability to perma-summon. In this way, you could summon a familiar that sticks with you, like a pet. And the addition of a companion wheel, like in New Vegas would be an excellent change. I would also like to see the possibility of losing control of your summon. If you are a low level summoner, and you manage to summon a frost atronach, there should be the very real possibility of that summon not caring what you say and doing whatever it wants.

you could summon permas in MW, but it was a glitch i think. either way i did it all the time. i would cast perma skellies everywhere.

i also would like to summon more than one at a time. maybe not at first but the perks for conjuration should be something like...at 25 you can now cast two summons, 50 three summons, 75 four summons, 100 five summons. or have it so you can cast up to a certain amount of HD per tier or level and tier. so like level 10 you can cast up to 10 HD of creatures. so 1-10 creatures depending on HD for each. so at level 20 if you wanna cast a bunch of meat shields, you could bust out 20 lvl 1 scamps or something. of course they would all die in 1 hit. but a meat shield is a meat shield.
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Louise Dennis
 
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Post » Wed Jan 13, 2010 3:30 pm

Conjuration doesn't create pets, it brings an already existing thing to you and forces it under your will for a short amount of time.
I think the time limits should be raised, but if you want perma-pets you should have to create them with necromancy or some blood pact with a daedric prince or tame a wild animal none of those would really be summons though.
I agree that time limit and number of summons should become higher and be determined by your skill.
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Tom
 
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Post » Wed Jan 13, 2010 10:32 pm

sounds like u really just need to work on ur own combat skills. even my mage character culd fend for his own with a sword in oblivion. maybe u shuld not depend on summons. i mean ur not supposed to they r only support and u can easily buy a summon or create one that last longer.
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Yvonne
 
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Post » Wed Jan 13, 2010 8:57 pm

At first the summons lasted 30-60 sec, and if thats not good enough just use spellmaking altar to make them last longer!

The money needed to raise the period of a spell is way too much, you make it sound easy...
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Isaiah Burdeau
 
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Post » Thu Jan 14, 2010 7:04 am

i agree, but it should be no more than 3 regular summons. if it's some kind of super-elite summon, then only 1.

having 20 frost atronarches out is lame, godmode svcks.
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Jeneene Hunte
 
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Post » Thu Jan 14, 2010 7:29 am

wait...so let me see the logic path here.. failed attempt at conjuration + bethesda listening to community = even worse conjuration?

no mate, i think bethesda is gonna pull it off
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Sophie Morrell
 
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Post » Thu Jan 14, 2010 1:53 am

An increase in the conjuration skill should lead not only to a reduction in manacost of the spells but also to a longer duration and stronger minion. In addition the at 50, 75 and 100 the number of minions should increase by one.
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Sakura Haruno
 
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Post » Thu Jan 14, 2010 2:15 am

How about summoning a creature takes some magicka that won't regenerate until the summon has gone. For example, you could summon an atronach with a cost of 100 magicka, and while that atronach is around you would have 100 less magicka. Once it died or you dismiss it you get you magic back. This way, strong sorcerers could have a couple of strong summons or several weaker ones at once. And keep them as long as he/she wanted. But if you don't have much magic, and you're a low level in conjuration. You couldn't have more than two weak ones lest you cannot magically attack, or defend.
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leigh stewart
 
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Post » Wed Jan 13, 2010 7:34 pm

How about summoning a creature takes some magicka that won't regenerate until the summon has gone. For example, you could summon an atronach with a cost of 100 magicka, and while that atronach is around you would have 100 less magicka. Once it died or you dismiss it you get you magic back. This way, strong sorcerers could have a couple of strong summons or several weaker ones at once. And keep them as long as he/she wanted. But if you don't have much magic, and you're a low level in conjuration. You couldn't have more than two weak ones lest you cannot magically attack, or defend.


That would be a fun implementation, would make my custom class loads of fun, I'd have awesome summons svcking all my magicka and then I'd just run in and tank everything with my pets anyway :D Breton's would be uber.
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El Goose
 
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Post » Wed Jan 13, 2010 5:46 pm

I think the summoning in Oblivion was OK. My summoned storm atronach is very helpful (and not just becasuse he acts as a living shield :D ). I do understand what your saying though, it can be problematic and it isn't as good as Morrowinds. If I can summon a snow bear for 30 seconds in Skyrim I will be very happy.
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Neko Jenny
 
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Post » Thu Jan 14, 2010 12:34 am

As you get higher conjuration skill you should be able to summon a powerful minion OR several weak ones. Gaining more powerful minions AND summoning more of them at the same time does not jive with my rationality.
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Kellymarie Heppell
 
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Post » Wed Jan 13, 2010 6:32 pm

What about summoning something other than beasts?
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GLOW...
 
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Post » Wed Jan 13, 2010 8:03 pm

I would like to see the ability to perma-summon. In this way, you could summon a familiar that sticks with you, like a pet. And the addition of a companion wheel, like in New Vegas would be an excellent change. I would also like to see the possibility of losing control of your summon. If you are a low level summoner, and you manage to summon a frost atronach, there should be the very real possibility of that summon not caring what you say and doing whatever it wants.

In Morrowind you could make a ring with permanent effect summon fire elemental, it worked well, just take the ring off and put it on if it get killed or even lost / wounded.
Something like this would be nice.
Downside was that it always followed behind you, if you run into an enemy the enemy would attack you and then the fire elemental finally noticed the enemy it would cast fireballs at the enemy ignoring that you was in the line of fire, that problem is solved in Oblvion :)

I agree with multiple summons, I think the ones in Oblivion worked well enough however some had the problem of wasting time casting buff spells on themselves. Summons also lacked killing power so they was best as meat shields and keeping the enemy busy until you killed them.
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Stephy Beck
 
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Post » Thu Jan 14, 2010 12:23 am

I thought the summon spells were fine but they would need to make more summon monsters other than Daedra and Undead, especially if a necromancy magic skill is made like what some people on the forums want.
I also noticed that the higher level daedra preferred using spells rather than their strong melee attacks. Strangely, their un-summoned counterparts didn't have this preference.
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Jenna Fields
 
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Post » Wed Jan 13, 2010 6:32 pm

I had an idea regarding summons(and other magical stuff): plug in the magicka regeneration directly to the summon.

I got the idea from another user. Here is some part from an old suggestion post of mine.



...
As for limiting uses, I think magicka should be divided into two types (say, Spirit and Magicka). Spirit would only recharge with rest, Magicka would recharge quickly as in Oblivion. In fact, Spirit could be used to set the maximum for Magicka. For the most part, Spirit would be used for semi-permanent effects -- for example, summons, wards, or certain buffs could have an indefinite duration (and the Spirit expended on the effect would not regenerate until the effect was canceled/dispelled/destroyed). It could, however, also be used for spells that would disruptive if overused. Magicka would be for spells that are going to be used repeatedly.


Spirit can be bind to time(real slow, full day maybe?) or number of spells(intelligence or intelligence/4). So resting can be meaningful in this system as much as magicka regeneration.

Summons can stop regenerating with extended duration or better, summons will stop regeneration and use remaining magicka for duration extension.

60 second ancestor ghost50/100 magicka/spirit(max magicka)60 + 50 seconds = 110 seconds.We must assign half of it or it will deplete. :)60 + (50/2) = 85For giving it a meaning multipliers60 + (50/2) x 4  = 160 sec4 is for ancestor ghost.For Golden Saint multiplier is 1.60 + (50/2) x 1 = 85 sec

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Mistress trades Melissa
 
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Post » Thu Jan 14, 2010 7:08 am

sounds like u really just need to work on ur own combat skills. even my mage character culd fend for his own with a sword in oblivion. maybe u shuld not depend on summons. i mean ur not supposed to they r only support and u can easily buy a summon or create one that last longer.


sounds like you need to stop assuming things and making an ass out of yourself... i didnt say i svcked at combat... its a ROLEPLAYING game!

i was roleplaying as a summoner, mostly using summons, i had other magic, but on higher difficulties, that doesnt do too much, and the summons become even more useless, not even supportive!

i had plenty of combat skill, cause i went through the game with purely combat-oriented characters, and even a couple of stealth-only characters.

with this character, i was trying to go through PURELY using summons, cause i WANTED TO!

so if you're going to assume things, how about you just think about your words for a moment, and then just turn and leave?

hate when people assume things without even knowing everything about someone... irritates me to no end. :banghead:
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Brandi Norton
 
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Post » Thu Jan 14, 2010 8:31 am

If anything Conjuration ruinned Oblivion. It was way to easy to summon something then just stand on a rock. With the ability to summon more then one thing for longer periods of time is just stupid.
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Sarah Kim
 
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Post » Wed Jan 13, 2010 5:58 pm

oblivion magic system svcked all together.
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chinadoll
 
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Post » Thu Jan 14, 2010 12:27 am

I can see how having multiple summons in close quarter dungeons could be used as exploit pathblocking enemies from ever reaching you... not sure if multiple summons is such a good idea.
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Riky Carrasco
 
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Post » Thu Jan 14, 2010 6:41 am

Agreed, Vadager
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Talitha Kukk
 
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Post » Wed Jan 13, 2010 11:35 pm

sounds like u really just need to work on ur own combat skills. even my mage character culd fend for his own with a sword in oblivion. maybe u shuld not depend on summons. i mean ur not supposed to they r only support and u can easily buy a summon or create one that last longer.


Perhaps he wants to role play a conjurer. I know, role playing in a role playing game... what am I thinking?!
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Dewayne Quattlebaum
 
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