Currently summoning monsters in DDO isn't effective at any level of gameplay. Apparently, AI issues will not be improving any time soon given the insistence of the devs on punishing players with ever-increasing dungeon alert penalties rather than doing AI work. So I had a thought today on how to improve the situation as I was playing a wizard alt of mine.
I was thinking of how I was utilizing the summoned skeleton and what the goals of a summoner build are. I would send the skeleton in to engage a group of mobs, drawing their aggro, then I would use AOE spells to destroy them while their attention was diverted. During boss fights I would position myself opposite the skeleton so it could attack from behind adding a moderate amount of DPS to protracted fights. The goals of a summoner build are thus:
1. aggro management
2. damage over time
In order to improve the general playstyle of summoning in the game while avoiding AI issues I had the idea of changing summons from actual AI-driven creatures into short-term debuffs on monsters.
I will use 2 current in-game spells to explain how this would work.
1. summon monster I - celestial dog
target: one creature
range: standard
duration: 10 seconds
saving throw: none
spell resistance: no
cooldown: 10 seconds (puts all summon monster spells on cooldown)
effect:
You summon a celestial dog at a target's location. It deals 10 physical damage/caster level (max 5) every 2 seconds for 10 seconds (scales with spell power). The target attacks the celestial dog for the duration of the spell.
2. Summon Monster IX - elder fire elemental
target: one creature
range: standard AOE
duration: 10 seconds
saving throw: none
spell resistance: no
cooldown: 10 seconds (puts all summon monster spells on cooldown)
effect:
You summon an elder fire elemental at a target's location. It deals 10 fire damage/caster level (max 20) every 2 seconds for 10 seconds (scales with spell power) to a target and all targets around it. The targets attack the elder fire elemental for the duration of the spell.
Neither of the spells would need to actually create a physical game object. They could simply use the current game animations of these creatures attacking and the monsters would effectively be "dazed" for the duration of the spell.
This would maintain the functionality of "summoning" gameplay without having to actually deal with the AI problems currently plaguing the game and would allow for scaling of "summoners" throughout the game.
Don't get too hung up on the numbers above, I didn't do any math to try to balance the spells, I was just throwing out the idea. If the damage/duration is too high/low then the numbers can change. Enhancement trees can be reworked to increase damage/duration or even allow multiple "summons".
I was thinking of how I was utilizing the summoned skeleton and what the goals of a summoner build are. I would send the skeleton in to engage a group of mobs, drawing their aggro, then I would use AOE spells to destroy them while their attention was diverted. During boss fights I would position myself opposite the skeleton so it could attack from behind adding a moderate amount of DPS to protracted fights. The goals of a summoner build are thus:
1. aggro management
2. damage over time
In order to improve the general playstyle of summoning in the game while avoiding AI issues I had the idea of changing summons from actual AI-driven creatures into short-term debuffs on monsters.
I will use 2 current in-game spells to explain how this would work.
1. summon monster I - celestial dog
target: one creature
range: standard
duration: 10 seconds
saving throw: none
spell resistance: no
cooldown: 10 seconds (puts all summon monster spells on cooldown)
effect:
You summon a celestial dog at a target's location. It deals 10 physical damage/caster level (max 5) every 2 seconds for 10 seconds (scales with spell power). The target attacks the celestial dog for the duration of the spell.
2. Summon Monster IX - elder fire elemental
target: one creature
range: standard AOE
duration: 10 seconds
saving throw: none
spell resistance: no
cooldown: 10 seconds (puts all summon monster spells on cooldown)
effect:
You summon an elder fire elemental at a target's location. It deals 10 fire damage/caster level (max 20) every 2 seconds for 10 seconds (scales with spell power) to a target and all targets around it. The targets attack the elder fire elemental for the duration of the spell.
Neither of the spells would need to actually create a physical game object. They could simply use the current game animations of these creatures attacking and the monsters would effectively be "dazed" for the duration of the spell.
This would maintain the functionality of "summoning" gameplay without having to actually deal with the AI problems currently plaguing the game and would allow for scaling of "summoners" throughout the game.
Don't get too hung up on the numbers above, I didn't do any math to try to balance the spells, I was just throwing out the idea. If the damage/duration is too high/low then the numbers can change. Enhancement trees can be reworked to increase damage/duration or even allow multiple "summons".
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