In my ever-lasting search to find ways to kill people while doing the least amount of work possible, I began to think of ways they could implement summoning magic into dark souls 2.
Just to be clear, summoning magic's main trait would be using a skill to create a type support NPC for your character. In my head, summoning magic should be very extreme with very steep stat investments to use it fully. There would also be 3 different types of summoning.
So just to be clear the main traits of summoning would be:
1.) A specific stat used for the spells(let's call it SUM). The stat would NOT be used to scale with any weapons. This is to make the Summoner class more dependent on their summons and weaker in every other aspect.
2.) Summons would act as friendly NPC phantoms.
3.) Strong summons would have a very high minimum stat requirement(30-60) and would take high numbers of attunement(2 or 3)
4.) All summons will have a faint trail of light/energy pointing in the direction of or connecting it to the summoner
5.)Summonig would be classified into 3 different version:
Weak/independent summoning:
Minimum stat requirements:15-30SUM, 1 attunement slot. Few casts(1-3)
The summon would act independently from the host and will follow them as a NPC phantom would. The summon has a time limit, and a health bar, and will disappear when either runs out.
Mid/dependent summoning:
Minimum stat requirements:30-50 SUM, 2 attunement slots. Medium casts(3-7)
The summon will appear and the summoner will be stuck in a defenseless state of limited mobility as they "concentrate" on their summon. The summon will have no life bar and will last only a few seconds(10-30). The summon however is much more powerful and should be thought of more as an AoE spell similar to Firestorm rather than an NPC. The summon will stay near the summoner and cannot go outside of a certain area around the summoner/get weaker the farther it gets from the summoner.
Strong/full-control summoning:
Minimum stat requirements:45-60 SUM, 2 or 3 attunement slots. Minimal casts: 1-2.
Once the summoner casts the spell, the player will take control and play as the summon, rather than their character. The summoner will be immobile while the summon is active. The summon will have a life bar, and a timelimit(10-120 seconds). While the summon is active it will consume a certain amount of HP(2-15) depending on the summon. The summon can be cancelled at any time. The summon will be cancelled automatically if the time limit ends, the summon loses all of it's HP, or if the summoner's real body is staggered with enough force.
Expect a more detailed topic on this in the future as I come up with specific summons.
Just to be clear, summoning magic's main trait would be using a skill to create a type support NPC for your character. In my head, summoning magic should be very extreme with very steep stat investments to use it fully. There would also be 3 different types of summoning.
So just to be clear the main traits of summoning would be:
1.) A specific stat used for the spells(let's call it SUM). The stat would NOT be used to scale with any weapons. This is to make the Summoner class more dependent on their summons and weaker in every other aspect.
2.) Summons would act as friendly NPC phantoms.
3.) Strong summons would have a very high minimum stat requirement(30-60) and would take high numbers of attunement(2 or 3)
4.) All summons will have a faint trail of light/energy pointing in the direction of or connecting it to the summoner
5.)Summonig would be classified into 3 different version:
Weak/independent summoning:
Minimum stat requirements:15-30SUM, 1 attunement slot. Few casts(1-3)
The summon would act independently from the host and will follow them as a NPC phantom would. The summon has a time limit, and a health bar, and will disappear when either runs out.
Mid/dependent summoning:
Minimum stat requirements:30-50 SUM, 2 attunement slots. Medium casts(3-7)
The summon will appear and the summoner will be stuck in a defenseless state of limited mobility as they "concentrate" on their summon. The summon will have no life bar and will last only a few seconds(10-30). The summon however is much more powerful and should be thought of more as an AoE spell similar to Firestorm rather than an NPC. The summon will stay near the summoner and cannot go outside of a certain area around the summoner/get weaker the farther it gets from the summoner.
Strong/full-control summoning:
Minimum stat requirements:45-60 SUM, 2 or 3 attunement slots. Minimal casts: 1-2.
Once the summoner casts the spell, the player will take control and play as the summon, rather than their character. The summoner will be immobile while the summon is active. The summon will have a life bar, and a timelimit(10-120 seconds). While the summon is active it will consume a certain amount of HP(2-15) depending on the summon. The summon can be cancelled at any time. The summon will be cancelled automatically if the time limit ends, the summon loses all of it's HP, or if the summoner's real body is staggered with enough force.
Expect a more detailed topic on this in the future as I come up with specific summons.