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#1 |
Adept
Join Date: Jun 2009
Posts: 141
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Scrolls and Staves of Summoning
How do people feel about tweaking scrolls/staves of summoning so that if you use them below 2500' or so, they have a high chance of summoning a unique? The idea would be to give players a way to make the pre-Morgoth unique hunt a bit easier for people that are so inclined (I'm really not big on Morgoth summoning, say, Vecna.)
One note is that I think it'd work best if the effect could place a unique within a fairly wide radius of the player (or even anywhere on the level.) I don't want the player to be able to use this to just conveniently dump their opponent in a rune-filled ASC. What do people think? |
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#2 |
Adept
Join Date: Dec 2009
Posts: 172
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We don't even need the level limit.
Summoning could just (have a chance of) summoning an unique form a lower depth than the current level. This way if someone casts it as level 3 he can get smeagol at worst.
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#3 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
The problem with the suggestion is that it's too risky as it stands now. A deep summon could bring up 2 jabberwockies or a dracolisk and azriel. These combos can instakill a character. The chance is not high, but it's not low enough to be acceptable either. Also, gothmog, lungorthin, vecna and feagwath are a lot harder when their escorts are awake. You don't want to fight them through summoning if that can be avoided. If summoning was reduced to one monster with a higher probability of it being unique then it could work. You still have the escort problem, but provided you have killed the escorted uniques you could use it to track down huan, charcharoth, tarrasque, azriel, atlas etc. |
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#4 | |
Adept
Join Date: Dec 2009
Posts: 172
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Quote:
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#5 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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They are already one of the most evil, low level items you can find. If I read this right you're suggesting making then more powerful. I fear this will make them an even bigger player killer in the early game when characters are weak, and a tool for the end game character, who's already strong.
Items of Summoning aren't supposed to be beneficial to the player. They aren't meant to be mixed-blessing. Tweaking them to suit the player's purpose seems wrong. If you want deep uniques to be summoned, don't kill all the summoners. I might be able to support a new item of *summoning*, which clears an area around the player (50' radius) of all walls and debris and has a decent probability of producing a unique.
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#6 |
Adept
Join Date: Sep 2010
Posts: 162
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Why not make the summoning traps do this instead?
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#7 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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I envision you constructing the 'finger pyramid of evil contemplation' while posting that.
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#8 |
Apprentice
Join Date: Feb 2011
Posts: 94
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Adding that to the items would allow you to go up the stairs a few levels and assassinate uniques above their native depth in controlled circumstances. That's a very big deal in the case of summoners and sometimes escorts, and in general lets you come to the fight well prepared in a dungeon level that's more or less safe to teleport in. If you want to make the hunt for uniques go quicker I'd prefer for summon unique to become a more common monster ability starting around 4250'.
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#9 | |
Adept
Join Date: Sep 2010
Posts: 162
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Quote:
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#10 |
Adept
Join Date: Jun 2009
Posts: 141
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Everyone here made some good points.
Allowing Summon Unique to be more common deeper on is also a good way to improve this. |
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