H4n1baL schrieb: @Faisca



So you mean like a spell effect that looks like a mob? I think as long as you want to be able to control it during its lifetime it's gonna become very difficult to pull off.

If we introduce a summoner's staff, I believe we'd only do it if we get the "true" feeling of it into the game.



- Lino

So you mean like a spell effect that looks like a mob? I think as long as you want to be able to control it during its lifetime it's gonna become very difficult to pull off.If we introduce a summoner's staff, I believe we'd only do it if we get the "true" feeling of it into the game.- Lino

Would it be necessary for them to be actively controlled directly as fully fledged entities? Couldn't it be implemented in a more passive way? Kind of like the passive pets of the League of Legends characters Lulu and Orianna?What if the "summon" was just a toggle spell which when enabled, created an AOE/aura spell with a model/animation/particles to make it look like a ghost animal?If some degree of control is needed, what if one of the spells of the summon staff was a "move" command that would shift the location of the summon's AOE, if cast on the ground the AOE (and therefore the summon's model) moves there, if cast on a player it follows them (like the spinning blades on cursed staff)? This could open some interesting gameplay e.g. a support with a summon staff making their summon follow the healer to protect them. While at the same time shouldn't have big performance impact since it would be implemented as just another AOE effect with some special animations and synergy with the other spellsE.g.Summoning StaffQ - Gives % bonus damage to pet (or self if no pet summoned) on next hitW - Command pet to move to location / follow targetE - Summon pet toggle, maybe with a moderate mana cost to enable and a low per tick mana cost to stop people having them summoned 24/7 or quick-summoning and unsummoning