Aight so for the new idea for Summoning, I went ahead and wrote up a mock level-up track. Check it out and feel free to change it if you think it needs changing. This, of course, is just how I would personally design the idea to put it into perspective.
So I took it a step further and removed pouches completely, the skill would be no longer item based. Instead, it would work more like Prayer, you summon your guy and your summoning points start to drain, once it hits zero, it dismisses itself. Obelisks now only serve as recharges to summoning points. Summoning now takes as long as home teleport so they must be summoned BEFORE combat. You now gain summoning exp for each action your familiar takes; damage is calculated into exp a la melee skills and other actions have fixed exp gains. Also due to the small amount of familiars, there could be cosmetic "skins" to change the appearance of them. Like, there could be skins to change them into void creatures as new rewards for Pest Control. Now without further ado, check it out.
Level 1 - Spirit Wolf - Melee Familiar - This thing is iconic to the summoning skill and shouldn't be left out. This is the dedicated melee familiar.
Level 3 - Special Attacks - Familiars now use on their own volition. - Spirit Wolf: Howl - 30% special bar - Causes target to retreat
Level 5 - Toad - Ranged Familiar - Special Attack: Poison Dart - Attack poisons - 40% of special bar
Level 10 - Imp - Magic Familiar - Special Attack: Transform - 100% special bar - Transforms into a demon increasing all stats by 25% for 30 seconds
Level 20 - Jellyfish Spirit - Healing Familiar - Special Attack: Emergency! - 25% special bar - heals for 15% more than usual
Level 30 - Rune Dragon - Tank Familiar - Special Attack - Forcefire - 50% special bar - A different kind of Dragonfire that instead of doing massive damage, forces the target to attack the user.
(cont next post)...
05-Aug-2017 06:43:20