Hmm. I know where you're coming from with the Rune Dragon. We can balance it by having it
ALSO
drain your summoning points to zero when it takes a bullet for you. So that it saves your life BUT now it's gone and you CAN'T summon it again until your recharge your points. And let's just not bring summoning pots into the game to prevent abuse.
Remember, I said I wanted to make the skill no longer item-based. That means no more pouches and it functions now similarly to Prayer. Also, no more charms, shards or miscellaneous ingredients to make a summon. Yes, this removes the money sink aspect but I personally think it would make the skill more enjoyable and accessible in general.
I don't see the problem with raising the max combat level with a new combat skill. 126 is just a number. If you already max level, what's the difference being max level at a different number? And as far as wilderness levels go, you don't have to train summoning if you really want to keep your level low. But if Summoning becomes something you'd want for PvP, then if everyone's doing it, it doesn't make a difference since everyone's level is higher, fighting Mages and Rangers who naturally have lower levels than Melee dudes won't be a problem, it'll all even out. Do train the skill or don't it won't make a difference.
You know what, you have a point with the names. We basically got Dungeoneering, we just called it "Raids" and everyone was all for it.
Well then, we can make this a new skill then if all it takes is to change a few names around. Since we want to avoid words like "Summoning", "Familiars" and "Obelisks" as the name alone will turn people away, we can changes Summoning to "Spiritualism", Familiar to "Spirit" and Obelisk to "Monolith"
Does it sound less cool? Yeah, but it's just a name. We'll know what it really is.
08-Aug-2017 08:04:16
- Last edited on
08-Aug-2017 08:07:42
by
Ninijatt