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Let me put it this way, if there were no common areas where summon signs were placed via summon pools...how would you know where to look? They would just pop up randomly, all over the place.
Whereas with the statues...well you know just by looking at them that there will be signs there.
I mean sure yes, from a mechanics point of view yes.
How ever I propose one solution, if this is the case.
Summon pool near/far.
or
Near
Keep it as is, that makes so much sense.
What determines near, the same thing that currently does, the little pylons everywhere.
Someone places down their summon effigy, and receives compatible multiplayer matches, as per normal, but they will summon into where the effigy is placed by the host player.
Mechanically, it shouldn't make a difference in script weight, compared to the current system, and players being able to put down signs almost anywhere.
They just did it backwards, people looking to summon should put down an effigy, which then match makes, not a person puts down a sign, and then gets eligible for matchmaking...
Well not backwards, but it should be both.
Stormveil is notorious for this.
That at least keeps people from abusing it to farm rune arcs that way.
Fact, quit summoning me for under level trash mobs, thanks
Certain Area bosses will give full rewards, if it has a health bar, and has one of those pylons in the vicinity, it will end a co-op session if killed.
If so then I agree completely as Shades being able to be summoned for temp help through a legacy dungeon or open world area would make summoning in them actually make sense.
Also shades can be summoned even if the boss is defeated which would help in dealing with strong mini bosses you may have avoided or missed.
Its very weird how Shades are one of the good DS2 mechanics not to return despite making the most sense for open world Co-op.