ELDEN RING

ELDEN RING

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NotForMe Feb 4, 2023 @ 10:41am
One Thing I don't understand about Summon Pools.
And don't come at me with the use the co-op together mod goat crap, cause that doesn't solve the underlying problem in the base game.

Locations of summoning pools.
We can summon from pretty much anywhere if someone puts down their sign.

So why have so few summoning pools?

There are like 4 of 5 dozen extra over world locations I can think of which would benefit from long form co-op.
Just a few in the early areas, and my personal favorite fight, which I wish I could play co-op.
The Leyndell Stairs after the Grand Lift, especially with the two sentinels at the end.
Stormgate gate front ruins
The path leading up-to storm veil
Mistwoods
The fight leading up to Redmane Castle
The Ailing Village.
The Bridge of Sacrifice.

Some of those have nearby Effigies, but many co-op partners won't follow a host away from an objective.

Who decided where some of the over world pools were placed? Someone with a dartboard, and either horrible, or malicious aim?

That's one of my few complaints about the game, in consistent placement of co-op pools. Why does a simple easy to kill, all too common dragon fight warrant a summon pool, but 2 tree sentinels on horseback doesn't?
The door leading into the capital has an easier fight, but gets an effigy?

I love the random little drop in and out sessions, it's like if you were playing as a pawn in Dragons Dogma, no choice, just woop, here we go, this is my adventure now, even the PVP can be fun, but the placement of summoning pools on the over world? y'all on drugs.
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Showing 1-10 of 10 comments
Sabaithal Feb 4, 2023 @ 11:04am 
Its probably done at the statues for conveniences sake?

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.
NotForMe Feb 4, 2023 @ 12:52pm 
Originally posted by Sabaithal:
Its probably done at the statues for conveniences sake?

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.
Last edited by NotForMe; Feb 4, 2023 @ 12:54pm
rabureta Feb 4, 2023 @ 1:07pm 
Originally posted by NotForMe:
Some of those have nearby Effigies, but many co-op partners won't follow a host away from an objective.
Because they don't get Rune Arcs for it. Summons want Rune Arcs. It's a waste of time to help someone clear an area when it's just going to end in the host sending them home right before the fog gate.
Stormveil is notorious for this.
Sabaithal Feb 4, 2023 @ 1:09pm 
Originally posted by rabureta:
Because they don't get Rune Arcs for it. Summons want Rune Arcs. It's a waste of time to help someone clear an area when it's just going to end in the host sending them home right before the fog gate.
Stormveil is notorious for this.
How would one fix this...How about "If the helper is present for more than 5 minutes AND the host sends him home, he gets a rune arc anyway."

That at least keeps people from abusing it to farm rune arcs that way.
Yakub's Champion Feb 4, 2023 @ 1:20pm 
Originally posted by rabureta:
Originally posted by NotForMe:
Some of those have nearby Effigies, but many co-op partners won't follow a host away from an objective.
Because they don't get Rune Arcs for it. Summons want Rune Arcs. It's a waste of time to help someone clear an area when it's just going to end in the host sending them home right before the fog gate.
Stormveil is notorious for this.

Fact, quit summoning me for under level trash mobs, thanks
Dark Angel Feb 4, 2023 @ 1:21pm 
Originally posted by rabureta:
Originally posted by NotForMe:
Some of those have nearby Effigies, but many co-op partners won't follow a host away from an objective.
Because they don't get Rune Arcs for it. Summons want Rune Arcs. It's a waste of time to help someone clear an area when it's just going to end in the host sending them home right before the fog gate.
Stormveil is notorious for this.
Hm, I don't have this problem in Stormveil, I activated all summoning pools there and get summoned quite often. Most hosts don't make it to boss fog, but if they don't die on the long run, we'll kill the Ulcerated Tree Spirit and then go for Godrick as well. Can't remember a single host sending me home. But maybe it depends if they still have enough healing flasks. For this purpose I carry a Sacrificial Axe offhand = unlimited FP in large areas and heal the host with Warming Stones when needed. This way we'll reach the boss fog with good health and some flasks. That's very important in large dungeons, when you can't gain flasks from killing mobs.
Bear D Feb 4, 2023 @ 1:44pm 
Summoming pool for every bear in Limgrave
NotForMe Feb 4, 2023 @ 5:19pm 
Originally posted by rabureta:
Originally posted by NotForMe:
Some of those have nearby Effigies, but many co-op partners won't follow a host away from an objective.
Because they don't get Rune Arcs for it. Summons want Rune Arcs. It's a waste of time to help someone clear an area when it's just going to end in the host sending them home right before the fog gate.
Stormveil is notorious for this.

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.
Last edited by NotForMe; Feb 4, 2023 @ 5:20pm
Backstabba Feb 4, 2023 @ 5:59pm 
Originally posted by Sabaithal:
Originally posted by rabureta:
Because they don't get Rune Arcs for it. Summons want Rune Arcs. It's a waste of time to help someone clear an area when it's just going to end in the host sending them home right before the fog gate.
Stormveil is notorious for this.
How would one fix this...How about "If the helper is present for more than 5 minutes AND the host sends him home, he gets a rune arc anyway."

That at least keeps people from abusing it to farm rune arcs that way.
So you want Shades from DS2 to return?

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.
Sabaithal Feb 4, 2023 @ 7:49pm 
Originally posted by Backstabba:
Originally posted by Sabaithal:
How would one fix this...How about "If the helper is present for more than 5 minutes AND the host sends him home, he gets a rune arc anyway."

That at least keeps people from abusing it to farm rune arcs that way.
So you want Shades from DS2 to return?

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.
Not quite what I was getting at, but I agree that might be a good alternative too.
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Date Posted: Feb 4, 2023 @ 10:41am
Posts: 10