Original Post — Direct link
Sounds great how he explained its "anti-cheat" mechanic. 30sec-1min cast time for the summon and a 30min CD on the ability. But, anyone else concerned how easy its to chain it? For 10 people it still means 5 people needs to travel, but if everyone has chained their summon to 1 more player, its still only 5 needing traveling. Boosting your raid/gank/war party from 5 to 10 in 1min, they can then summon 5 more people and so on. Adding a 30min CD on the ability for the person being summoned aswell, would solve this no? Or add a reagent cost to the summon. Or some kind of PvP debuff on whoever is summoned. Just abit worried about shock PvP partys with this mechanic.
almost 4 years ago - StevenSharif - Direct link
Reign118


From what I've heard Steven say, they will be keeping a very close on this mechanic throughout the Alphas, Betas, and even on launch. I am sure they will find systems to put in place to prevent any abuse, just throwing some of my ideas out there.



Yup. This one will be closely watched during testing. Dual cool down is another idea I’ve had as well :)
almost 4 years ago - StevenSharif - Direct link
The summon ability in current design could not be used if the member being summoned was in combat, corrupted, or in an event (caravan battle, siege, war) and they would need to have their mats, gatherables, or certs in their warehouse/storage not in their inventory. Otherwise the summon would fail. But as I said, this will all be tested. 😁❤️