Forms (Shapes) For Conjure Elementals

Forms (Shapes) For Conjure Elementals
effort 4.5 6 quality 4.666666666666667 6 reasonability 4.166666666666667 6

Conjure elementals is probably one of the underwhelming spells out there considering the stats of the conjured elementals doesn’t scale with the player’s armor stats, plus the fact that roblox’s AI just sucks. Therein lies the idea of buffing it such as allowing it to scale with the player’s armor stats but I’m assuming that’s hard to do either because; 1.) It’s hard to scale NPC stat with the player’s, or 2.) There would be balance issues.

Hence I came up with the idea that Vetex should just give conjured elementals some shapes, or in this case forms, to allow the player to modify its stats. This way the buff is automatically balanced with a debuff, just as how it is for other spells with shapes.


The Suggestion

  • Conjure elementals now have forms which alters the appearance of the elementals as well as the stats that they have.
    • Humanoid Forms
      • Mage (Default)
        The humanoid model floats and uses magic circles to attack.
      • Assassin (+20% Status Duration, -10% Damage)
        The humanoid model walks on land and uses a dagger that has the same abilities as an arcanium dagger.
      • Archer (+10% Range, -10% Health)
        The humanoid model walks on land and uses a bow that has the same abilities as an arcanium bow.
      • Knight (+20% Health, -10% Running Speed)
        The humanoid model walks on land and uses a sword that has the same abilities as an arcanium sword.
      • Heavy Knight (+40% Health, +20% Attack Size, -25% Running Speed)
        The humanoid model walks on land and uses a long sword that has the same abilities as an arcanium long sword and a heavy shield.
      • Ranger (-20% Health, +25% Running Speed, +12.5% Dexterity)
        The humanoid model walks on land and uses a gun that has the same abilities as an arcanium gun.
    • Animal Forms
      • Wolf (+20% Status Duration, -10% Damage)
        Uses the wolf animal model and the attack animation summons a magic circle in front of the wolf’s mouth instead of a lunge.
      • Bird (-40% Health, +50% Running Speed, +25% Dexterity)
        Uses the bird animal model and summons a magic circle in front of its beak to attack.
      • Bear (+40% Health, +20% Attack Size, -25% Running Speed)
        Uses the bear animal model and the attack animation summons a magic circle in front of the bear’s mouth instead of a lunge.
      • Boar (+10% Range, -10% Health)
        Uses the boar animal model and the attack animation summons a magic circle in front of the boar’s mouth instead of a lunge.
      • Panther (-10% Attack Size, +15% Running Speed)
        Uses the panther animal model and the attack animation summons a magic circle in front of the panther’s mouth instead of a lunge.
      • Deer (-10% Dexterity, +15% Running Speed)
        Uses the deer animal model and the attack animation summons a magic circle in front of the deer’s mouth.
      • Rabbit (-20% Health, +25% Running Speed, +12.5% Dexterity)
        Uses the rabbit animal model and the attack animation summons a magic circle in front of the rabbit’s mouth.
      • Tiger (-10% Attack Size, +15% Dexterity)
        Uses the tiger animal model and the attack animation summons a magic circle in front of the tiger’s mouth instead of a lunge.
      • Crocodile (+20% Health, -10% Running Speed)
        Uses the crocodile animal model and the attack animation summons a magic circle in front of the crocodile’s mouth instead of a lunge.
  • All humanoid forms would use the default roblox 2.0 model and will still use the magic’s material and particles on both the body and weapon.
  • All animal forms would re-use the animal models currently in the game except it uses the magic’s material and particles on its body.
4 Likes

I like the idea of making elementals more versatile based on archetypes like assassin, knight, archer, etc.

I do feel like heavy knight and bear shapes are a bit unbalanced when it comes to how elementals are commonly used as methods to grab aggro (which is made more effective by spawning multiple elementals) and should either be nerfed, removed, or replaced. For the heavy knight, I would reduce the health buff to 30%, reduce the attack size to 15% or just remove the buff entirely. As for the bear, 30% health buff seems reasonable to me, other than that, it’s fine.

Another thing that kind of puts a hole in this idea is that Vetex doesn’t want to add weapons that look like their made of pure magic (from what I remember, my memory isn’t too reliable and I couldn’t find a statement)

Overall I think this is a nice idea, but I feel like the animal forms should be a separate spell since animals are function completely differently from humanoid npcs

well these arent weapons, just form changes of a spell which should be fine considering there are some spell shapes like greatsword

i think i came up with an idea similar to this somewhere else (i think it was on someone’s suggestion about adding a few spells and one was “Conjure Familiar” and I said it should just be part of conjure elemental) so yeah i definitely agree lol

No reason not to add this. Conjure Elementals is so bad and barebones.

the absolutely 0 fucking scaling absolutely ruins the spell (alongside the effectively lowest amount of choices when customizing the spell)

this may be a bit too much but it’d be cool if you could like take over your elemental to control it, imagine using a bird for recon or something

SIREN TYPES +3000% ATTRACTIVENESS +5000 HP + 30000 ATTACK SPEED (cs)

permanent love 5 to everyone in the server upon usage :fire:

it would bring an interesting dynamic to the elemental conjuring system, though i doubt it’ll be added as in depth as listed in the suggestion.
I’d kill for a large single elemental tho lmao

I think conjure elemental is just boring to use and annoying to deal with by the nature of the elementals being AI controlled.

In Dota you can have clones, minions, or hell you can literally just be Meepo, but generally speaking you can control my summons which allows for interesting plays and interesting counterplays.

Elementals don’t require me to engage with them beyond a button press, but it’s actually getting nerfed because elementals will chip people when they try to do anything and are generally way more oppressive than they really have any reason to be.

Cool suggestion though.

youre going to love the automaton spell

though instead of summoning a larger elemental we become the elemental (we just do what ivar did and wear the magic)

still cool though! at least more useful than conjure elemental

though i wont lie, depending on how it works, its going to make berserkers hate fighting mages even more than they already do

1 Like

yeah

Honestly i’d like to see smth nice for berserkers that could be strong as well[1] like an after image buff move that would repeat your most recently performed technique[2] toward/on the closest enemy

just smth that might make a rather difficult class to fight as a bit more up there as the other classes get all their fancy moves designed to basically screw over berserkers


  1. also sorta like imitation of a summon without being a summon ↩︎

  2. prob with reduced damage, also imagine it sorta like the after image being spawned wherever you land to perform single move before vanishing, would also effectively add some extra range on some of the mobility focused moves to fight those styles of combat that bserserkers are not cut out to really deal with ↩︎

1 Like

alright ive heard enough: berserkers now get allanons grab move except its always a 1 shot because they collapse your windpipe

siren types

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