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Pocket Summoner Functional Ideas

|||=Implemented into the game

|||=BIG Idea!

Here, I display ideas I come up with that could help the game. As I think up of more, I will be posting them here. If you mentioned the idea to me and I liked it, I will give credit! ;)

CLAN ALLIANCE

IMPROVED!

     This function promotes teamwork gameplay; not just within one clan, but within several clans! This is what the game of Pocket Summoner desparately needs (June 2013). Here's how it could work;

    When a clan leader goes to the clan's profile in the "more" section, there will be a new option there. You can now create a CLAN ALLIANCE group, with a max of three clans included. After naming the alliance group, it will show up under the clan name as "Example Alliance."

    The leader of the alliance can then invite clans to join this alliance by going to the chosen clan''s profile page and hitting the new "more" option at the top. A message will then be sent to the clan leader in the same spot where a notification is shown for invitions to a clan. It will show the Clan that has requested the alliance and asks whether to accept or not.

    If they do, the two clans will become allianced, and show up on their alliance list (shown on the Alliance Group settings under "more"). Clans in the same Alliance Group cannot attack each other.



    The actual function of it, though, works like this;

    The allianced clans will now work together to obtain a different set of prizes! The strength of the alliance will be determined by how much each of the clans in the alliance gain a day. This way, you would not need to create a new system at all. Just calculate from the older system.

    The prizes gained by alliances will be very beneficial, encouraging players to participate in it. Of course, the leveling system would require more crystals to level up the Alliance Group since there would be three clans contributing. An example could be to require 100K crystals to level from Lv1 to Lv2 alliance, and adding 100K required quotas each time the Alliance group levels.

   Also, the players in the alliance are limited on what they can buy based on their contribution amount. For example, for a Lv1 alliance group, the limit could be 100K contribution (since you can easily start an alliance and is suiting for lower leveled players). Then, for Lv2, you could have it at 500K contribution, Lv3 would have it at 1M contribution, etc. (the amount needed would be raised faster and faster until it caps out at 10M contribution.)

Friends List

     Another idea is for a server friends list. This means that a player would invite a player to be their friend, and they would accept that for it to be official. This can be useful for some purposes.



     It can be used to show people stats on their guards. Sometimes players want to show another player their stats, but now they have to type it or go onto an external app (used to be that the game would not hide the stats of guards). This can help avoid that process.



     It can also be used to show their win/loss ratio, since some players want to see that too. Inventory may be a bit too far, but it is a possibility.



     I think it shouldn't hide rep though, since that is used in recruiting players.

ClanPVP Adjustment

     Practically all the clans on the Clan PVP list all have HUGE crystal amount. I think Riida should look into the data and adjust the requirements to get LOW, MID, HIGH, and HUGE. Some players probably haven't seen those before.



     The Clan PVP list only shows the top 1000 clans. The ï»¿basic idea is to have the lower clans of the 1000 ranked with LOW crystal amount. It moves on from there to MID, HIGH, and HUGE. 



     ï»¿The final idea regarding this is to add a fifth category; VAST. The top 200 clans would be marked with this, and would give more than HUGE.

TIMED AWARDS

AIGAAW Fix

     One change that could be done to lower the over powerness of Aigaaw is to make it so it can definitely not mimic a UNIQUE guard if the player already has a UNIQUE guard in their team. That way, UNIQUE skill still holds true.

​

     The UNIQUE skill is a attribute that only allows one UNIQUE in the team. The ghost overrides this attribute.



Props "Royal Summoner" of RS / SK

     Another thing that can be done is to change the CHANCE empowerment to activate AFTER  Aigaaw has mimicked the opponent (Chance: Reduce self HP by 50% during battle while increase damage by 50%). As of right now, the empowerment would activate before it copies the opponent's HP, so it would get the 50% boost but not suffer from its HP being cut in half.



I believe making this change would help keep true the Chance empowerment's properties.

Reputation

     Reputation is the way of ranking a player's activity in PVP. The order at the moment is Summoner Initiate, Disciple Summoner, Adept Summoner, Expert Summoner, High Summoner, Summoner King, High Summoner King, and finally Grand Summoner King.



     It requires 5M rep to get Grand Summoner King. As of  March 2013, the highest rep is 19.1M. There should be some new titles soon, for reaching 10M, 20M, and etc



     ï»¿Some titles I've thought of are Summoner Lord, Grand Summoner Lord, Summoner Baron, and Grand Summoner Baron. I'm sure there are much more out there!

SOUND WAVE

     Soundwave would be a new element of attack. It would deal 200% damage to ELEMENTAL and MECHANICAL guards while dealing 125% damage to NORMAL guards. Mostly only mechanical guards would have this skill, since it would be proper for them to have it, though there could be some exceptions. This way, we would be seeing more robots in the PVP stream.

     A new idea is to include rewards to players who have played over an year (Or played for 2 years when the time comes). Many of the players who have been around for a while have experienced the game and how it has changed over the course, thus may be some of the most valuable ones since they can offer advice on future updates accordingly to the trend of the game.

Passive Skill Ideas

not to be mistaken with empowerments

Isolation: Seeks out and Unique guards in the opponents team and decrease their offense and defense by 20% (not lower than base stats).​

Infuriated: When [guard] gets hit twice or more in a row, will deal back a deadly attack back that ignores Endurance and Shield.​

Elemental: Power of the elements; Adds an ELEMENTAL attack at 100% power to team formation as long as the guard has less than five moves.​

Memories Plus: Enlightens your team by reminding it of its happy times. Increase team's offense by 50% and adds a critical effect (10% attacks deal 50% more damage).​

Resolute: Power of determination; Will deal 100% more damage while decreasing HP by 50%. If at 1HP, will deal 300% more damage.​

Laser: Beam of light; Party members that have 5 base ATK attributes or less gain a special FIRE attack with 400% power.​

Time Tuner: Slow down time; 79% chance to increase itself's speed by 47% and decrease opponent's speed by 29% upon arrival on the field.​

Creation: Gains 50% of the HP of  defeated guard(s) in the team.​

Advantage: Decrease weaknesses by 70% and increase advantages by 30%.​

Gyro Punch: When using Gyro Punch, 50% chance to add 100% damage to the strike. Other Rexa's also gain the special NORMAL attack with 180% power.​

Storm: 50% chance to deal LIGHTNING damage to the attacker for 25% of ATK + MATK. All formation members deal WATER damage to the attacker for 25% of MATK.​

Melancholy: Decreases the opponent's SPD by 30%. Adds an extra Illusion Empowerment on all of your team. Limits everyone to use 150% power attacks or below.​

Manipulate: If the opponent uses the same guard twice, decrease the second one's ability points by 20%. If they use the same guard thrice, also decrease the third one's ability points by 50%.​

Melody: Entice the opponent and lower their defenses by 15%. Enchant your team by lending a 110% power LIGHT attack.​

Leech: Leeches the HP of the opponent with the most HP and replace it with [guard]'s HP. Only works once.​

Quest Hunter: Adds 5% to offense and defense for each level the opponent has more than [guard]. Only works in Quests.​

Giga Mecha: Immune to Emerald. Takes 80% less damage from FALL. Also reduces damage taken by twice of [guard]'s level.​

Parallax: [Guard]'s advantages become its weaknesses and [guard]'s weaknesses become its advantages.​

Superior: For each level [guard] has more than the opponent, add 5% to all stats. Maxed at 20%. [Guard] also deals 20% more damage. Maxed at 60%.​

Blitz: Deals 999 damage. Ignores any third-party influences. However, allows opponent to attack three times before allowed to strike, disregarding their speed.​

Kamikaze: Depending on its INT, [guard] will strike the opponent with either 1 or 1000 damage, ignoring third party influences. Will always hit for 1000 damage when [guard] has 300+ INT.​

Smoke: Suffocates the field; all guards are 'Silenced' and Speed is decreased by 60% (not lower than base stats). Does not affect FIRE guards.​

Memories Minus: Saddens the opponent by reminding it of its sad times. Decrease opponent's offense by 50% and adds a counter-critical effect (10% attacks deal 50% less damage).​

Mage: Master of magic; increase self's magical properties by 50% while increasing team's magical properties by 30%. Decreases the whole team's physical properties by 50%.​

Seasons: Party members that have at least three different MATKs gain a special ELEMENTAL attack with 120% power.​

Destruction: Upon death, explode with such a force to decrease all guards on the field by 300HP.​

Resistance: Decreases weaknesses by 80% and increase resistance by 15%.​

Holy: Increases self ability points by 10%. Increases self HP by 30% for each Isine/Irina in formation and opponent's formation.​

Sonic Boom: Activates when [guard] arrives on the field. Paralyzes opponent's guards with fear. Decrease opponents DEF, MDEF, and SPD by 30%.​

Annihilate: Decrease offense of all guards with LIGHT attacks by 70% of their HP.​

Xana: Extraterrestrial power; Adds an extra Power3 Imprint to all of your team and limits your team to only use special skills attacks.​

Slumber: Take 25% of the damage received and deal 25% damage than normal up to 50% of maximum health. After that breaks, take normal damage but deal 100% damage than normal.​

Serpent: Adds 100 SPD to itself and Animal team mates. Adds 100 MATK to itself and any Dragon team mates.​

Chaser: Decrease the SPD of any of the opponent's guards with 500+ SPD by 50%.​

Warlord: Reduces damage based on [guard]'s level. Also adds 50% to offense if the opponent is higher level than [guard].​

Parallel: Formation members become the same body type as [guard]. Takes note of any body type imprints attached to [guard].​

Deprive: Decreases opponent's offense by 5% for each time they damage [guard].​

Energy Core: Unleashes deadly energy that deals ELEMENTAL damage to attacker for 20% of [guard]'s MATK. Protects formation members and itself from Abysses.​

Upgrade: Upgrades a team mate to [guard] and makes it immune to Transform. Does not upgrade team mate's body type and stats.​

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