08-26-2025, 01:55 PM
Summons probably shouldn't outlast their owners - at least not for long.
The current behavior (remaining completely untouched) generally leads to squiffy situations and perverse incentives, such as all of somebody's summons splitting off and running to the corners of the map after they die, either so that Die Hard can proc while the opponent is dealing with them, poison and burn can tick down, a rune can do its work, or a railgan can sit and camp with its invocation ready. On the attacker's side, it can also lead to having to babysit a dead body for several rounds so you can catch a Die Hard proc before you go and deal with a WG.
(WG probably shouldn't count as a living party member for determining whether a battle should end ending or not, anyway??)
I have seen - multiple times - a summon flee to all four corners of the map before it finally gets taken down.
I think the safest suggestion is that at the start of any round where a summon's summoner is dead, the summon loses % HP (10%? 15%?), increasing each round until it either dies or the summoner starts a round not dead. Putting this check before Die Hard is ideal - most Die Hard procs don't result in the user being meaningfully 'alive' unless they're left alone, which is exactly the behavior running away is trying to force.
Basically, if the summons can't take their opponents down the same turn their user is taken down or the turn after, they probably shouldn't be sticking around anyway - it only prolongs battles otherwise.
The current behavior (remaining completely untouched) generally leads to squiffy situations and perverse incentives, such as all of somebody's summons splitting off and running to the corners of the map after they die, either so that Die Hard can proc while the opponent is dealing with them, poison and burn can tick down, a rune can do its work, or a railgan can sit and camp with its invocation ready. On the attacker's side, it can also lead to having to babysit a dead body for several rounds so you can catch a Die Hard proc before you go and deal with a WG.
(WG probably shouldn't count as a living party member for determining whether a battle should end ending or not, anyway??)
I have seen - multiple times - a summon flee to all four corners of the map before it finally gets taken down.
I think the safest suggestion is that at the start of any round where a summon's summoner is dead, the summon loses % HP (10%? 15%?), increasing each round until it either dies or the summoner starts a round not dead. Putting this check before Die Hard is ideal - most Die Hard procs don't result in the user being meaningfully 'alive' unless they're left alone, which is exactly the behavior running away is trying to force.
Basically, if the summons can't take their opponents down the same turn their user is taken down or the turn after, they probably shouldn't be sticking around anyway - it only prolongs battles otherwise.