Maybe it's me, and I must train more the summonings. However, since I've played with one guy who has got the summonings at level 60, excepting the big case of the Air Elemental which have got the hugely the best ammount of HP, but the biggest ammount of Focus Penalty in comparison with the other summonings, I'd like to write here my opinion of the summonings. Summoning are generally much better than before. Although they're still weak like before R41, they won't die from one hit in comparison with R40 or a previous release. I mean, yeah, they have more HP and even with buffs they can hold until 3 or 4 hits in harder dungeons like The Rise or harder bosses like the famous Dragon in Southern Grundfall Barrens. The Air Elemental, surprisingly, it does have more HP even the Air Attunement is low than other elements, although, of course, it requires more focus. Honestly I don't know what is the cause of that thing. For me, it makes sense that the Earth Elemental has got more HP than the other summonings since that summoning is supposedly the tanky one. But in a summoning which is supposedly to cause more damage like the Fire or even the Water Elemental, honestly the Air Elemental shouldn't have that huge ammount of HP or... worse, it has got a special formulae which gives more level than the other summonings. The exception is the death summonings. Death summonings, although their lives are still shorten, they can at least holding more HP since the passive skills of the death school. TL;DR In conclussion: I like the new update of the summonings, but I think they must have more power... or at least when even a summoning with more than 400 HP can be killed easily by a wolf with less than 200-300 HP. Furthermore, one of the things that I'd like to see is about special effects in the elements. For example the Earth Elemental stunning like the wild ones. The Fire ones dealing DOTs of fire, with some addition of Fire AOE spells if that thing were possible. In the case of the Water Elemental, well, I think that elemental can cast sometimes a spell like Soothing Rain while the Ice Elemental should be able to reduce the move rate for each hit that the elemental is able to deal to their enemies. In the Air Elemental, basically the same than the wild ones in Blood Bay. And finally, in the case of the Daemon, dealing random effects since Chaos has got purely random effects.