Thanks for note about the buff timer, i will check that.
Auto-casting on sommons would be possible, perhaps. I guess it isn't added in the original game since it seems probable that auto-casting may kill/break summon casting process anyhow (casting a sommon takes ~3x longer than the interval of the auto-cast AI lasts).
Thanks too about your opinion about the multiple summons.
Indeed a mage may become too powerful if you can afford many skill points on the relevant skills...
If mentioning the
properties of summons, the Ketril is the best armored summon that exists in the game.
Hmmm... while GPG has re-blanced most armor values on items in v2.3/BW it seems GPG has forgotten also to balance the armor values of summons in v2.3/BW!? At least i know pets have been forgotten and so summons could too - i will check that once.
According to my testings (most done in v2.2 since there is no toolkit vor v2.3/BW), if you want to become a reasonable summon mage in mercenary mode then you really must concentrate on summon skills instead of prefering skills increasing eg. your ice damage.
But if you are a high-leveled nature mage you probably will consider yourself as freezing or healing mage - 'sadly' in many cases you still have enough skill points left to afford 3 or 4 strong summons although this probalby never was the intended destiny for your mage.
I hope i will find some ways to balance it better...
However it's a native balancing matter in DS2 that low-leveled mages are probabply a bit to vulnerable while they become generally very powerful at higher levels since they profit most form class-external skills like Dodge, Fortitude, etc.
But i'm not sure if this really was intended/planned by GPG because eg. a mage can reach Survival skill sooner than Absorption - is really a bit controversy since both has (almost) the same effect...