HEY EVERY !
Terrarian
The 1.4 update improved a lot summoners, buffing summoner staffs and armors, adding new staffs and adding the new type of summoner weapon: whips, that are amazing. But summoners are still the worse class in the game, despiste being great against enemies and horde of enemies, they have a terrible disadvantage against bosses, their low defense, limited range even with ranged minions and the way minions work against bosses and other fast moving targets. But i've got some small ideas that could greatly improve summoner and make it stand at least a normal chance against bosses
-summoner staff targeting rework: when holding the right mouse button, besides setting a target for your minions to attack, it would also make minions attack in the direction of the cursor, physical minions will go toward the cursor while ranged minions will shoot in direction to the cursor, no matter if there's an enemy or not, making staffs an actual ranged option for summoner since they have none, even melee has some ranged weapons and swords that shoots ranged beams, this would make it way easier to hit a boss almost like if we were using a ranged weapon, and also would make summoner staffs able to be used as actual weapons, the same effect would be applied to turret staffs
-one of these options:
>summoner armor having more defense than mage at least: as mentioned before summoner is even less ranged than melee and somehow has the worst defense in the game between all classes, so i guess that it would make sense to make summoner armors have more defense than mage armors from the same tier at least
>make it so the less the defense of a class the higher is it's mobility comparing to others: so if it's either resisting moreor having to dodge more make dodging easier, not just vertical mobility(speed) but also a little of horizontal speed(like jump heigh and jump speed) it could keep summoner as the class with less defense as it kinda that makes sense for him to have the smaller defense due to his army of minions but also highest mobility making he more able to retreat while being covered by his minions
-make ranged minions able to attack while flying to the player and make they able to attack enemies off screen: this is another problem that doesn't fit any single bit with summoner's current defense as it forces summoner to be less in movement and stay closer to the target, and this is also a problem because any movement can cause your minions to stop attacking and start flying to you, and landminions won't stop until summoner gets on a ground, i don't get why terraria devs expect players to fight bosses by standing completely idle like a statue with shroomite armor, shiny stone, health regen and ranged minions, who in saint conscious would stand completely idle whitout even attacking during a boss fight?????!!!!!!!!!!!!!!!!!!!!!!!!!!! also the increase of range is to make summoner more ranged
-more summoner acessories before plantera: i think the 1.4.1 will make pygmy necklace pre-hardmode, avaiable as soon as witch doctor is, but i think that an avenger emblem upgrade for summoner would be awesome too since there's one for every class already except summoner, it could add 1 more minion slot and increase summoner damage by 15%. and along this scarab, necromancer scroll and papyrus scarab would be completely reworked to completely unique ability: scarab would be something similar to spider egg, amber spider and crystal scorpion from thorium mod, where damaging enemies with minion damage spawns beetle minions that doesn't use a minion cap and attack enemies, also while they're alive they give a slight boost to the summoner damage. and necromantic scroll would give a buff to the summoner when killing an enemy or rarely when damaging bosses that lasts 1 minute, the buff increases max minions by 1 and can be stacked up to 3 extra minion slots, not sure about if papyrus scarab should have both abilities mixed or a different ability that's like of a mix from both.
-give special set bonuses for more hardmode summoner armors: i don't get why most hardmode summoner armors have their set bonus just as summoner/minion stat boosts when all armors for the other classes from the same tier have special set bonuses such as hardmode ore armors, turtle, spectre, shroomite and beetle, the only summoner armors with special set bonuses are forbidden, hallowed and stardust, but for the first two it's because they're not just summoner armors, forbidden is a mix of mage and summoner and hallowed has the same set bonus for any headset choosen for it, and stardust is already the endgame armor(also forbidden is completely garbage, stupid glass defense and the sandstorm is completely useless specially against bosses due to the fact of standing still and dealing low damage).
my ideas of new set bonuses for hardmode summoner armor sets are:
>spider: launches spider eggs with whips that are the same projectiles from spider queen turret: inflicts venom debuff and spawn little spiders to attack enemies
>tiki: has a totem head following all the time, being an obvious reference to crash bandicoot, not much sure about what could it do, the totem head is an armor set minion that don't use minion slot
>spooky: minions and whips inflict a fire debuff on enemies and the summoner itself releases damaging bats when damaged
other changes that aren't really necessary but i think that they would be cool additions to the game:
-making vampire frog and sanguine staff actually legit for their names, making they able to life leech enemies and heal the own summoner when they attack: making vampire frog a worth minion to farm that could be userfull even during mechanicals and for sanguine it might should reduce a little the damage dealt by the staff.
-new endgame whip, spaceworm whip: a possible drop from moonlord, it has the appearence of a giant alien worm with a moonlord like tongue, reminding moonlord's tongue, i'm not much sure about the effect it would have when hitting an enemy with it but would be something special, not just an endgame version of snapthorn/durendal or mourning star/kaleidoscope
-eater staff and creeper staff: new endgame pre-hardmode summoner staffs, the eater staff is the corruption counterpart, having a chance to be dropped from EoW, it's like of a pre-hardmode version of the stardust dragon, with each additional minion actually being a new segment for the eater minion, but instead of floating everywhere it's affected by gravity and can only move inside blocks and comes out to attack enemies, just like worm enemies, whenever it can't reach the player it'll extend fins similar to eater of souls and fly in direction the player; the crimson counterpart is the creeper staff, that's like of a pre-hardmode version of the sanguine staff, summons BoC creeper minions that attacks by going to the target and coming back to the player, slower than sanguine and not being able to pass through walls; both these staffs can be used up to WoF and even during early hardmode until the player gets a hardmode summoner staff
-summoner staff targeting rework: when holding the right mouse button, besides setting a target for your minions to attack, it would also make minions attack in the direction of the cursor, physical minions will go toward the cursor while ranged minions will shoot in direction to the cursor, no matter if there's an enemy or not, making staffs an actual ranged option for summoner since they have none, even melee has some ranged weapons and swords that shoots ranged beams, this would make it way easier to hit a boss almost like if we were using a ranged weapon, and also would make summoner staffs able to be used as actual weapons, the same effect would be applied to turret staffs
-one of these options:
>summoner armor having more defense than mage at least: as mentioned before summoner is even less ranged than melee and somehow has the worst defense in the game between all classes, so i guess that it would make sense to make summoner armors have more defense than mage armors from the same tier at least
>make it so the less the defense of a class the higher is it's mobility comparing to others: so if it's either resisting moreor having to dodge more make dodging easier, not just vertical mobility(speed) but also a little of horizontal speed(like jump heigh and jump speed) it could keep summoner as the class with less defense as it kinda that makes sense for him to have the smaller defense due to his army of minions but also highest mobility making he more able to retreat while being covered by his minions
-make ranged minions able to attack while flying to the player and make they able to attack enemies off screen: this is another problem that doesn't fit any single bit with summoner's current defense as it forces summoner to be less in movement and stay closer to the target, and this is also a problem because any movement can cause your minions to stop attacking and start flying to you, and landminions won't stop until summoner gets on a ground, i don't get why terraria devs expect players to fight bosses by standing completely idle like a statue with shroomite armor, shiny stone, health regen and ranged minions, who in saint conscious would stand completely idle whitout even attacking during a boss fight?????!!!!!!!!!!!!!!!!!!!!!!!!!!! also the increase of range is to make summoner more ranged
-more summoner acessories before plantera: i think the 1.4.1 will make pygmy necklace pre-hardmode, avaiable as soon as witch doctor is, but i think that an avenger emblem upgrade for summoner would be awesome too since there's one for every class already except summoner, it could add 1 more minion slot and increase summoner damage by 15%. and along this scarab, necromancer scroll and papyrus scarab would be completely reworked to completely unique ability: scarab would be something similar to spider egg, amber spider and crystal scorpion from thorium mod, where damaging enemies with minion damage spawns beetle minions that doesn't use a minion cap and attack enemies, also while they're alive they give a slight boost to the summoner damage. and necromantic scroll would give a buff to the summoner when killing an enemy or rarely when damaging bosses that lasts 1 minute, the buff increases max minions by 1 and can be stacked up to 3 extra minion slots, not sure about if papyrus scarab should have both abilities mixed or a different ability that's like of a mix from both.
-give special set bonuses for more hardmode summoner armors: i don't get why most hardmode summoner armors have their set bonus just as summoner/minion stat boosts when all armors for the other classes from the same tier have special set bonuses such as hardmode ore armors, turtle, spectre, shroomite and beetle, the only summoner armors with special set bonuses are forbidden, hallowed and stardust, but for the first two it's because they're not just summoner armors, forbidden is a mix of mage and summoner and hallowed has the same set bonus for any headset choosen for it, and stardust is already the endgame armor(also forbidden is completely garbage, stupid glass defense and the sandstorm is completely useless specially against bosses due to the fact of standing still and dealing low damage).
my ideas of new set bonuses for hardmode summoner armor sets are:
>spider: launches spider eggs with whips that are the same projectiles from spider queen turret: inflicts venom debuff and spawn little spiders to attack enemies
>tiki: has a totem head following all the time, being an obvious reference to crash bandicoot, not much sure about what could it do, the totem head is an armor set minion that don't use minion slot
>spooky: minions and whips inflict a fire debuff on enemies and the summoner itself releases damaging bats when damaged
other changes that aren't really necessary but i think that they would be cool additions to the game:
-making vampire frog and sanguine staff actually legit for their names, making they able to life leech enemies and heal the own summoner when they attack: making vampire frog a worth minion to farm that could be userfull even during mechanicals and for sanguine it might should reduce a little the damage dealt by the staff.
-new endgame whip, spaceworm whip: a possible drop from moonlord, it has the appearence of a giant alien worm with a moonlord like tongue, reminding moonlord's tongue, i'm not much sure about the effect it would have when hitting an enemy with it but would be something special, not just an endgame version of snapthorn/durendal or mourning star/kaleidoscope
-eater staff and creeper staff: new endgame pre-hardmode summoner staffs, the eater staff is the corruption counterpart, having a chance to be dropped from EoW, it's like of a pre-hardmode version of the stardust dragon, with each additional minion actually being a new segment for the eater minion, but instead of floating everywhere it's affected by gravity and can only move inside blocks and comes out to attack enemies, just like worm enemies, whenever it can't reach the player it'll extend fins similar to eater of souls and fly in direction the player; the crimson counterpart is the creeper staff, that's like of a pre-hardmode version of the sanguine staff, summons BoC creeper minions that attacks by going to the target and coming back to the player, slower than sanguine and not being able to pass through walls; both these staffs can be used up to WoF and even during early hardmode until the player gets a hardmode summoner staff
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