AFK
Steampunker
Now I would like to start off by saying that I'm not a 'balancing expert', but I can say for sure, the star guardian needs a buff.
So, I have been playing summoner since 1.2.4.1, and I had a lot of fun despite the low amount of variety. In 1.3, I absolutely loved the new armor set and items. I loved the looks, and the new found power in the star guardian armor and weapons. I found out about the "Star Guardian" armor bonus and I instantly fell in love with the idea of it. HOWEVER. This is the latest game armor you can possibly get for a summoner, and the Star Guardian bonus takes 2 hits just to kill a blue slime. A basic, blue slime. That thing should be well over 1 hit, dealing 40-50(ish) damage every few seconds for a late game set bonus, just doesn't seem worth it.
My gear: Full Stardust Armor (Obviously), Ankh Shield (Menacing), Papyrus Scarab (Menacing), Necromantic Scroll (Menacing), Summoner Emblem (Menacing), Celestial Shell (Menacing), Hercules Beetle (Menacing). (This is expert mode) And yes I have tried out the damage with the night time bonus of the Celestial Shell and the damage did not go up even a bit.
What I think is going on is that the Star Guardian is just not getting any benefit off of minion damage, and if it is, it's base damage is EXTREMELY low, either way the damage should be increased. If it is true that the minion damage stat gives no bonuses, that should be changed. Later on after testing I looked for a build to see if I missed any summoner gear and Gull Of Doom actually pointed out the same thing. Ultimate Summoner Loadout 1.3 (
) He also points out that this minion, being an ARMOR bonus, should be a tank minion (Have a health bar, take aggro) Since summoners have some of, if not THE lowest armor and no way to take all the damage off your HP without switching out all your Damage prefixes for Defense. Which, sacrifices a lot of damage. It could be possible to give it a certain amount of HP ( If so, let's not put that in the 40s too) and them once dead it has a cool down before automatically reviving. Which would really but not be too broken if you make the cool downs and the HP of the Star Guardian right.
At the very least, it should get a damage boost. When I double tap S, I'm just disappointed with the shear lack of damage, It seems like the games way of trying to incorporate player interaction with dealing Summoner damage rather than having to take a Melee / Ranged / Magic weapon. But it just isn't worth it at the point it is at. I think that the Star Guardian could benefit greatly with a buff, and easily edited to the point where it won't end up 'Overpowered' or 'Broken'.
So, I have been playing summoner since 1.2.4.1, and I had a lot of fun despite the low amount of variety. In 1.3, I absolutely loved the new armor set and items. I loved the looks, and the new found power in the star guardian armor and weapons. I found out about the "Star Guardian" armor bonus and I instantly fell in love with the idea of it. HOWEVER. This is the latest game armor you can possibly get for a summoner, and the Star Guardian bonus takes 2 hits just to kill a blue slime. A basic, blue slime. That thing should be well over 1 hit, dealing 40-50(ish) damage every few seconds for a late game set bonus, just doesn't seem worth it.
My gear: Full Stardust Armor (Obviously), Ankh Shield (Menacing), Papyrus Scarab (Menacing), Necromantic Scroll (Menacing), Summoner Emblem (Menacing), Celestial Shell (Menacing), Hercules Beetle (Menacing). (This is expert mode) And yes I have tried out the damage with the night time bonus of the Celestial Shell and the damage did not go up even a bit.
What I think is going on is that the Star Guardian is just not getting any benefit off of minion damage, and if it is, it's base damage is EXTREMELY low, either way the damage should be increased. If it is true that the minion damage stat gives no bonuses, that should be changed. Later on after testing I looked for a build to see if I missed any summoner gear and Gull Of Doom actually pointed out the same thing. Ultimate Summoner Loadout 1.3 (
At the very least, it should get a damage boost. When I double tap S, I'm just disappointed with the shear lack of damage, It seems like the games way of trying to incorporate player interaction with dealing Summoner damage rather than having to take a Melee / Ranged / Magic weapon. But it just isn't worth it at the point it is at. I think that the Star Guardian could benefit greatly with a buff, and easily edited to the point where it won't end up 'Overpowered' or 'Broken'.
Last edited: