Weapons & Equip New Summon items, including pieces of armor, weapons and accessories, to make it a more diverse class

This is honestly so thougt out its impressive!
I had a suggestion for more Boss themed summon weapons like the Optic Staff,

But anyway, a few small things:
Ore whips are a little unnecessary, mostly due to the Snapthorn.
Hardmode ore summoner sets, in honestly indifferent to that. I don't know what adding them would do, or what the meta will shift to.
Thank you so much! This was a pretty long project I made back in 2020, though a lot of what I asked for back then has since been made unnecessary
I do think a few more boss-themed summons could be nice, either as boss drops or craftables like the Optic Staff, maybe something like (and this is just an example since Evil Whips are already coming) a Cortex Staff that created a little Brain of Cthulhu pet that rammed into enemies, or an Eater Staff that created a little Eater of Worlds, overall that's a very interest concept for new items!
Isn't Snapthorn a bit difficult to obtain? I mean, the Jungle itself is a challenging area and getting to the Underground part of it to get the materials for the Snapthorn is kind of a hassle considering at most you have like, two Flinxes in a very cramped environment, so having a (basic and weak) whip to help could be useful, though after checking both my text and the closest analogues to the Diamond Whip and Snapthorn (the Platinum Sword and Blade of Grass) I do concede that the whips should start below the Leather Whip and end right below the Snapthorn (honestly I lowkey might redo this with altered stats the ones I used aren't that good)
 
That's fair, a lot of these concepts were made back in 1.4.0 when Summoner had far less options and I haven't had much experience with the game since 1.4.1 dropped to really say if they're still relevant.
As said previously, the stats don't matter that much to me and they could (and should) be tweaked to really fit in with the game's progression, but I do think having easier to obtain options for both armor and whips is a valuable thing for Summoner, either as a stepping stone for better options or for those who don't mind a loss in power if partnered with more convenience - that's what I'm going for with the Gem whips and headpieces, Snapthorn and Spider/Forbidden armor should be better but they require more effort to obtain, which could make Summoner a more interesting playstyle to go use as there'd be more variation.
I do concede on the Golem and MM weapons, they were mostly made for the sake of class symmetry and I wouldn't expect them to be used all that often (though it'd be good to step into post-golem already with a decent weapon)
And yea, the Orb is dropped by the Warlock lol
In any case, thanks for responding!
To be fair, even now a lot of people seem to think that Summoner is lacking content, when it really isn't. When it comes to public perception, you're hardly what I'd call out-of-date. It's just that the public perception in general right now is flawed.
 
To be fair, even now a lot of people seem to think that Summoner is lacking content, when it really isn't. When it comes to public perception, you're hardly what I'd call out-of-date. It's just that the public perception in general right now is flawed.
I think its just the lack of variety.
There is one or two options throughout the game, when the other classes have like 5 at any stage.

Even then, I think there's a lack of whips, but they're fixing that soon.
 
Not helping is the dependence on accessories that forces Summoners to forego movement-enabling accessories in favor of just a tiny bit more damage or survivability
Which Stage of the game is Summoner Accessory dependant? Because from what all I can see based on my summoner playthrough experience and guides there's enough accessories for summoner exclusive accessories and movement accessories. Also 10% damage and 1 Minion slot isn't even tiny, it's a large damage boost for minions.
Obsidian Armor being viable in Hardmode being a very clear example of that
Obsidian is not Viable in Hardmode. It got hit by multiple nerfs and spider armour is better for pre-mech) A better example of Summoner progression issues is pre-boss and pre-mech. Pre-Boss requires a hell of a grind and Pre-Mech barely has any options only having one (Or Two) options for Qs to get blade staff. (Note: I find it really funny that Summoner headgear has like 1-3 defense. Not complaining tho)

While I like your idea of Summoner headgears, I do think there's should be a balance of Whip Armour and Summon based Armour. Being that 1.1 Ores are Summon Based Armour (Their Set being Raw Damage) While 1.2 Ores are While Based Armour (Their Set Bonus complements Whips)
Heres My Suggestion:

Cobalt Crown: 2 Defense (22 Defense Full Set)
12% Summon Damage
15% Whip Attack Speed
1 Minion Slot
Set Bonus: Whiplash
Allows another Whip to be switched out after the whip the player equipped attacks 3 times. Bound a Whip for the passive to be usable.
Example: Using Cool Whip then attacking an enemy 3 times switches the Whip to Firecracker
(Since Whip Stacking is here is stay make it easier or make players learn about Whip Stacking, and I gave it more speed and defense since it's a whip based armour)

Palladium Hat: 1 Defense (19 Defense Full Set)
17% Summon Damage
2 Minion Slot
Set Bonus: Rapid Healing
(Hard Time balancing this because of Spider Armour, but I made this a summon based armour because of the healing passive, so Spider Armour should all be about summon Damage Whip Palladium Armour should be all about healing)

Mythril Mask: 1 Defense (21 Defense Full Set)
15% Summon Damage (7% extra damage from chainmail)
2 Minion Slot
Set Bonus:
20% Increased Summon Critical Strike Chance
(Since Summoner Minions doesn't actually crit, (except for whip tag damage) I want an armor that can give Crit Chance Pre-Mech without the need of Whip Tag)

Orichalcum Crown: 3 Defense (26 Defense Full Set)
9% Summon Damage (8% Extra Damage from Leggings)
2 Minion Slot
15% Whip Attack Speed
30% Whip Attack Range
Set Bonus:
Flower Petals will fall to your target for extra danage
(Flower Petals buff whips)

Adamantite Hat: 2 Defense (30 Defense Full Set)
18% Summon Damage (8% Extra Damage from Breastplate)
2 Minion Slot
Set Bonus:
Increased 20% Minion Attack Speed
1 Minion Slot
(I don't know what do to with this other than this armor having the most Summon Damage)

Titanium Hat: 4 Defense (30 Defense Full Set)
12% Summon Damage (7% Extra Damage from Leggings and Breastplate
2 Minion Slot
20% Whip Attack Speed
35% Whip Attack Range
Set Bonus: Titanium Barrier

Chlorophyte Glasses: 5 Defense (2Se36 Defense Full Set)
17% Summom Damage (5% Extra Damage from Platemail)
2 Minion Slot
30% Whip Attack Speed
15% Whip Attack Range
Set Bonus: Leaf Crystal


And do you still have the sprites? Can I use them? I want to make an idea suggestion for other hm ore headgears
 
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Cobalt Crown: 2 Defense (22 Defense Full Set)
12% Summon Damage
15% Whip Attack Speed
1 Minion Slot
Set Bonus: Whiplash
Allows another Whip to be switched out after the whip the player equipped attacks 3 times. Bound a Whip for the passive to be usable.
Example: Using Cool Whip then attacking an enemy 3 times switches the Whip to Firecracker
(Since Whip Stacking is here is stay make it easier or make players learn about Whip Stacking, and I gave it more speed and defense since it's a whip based armour)

Palladium Hat: 1 Defense (19 Defense Full Set)
17% Summon Damage
2 Minion Slot
Set Bonus: Rapid Healing
(Hard Time balancing this because of Spider Armour, but I made this a summon based armour because of the healing passive, so Spider Armour should all be about summon Damage Whip Palladium Armour should be all about healing)

And do you still have the sprites? Can I use them? I want to make an idea suggestion for other hm ore headgears
i overall like your proposition on summoners headgears but thinking about it the 1st tier ore seems bad, going through entire prehardmode player probably already encoutered spider biome so farming spider armor is very easy. I get that palladium might be a worthy trade with it's healing but cobalt is straight up bad in comparition
+20 defense
+3 minion slots
+28% minion damage.

even obsidian armor is better
+15 defense
+31% minion damage
+1 minion slot
+15% whip speed
+30% whip range

I'd say if we want to keep the arguably weak setbonus of cobalt armor it should at least give same stats as obsidian armor
 
Which Stage of the game is Summoner Accessory dependant? Because from what all I can see based on my summoner playthrough experience and guides there's enough accessories for summoner exclusive accessories and movement accessories. Also 10% damage and 1 Minion slot isn't even tiny, it's a large damage boost for minions.
Though it is quite outdated, I do remember struggling with my accessory choice in the later Hardmode portions of my 1.4 playthrough, as the combination of the Pygmy Necklace, Papyrus Scarab and Berserk Gauntlet really limited my movement and utility options, though it's probably not universal haha; regardless, the Autofire option helps with that, as do Witch's Broom setups that have seemed to become somewhat more popular since the release of 1.4, so it's by no means a major point nowadays (I do think it's still the most Acessory-reliant class, is it not? At least in Pre-Hardmode it very much requires the Pygmy Necklace while other classes don't really need specific combat accessories)
Obsidian is not Viable in Hardmode. It got hit by multiple nerfs and spider armour is better for pre-mech) A better example of Summoner progression issues is pre-boss and pre-mech. Pre-Boss requires a hell of a grind and Pre-Mech barely has any options only having one (Or Two) options for Qs to get blade staff. (Note: I find it really funny that Summoner headgear has like 1-3 defense. Not complaining tho)
Yeah I was completely wrong on that one lmao I have since started a Master Mode Summoner only playthrough and Obsidian Armor, as of 1.4.4, at the very least seems completely balanced, to the point where Bee Armor feals at least similar in quality. I do agree on those other points though, Pre-Boss requires either an incredibly difficult dive to the Underground Jungle or two separate massive grinds (for Bestiary completion and for buying the Leather Whip), and from what I've seen early Hardmode is very complicated to navigate through when all your armor is made of paper and your minions share i-frames (yeah I really wanted to give the headpieces more armor but Hallowed Armor only gives 1 defense so I figured it'd be unfair to give the others a lot more lol)


I really like your ideas for the armor sets! Imo Adamantite works better for Critical Strike Chance since it's the set that messes with it in the vanilla game, but I can't really say what I'd give Mythril instead if going for the range of bonuses you added

And do you still have the sprites? Can I use them? I want to make an idea suggestion for other hm ore headgears
Yeah I do, it'll take a bit to get them but you can use them as long as you give credit : D
 
These are good ideas, but yeah they seem more like content bloat.
 
And do you still have the sprites? Can I use them? I want to make an idea suggestion for other hm ore headgears
Here, I have all of them as inventory and equipped sprites, with Orichalcum and Clorophyte additionally having equipped versions without the player attached (since their inventory sprites are different). I also touched up Clorophyte a bit and gave it a different inventory sprite (practically a HiTek Sunglasses recolor tbh), so if you want the og versions I can give them as well :3

1706840398771.png

Hmm looking at them like this I feel like I could touch Orichalcum up too, maybe I'll redo it and base it on the Garland since that wasn't a thing when I first made it? Not sure tbh I'd have to make it basically from scrap lol

[Edit: Made a small change to the Titanium Hat, though it's barely noticeable lol]
 
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These are good ideas, but yeah they seem more like content bloat.
I mean that's not entirely wrong, a lot of these ideas are either redundant with each other (like the Phaselashes and Gem Whips) or with other options that are available at the same time (HM armors), however, I believe even with that they could be helpful to spice up Summoner playthroughs with other progression paths or make sections of the game like Pre-Boss and early Hardmode a tad easier to gear up in, like instead of having to get a Snapthorn or Flinx Staff with no actual gear you'd use a Gem Whip to more easily obtain those, instead of using Obsidian Armor to try and farm Spider Fangs you could go for Adamantite Armor to have an easier time there.

Also not to try and compare the most mechanically unique class to the others but Melee, Mage and Ranged all have weapons with the basic PHM ores so like the content bloat is already there I'm just trying to let maboi Summoner in on the fun lol
 
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