Weapons & Equip Removing the Firecracker - A New Summoner Weapon

I think renaming, respriting, changing what subclass it is, and completely changing its use style isn’t just a rework.
yup. exactly.
but what i want to say is. the concept of "scaling damage" is not completly removed
 
the main issue with firecracker is not that is powerful. nor that it's viable for the entire hardmode.
it's that it requires no planing
"Just spam tiger and hit firecracker" that's my issue.
removing firecracker will not entirely remove the concept of damage scaling. it just makes it need more planing.
if you just spam 1 minion and put a hungry with it, it nerfs you
but if you try to find the perfect mix. it's a lot better the firecracker.
this will not nerf summoners. it will give them more potintial
this is not just entirely removing the firecracker. it's more like a rework to it
also. no. it's not just a buff to firecracker
i know it may seem way more powerful at first
but.. giving global i-frames to all minions, having a small range and forcing you to minion-mix if you want to use it makes it a lot weaker than you what might think
I mean, 'just hit enemies with two weapons' sums up pretty much all combat in the entire game, right? Virtually every class is just point and click with a weapon.
 
I mean, 'just hit enemies with two weapons' sums up pretty much all combat in the entire game, right? Virtually every class is just point and click with a weapon.
i don't get what you mean really.
 
my issues with it is not just raw power.
it's "brainless use"
for moonlord : just go dragon + firecracker
golem : just go tiger : firecracker
my recommendation is not to nerf summoner. it's to make summoners think more and need more stratigy
One of these is straight up not a good setup for Moon Lord with how risky it is, and the other requires Desert Key.

It also cannot be brainless when its short range requires playing aggressively, even with Tiki Armor.
 
I don't really agree with this idea.
Leaving summoners with a post-Skeletron tier whip as they enter Hardmode isn't the best, even with a new staff. The next whip upgrade after the firecracker is the cool whip, and that can be difficult to farm (especially in expert + with an underpowered main weapon.)
The current loadout with the firecracker and imp staff is balanced because the decent whip can be used when the summon gets replaced (spiders, pirates, blades, sanguine bats etc.)
Removing the whip upgrade and buffing the summon is pointless, because the upgrade to the summon is instant and the whip is underpowered for a longer time.
Also, lifesteal is basically always bad.
Implementing this isn't needed and can't be justified because of some of the things I've said.
 
One of these is straight up not a good setup for Moon Lord with how risky it is, and the other requires Desert Key.

It also cannot be brainless when its short range requires playing aggressively, even with Tiki Armor.
what do you mean "not a good setup for Moon Lord" it's littirally one of the best setups for moonlord.
 
what do you mean "not a good setup for Moon Lord" it's littirally one of the best setups for moonlord.
He literally explained why.
Firecracker + Stardust Dragon is unreliable, impractical, inconsistent and unsafe for ML. The short range of Firecracker makes it so that it's near unusable on a boss like Moon Lord, who heavily forces you to stay away.
 
what do you mean "not a good setup for Moon Lord" it's littirally one of the best setups for moonlord.
Not everything is about raw DPS.

Short range, on one of the most fragile builds (Spooky/Tiki Armor with minion slot stacking), against a boss that is actively hostile and virtually unpredictable against close range & mid-range weaponry. Not only that, you never know if the Stardust Dragon is going to go to sleep if you want it to attack a specific part of Moon Lord.

If everything was about DPS, then Fetid would be the best Pre-Mech weapon and Bubble Gun would be the best weapon for killing Moon Lord, and so on.
 
He literally explained why.
Firecracker + Stardust Dragon is unreliable, impractical and unsafe for ML. The short range of Firecracker makes it so that it's near unusable on a boss like Moon Lord, who heavily forces you to stay away.
personally, i use firecracker with stardust dragon for moonlord all the time. i find it more effictive for moonlord
but. even if you think firecracker is bad for moonlord. my idea still benifits that, it's not a straight nerf nor a straight buff to firecracker. it just depends on how you use it.
if you get something like.. 2 hungries + 1 terraprisma and the rest dragons. then you can stay as far away as you can and hit with khali. this is 100% better then firecraker because you don't have to hug moonlord. but you still have to be a bit close.
 
do. you. realize the fact that it makes all of your minions have global i-frames ?
I dont think it makes up for it on the Dragon, but more than that this is honestly a very bad way to balance it given how much people have grown to loathe Global iframes, and how many issues there are with any minion that isnt local

Prehardmode Summoner balance is slippery slope given that almost every minion uses static, balancing around shifting Global is just going backwards in several ways.

You can just nerf the multiplier instead and keep things simple.

yea. also.. is 20% lifesteal really that much ? it gives you around 27 hp in those 3 seconds it is in melee mode.
absolutely. 27 hp in 3 seconds is 9 hp per second. That is 4 regeneration bands and almost 5 charms of myths. Summon three of these and now every class gets 30 hp per second just from being near an enemy. This is like having an automatic Vampire Knives.

so.. also no. adding 1 of it with the dragon is worse then firecracker
it's not just meant to use brainlessly like the firecracker. that would just nerf you
The multiplier is lower than Firecracker, but unlike Firecracker this doesnt prevent me from using the multiplier alongside the immense DPS of a Phantasm. It doesnt lock you out of a main weapon and thats why its busted.

Firecracker is no more "brainlessly used" than any other whip in the game. It is, if anything, one of the most complex Whips because you have to be very mindful of the minions and items you use with it.
 
Not everything is about raw DPS.

Short range, on one of the most fragile builds (Spooky/Tiki Armor with minion slot stacking), against a boss that is actively hostile and virtually unpredictable against close range & mid-range weaponry. Not only that, you never know if the Stardust Dragon is going to go to sleep if you want it to attack a specific part of Moon Lord.

If everything was about DPS, then Fetid would be the best Pre-Mech weapon and Bubble Gun would be the best weapon for killing Moon Lord, and so on.
huh.. makes sense
you're right that dps isn't everything. the goal of this suggestion isn't to directly buff or nerf firecracker, but to encourage minion mixing instead of relying on a single setup. firecracker is simple—you whip, and minions deal boosted damage. but the hungry staff forces players to think more about their minion choices since the explosions and interactions depend on how different minions work together.


if you use it properly, it can outperform full dragons + kaleidoscope
 
firecracker is fine. the only "problem" with it is that it is literally the only whip that does what it does and we don't get a moon lord-tier replacement with actual range

like this range is dreadful.

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if you are using firecracker setups on moon lord "all the time" then you fall into one of these camps:

a) you are a god gamer, at which point you could make anything "powerful"
b) you're playing a lot of classic mode, where the damage the moon lord deals is a lot less frightening against a base 35 defense armor, and basically anything can be "broken" in classic mode on modern day player skill levels
c) you're doing a lot of recall abuse with heart statues, autopause nurse, etc, at which point you may as well be talking about about any strategy being too strong

you are actively limiting the minion selection you have when using firecracker because you want to get as much damage out of a single minion hit as you can. this is in itself build variety and "skill expression" or whatever the latest buzzword is.

if you use it properly
"properly" is the acting word here. a random player picking a firecracker up going "pog dps pog" is going to get utterly thrashed.

whip stacking, minion mixing, etc are honestly all higher level strategies. the average player is clicking one summon staff 10 times (because they don't know what their max minion count is) and running away from the enemy thinking that summoner is the "kiting class" and thinks that whips are too risky, trying to take an option away from power users that want to optimize their gameplay is a terrible idea.

trying to "encourage" mixing minions is never going to end well. you will always end up with one of the following results:

- the bonus is so large so you are inherently playing incorrectly if you aren't mixing minions, forcing you to use otherwise subpar minions to maximize the damage of your good ones
- the bonus is so small it doesn't matter, which leads to people asking why it was even added if it was going to be this small


other much more skilled users are chiming in on actual numerical and mechanical issues with this, but i mostly just wanted to come here to post a firecracker vs kaleidoscope graphic so we have it for future discussion until 1.4.5 happens and we run the risk of having to bin them both for stardust whip anyway
 
absolutely. 27 hp in 3 seconds is 9 hp per second. That is 4 regeneration bands and almost 5 charms of myths. Summon three of these and now every class gets 30 hp per second just from being near an enemy. This is like having an automatic Vampire Knives.
do you realize that the lifesteal is only in melee mode ? (you have to be really close to enemies and even then it's not always in melee mode.) lets it's in melee more for 3 seconds with an 22 seconds cooldown

The multiplier is lower than Firecracker, but unlike Firecracker this doesnt prevent me from using the multiplier alongside the immense DPS of a Phantasm. It doesnt lock you out of a main weapon
that's a fair criticism. firecracker locks you into summoner since using another weapon cancels its effect, but hungry staff wouldn't have that issue, letting you stack its bonus on top of a main weapon. maybe a solution would be to make this staff only fire when you whip your enemy?

I dont think it makes up for it on the Dragon, but more than that this is honestly a very bad way to balance it given how much people have grown to loathe Global iframes, and how many issues there are with any minion that isnt local

Prehardmode Summoner balance is slippery slope given that almost every minion uses static, balancing around shifting Global is just going backwards in several ways.
i don't get what is bad in making this global i-frames ? it just forces people to minion-mix
 
trying to "encourage" mixing minions is never going to end well. you will always end up with one of the following results:

- the bonus is so large so you are inherently playing incorrectly if you aren't mixing minions, forcing you to use otherwise subpar minions to maximize the damage of your good ones
- the bonus is so small it doesn't matter, which leads to people asking why it was even added if it was going to be this small
no it wouldn't. just make the number balanced. and .. that's it ? why are you assuming it will be either too high or too low ?
if you're a causual player.. you can just try to find a good mix. it will be probely better then the current setup but not SOO much better to the point that not minion mixing is just wrong, but for pro players who proberly use firecracker to get maximum damage this will benifit them more.
 
I don't really agree with this idea.
Leaving summoners with a post-Skeletron tier whip as they enter Hardmode isn't the best, even with a new staff. The next whip upgrade after the firecracker is the cool whip, and that can be difficult to farm (especially in expert + with an underpowered main weapon.)
The current loadout with the firecracker and imp staff is balanced because the decent whip can be used when the summon gets replaced (spiders, pirates, blades, sanguine bats etc.)
Removing the whip upgrade and buffing the summon is pointless, because the upgrade to the summon is instant and the whip is underpowered for a longer time.
Also, lifesteal is basically always bad.
Implementing this isn't needed and can't be justified because of some of the things I've said.
look. if you minion mixed. (2 imps + 1 frog + 1 flinx + 1 hungry) and used spinal tap. that's littirally better dps than 5 imps + firecraker.
and. yes. the lifesteal is not THAT good. but. considering that it gives better dps when you minion mix. AND lifesteal that's a buff for summoners
this is no normal minion. it's a support minion, closer to a whip
 
look. if you minion mixed. (2 imps + 1 frog + 1 flinx + 1 hungry) and used spinal tap. that's littirally better dps than 5 imps + firecraker.
and. yes. the lifesteal is not THAT good. but. considering that it gives better dps when you minion mix. AND lifesteal that's a buff for summoners
You aren't going to use it with pre-HM minions though. They suck compared to it,
 
You aren't going to use it with pre-HM minions though. They suck compared to it,
they don't. frog staff has better dps. and the damage multiplacation is so useful with imps.
 
look. if you minion mixed. (2 imps + 1 frog + 1 flinx + 1 hungry) and used spinal tap. that's littirally better dps than 5 imps + firecraker.
and. yes. the lifesteal is not THAT good. but. considering that it gives better dps when you minion mix. AND lifesteal that's a buff for summoners
this is no normal minion. it's a support minion, closer to a whip
I feel like you're missing the point.
TLDR: You're suggesting that whip progression gets nerfed and instead suggesting a summon that gets outclassed very quickly.

Sure, the other summons don't heal the player, but that's what healing potions are made for.
As for the explosions, the whip is supposed to be a summoner's main weapon, and the actual summons are just that. Summons for damage.
 
...use spiders?
hmm.. yea..
2 imps + 2 spiders + 1 hungry is better.. (1 more spider and some frogs can be added when spider armor is obtained)
 
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