Game Mechanics Summoner Bad - A green man's essay on the summoner class, and how to possibly improve it

- "Play with X mod it fixes everything" -

Before this, I must specify that I'm not a modding person. I prefer vanilla Terraria over any kind of mod, and don't really have any preferences. That said, Thorium has the best expansions to summoner I've seen, while Calamity does the worst expansions. There, I said it. Thorium, while doing very little in the long run, does more than enough to help summoner become more dps-centric, with the new banner mechanic and it's armor and accessories helping sentries become good alternative playstyles, with a selection of support-based summons to give some help to the player. It's rather simplistic and could definitely be a little bit better, as the support summons are a bit scarce and help the player rather than an entire team, but it does improve on summoner quite a lot with very little. The other good example of a summoner expansion is more of a quality of life mod, the Summoner's Association. This mod does even smaller fixes that improve upon a summoner's life, such as being able to see how many minion slots you have, as well as a tool to direct your minions towards a specific location and another tool for quickly summoning a desired layout. It doesn't really attempt to fix summoner's state in the game, but it sure makes it better and more fun, which is very respectable and definitely deserving of more attention.

Oddly enough, however, is that on my research I've never seen anyone really mention Thorium or the Summoner's Association as good examples of expanding upon summoner, instead what I saw where several comments about Calamity being a great example of fixing the class. Curious, I checked the wiki to see what they did. Not really a surprise, but calamity probably does the most straightforward, unnecessary and overall useless "fixes", only exception being the increased aggro range of minions. Mechanically, the only thing Calamity changes is that you're forced to keep holding a summoner weapon in order for your summons to do their normal damage. When it comes to weapons, nothing is changed from vanilla, they all only serve to do damage and don't support the player in any meaningful way. One thing that I suggested earlier, the equipable summons, is actually tried here, but its execution is very mediocre. These minions, like the rest of calamity, are very broken, not only having abilities that scale with your progression, they also gain upgrades that combine most of them, meaning that you'll never actually need to pick a different selection of summons for different supports, since you'll be able to have all of them while only using 2-3 equipment slots. Calamity is a mess of a mod in general, and I could make a whole other essay talking about it, but this is about summoner, and simply put: It tried way too hard, while also not trying at all.

Meanwhile, at the rest of Terraria mods, I've yet to see anything that tries hard to properly expand on the class, most of what I've seen are just very flashy summons, that don't really do anything different other than attacking differently. It's probably because most mods don't care, and that's fine, but I do hope that more mods come out trying to improve it with more than just new summons that attack, because that's one of the lesser issues here, yet it's the only one to be actually addressed by most. It's surely not an easy task, as Calamity has shown, but it's definitely doable, as Thorium has shown. For the sake of being transparent, I've looked at: Fargo's mod (both mutant and soul), Antiaris, Spirit, Tremor (Don't know what I was expecting, really), Ancients Awakened, Joost, Enigma, Disarray and of course, Summoner's Association, Thorium and Calamity. I haven't looked at other mods, but I feel like if I didn't stumble upon them while researching these, they probably aren't that big, or good.
I agree, Calamity handles summoner terribly
All they did was nerf the worst class for the way the mod works
Also, the devs think whips are too strong, so your only whip for most of Calamity is the Kaleidoscope, which is not sufficient to handle in post-ML
Someone go punch the calamity devs until they fix summoner for their mod
 
I agree, Calamity handles summoner terribly
All they did was nerf the worst class for the way the mod works
Also, the devs think whips are too strong, so your only whip for most of Calamity is the Kaleidoscope, which is not sufficient to handle in post-ML
Someone go punch the calamity devs until they fix summoner for their mod
You can always add Unofficial Whips, but it is a bit unbalanced, or Catalyst, which for some reason nerfed a lot of the Unofficial Whips into the ground (Unrelenting Torment is unusable), and removed a lot of tag damage, the main thing for whips. But that is just slapping a Band Aid on the wound, not fixing it.
 
I agree, Calamity handles summoner terribly
All they did was nerf the worst class for the way the mod works
Also, the devs think whips are too strong, so your only whip for most of Calamity is the Kaleidoscope, which is not sufficient to handle in post-ML
Someone go punch the calamity devs until they fix summoner for their mod
It’s still wild to me that it’s been nearly 5 years since they were added and calamity still doesn’t have their act together with whips. 5 years.
And they plan on nerfing them further next update.
 
It’s still wild to me that it’s been nearly 5 years since they were added and calamity still doesn’t have their act together with whips. 5 years.
And they plan on nerfing them further next update.
While they will be adding new whips for the first time, why would they nerf them? They are perfectly fine where they are.
 
While they will be adding new whips for the first time, why would they nerf them? They are perfectly fine where they are.
I don’t know why they’re nerfing whips. They’re already so terrible in calamity that by all accounts they should be buffed if anything (including snapthorn, which is so bad that you’re better off just biting the bullet and eating the 25% summon damage penalty with a weapon like seashine sword much of the time, snapthorn is rated as a top 5 vanilla weapon by cal balancers btw), but that’s not what their plan is from what I’ve heard.
Snapthorn’s current calamity tag is 1.04x damage. 1.04x. That is less than 1 damage on literally every prehardmode vanilla minion before damage buffs, and they want to nerf it further.
 
I agree, Calamity handles summoner terribly
They handle a lot of stuff terribly. In my opinion Calamity is the most overrated mod out there. Its not bad, but it is not all that it is cracked up to be. Has some killer expansions though and is still fun to play but in general I feel they make a lot of bad decisions.
 
They handle a lot of stuff terribly. In my opinion Calamity is the most overrated mod out there. Its not bad, but it is not all that it is cracked up to be. Has some killer expansions though and is still fun to play but in general I feel they make a lot of bad decisions.
It’s an old mod with old design philosophies and too much outdated content for its own good and for the devs to handle. Not to mention that it outright tried to replace the entirety of vanilla’s content to the point that it would probably have better luck in its own engine. The terraria community really should move on to another big thing already, we have plenty of modern nominees that get ignored because they don’t have “calamity” slapped into the title.
Although with how many people use outdated mods like Cheatsheet, Hero’s mod, and recipe browser that have much more convenient and modern alternatives in the multiples (my preferences lie with Dragonlens and Better Inventory personally, but there are other alternatives for those if you don’t like them) I’m beginning to wonder if much of the terraria modding community just doesn’t pay attention to new mod releases in general.
Like, seriously, you’d think people would have gotten tired of recipe browser not being a clientside mod years ago.
 
It’s an old mod with old design philosophies and too much outdated content for its own good and for the devs to handle. Not to mention that it outright tried to replace the entirety of vanilla’s content to the point that it would probably have better luck in its own engine. The terraria community really should move on to another big thing already, we have plenty of modern nominees that get ignored because they don’t have “calamity” slapped into the title.
Although with how many people use outdated mods like Cheatsheet, Hero’s mod, and recipe browser that have much more convenient and modern alternatives in the multiples (my preferences lie with Dragonlens and Better Inventory personally, but there are other alternatives for those if you don’t like them) I’m beginning to wonder if much of the terraria modding community just doesn’t pay attention to new mod releases in general.
Like, seriously, you’d think people would have gotten tired of recipe browser not being a clientside mod years ago.
What about the new Calamity Fables, it looks way better so far!
 
What about the new Calamity Fables, it looks way better so far!
It does look promising, but it’s not finished enough to be a replacement yet
 
It does look promising, but it’s not finished enough to be a replacement yet
That’s fair, hope it doesn’t make the bad decisions with Summoner like Calamity did. It already adds a very cool and unique whip, and two very cool summons.
 
I agree, Calamity handles summoner terribly
All they did was nerf the worst class for the way the mod works
Also, the devs think whips are too strong, so your only whip for most of Calamity is the Kaleidoscope, which is not sufficient to handle in post-ML
Someone go punch the calamity devs until they fix summoner for their mod
Calamity has some cool stuff (Biome Blade and True Biome Blade my beloved) but a lot is just stupid crap.

Like it has a problem with making one “best” thing for their mod and that’s it. Nucleogenesis, Sigil of Calamitas, Auric Tesla armor, etc. By endgame everytime you play a class it’ll either be the exact same build or a completely unoptimal one.

Summoner not getting crap is definitely one of the problems.
It’s an old mod with old design philosophies and too much outdated content for its own good and for the devs to handle. Not to mention that it outright tried to replace the entirety of vanilla’s content to the point that it would probably have better luck in its own engine. The terraria community really should move on to another big thing already, we have plenty of modern nominees that get ignored because they don’t have “calamity” slapped into the title.
Although with how many people use outdated mods like Cheatsheet, Hero’s mod, and recipe browser that have much more convenient and modern alternatives in the multiples (my preferences lie with Dragonlens and Better Inventory personally, but there are other alternatives for those if you don’t like them) I’m beginning to wonder if much of the terraria modding community just doesn’t pay attention to new mod releases in general.
Like, seriously, you’d think people would have gotten tired of recipe browser not being a clientside mod years ago.
Dragon Lens is pretty cool. I saw the thread for it and immediately switched to it from Cheat Sheat.
 
Summoner is actually the best class in the game. it Has the highest damage multiplier at 4729.32%
THis is do to whip stacking
 
Summoner is actually the best class in the game. it Has the highest damage multiplier at 4729.32%
The thread is from before summoner got a bunch of buffs so it is a very outdated, but feel free to :red: about calamity with the rest of us
 
The thread is from before summoner got a bunch of buffs so it is a very outdated, but feel free to :red: about calamity with the rest of us
the reason calamity doesnt give much in the vein of summoners is cause vanilla summoners are BROKEN as hell.
Hell you only morning star and kaliedoscope for most of postmoonlord
 
the reason calamity doesnt give much in the vein of summoners is cause vanilla summoners are BROKEN as hell.
Hell you only morning star and kaliedoscope for most of postmoonlord
Yup like everything else in Calamity isn't
 
the reason calamity doesnt give much in the vein of summoners is cause vanilla summoners are BROKEN as hell.
It also stetches out pre-ml progression a lot and adds a big chunk of progression that is not present in vanilla. Also it adds virtually no whips which are what make summoner even remotely good in the base game (not saying summoner is bad, just that it would be bad without whips)
 
You can see just how ridiculous summoners are lol. And that's with just two best whips. And in 1.5 we are getting a slew more of whips to make summoners so overpowered i wont be surprised if they nerf whipstacking
 
You can see just how ridiculous summoners are lol. And that's with just two best whips. And in 1.5 we are getting a slew more of whips to make summoners so overpowered i wont be surprised if they nerf whipstacking
I am not saying that summoner is bad. I am saying that it would be bad if whips didn't exist, and calamity essentially ignores whips
Edit: I heard they might be removing whipstacking in 1.4.5 but that is just a rumor. I hope they don't even though I only really go full summoner while building or mining
 
I am not saying that summoner is bad. I am saying that it would be bad if whips didn't exist, and calamity essentially ignores whips
Edit: I heard they might be removing whipstacking in 1.4.5 but that is just a rumor. I hope they don't even though I only really go full summoner while building or mining
What they should do is change the formula so the % doesn't go so high
 
What they should do is change the formula so the % doesn't go so high
Probably. Whipstacking deserves a nerf, but I hope it is still good as it rewards high skill with significantly better damage which is something that summoner is otherwise largely lacking
 
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