Game Mechanics Summoner Quality of life and Game UI

TWO BIT BOI

Terrarian
Not entirely sure how this works, but I made an account just for this suggestion. Basically, summoner, although it is its own class now, still feels odd compared to the more developed melee, ranger, and mage. Understandably, this is mostly due to it being the newest class, but I feel a few slight QOL changes would go a long way in making the class feel more distinct. First, I would remove the mana cost from summon staffs. This change alone would remove its ties to the mage class, and because of the summon slots mechanic, it shouldn't unbalance the summoner class in any way. Secondly, I would add a minion staff slot in the accessories and armor menu, in which you would place your staff of choice. This would work similarly to how pets do now. Earlier in Terraria, you would have to reuse your pet item to resummon your pet after each death, and this was fixed via the inclusion of the pet and light pet slots. I see no reason as to why you shouldn't be able to do the same thing with your minions. Currently after each death, the summoner has to resummon each of its minions, which feels cumbersome and annoying to do each time you die, especially during events like the pirate invasion, or during high stakes boss battles in co-op, such as the moon lord or daytime EOL. The minion staff slot would work identically to the pet slots, instantly summoning the maximum amount of minions available when you respawn. I would also add summoner slot UI (which would display how many summon slots you have) somewhere near the health bar or in the armor and accessory menu near the defense display. I hope you take these ideas into consideration, as I believe they would make the summoner class more unique and independent from the other classes. (Also, Lunatic Cultist Boss bag would be a good opportunity to add new weapons and summons.)

I also feel that since the Terra Blade crafting tree rework, other melee weapons have felt sub-par or downright useless in comparison, such as the influx waver, breaker blade, key brand, and beam sword (less so the beam sword, as its always been pretty useless), though these are more minor nitpicks than anything. I've played Terraria for 8+ years now, and can't wait for the future of the game has in store. Can't wait for the next update!

Edit: One last thing, a video was made on this topic regarding Terraria's progression, and I believe it is pretty important. Because Golem was made to be one of Terraria's final bosses in earlier updates, the addition of the moon lord has made much of the post-golem loot very short lived, as you typically get it, kill the cultist, and win the game within ~30 minutes of getting it. A potential solution suggested by the creator of the video was to make EOL a required boss before the cultist, but I don't think that would fix it. Perhaps a newer boss can be put in between golem and the cultist, like a new stronger mech boss or something, but I'm honestly not entirely sure if that would fix it. Ultimately, although this bit of progression isn't required to be fixed, I feel that a solution would greatly improve the game.
 
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other then the minion slot i agree just make it so it they will stay after you die
 
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