MagicasquirrelTMT
Official Terrarian
Honestly, your entire response feels like you just skipped half of everything I wrote and read what you wanted, which is understandable considering it's quite a lot of text, but still.
This completely misses the point of what I was going at. Adding the measly two damage to hornets will not fix the fact that they're outclassed by imps and vampire frogs in both damage and reliability, and it won't fix the fact that hornets are just extra "projectile goes brrr" minions, and it especially won't fix the fact that summoner is the only class that has no use for hive pack, despite the whole concept of summoning bees fitting summoner the most.
On second thought, the extra pirate thing might be a bit overkill. My initial idea was for this effect to be there in case players only want to use 1 or 2 pirates - the smaller pirates wouldn't be as strong, but would still get the work done. So, the player would have 2 choices: fill all slots with pirates and absolutely anhilate crowds, but do pretty much nothing against flying bosses/strong enemies, or have a few pirates, and then fill the rest of the slots with flying minions that could fight the boss/strong mob. Basically, so that the player had a choice between going all-in in one direction, or covering both sides equally. The parrots are just there so that the pirates aren't completely useless against air enemies in case the player decides to spam only pirates.
...which is exactly what it's supposed to be. Sentires aren't meant to be solo carry weapons, or replacements for something - they're supposed to be more of a supportive, area denial weapon, something you can throw alongside your base setup for extra damage, to cover some of your weak sides, or to simply create a temporary sanctuary for yourself and your allies. Some people may not wish to use slots for the pirates, but still need crowd control - the flying dutchman would help there. It wouldn't just instantly kill all the invasions, but it would make sure you aren't completely helpless against 20 derplings going your way when you decide to all-in with sanguine bats
This was my initial idea, but I realised it would kind of make morning star and kaleidoscope less special. With this effect, it will instead stack with them for really great damage... If your luck is maxed out
While I do agree that obsidian armor needs to be toned down just a bit more, putting it down to bee armor level won't help, as bee armor itself is bad, mostly due to I-frames making it so having less minions with higher damage is better than having more minions with lower damage.
I agree that it's a strong trinket, and perhaps some components should be moved later on in the game, but my point stands - summoner shouldn't just steal accesories from melee, it makes it feel less special as a class. You could say that using feral claws in the tamer gloves recipe is also stealing, but the final accessory benefits only summoners, and there is another instance of such "stealing" already in the game, in the form of molten quiver. (Also, 8 defence only really matters in normal mode, especially for a class which already has the weakest defence stats on armor in the game)
...I should really focus less on replying and more on updating the actual thread. You all have fun discussing this without me from now on, at least for now.
The Hornet Staff rework is cool but it's not necessary, just increase its damage to like 15 and then it'll be a nice single target weapon
This completely misses the point of what I was going at. Adding the measly two damage to hornets will not fix the fact that they're outclassed by imps and vampire frogs in both damage and reliability, and it won't fix the fact that hornets are just extra "projectile goes brrr" minions, and it especially won't fix the fact that summoner is the only class that has no use for hive pack, despite the whole concept of summoning bees fitting summoner the most.
The Pirate Staff changes are excessive, just having the parrots for weak anti air would be good enough for it. That "temporary minion on kill" thing has potential to be extremely abusable, they minions can already shred grounded
On second thought, the extra pirate thing might be a bit overkill. My initial idea was for this effect to be there in case players only want to use 1 or 2 pirates - the smaller pirates wouldn't be as strong, but would still get the work done. So, the player would have 2 choices: fill all slots with pirates and absolutely anhilate crowds, but do pretty much nothing against flying bosses/strong enemies, or have a few pirates, and then fill the rest of the slots with flying minions that could fight the boss/strong mob. Basically, so that the player had a choice between going all-in in one direction, or covering both sides equally. The parrots are just there so that the pirates aren't completely useless against air enemies in case the player decides to spam only pirates.
Flying Dutchman Staff sounds like just a redundant alternative to the Pirate Staff
...which is exactly what it's supposed to be. Sentires aren't meant to be solo carry weapons, or replacements for something - they're supposed to be more of a supportive, area denial weapon, something you can throw alongside your base setup for extra damage, to cover some of your weak sides, or to simply create a temporary sanctuary for yourself and your allies. Some people may not wish to use slots for the pirates, but still need crowd control - the flying dutchman would help there. It wouldn't just instantly kill all the invasions, but it would make sure you aren't completely helpless against 20 derplings going your way when you decide to all-in with sanguine bats
Why doesn't the Power Stone just add crit chance to minions?
This was my initial idea, but I realised it would kind of make morning star and kaleidoscope less special. With this effect, it will instead stack with them for really great damage... If your luck is maxed out
It's funny how nobody complained about Bee Armor until Obsidian armor came and broke everything; it's the latter that needs another nerf, not the former that needs a big buff
While I do agree that obsidian armor needs to be toned down just a bit more, putting it down to bee armor level won't help, as bee armor itself is bad, mostly due to I-frames making it so having less minions with higher damage is better than having more minions with lower damage.
The Tamer Glove and all subsequent tinkers are extremely strong, Berserker's Glove is already great for whips and that's just Feral Claws with 8 defense attached to them
I agree that it's a strong trinket, and perhaps some components should be moved later on in the game, but my point stands - summoner shouldn't just steal accesories from melee, it makes it feel less special as a class. You could say that using feral claws in the tamer gloves recipe is also stealing, but the final accessory benefits only summoners, and there is another instance of such "stealing" already in the game, in the form of molten quiver. (Also, 8 defence only really matters in normal mode, especially for a class which already has the weakest defence stats on armor in the game)
...I should really focus less on replying and more on updating the actual thread. You all have fun discussing this without me from now on, at least for now.
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