IThinkQueenSlimeIsBad
Terrarian
This post is not finished
As mentioned in the title, @Orchamut made a thread on this subject, and this ramble will be my ideas for a potential subclass(specific item stats will be put on the ramble My item ideas expanded on)
Part 1: Why?
Well, there's simply not enough strategic possibility in the Summoner class. While you can mix and match minions, barely any people do, as there isn't much incentive to do so. A support subclass, and another thing I will discuss at the end of this ramble, could bring this strategy to summoning; you could sacrifice DPS for healing, or status effects, or something else.
Part 2: How could we make them balanced?
The problem is, support summons would be incredibly easy to just throw on for everyone but summoners. This section will go through a few ways to balance I've seen and a few of my own.
Option 1: Support summons have their own slots
This idea could stop non-summoners from exploiting these summons, but also ruins the idea of strategically using your minion slots.
Option 2: Support summons have stronger effects but cost more slots
This also could help with piggy-backing, but would also make support summons incredibly limiting, as you would have to sacrifice a large chunk of slots to even use the summoms.
Option 3: They scale with minion slots
This would mean summoners are the only ones to benefit much from supports, but would make them awful in Pre-Hardmode due to lack of potential minion slots.
Option 4: There is a threshold for summoning them
This would mean that you need a certain amount of slots to use them, but they still only cost 1 slot. This is the most flexible option as the threshold could be different for each support, scaling them for their tier. This, in my opinion, would be the best option.
Part 3: Extreme Early-Game
For this part of the game, I have two ideas for summons; the Heart Construct and the Shield Construct. The Heart Construct would be crafted from a heart crystal and either of the 4th-tier ore bars and heal the player and nearby team-mates every 60 seconds. The Shield Construct would absorb a certain amount of damage before going on cooldown. It would be crafted from wooden armour, glass and either of the 4th-tier ore bars.
Part 4: Late Pre-Hardmode
The support summons for this stage of the game would consist of the Necro Heart Construct, the Cobalt Shield Construct, and the Hive. The Cobalt Shield Construct would be crafted from Ancient Cobalt or Jungle Armour and the Cobalt Shield. It would act as an upgrade to the Shield Construct. The Necro Heart Construct would be crafted from bones, spikes and the Heart Construct. It would heal more and periodically crate a defensive aura. The Hive would be a support weapon crafted from hive blocks and honeycombs, and would send out both worker and fighter bees periodically. Fighter bees would function like normal friendly bees, but worker bees would home in on the nearest ally or you 50% of the time (100% of the time in singleplayer) and would heal 3 HP and apply the Honey buff for 5 seconds.
Part 5: Early Hardmode
For this stage of progression, here are my ideas. There would be the Heart of Duality, crafted with a Necro Heart Construct, pixie dust, a Light Shard, and a Dark Shard. It would give periodical regen buffs on top of healing and defense. Regen and defense from the HoD are mutually exclusive. There would be an Ichor Heart, which applies Ichor to enemies, crafted from the Crimson Heart light pet and ichor, and the Cursed Orb, the Corrupt equivalent. There would also be the Adamantine/Titanium Shield Construct, an upgrade to the Cobalt Shield Construct which is crafted from the CSC and Adamantine/Titanium armour.
As mentioned in the title, @Orchamut made a thread on this subject, and this ramble will be my ideas for a potential subclass(specific item stats will be put on the ramble My item ideas expanded on)
Part 1: Why?
Well, there's simply not enough strategic possibility in the Summoner class. While you can mix and match minions, barely any people do, as there isn't much incentive to do so. A support subclass, and another thing I will discuss at the end of this ramble, could bring this strategy to summoning; you could sacrifice DPS for healing, or status effects, or something else.
Part 2: How could we make them balanced?
The problem is, support summons would be incredibly easy to just throw on for everyone but summoners. This section will go through a few ways to balance I've seen and a few of my own.
Option 1: Support summons have their own slots
This idea could stop non-summoners from exploiting these summons, but also ruins the idea of strategically using your minion slots.
Option 2: Support summons have stronger effects but cost more slots
This also could help with piggy-backing, but would also make support summons incredibly limiting, as you would have to sacrifice a large chunk of slots to even use the summoms.
Option 3: They scale with minion slots
This would mean summoners are the only ones to benefit much from supports, but would make them awful in Pre-Hardmode due to lack of potential minion slots.
Option 4: There is a threshold for summoning them
This would mean that you need a certain amount of slots to use them, but they still only cost 1 slot. This is the most flexible option as the threshold could be different for each support, scaling them for their tier. This, in my opinion, would be the best option.
Part 3: Extreme Early-Game
For this part of the game, I have two ideas for summons; the Heart Construct and the Shield Construct. The Heart Construct would be crafted from a heart crystal and either of the 4th-tier ore bars and heal the player and nearby team-mates every 60 seconds. The Shield Construct would absorb a certain amount of damage before going on cooldown. It would be crafted from wooden armour, glass and either of the 4th-tier ore bars.
Part 4: Late Pre-Hardmode
The support summons for this stage of the game would consist of the Necro Heart Construct, the Cobalt Shield Construct, and the Hive. The Cobalt Shield Construct would be crafted from Ancient Cobalt or Jungle Armour and the Cobalt Shield. It would act as an upgrade to the Shield Construct. The Necro Heart Construct would be crafted from bones, spikes and the Heart Construct. It would heal more and periodically crate a defensive aura. The Hive would be a support weapon crafted from hive blocks and honeycombs, and would send out both worker and fighter bees periodically. Fighter bees would function like normal friendly bees, but worker bees would home in on the nearest ally or you 50% of the time (100% of the time in singleplayer) and would heal 3 HP and apply the Honey buff for 5 seconds.
Part 5: Early Hardmode
For this stage of progression, here are my ideas. There would be the Heart of Duality, crafted with a Necro Heart Construct, pixie dust, a Light Shard, and a Dark Shard. It would give periodical regen buffs on top of healing and defense. Regen and defense from the HoD are mutually exclusive. There would be an Ichor Heart, which applies Ichor to enemies, crafted from the Crimson Heart light pet and ichor, and the Cursed Orb, the Corrupt equivalent. There would also be the Adamantine/Titanium Shield Construct, an upgrade to the Cobalt Shield Construct which is crafted from the CSC and Adamantine/Titanium armour.
Last edited: