BluuMoon3
Terrarian
Main Ability - The Ceremonial Dagger, when used, will cause summons to temporarily use a special ability or behavior at the expense of 20-35% of the user's health and maybe defense as well. If there is more than one type of summon out then a scroll wheel will appear, allowing the player to choose which summon gets the ability activation. The idea here is that the summoner is giving blood to strengthen their pact with their summons. The Ceremonial Dagger will have a cooldown similar to potion sickness. Below I will list the aforementioned abilities of each summon. Also if I just label them as "Simple boost in speed and damage" that means I couldn't think of anything. So feel free to suggest your own. Also, just a reminder, all abilities are temporary and have a cooldown. Depending on the abilities, the cooldowns and drawbacks might vary. Lastly, summons may change appearances when activated.
Crafting and Progression - Ceremonial Daggers will be crafted pre-hardmode using a small amount of wood along with ores or gems. Hardmode daggers will be the same except they will require hardmode ores, soul material, and boss drops. Progressing daggers will increase the number of active summon types that can have their abilities activated per dagger use. The more powerful ones will inflict a debuff upon use.
Crafting and Progression - Ceremonial Daggers will be crafted pre-hardmode using a small amount of wood along with ores or gems. Hardmode daggers will be the same except they will require hardmode ores, soul material, and boss drops. Progressing daggers will increase the number of active summon types that can have their abilities activated per dagger use. The more powerful ones will inflict a debuff upon use.
Why I think this should be added - As we know, the Summoner class is relatively recent and seems a bit incomplete. It also gets a rap of being the class where you "do nothing" and let your minions do everything, and that's actually how it feels at times, especially in late game progression where the summons practically replace the need for player input. The other issue I have with Summoner is how there isn't too much of a reason to use pre-endgame minions for too long of a time, or at least use them in conjunction with other minions.
The Ceremonial Dagger solves some of this by giving special utilities to summons to increase their usefulness and diversify the possible strategies/play-styles available to the player. It also increases the risk taken by the Summoner, which makes the class more fun, challenging and deeper overall. This could be inspiration for Terraria 2 if it doesn't make it in here.
~~~~~Summon Tweaks~~~~~
The Ceremonial Dagger solves some of this by giving special utilities to summons to increase their usefulness and diversify the possible strategies/play-styles available to the player. It also increases the risk taken by the Summoner, which makes the class more fun, challenging and deeper overall. This could be inspiration for Terraria 2 if it doesn't make it in here.
~~~~~Summon Tweaks~~~~~
- Finch - Upon activating the ceremonial dagger, the Finch will do one of two things: If the player does not have wings, the finch will carry the player as a rudimentary and inferior form of early flight. This is activated by a double jump. If the player has wings, jet boots, or a mount, the Finch will generate gusts with its wings, which will increase the speed and flight time of the player for increased mobility. This all scales with the number of Finches btw.
- Slime - The slime's ability is to temporarily turn into the last thing you killed that wasn't a boss or NPC. This is going off the idea that slimes are the precursors to modern life forms in the world of Terraria (If the lore im referencing is correct at least). If you have multiple slimes, like 5 for example, they will copy the last five killed enemies in order and stay that way until the ability runs out.
- Abigail - Will possess and control any non-boss enemy that the player clicks on with a whip in hand. No matter what it becomes, it will retain its ability to travel through solid objects. The use of more than one minion slot will strengthen Abigail as she possesses other mobs.
- Flinxes - Will inflict a frozen debuff that doubles the damage of the next hit from the player or a different type of summon.
- Vampire Frogs - Vampire Frogs will become more aggressive and damaging, being able to jump faster and higher while sticking surfaces if they need to.
- Hornets - Simple boost in speed and damage/Ideas Needed
- Imps - Imp fireballs will become homing, much larger, more damaging, and will explode into ricocheting/bouncing fire with piercing.
- Spiders - The spiders will quickly weave a web around the player and continue to do so as the player moves. The web will allow the player to quickly and freely move while any enemies or bosses caught in it are slowed down. The spiders will also have a chance to lay eggs as they move that will hatch into temporary smaller spiders that will swarm the enemy and inflict the acid venom debuff.
- Sanguine Bats - The Sanguine bats will have a chance of making a heart drop from an enemy when hit as well as decreasing the enemy's attack and defense by a certain amount.
- Pirates - Each Pirate will temporarily "steal" a weapon from your non-hotbar inventory and use it. Might make them pretty useful.
- Enchanted Daggers - Simple boost in speed and damage/Ideas Needed
- Twins - The Retinazers will brighter and more powerful lasers, while Spazmatism will become more aggressive and sometimes spew its signature cursed flames.
- Pygmies - Will restrain whipped enemies with poisonous vines that resemble Platera's vines. Normal enemies will be restrained while bosses will be slowed down variably. The duration on both regular enemies and bosses depends on how many pygmies are present.
- Desert Tiger - Pretty powerful already
- Deadly Spheres - Will temporarily orbit the player and form a force field around themselves individually that blocks any attack. However, they will phase on and off at unpredictable intervals and orbit at a set speed. Enemies that touch the fields will be damaged and enemies that are whipped will be hit with bolts of energy streaming from the fields.
- Ravens - The Ravens will become faster and more aggressive. On top of this, they will cast illusions of the player over themselves, temporarily confusing the focus of enemies. The enemy/boss will attack whatever is closest to them, whether it be the actual player or their illusion.
- UFOs - Simple boost in speed and damage.
- Tempest Tornados - Will spread out a bit and summon wind gusts to blow projectiles away.
- Stardust Dragon, Cell, and Terraprisma - They are already pretty powerful so I cant think of anything here honestly.