So I have a fun request, but I'm no modder so I don't know if it's possible...
Here it is. So, I'm a huge fan of summoners, right? I love having minions, not only as a damage source, but as a companion almost. Some things to keep me company in my adventures, you know? So I was thinking... you've added a Bard class. Bards do damage through music, and they ALSO buff nearby players. You see where I'm going with this?
So that's the idea! Do you think it is at all possible to somehow combine forces of the Bard and the Summoner?! It'd be so cool! The ability to be a music player of nature, having summons listen to the music and react differently to the affects! (Buffs of course) I think I can see how it wouldn't really work, but I just came here to ask out of mere curiosity. Any feedback from anyone would be nice.
My goal is to become a music playing warrior of minions and stuff!
That's a tModloader bug, not a mod-specific bug. It's similar to the whole bug with the mannequins.I noticed a bug where sometimes an item will dissapear completely when i put it on a weapon rack. i lost my best weapon to this, so can you please provide a fix?
Now everything I'm about to say is purely theoretical since I haven't played this mod with other players (As mush as I would like to) but your saying the healer would be a better class if his damage wasn't terrible and his healing option didn't require you to be in close range, didn't require pin-point accuracy, and/or didn't chew through mana like a last prism? It sounds to me like the Bard class except it can't heal you directly.So I'm gonna get some flak for this but I really think the healer class is fundamentally flawed. I'm playing it in a larger group now but it always is vastly inferior to just more damage. It doesn't really work. Most fights take place spanning many screen lengths, where applying heals is extremely difficult. Most heals either have short range or require extreme accuracy(sometimes both) which makes actually healing kind of pointless. If someone can pull away for a second and stand near you then you can just unload and top them off in a couple seconds, but that's rarely feasible when bosses are generating lots of flak and noise.
And that doesn't really justify the cost. You don't do any damage. If your allies take too much damage you can't help them. If they are being chased and in a bad spot you can't help them. If the fight goes south you're not salvaging it.
A healer should in theory widen the margin of error by buffering and protecting allies, but that just doesn't happen. If your allies are dodging well enough that healing would help, then killing the boss sooner would help much more. And since healer damage is godawful, chews through mana, or requires going into melee, you're basically dead weight.
I really hate to say this. I wanted to like it. Back when I played it in 2 man I thought it was just the small group. But with a large group now I'm *still* mostly useless. The only time this isn't the case is during fights in close quarters. In those fights I can unload some insane healing, and am extremely useful. But only a few fights take place in a situation where healers are useful.
I don't want them to do the same damage as everyone else. But if we're going to eat a 50%+ penalty to all other damage types it would be nice to actually be able to do our job during most fights.
I've been using a caster set as backup for soloing, while I farmed a *ton* of healer gear, and my backup set is more useful in boss fights than my primary. I understand the desire to not make things OP and overshadow the vanilla game but I'm really disappointed with the healer. I've now run it in multiple circumstances, with large and small groups, and it is useless well over half the time.
Edit: And I know people will likely say I'm just bad or something. But when I play literally *any* other role my utility and viability shoot through the roof. If I'm healing and we lose a fight, then I switch to my off set for next try we usually win.
Now everything I'm about to say is purely theoretical since I haven't played this mod with other players (As mush as I would like to) but your saying the healer would be a better class if his damage wasn't terrible and his healing option didn't require you to be in close range, didn't require pin-point accuracy, and/or didn't chew through mana like a last prism? It sounds to me like the Bard class except it can't heal you directly.
The bard fires on inspiration and buffs all his teammates that are near him which should simply entail passing by them while firing away at the boss/enemies. It also has the capability to play what are essentially buff dispensers that double as sentries (albeit somewhat weak ones). He is also capable of effective area denial against regular enemies due to his large array of weapons with as far as I could tell infinite piercing and weapons like the bongos that have an AoE attack all around him along with his ability to support. He is even capable of providing indirect healing through the application of the regeneration buff.
It seems to me like the healer would benefit from some of the ideas implemented into the bard class.
Like I said however this is highly theoretical, I haven't been able to test things like the range of the bards buffing.
I've actually made a big suggestion on the Discord server to the effect that the Healer (which, as an aside, I really think ought to be renamed Cleric).
if I "remember" well....calamity has one but the thread has been locked by the lead dev. and to get it you must kill his boss DoG a very hard post-moon lord boss.Hmm, So, question/request? Is there any mods that actually even HAVE worm-type summons? The Stardust Dragon is the only vanilla one, and if any mod added those kinds of summons I'd imagine it be Thorium/Spirit. And for that matter, how come summons haven't duplicated the functionality found in vanilla summons, that you can right-click to direct their aggro to a specific target?
if I "remember" well....calamity has one but the thread has been locked by the lead dev. and to get it you must kill his boss DoG a very hard post-moon lord boss.
how come summons haven't duplicated the functionality found in vanilla summons, that you can right-click to direct their aggro to a specific target?
does cloud save still break the Aquatic Depths? because I have mine on and the Aquatic Depths is still active