#Summoning

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warped nebula
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That is the Terraria model. CK didn't go that route.

jagged lotus
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Early to mid game the focus is still by and large on the summons

dire horizon
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But I mean it's fine if you enjoy the mage/warlock hybrid that's all fine too, we are just asking for it to function better as a minion build focus

jagged lotus
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I'm saying it's not a good thing to balance around. If you want lifetime build for getting long lasting minions while you attack with a primary, but they shouldn't also get a damage buff from switching to a dps summon build. You can't have your cake and eat it too

warped nebula
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casting 8-9 minions a minute will give you what 2-3 hits per minute?

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that would be miserable

jagged lotus
warped nebula
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yeah I wouldn't care about that lol.

jagged lotus
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Essentially make minions retain the stats they had from when first summoned

warped nebula
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They are after all just support to me

dire horizon
warped nebula
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Think of the skill trees like this. Melee and ranged are physical trees but different playstyle. Mage and Warlock are magic trees with different playstyles. Its literally just preference.

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Out of the 2 magic playstyles I prefer warlock. Its more fun for me. If it was summoner I would probably prefer mage.

warped nebula
dire horizon
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Mage and warlock are pretty similar playstyles in which are confusing to the majority, minions are main source of dmg till grim set for minion based sets, mage your staff is your main source of dmg throughout your entire playthrough, warlock is basically mage with more passive buffs by the endgame, and mage is just mage without buffs SeasonalMerchantLUL ideally here if minions aren't supposed to be dmg sources than the warlock gear should be magic/summoning influenced the entire game to avoid the issue of getting confused as such

warped nebula
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Here is a thought. Maybe they add Pet/summon trees in the future. That to me makes more sense.

dire horizon
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Summoning does have a skill tree T-T

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Pet trees would be cool but honestly wildwarden would need progression throughout the entire game tbh before we get a pet build functional

warped nebula
# dire horizon Summoning does have a skill tree T-T

They could change the name of the current skilltree though. I'm just saying they don't have to abandon there Warlock playstyle. They could add another tree to help those that would prefer a more summoner playstyle.

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being a mage type character that can summon minions to support you just seems awesome. and you get to do that in CK.

dire horizon
# warped nebula They could change the name of the current skilltree though. I'm just saying they...

The skill tree would have to change some more and the minion based gear to be more magic/summoning based progression wise as well to truly fit warlock

But it would be hard to have a summoning playstyle exist unless we difference the minions to a different thing entirely, cause anything in the summoning tree would buff warlock to some insane heights atm if there was 2 summoning trees basically XD

Overall main thing is not changing the skill trees rn just the minion based dps, make summons good for dmg and a playstyle, while keeping grim set and magic hybrid the same kinda from my standpoint, only gear set minion based that actually makes warlock a mage hybrid is grim set, the rest play as a summoning set, so it is very misleading to endgame summoning

jagged lotus
jagged lotus
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Speaking of I'd still like access to the doc just to have a basic overview without having to skip back to an old message

toxic yoke
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And most definitely not intended

jagged lotus
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If anything I think lifetime should be the defacto stat for hybrid type builds

toxic yoke
jagged lotus
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Lemme take a gander

toxic yoke
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I legit haven't opened it since i made it ๐Ÿคฃ

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Been giga procrastinating playing other games.

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Give me like a week to get around to actually doing it, and i'll send it for sure. Also feel free to keep annoying me about it, both so i remember and have another reason to do it.

jagged lotus
toxic yoke
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xd

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Definitely on me, i've had a few times where i could have done it and then just played minecraft instead

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That being said, the doc is basically gunna be #1354589473295302788 message but with some preface and explanation about the why of the changes

jagged lotus
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I like the idea of lifetime buffs being used for making long lasting minions

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@dire horizon Any idea what the upper limit on lifetime bonuses is?

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Not the actual timers but the % stat

toxic yoke
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50% from talent, Hourglass ring at level 19 x2, and I think theres a few armors with some lifespan

jagged lotus
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I know corrupt warden gives a big chunk

toxic yoke
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Looks like this is max

50% talent
67% x2 Hourglass ring
31% Witch Doctor legs
29% Corrupt Warden head
23% Grim body
Total: 267% increased

For 220.2 second long lifespan

jagged lotus
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I see

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I think considering that would it not be ideal to keep lifetimes at 15-30s to make those stat bonuses relevant for people that want long lasting minions?

toxic yoke
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Without the exploit, you could practically only have like one of any of the armors, one ring, and the talent. ~140% increased

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Without giving up too much

jagged lotus
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30 second lifetimes would get to 45 with just longing for this world and a single hourglass ring would get it to a minute without even being fully maxed

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Hybrid builds are already going to have a lot of extra time to use their other weapons with the mana cost changes

toxic yoke
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imo if they don't want to nerf puppet ring at all, i'd actually prefer if hourglass ring was +1 minion count +30% lifespan or something like that, just so theres parity between the two summon rings.

jagged lotus
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That'd make it uber strong early game

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And like, in general lol

toxic yoke
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is it stronger than puppet ring tho? ๐Ÿค”

jagged lotus
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I mean

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In terms of straight dps no

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But for a hybrid build it'd be good for getting more bang for your buck out of each minion cast

toxic yoke
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Cause it could start at like +1 minion count +8% lifespan still definitely way stronger than before but again the extra access from minion count makes its value relatively weaker and since lifespan decreases it makes lifespan stronger. Also less higher end lifespan scaling to make the impact of the changes to base lifespan mean more.

jagged lotus
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I mean, I'm still for a puppet ring nerf rather than powercreeping everything else

toxic yoke
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Same

jagged lotus
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There's other minion rings too

toxic yoke
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is there tho?

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๐Ÿคฃ

jagged lotus
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Vicious ring, and there's general mana related rings like glow tulip, crescent moon, and boundary ring

toxic yoke
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I guess vicious ring kind of exists ๐Ÿ˜›

jagged lotus
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The thing with rings is you can take two, makes any ring that adds minion slots have a ton of value that I think makes it hard for anything else to compete

toxic yoke
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I do have to say... if puppet ring became like +1 minion count +15% minion movespeed, a new ring was added for the +45.6% minion attack speed split from the current puppet ring, with the 3 base minion count. I actually don't know what rings i would use, it would be a tough choice.

jagged lotus
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Right

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I think that's a good thing though

toxic yoke
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Ya thats my point

jagged lotus
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Devs have already shown they aren't opposed to nerfs or reworks so personally I think it'd be fine to include puppet ring nerf

toxic yoke
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||If only they'd feel that way about stormbringer and remove it from the game||

jagged lotus
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Movespeed would also be nice for melee minions actually

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Also I've been thinking

toxic yoke
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Ya very nice

jagged lotus
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The meteor offhand affects minions

toxic yoke
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the % dmg one?

jagged lotus
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Yea

toxic yoke
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Isn't detonator just better?

jagged lotus
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Yea

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I'm making a point hold on Grumpkin

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Since minions don't benefit from straight player buffs, adding more aoe support style buffs like oracle deck and meteor that affects minions close to you would be cool

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Like for example, one that improves crits to allies, or move speed

toxic yoke
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As much as i love support gameplay i think they should be careful with it.

jagged lotus
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Yea, wouldn't stick it on any old ring

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Could be armor sets or dedicated offhands

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Since it also has utility in multiplayer

toxic yoke
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at any point if being a bot following a damage dealer around becomes better than you actually doing damage or even remotely close i think theres a problem

jagged lotus
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Could also tie some to procs

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Like an aoe proc that activates on a player melee attack for example

toxic yoke
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Fair but still need to be weary. ie. 20% damage boost to allies seems innocent but if it was multiplicative multiplier then that buff with 5 allies is equal to 1 player worth of damage by itself, that player could also be attacking doing its own thing at the same time.

jagged lotus
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Damage% isn't multiplicative anymore I thought

toxic yoke
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It never was afaik, but no. I'm saying if it was.

jagged lotus
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Besides like status synergy ones

jagged lotus
toxic yoke
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Likely because it was from a buff, sometimes those aren't additive.

jagged lotus
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I could get into a whole side tangent about this but I love the idea of getting a melee summoner hybrid armor ngl

toxic yoke
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Like %damage against {status affected} enemies is multiplicative

jagged lotus
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Or heck even a dedicated talent in the summoner or melee tree for it

jagged lotus
toxic yoke
jagged lotus
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No point having a burn synergy build with +20% damage that's additive with the rest of your +300% damage perks and accessory bonuses yano?

jagged lotus
toxic yoke
toxic yoke
jagged lotus
toxic yoke
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I actually argue the opposite

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Lifespan should be nerfed so that way the base lifespans are more impactful for the type of minion they are.

jagged lotus
toxic yoke
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Not actually asking for a nerf but if i had to choose thats what i would prefer

jagged lotus
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Wdym nerf

toxic yoke
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to the values of lifespan

jagged lotus
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Like, the base stat or the accessory bonus values?

toxic yoke
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bonuses

jagged lotus
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I think what you'd run into is them being mostly useless like they are now cuz the current lifetimes are high enough that it just doesn't do much even though it can get to like 3 minutes

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If my minions are already 1m+ why would I take lifetime values that are now lower?

toxic yoke
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It is a lot more meaningful than you think

jagged lotus
toxic yoke
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And then also your actual tome choice is a lot more decisive too

jagged lotus
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I think if base lifetimes are lower it gives a lot more value to increasing them with stuff like hourglass rings

warped nebula
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You guys started all this complaining about Warlock being to weak and casts to much and I point out it really isnโ€™t and Lifespan is a QoL if you use it properly and now you guys want to remove the QoL we do have and make the class even more spammy. This thread is useless.

jagged lotus
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Wdym casts too much

warped nebula
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There is no coherent thought

toxic yoke
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They would be the choice for warlock and/or more passive summoner playstyles

dire horizon
jagged lotus
toxic yoke
jagged lotus
toxic yoke
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Short lifespan high damage minions scaling damage to minmax dps at the cost of being very active. High lifespan, low damage minion to minmax lifespan to be passive or spec for warlock with per minion scaling buffs.

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Mid lifespan minions could swing either way but not have the same highend

jagged lotus
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I mean idk about you but I'd never bother with taking a +25% lifetime ring when I'm using 5m minions

toxic yoke
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25% lifetime on 5m minions sounds amazing ๐Ÿ˜„

jagged lotus
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I mean

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What I mean is it's so long regardless that why would I not just go for more damage besides idling?

dire horizon
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More lifespan means longer buffs for arcane staff SeasonalMerchantLUL

toxic yoke
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I get you, but again it depends what you're building towards

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Rn people are building both damage and lifetime because the exploit xd

jagged lotus
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I like the idea of keeing the base lifetime stats in particular relatively low cuz every minion starts from a similar point but your build has a lot more choice in where you specialize. Taking lifetime accessories for hybrid so you have more uptime for synergy and using your main weapon or taking dps stuff for focusing on pure minion damage

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If you make the lifetime bonus of stuff like hourglass ring a lot lower it makes taking them with low lifetime minions an even harder sell imo

toxic yoke
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Ehh I don't personally like it, I'd like the tome to matter more

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They currently feel very same-y

jagged lotus
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I'm not saying everything has to have the same lifetime but like, anything past a minute is at the point where I can't see people bothering with lifetime for it ever because minion upkeep is going to be way way way easier no matter what

toxic yoke
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I mean its currently a minute and lowkey its really annoying to be a summoner and go mining/exploring

jagged lotus
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And then nerfing lifetime buffs to account for that also affects the low lifetime stuff in a way that I would think would just make it used even less

jagged lotus
toxic yoke
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Thats one facet to it

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having to actually summon them every 1-2 minutes is also annoying af when im not even fightning

jagged lotus
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For passive gameplay yea kinda

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Being able to poop out 3-5 minions every time your mana regens though would make summoning in general feel a ton more active in its combat capabilities, you wouldn't have to constantly be resummoning them while doing other things like mining for actual upkeep

toxic yoke
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Sure, but i could also be melee/range with no annoying upkeep

jagged lotus
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See an enemy coming? Pop pop pop pop and now half your minion count is out already and they'll probably be able to kill whatever is pestering you

toxic yoke
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Is that not silly tho?

jagged lotus
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Wdym?

toxic yoke
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half specifically

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All other builds have 100% of their damage instantly whenever

jagged lotus
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The gameplay is inherently focused on minion management so like, Eh?

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I do get the want for a long lasting minion, my concern is just how it affects everything else, especially for regular minions that have short lifetimes

toxic yoke
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inherently debuffed by minion managment*

jagged lotus
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Wdym

toxic yoke
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No other class is burdened by it AND those classes easily outscale summoner

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Punished to be punished

jagged lotus
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This is separate from the damage output issue tho no?

toxic yoke
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Just because i like the concept of summoner

toxic yoke
jagged lotus
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Ideally using summons would be more comparable to other classes with the rework regardless

toxic yoke
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If summoner and melee were matching damage, and summoner could only summon half their minion cap and have to wait 5 more seconds to summon the rest why am I dealing the same damage when I have the mechanic of managing my minions as extra requirement?

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It doesn't make sense.

warped nebula
jagged lotus
toxic yoke
toxic yoke
jagged lotus
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@toxic yoke mostly I'd just prefer not reducing the existing lifetime bonuses. Can we find a way to accomodate that?

toxic yoke
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I said that

jagged lotus
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Oh lmao

toxic yoke
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I just said IF i was to change it i would prefer the nerf to lifespan instead

jagged lotus
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I'm still a bit iffy about having 5 minute minions, could be very dangerous for balance

dire horizon
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Summoning minion upkeep will always be worse for exploration than the other classes if that's the focus, you have to basically upkeep your 100% of your dmg every 2 minutes or less, and every other build can upkeep their dmg 100% of the time much simpler, and out scale summoning as a whole

jagged lotus
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Summoners are also free to attack alongside their minions tho

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But I do get the appeal of having much longer lasting minions for exploration

jagged lotus
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@toxic yoke how about something closer to three minutes? That gets you close to 5 with just longing for this world and it doesn't make lifetime buffs in general too high for them

toxic yoke
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to be fair

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I originally said 15s-5m without too much thought was thinking "long lifespan" without consideration for all the lifespan increases

jagged lotus
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Fair enough

toxic yoke
jagged lotus
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Even the current 1 minute ones can get you to 3 minutes fairly easily without a ton of effort

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The main issue with that currently is just actually maintaining your minions when they're so expensive

toxic yoke
jagged lotus
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Indeed

dire horizon
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Tbh I was fine with 1 minute 30 seconds timers SeasonalMerchantLUL but honestly ig 2-3 minutes could be a nice middle ground

jagged lotus
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What's your ideal upper limit then? I think the absolute most is three minutes for me but anywhere fron 1m30s to 2m would be more palatteable for me

toxic yoke
jagged lotus
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It also depends on what minions would be getting this

dire horizon
jagged lotus
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Tome of the dark seems like an obvious candidate

toxic yoke
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I forget which i prefered being the longest, i think it was orbiting minions

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I'd have to think about that all again

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and my sleep is impending so thought is lacking

dire horizon
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Orbital being the longest

Ranged being middle ground

Melee being shortest

jagged lotus
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I still stand by making it depending on the individual minion

toxic yoke
jagged lotus
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I think dark and decay would be my top candidates

toxic yoke
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could easily have 1 hit sniper ranged minions

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sounds sicccc af which is why i keep mentioning that one specifically

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Ik they don't really want to make any minions like any existing mobs but could you imagine a bomb scarab minion that deals explosive damage by blowing itself up ๐Ÿคฃ

dire horizon
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1 hit sniper minions would be cool

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But we'd need new ranged minion for that 1 hit sniper role lol

jagged lotus
dire horizon
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Guardian set is pretty disappointing, and minion detonator

jagged lotus
toxic yoke
jagged lotus
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Yeah but now like idk if we'd ever get a dedicated explosive minion

toxic yoke
jagged lotus
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Hence giving them more lifetime variance

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And other stats and such

toxic yoke
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Bat < Plant
Skeleton < Fire Mite
Jellyfish > Hand

dire horizon
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Exploding orbital or ranged currently is a huge waste of mana/dmg

Melee is decent for it Because of melee AI and they have the highest dmg value rn

jagged lotus
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Is fire mites actually better?

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I was under the impression they generally were worse cuz of lower direct damage and burn generally being kinda crud

toxic yoke
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You only really use melee early, and fire mite burn damage makes them better. Im not sure about end game skeletons tho

jagged lotus
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I mean you don't get skeletons till mid game lol

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Kinda think they're obtained at a weird point

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They're probably one of the most vanilla minions in the game and you obtain them between plants and jellies

toxic yoke
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I go bat > fire mite > plant, maybe just maybe if im meming i'll use jellyfish to 1 shot some bosses.

dire horizon
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I go bat>fire mite>plant>jellyfish, cause jellyfish I can just run through shimmering and challenge arenas easier

jagged lotus
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Generally I think jellies should have 30s lifetime or around there. Rad hands should get the super high lifetime to make them more focused as a support summon

toxic yoke
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I'm a fan of using plant + chakram, and just evading projectiles and kiting to survive.

jagged lotus
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I haven't used plants so idk what balance should be for them

dire horizon
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Ah yea I'm the boring shield spam in danger and let the beyblade jellyfish do the work

jagged lotus
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Considering they're basically free poison I'd be kinda cautious of giving them other high stats

toxic yoke
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Not a fan of the shield, it is in fact boring thats why i only use it for hardcore when i need it

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Also not boring when your run is on the line ๐Ÿ˜„

toxic yoke
dire horizon
jagged lotus
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Idk I like being a parry god, wish there was melee or general physical damage builds that incentivized parrying

dire horizon
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1 pestilence is basically 3 bats, so in terms of scaling I'd just keep them and bats the same atm

toxic yoke
jagged lotus
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I'd make bats have long lifetime

dire horizon
jagged lotus
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We talked about this a bit earlier but radiation applying a new debuff similar to poison would be nice

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It'd cement tome of decay as a support summon that you could use alongside other stuff

toxic yoke
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Gunna ask again just for the giggles, how do you guys feel about having base lifespan scale slightly? Could mean base lifespan is more appropriately be lower when minion counts are low in early game and as you would progress lifespan gets longer to mediate some of the frustrations of higher minion count.
(Not suggesting this, just curious about both your thoughts on it)

jagged lotus
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I'd say no unless it was like a propery of a specific minion, like how some weapons have faster attack speed as an inherent property that gets increased with upgrades

dire horizon
jagged lotus
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So like if bats had +10% lifetime, that value would go up with levelups

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But it'd only apply to bats

toxic yoke
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I'll even give some numbers for reference, 15s would instead be like 10-15s, 30s would instead be 20-30s, 1m would be like 45s-1m, 3m would be like 2m-3m or something like that.

jagged lotus
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I get the appeal of making it scale but I think it'd be out of place to apply it to everything. Like most other weapons don't get faster with upgrades or whatever

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I think where there is potential for is having minions get more stat buffs to differentiate them more like how regular weapons do

toxic yoke
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They also don't cost more mana ๐Ÿ˜„

jagged lotus
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Tbf we're suggesting to get rid of that

toxic yoke
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ikik im just saying

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btw

jagged lotus
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I kinda get where you're coming fron with it tho

toxic yoke
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I don't think they will get rid of mana scaling

jagged lotus
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If they don't it's a massive L

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That's like the basis for the entire rest of the stuff we're doing

dire horizon
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It makes sense cause since mana isn't going up, tomes don't have passive stats to really go up, upgrades offering more lifespan and dmg makes sense

toxic yoke
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I'm just in favor of a low base and flat scaling

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i think they would be willing to do that

jagged lotus
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The issue is mana pool itself doesn't really scale rn

toxic yoke
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Ya some sets give "good" max mana some don't

jagged lotus
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I don't think it makes much sense for costs to scale when your pool doesn't outside of certain armor sets

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Instead of making those pool increases feel like cool buffs to give you more ammo to attack with, it just makes them required to play the same way you can at lower levels

jagged lotus
toxic yoke
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I mean I would like it to be 20 or 25 mana flat

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but if it scaled from 20-35 i wouldn't complain(well maybe i would xd)

dire horizon
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Better than 72 costs I'll take the wins where they are at

jagged lotus
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I think it would make more sense to have mana cost as another avenue for differentiating minions if anything

toxic yoke
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its even in my post/comment xd

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im sleepy

jagged lotus
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I'm not scrolling up to read that over and over fam

toxic yoke
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ik im saying i forgot

jagged lotus
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But yeah no, no scaling or this whole discussion is pointless

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I'd be kinda interested in getting Fredrik in here to talk about it actually

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Might ask Tess about that

toxic yoke
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Well... they probably aren't going to do that and Fredrik isn't even the person best to talk to. It would be one of the lead devs still working on CK. I assume most of their team is working on the new game.

jagged lotus
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Oh true

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Alright well get in whoever is handling game design now Grumpkin

toxic yoke
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David or Herman iirc

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but

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either way...

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We probably won't get a back and forth BUT

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Tess has let me know that once we settle on something she will share the doc with the devs directly

jagged lotus
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Not a back and forth necessarily but like, maybe why they went with cost scaling being a thing and whether they'd consider axing it

toxic yoke
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Which is more than we could ever ask for

jagged lotus
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Cuz like if they won't fix the cost scaling then summoning is going to just be terrible unless they rework mana

toxic yoke
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But then again they might have a completely separate solution we've never thought of as well

jagged lotus
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I mean the other solution would just be making mana scale more like hp

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Which would be fine, I guess?

toxic yoke
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I think from us the best thing we can provide is what we would change and why. And that gives them good information on what is actually lacking. Whether they take our advice in the changes we suggest or address them in their own way im okay so long as there is improvement ๐Ÿ˜„

toxic yoke
jagged lotus
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Like it's insane that a single minion right now can cost 72 mana when mana barely gets past like 300

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And iirc before their cost scaling was even higher

toxic yoke
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nah their mana cost hasn't changed since release

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only the base lifespan got doubled, so effectively the mana cost to sustain them got halved

dire horizon
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Mana doesn't even go that high with grim set, think 60 mana on top of the 100

toxic yoke
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Ya corrupt warden is the set you want for mana and that is 117 max mana at lvl 19

jagged lotus
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Oh wack

toxic yoke
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so 217, plus if you want give up puppet and hourglass rings you could take mana rings. Its already not worth, but nothing else would be worth giving up.

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Scholar bag for 29 mana xd

jagged lotus
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But yeah no the cost scaling just makes no sense with how it's set up rn

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I would think it'd almost be easier to just axe it than rebalance stuff like mana regen around scaling

toxic yoke
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When i do get around to it do you think i should go in-depth with specific tome & minion values?

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Too excessive imo but might help give context

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Ohh i just thought of something cool for minion detonator ๐Ÿ˜„

jagged lotus
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Aren't the costs all the same rn?

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Heck I'd argue it should be wiped from mage weapons too ngl

toxic yoke
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ehh

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A bit too heavy handed

jagged lotus
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Depends

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You can still have mage weapons for example that still require a really large mana pool to use effectively with a high per-use cost

toxic yoke
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I think removing mana regen getting interrupted when you spend mana would do absolute wonders to mana.

dire horizon
jagged lotus
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Their scaling also isn't as egregious

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Only 1 point per level instead of 2 iirc

jagged lotus
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The delay is just too long rn

toxic yoke
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mana does not so you absolutely own yourself

toxic yoke
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To min max your mana usage its best for you to delete your mana bar then let it regen to full, repeat until everything is dead.

jagged lotus
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Right

toxic yoke
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But if you just constantly attack, you are countering yourself by spending mana as you get it and -1 second of mana regen every attack

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So 1 of 2 things need to happen imo, force mana regen to full before being able to attack again, or remove the interruption all together

jagged lotus
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I'm confused, what's the difference between CK mana and stamina systems then?

toxic yoke
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CK mana regen: On mana use, delay of 1 second without spending mana by default before mana starts regening.
Most stamina systems: On stamina use, delay of # seconds without spending stamina before stamina starts regening. On full depletion, stamina cannot be used until it regens to full.

jagged lotus
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Souls at least you just need more than 0 to use stamina again at least

toxic yoke
#

The lock out seems like a punishment, but it actually is helping you.

jagged lotus
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I mean you could also just stop attacking when it empties

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Souls games have a system where you can go into negative stamina which does stop you from performing actions but once it regens back to positive you may attack again

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I'd be fine with getting rid of the static delay in favor of it simply being paused until a mana consuming action finishes. Less awkward for fast attacking weapons but still balanced for slower stuff

toxic yoke
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I mean... you might as well just remove it at that point ngl i don't see much point when the delay for every action is the same

jagged lotus
toxic yoke
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I could be wrong but going off of feel, I think so ya

jagged lotus
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Hmm

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Idk I'm just not sure totally removing it is a smart move

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It's a pretty consistent mechanic in some fashion across most games that have a similar sort of resource bar

toxic yoke
#

I've played plenty of arpgs and roguelikes that have both behaviors

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arpgs its almost non-existant to have costs interrupt your mana regen, roguelikes its a coinflip one way or the other if mana/stamina even exists

jagged lotus
#

I mean the best example for action rpgs I have played is like souls games, besides that it's like, skyrim lmao and I think both had stamina regen delays. I forget how skyrim's mana worked

toxic yoke
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||laying down so i'll be replying from phone definitely gunna fall asleep soon af||

jagged lotus
#

Ohh monster hunter also stops regening till an attack finishes I believe

toxic yoke
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PoE and Diablo just about the biggest arpgs out there don't have it

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I guess my point is either works it's not particularly hard to balance one way or another.

jagged lotus
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I haven't played those so SeasonalMerchantLUL

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Just, in my head it would seem kinda funky for mana to constantly be regening while you're actively shooting a weapon like arcane staff for example

toxic yoke
#

I mean that's hardly a good example, you could have 0 mana regen and be able sustain your mana. xd

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No other staff could do that reliably

jagged lotus
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I think I'd just be concerned with regen stacking causing a lot of weapons to be able to to sustain their attacks for an extremely long period of time. I think while actively attacking or while a mana weapon is on cooldown the mana regen stops. That's close enough to pausing during attacks in other games while still being more consistent across weapons with different attack speeds

toxic yoke
jagged lotus
ornate iron
jagged lotus
#

One new minion

dire horizon
jagged lotus
dire horizon
jagged lotus
#

Minions that aren't purely attack focused would also be cool

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Like an orbital minion that blocks projectiles or a minion that buffs allies

dire horizon
# jagged lotus Not necessarily ones that take up all slots. Like 2-3. Like a beefcake stone gol...

The bunch of dmg wouldn't be enough though unless it was like in the 1000s, cause minion builds themselves rely quite a lot on numbers atm, which makes minion detonator so bad, you lose ALL dmg source and honestly it's not even worth the explosion 90% of the time XD

Minion count reliance is huge for summon builds, and hybrid builds wouldn't be able to use a summon that costs more than 1 as of rn

That minion would have to make up difference in numbers with a bigger modifier than 500% XD

dire horizon
#

Like I think I recommended a healer role for summoning, healing/buffs for party members

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It would be cool for multiplayer but dead in single player

jagged lotus
dire horizon
jagged lotus
#

I think stationary turret type minions would also work well for this. You could summon something that works more like a placeable buff totem you have to stand near (important in boss fights cuz of positioning and such) that provides passive buffs in a radius around it to you and allies. If placed next to a boss, melee minions near it could also be affected by it

jagged lotus
dire horizon
jagged lotus
#

A high powered ranged turret would also be neat, something you place at the corner of a boss room and it hammers away at boss hp

dire horizon
#

Grim set for dmg, guardian set for tank, and a supporter type armor for support, would give summoning 3 roles they can take

jagged lotus
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Though maybe that's not a bad thing cuz they could just give it strong base stats so you can still focus most accessories around damage without losing much

jagged lotus
dire horizon
dire horizon
jagged lotus
#

I'd really like a warlord armor that's melee summoner hybrid

dire horizon
#

For melee armor the gimmick I would like is each enemy you kill can resummon a minion for you, and minions buffing your lifesteal/melee dmg, would be a unique vampire build, but that's just a random take, I'm sure there's lots of cooler ideas for it

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Or since you and I love parry shield ( I like it cause I can turn my brain off ) maybe a shield that each parry temporarily increases minion attack speed by 50% for 10 seconds or something like that

jagged lotus
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I mean the shield isn't directly melee related, any class can run those, but that sounds cool yea

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Personally I'd like one of the extra synergy skills in summoning like power in numbers or group effort to affect melee instead

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Trickle down should really be in the mage tree considering the general logic with synergy skills in one tree benefitting a different talent, like step back being in the melee tree but affecting ranged damage

dire horizon
jagged lotus
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I do love me a good shield

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If we ever get a physical damage skill tree I'd love if it focused on stuff like parrying and dodge builds

dire horizon
#

Wait wait I just thought of something maybe genius even

Orbital minion that acts like a shield, give it the base dmg of tome of decay ( hear me out )

When you parry just like sentinel shield all your minions shoot out 3 projectiles for 70 each this scales with minion dmg ect

Parry summoner build

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Amazing for bossing if you parry a lot, punishing if you can't parry XD but it would be cool

jagged lotus
#

๐Ÿค”

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Does on-hit affects still proc if you parry to negate all damage? Like sulfossil or thorns

dire horizon
# jagged lotus Does on-hit affects still proc if you parry to negate all damage? Like sulfossil...

Hmmm that could be cool but I figured this build, basically make sentinel shield as a minion, they do tome of decay dmg on regular hit which is utter yucky but when you parry it activates their parry effect shooting out 3 projectiles

If we wanted to add something cause of how punishing this could be maybe a new armor to support it like base 6 minions, it gives you armor % per minion and has in built armor in it, since it's basically melee too maybe make a crazy hybrid to convert armor% into melee%? Idk

jagged lotus
dire horizon
#

Actually wait thorns doesn't work

jagged lotus
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Yea im asking if on-hit affects are proced by parrying. Specifically stuff like thorns or sulfossil

dire horizon
#

I was capping so hard yea thorns doesn't proc on perfect parry

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As far as I've seen it

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Idk about sulfossil armor though, tbh it's a dead build XD always has been even now

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It should do a more cool effect for the explosive class tbh

jagged lotus
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The general armor stats also need to be reworked to lean way harder into explosives as well

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Like an aoe stat, self damage reduction, etc.

toxic yoke
ornate iron
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Just a teaser

toxic yoke
#

damn was hoping for something a bit more substantial ๐Ÿ˜„

I speculate an explosive minion honestly

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Btw might have something to share by the end of today if i can stay focused but focus isn't something i possess in strides so we'll see ๐Ÿ˜…

toxic yoke
#

Welp i got distracted, i'll have something to share next time i work it, hopefully tomorrow xd

jagged lotus
toxic yoke
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lmfao

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im not

toxic yoke
jagged lotus
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I'm becoming more fixated on that

toxic yoke
#

Thats fine, same as what i did with summoning, im gunna give them time to cook that, and if it doesn't improve after a few of the bigger updates then i'll suggest stuff. But then again im not as invested into explosives so maybe i won't ๐Ÿคทโ€โ™‚๏ธ

jagged lotus
toxic yoke
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I almost feel like hand mortar and similar explosive weapons need to use grenades as ammo, and maybe without grenades they do their normal attack?

ornate iron
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Bombs I only use for destroying walls. But grenades I use for fishing and sometimes on combat. It's funny I use 100+ grenades only to end with a higher amount because the skills.

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And equips

jagged lotus
toxic yoke
jagged lotus
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Right now, you want to use mouse bombs post-wall? Too bad

toxic yoke
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Like you just don't have access to upgrades

jagged lotus
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This is my ideal explosives crafting system

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Like cooking on steroids

toxic yoke
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ya i was thinking about a solution like this, byob - build your own bomb

ornate iron
toxic yoke
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I don't like that the grenades don't collide with enemies and explode on contact. I kind of thought thats what they would do

jagged lotus
toxic yoke
#

And now you're on a watchlist

jagged lotus
toxic yoke
#

was that just a bug?

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i only played with explosives day 1

jagged lotus
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You can't

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But when you place them sometimes an enemy attacks at like the worst time and it blows up in your face

toxic yoke
#

ya i did notice bombs sometimes go off immediately

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didn't notice why in the short time i spent blowing myself things up

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having to place bombs is silly ๐Ÿคทโ€โ™‚๏ธ

jagged lotus
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Not sure how well it works but you may be able use a ranged weapon to blow up bombs prematurely to damage enemies next to it

toxic yoke
#

that much i know

jagged lotus
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That gives me an idea for a new talent actually

ornate iron
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Need a bomb laucher

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๐Ÿ˜‚

jagged lotus
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If we do get crafting rework, being able to turn any of the regular bomb variants into mouse or proximity bombs would be really cool

toxic yoke
jagged lotus
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It'd make blunder bombs insanely good for tunneling like they're supposed to be

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I think bombs just need longer placement range tbh

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If we had an offhand that extended block placement range it'd be a nice pair with it

toxic yoke
#

hand cannon and bomb scarab are nice weapons for the fact they don't use ammo but they get outscaled by the better bombs

toxic yoke
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And they definitely know it is so just a matter of time before theres some additions

jagged lotus
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They still haven't cooked with the magic classes

ornate iron
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I wanted more rings that increase the number os minions. Only have the puppet one atm.

toxic yoke
jagged lotus
toxic yoke
#

Instead of your custom bomb crafting thing, they should just use upgrade station to upgrade the tier of bombs. and the cost would scale with the count of items you put in so you can upgrade a stack a time or w/e

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But obviously with different costs

toxic yoke
#

Like i get your thing is cooler, but again i like to think about simpler solutions

jagged lotus
#

Tho I also love the idea of being able to change the detonator on different bomb and grenade types personally

toxic yoke
#

ofc

jagged lotus
#

Does beg the question how they'd measure cost of upgrading? Upgrading in bulk might be really expensive if it's 1 metal bar per bomb for example

ornate iron
#

Well... it's not better to make another thread? This one it's for summon.

toxic yoke
#

it doesn't really matter at this point xd

jagged lotus
#

this thread is waiting for iDoodler to finish his durned document

ornate iron
#

True

toxic yoke
#

I have very little left to add, but kind of burnt myself out yesterday ngl

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so im just playing MC atm

jagged lotus
#

@burnt bone sorry for the ping but I thought I might as well ask directly from the source since we're going to be submitting a document that hinges on this. Would you guys consider removing the mana cost scaling from upgrading summoning tomes (and magic weapons to a lesser extent)? The mana bar doesn't get much of any increases at all (grim armor only gets you to 159 as the primary end game summon armor) so it becomes downright impossible to keep up with that cost scaling of upgrades (72 mana at lvl 19).

Personally I think it'd feel a lot better for summoner gameplay if costs didn't scale much (if at all) and it would make minion management feel a lot less tedious. Obviously some other things might need tweaked to compensate like general minion lifetimes but overall I think it'd help with a lot of the moment-to-moment gameplay struggles summoner has right now since it'd be a lot easier to get all your minions out at the same time without having to wait through several mana regeneration cycles

toxic yoke
#

smh

#

its in the doc why even ask? :X

jagged lotus
toxic yoke
#

I would say its one of the biggest problems, but the lifespan tweaks would already assume mana costs change, and then the minion count solution for trying to increase build diversity is also its own thing

jagged lotus
toxic yoke
jagged lotus
#

Also

toxic yoke
#

ie, even if they choose to do lifespan changes, as long as nothing goes below 1m then wouldn't need to change mana

jagged lotus
#

You haven't even finished the doc yet quit ur bellyachin

toxic yoke
#

says the one not making the doc ๐Ÿคฃ

jagged lotus
toxic yoke
#

We both started one at the same time i never told you to stop

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There was no insisting

rancid forge
dire horizon
#

Hi mistry SeasonalMerchantLUL

#

True though we should reframe from pinging mods or devs, I don't want to bother them GlowTulip

rancid forge
toxic yoke
#

@jagged lotus you around?

#

gunna dm you a link if thats cool

dire horizon