#Summoning

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dire horizon
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This thread is for summoning discussions maybe some general help, and overall thoughts on it, I feel this might help not flood other topics or possibly suggestion as well XD

Some general tips for new summoners, is to use shields and preferably a magic weapon in your set up ( arcane staff would be best but any works )

Shields will help tremendously for survival

Leveling magic as you level summoning will help you overall wither you focus on summons as your dps or your staff, the two skills go hand in hand and overall buffs your selected playstyle

Any questions regarding summoning feel free to ask, and any topics about summoning feel free to share, what do you like about it? How would you change it? And is the playstyle fun overall?

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Also some extra tips you can treat grenades like mana potions if you level your explosion tree enough

Progression wise tomes I would recommend

Pre-wall- dark and ashes
Wall- ashes till pestilence(sprouts), then pestilence(sprouts) till you get grim armor then you can comfortably switch to tome of the deep

When upgrading tomes and when you reach to that point be careful before upgrading them as you want to make sure you can maintain the mana costs they go up in as they upgrade, if you can't maintain the mana costs then you may cause problems for your build overall ( this also applies to any mana costing weapon )

Also if you are wondering about food buffs I'll send a food chart in here and I'd use any buffs that can help your survival or dmg source,

Minions don't benefit from anything that doesn't say specifically minion ( magic effects them later but that's as you get to know your skill tree more and unlock more you will notice this )

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Also regarding any questions about where to obtain tomes
https://core-keeper.fandom.com/wiki/Summon_weapons

Core Keeper Wiki

Summon weapons are weapons that summon temporary minions to fight for the player. Each minion type has its own behavior and method of attack. By default, the player can only have 1 minion summoned...

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This can tell you all sources your tomes can come from and you can look at gear ect relating to the topic ^

narrow bloom
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Tons of useful info here, thank you!

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I just got a Tome of Sprouts, figured I'd use it for a ranged option

dire horizon
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@jagged lotus here SeasonalMerchantLUL

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@oak delta here's the thread, might help with your summoning/magic playstyle too for some general tips above ^

oak delta
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As I said my favorite all time summoner is the Necromancer on Diablo 2. Minions able to be targeted with life bars and armor stats. Since hit chance isn't a thing in this. Summon some melee minions to tank and ranged ones for dps on top. When minions die you summon more. Could use some complimenting debuffs too like something that increases physical, magic, ranged damage. Some food for thought. I'm fairly new to this game so I've not played end game. Also on hard world so the struggle will be real I'm sure. Thanks for the tips. I'll be sure to keep my mana in mind. I'm already struggling with it and I'm pre-wall still.

dire horizon
toxic yoke
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@jagged lotus @dire horizon Going to move here so its easiers to read back later if needed instead of scrolling up for part of the discussion/conversation.

jagged lotus
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Essentially I'd like to write up an overhaul doc for the devs to read that's based based on fundamental flaws that community members can come to an agreement on

toxic yoke
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So I'm going to approach this as I would for a game I'd develop. Before even trying to figure out what to add or change. Lets identify the main points where summoning is lacking. Most importantly ignoring obvious things that are super simple to fix like damage. Its mechanics that are important here imo.

jagged lotus
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Yes

toxic yoke
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Just gunna rant here a bit, but I feel like their approach to minions was to address the common issue with summoning in other games where you just summon them and then its just passive and non-interactive or non-engaging playstyle. I believe the nature of having AI be able to target and attack independent of the players actions tends to lead towards this. The fact that minions are temporary and on release, wouldn't aggro without a player action, this really makes me thing they want the playstyle to be active similar to existing combat styles. So I think anything we try to settle on 100% need to emphasize this design choice because whether we'd like it or not its mostly likely one that they won't stray too far from.

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So rather than try to make summoning as unique as possible by introducing unique mechanics to make it stand out, designing things in a way to feel like you are just using your minions as if they were a sword or bow, if that makes sense, is probably the way to go.

jagged lotus
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Agreed. I'd prefer them encourage a more active sort of playstyle with them anyways than something like, say, pre-1.4 terraria summoner

toxic yoke
# jagged lotus Agreed. I'd prefer them encourage a more active sort of playstyle with them anyw...

Like i think that was the goal but i feel they landed somewhere in the middle where its too active for a passive summoning approach but not active enough for the opposite, so no ones happy. Normally trying to be in the middle to roughly please everyone would be fine, but I think what actually is causing issue is that this game isn't purely a combat focused one. So the mechanics they've introduced make summoning lean towards a passive playstyle but the temporary nature of them makes it hard for general use when exploring and mining having to remember to summon like every 10-20s to remain at max minion count gets old quick. Especially because durability is only like 100-200 and that other combat styles don't have this similar issue so it feels so out of place.

jagged lotus
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I liked your idea of largely making summons lean more towards cheaper mana cost but lower lifetime but also having ones that last indefinitely but taking a chunk of your mana bar. The latter leaves room for people that just want to use summons as passive protection while doing other things

toxic yoke
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Ya even if permanent minion isn't something they'd like... extending the lifetime to 5 minutes or something really long is effectively the same imo. Basically taking off the high management minigame(if you'd call it that lol) demand, and let the player have the uptime they should have for general exploring. I think its also perfectly acceptable and clear that minions with this benefit would have less effective dps you know?

jagged lotus
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Right, though I think at that point you could probably remove the lifetime entirely since it just becomes an ocassional bit of tedium

toxic yoke
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Sure... but again if its part of their design philosophy or w/e. Honestly any reason i think its perfectly fine to not completely remove the tedium.

jagged lotus
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Like I said in the other post though I think low damage super long lifetime minions should probably be saved for new summons. Besides the fact it gives summoner more options I'd be a bit miffed if some of the current minions got turned into what are essentially afk farming tools

toxic yoke
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Like look at the ways can deal damage without doing anything, they are all terrible amounts of damage. At least this way as well they don't have to treat the minions differently base on their behavior. Ik it sounds crazy but every quark or different behavior likely is 10x more work than you'd think it is under the hood. Like each behavior needs to be its own class, whether it extends another class or not(class in programing terms).

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As of right now basically guarenteed theres 3 classes right now. You got ranged minion, melee minion, and idk probs called like orbiting minion or something like that.

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And honestly as much as you guys wouldn't like it, I think having the permanent or less temporary minions having the old AI is just about the only way we are getting them lmfao unless of course they just give up on them. Also thing this creates a lot better of choices/options for the player. Cause if one is just significantly better or if the behavior is the same it just becomes a numbers game.

jagged lotus
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I would think the long lasting ones would be more intended for passive usage during other tasks though? It's not really about numbers in that case, it's about their role being to protect you while being focused on other tasks.

toxic yoke
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This is one of the reasons why i recommended each minion providing a buff to all your minions cause then using a mix or focusing on one for minmaxing a certain aspect becomes an interesting choice.

jagged lotus
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Personally I liked that one guy's idea to give the jellies slippery movement and knockback. Would make them more of a defense minion you'd use alongside something else like fire mites

toxic yoke
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Like melee minions aren't good for moving targets because they move around a lot and end up dealing less than optimal damage but if they deal 10% more damage to non-moving target they won't adapt more than half the time.

jagged lotus
toxic yoke
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I fail to see how that makes them infeasible.

jagged lotus
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Well not infeasible but like, not ideal, since you have to switch back to the summon tome a lot to sic your dudes on whatever shrooman or whatever is pestering you

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Hence why making the passive ones use old AI would kinda defeat the purpose since they mostly wouldn't start attacking till the other enemy has started attacking you

toxic yoke
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Okay lemme explain cause i think you're missing some understanding of the minion AI

jagged lotus
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Probably lol

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I'm not inherently opposed to dumber AI for the long lasting ones

toxic yoke
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The old AI would aggro enemies that target you or hit you, and being close to you makes them able to respond quicker since they are acting defensively like this.
The new AI would aggro any nearby enemies they have LOS of so they would run to them, when theres only 1 or 2 enemies this is probably better BUT with a bunch of enemies what tends to happen is that minions are busy fighting won't aggro whats next to you UNLESS you get hit first which will take priority over their current target.

jagged lotus
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Ah I see

toxic yoke
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So old AI is defensive and reactive. New AI is aggressive, with defensive tendencies. 😄

jagged lotus
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I kinda remembered the old ones being bad at actually keeping you safe unless you hit the enemy first

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But I barely used them then

toxic yoke
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I mean don't get me wrong, the old AI was slow to react to the aggro of enemies and i think there was some distance limitations as well.

jagged lotus
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In that case though I'd be fine with the old behavior for passive minions

toxic yoke
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If they can improve the reaction time of the minions to the player taking aggro then I really like the difference between their behaviors.

jagged lotus
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Side note but I'd love an automatic turret style minion type that encourages smart placement and requires resummoning to reposition them, I think it'd be cool to encourage some more tactical style of play

toxic yoke
jagged lotus
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Constant autoturrets for a trapper style would also be nice

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I just know I enjoyed using this thing in terraria a lot and it'd be nice to have a similar choice for summoners in ck
https://terraria.wiki.gg/wiki/Queen_Spider_Staff

Terraria Wiki

Desktop/Console/Old-gen console/Mobile-Only Content: This information applies only to the Desktop, Console, Old-gen console, and Mobile versions of Terraria.
Not to be confused with Spider Staff, a minion summon weapon.
The Queen Spider Staff is a Hardmode sentry summon weapon. It can summon the Spider...

toxic yoke
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Ya i've played tons of terraria, but i think its important to remember that CK is its own game.

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Mechanics can be inpsired but copy/pasting from one game to another is a good way to make a boring copy cat.

jagged lotus
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I mean, it's not the same since they'd still have lifetime and such, mainly they'd differ from existing minions because they couldn't move

toxic yoke
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Well... ik its not official but theres many minions that are temporary with mods.

jagged lotus
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This is getting a tad offtopic lol

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So besides the summons themselves

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The skill trees also need addressed desperately

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Most mana restoration talents are in the magic tree and much of summoner's skill tree is full of mage synergy talents like power in numbers, group effort and even tough gang to a lesser extent

toxic yoke
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I will say i think its weird that theres such a heavily influenced hybrid between magic and summoning

jagged lotus
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It makes it very hard for summoner to be its own thing, by not using those synergy talents you're leaving a large amount of potential damage and mana restoration on the table

toxic yoke
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Not uncommon of them to have skills talent tree with mixed effects to incentivize people to mess with all the skills but as they add new skills i think its harder and harder for them to include even more crossovers with all the skills.

jagged lotus
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I think having one or two like trickle down arcana is fine but it's closer to 3 or 4 talents if you count tough gang.

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It doesn't leave much room for straight summoner builds

toxic yoke
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Ya i feel like they are too busy

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Like ranged and melee have slight crossover but then you get mining seems to be a pair with melee, and fishing with ranged. I think they wanted summoning to be a pair with magic. However the problem is their too much dependence between the two

jagged lotus
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Summoner is also a combat style of its own while fishing and mining mostly aren't.

toxic yoke
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Like you need not only to support the main skills, you also need to support magic barrier, mana, and any hybrid shenanigans... so its definitely overcooked lol

jagged lotus
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I think it would make sense to separate them by giving mana and magic barrier a separate skill tree that mage and summoner could level independently, and some of the synergy talents could be replaced with things more focused directly on summoning. It would also open up mage to have more interesting talents that aren't just for making mana not awful lol

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Like, magic tree currently has a total of only 3 talents that directly affect magic attacks specifically. The rest are either general things like true sight or focused on mana or magic barrier restoration

toxic yoke
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Ya idk whos suggestion that is but it makes a lot of sense

jagged lotus
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I think it's been suggested a few times by different people

toxic yoke
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Kind of rough though that the solution to summoning is starting be a huge demand though

jagged lotus
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I mean alternatively mana could just be made less sucky in general lmao

toxic yoke
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more tomes, a new skill, likely more stats to address the issues as well.

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Just for reference

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new condition called Superman lmfao

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Wonder what that is

jagged lotus
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There's a suffocating condition??

toxic yoke
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ya it happens when you get stuck in a wall

jagged lotus
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I wasn't even aware that could happen lol

toxic yoke
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I think also might be when the player stuck on water without a place to put the player.

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It only happens from buggy behavior likely from lag

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i think more importantly it happens to enemies

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Like you know the bug that enemies could glitch through walls?

jagged lotus
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Vaguely

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There's an unused chance to spawn minion on explosion effect

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Wonder if that was planned for a new weapon or something

toxic yoke
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Okay well theres a chance the player loads the area while the enemies were in the wall, and if that happens they are stuck in the wall and die without dropping items

jagged lotus
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Makes sense

toxic yoke
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Sounds like a talent they were thinking of adding where it explosives could spawn a fire mite lol

jagged lotus
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Ugghhh the explosives skill tree frustrates me so bad but that's a whole other can of worms

toxic yoke
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I mean If i was game design on CK i would rework every single talent

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lmfao

jagged lotus
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Most of them are terribly designed yeah

toxic yoke
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Theres a few bangers, but most are pretty mid, especially since gear often offers similar or same effects and sadly with higher values

jagged lotus
toxic yoke
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ya but big overhauls are expensive dev wise

jagged lotus
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It'd be too many disjointed posts

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Right

toxic yoke
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Ngl its a bit of a rough spot for both us and the devs

jagged lotus
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Though I think the skill tree thing could be mitigated with general mana improvements rather than adding a whole extra skill tree

toxic yoke
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Responses gunna be slow for a bit... just letting you know

jagged lotus
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Like the default mana recharge delay could stand to be reduced by a good bit as an example

jagged lotus
toxic yoke
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I'll yap a bit more probs otherwise we can continue soonTM

jagged lotus
dire horizon
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I fell asleep XD

dire horizon
# toxic yoke And honestly as much as you guys wouldn't like it, I think having the permanent ...

The old AI makes melee minions so bad, ranged mid, and we'd probably use orbital as it was, reverting to the old AI we'd need to improve that AI so melee minions are useable at least XD, also as the player moved ranged minions would lose target pretty easy which meant losing dmg potential unintentionally, same can be said with any minion on the old AI, but I wouldn't mind it for jellyfish I guess, nothing would change there 🤣

But if there's a barrier between straight up bad minions for perma, and good minions for timers, I feel as if the exploration part of summoning issue isn't solved, nor is the complaint about it being time management as a build, it just divides it up into a mess unless we are talking a whole much of overhauls

I get the intention of minions right now, and honestly they are just free passives for everyone, it's just confusing why we even have progressive gear when the build itself has so many issues but also minions are meant to just be said passives, we do have an armor set to eventually maximize our summons dps alongside ourselves doing even more dps, but magic and summoning are so glued together why not just combine that playstyle with armors the entire game? So it's less confusing overall whether minions are a proper build or not

But also I feel as if the approach overall to summoning is pretty bad if it's meant to be viable throughout the game just as melee and ranged are, even if we make no changes and make minions permanent right now, since they don't benefit from anything, they still have low dps, they really don't shine till grim set, and maxing out skills alongside foodbuffs

But the same argument can be said that it's only a difficulty issue as causal mode and standard summons can do the entire game fine dmg wise, it's only the timers that hold them back from being convenient

So overall summary, I think summoning needs some massive identity as a whole, is it just support? Or is it meant for combat as a build? The common conundrum

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Some general thoughts, even when summoning is the easiest to max out, many many people haven't done so because once they realize the mechanics of it, they go grab a more convenient playstyle XD, it's just inconvenience as a build throughout all of it's main mechanics rn

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Here are the achievements by both steam and xbox, both being near the lowest of the low in achievements, mining and vitality have higher achievable rates than summoning and magic XD

toxic yoke
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The old AI makes melee minions so bad
I don't actually think the AI is why melee minions failed so hard before. I'm pretty sure they buffed melee minion movespeed with the AI change so you might have a false bias there. Hard to tell since its not like we can compare(gotta skim some summoner gameplay videos with the right minions and compare them fighting to confirm this if it wasn't explictly in the patch notes)

But if there's a barrier between straight up bad minions for perma, and good minions for timers, I feel as if the exploration part of summoning issue isn't solved, nor is the complaint about it being time management as a build, it just divides it up into a mess unless we are talking a whole much of overhauls
Gunna need to explain what you're trying to say here cause idk what your point is.

I get the intention of minions right now, and honestly they are just free passives for everyone
Not really summoning requires significant opportunity cost investment so the only builds that really work well that aren't pure summoner focus are ones that have significant synergy via talents with crossover, most obviously ranged-magic synergy(basically just arcane staff tbh, but could easily change with another fast ranged magic weapon).

I think summoning needs some massive identity as a whole
Ya but this isn't particularly a problem if summoning wasn't so weak on average. Like I'm sure we all know summoning can be strong but its only a few edge cases that synergize well with other mechanics. Im confident in saying that no matter the way its implemented as long as its relative power is roughly equal to the options, the identity doesn't matter much since most will still align with it regardless.

Also lemme reemphasize, we know the dps is lacking but its a non-issue imo. Its easy to just increase a value. So what we should focus on despite the low damage what else is lacking. and If increasing damage fixing any issues then imo those aren't issues.

toxic yoke
dire horizon
toxic yoke
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materializers
More than half of the way through the game SeasonalMerchantLUL

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Though tbh you don't need that, since you could easily use fungal soil even if that requires a bit of technical understanding to be efficient

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But if we are talking about optimized stuff ranged and magic are also extremely fast with the right weapons.

dire horizon
# toxic yoke > The old AI makes melee minions so bad I don't actually think the AI is why mel...

I played a lot with the old AI, and honestly melee minions suffered the most for it, mainly cause of the leash they had, if an enemy was 3 blocks away they would lose aggro or not even gain aggro, some enemies could hit you 2-3 times and your minions would just stand there looking at you funny, I've seen a lot with the old AI, and I think much of that would need improvement overall if we were to make minions passive again IMO

Second point, summarized is basically if perma minions gain old AI they will just be bad again tbh and not helpful in exploration in which case defeats the purpose of perma minions cause that's the main issue at hand with current minions, minions rn are ideal for bossing and do fine as such, buffing that aspect but debuffing exploration aspect just puts us in a awkward place

3rd point (idk how to quote like you do XD ) the Not really part, but they really are kinda a passive buff, tomes can apply free poison or burning for melee or ranged, you can use them as a minor healing source, extra dmg income, or buffs for magic overall, they are kinda just built as free passive something with timers

Final point being yea idk summoning needs some identity at least, I feel the summons themselves should be classified either as a combat type or as a passives for your combat type of playstyle, atm they definitely do better as passives than as a combat type, with much effort ofc they can be used as a combat weapon but by no means in a convenient way XD

dire horizon
toxic yoke
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i do often, it takes way less time using fungal soil than getting to materializers

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But people who just farm xp with optimized setups are not the norm, and should mostly ignored unless they extreme outliars for some reason

dire horizon
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True, naturally I can see how most any skill is pretty hard to level up without extreme measures SeasonalMerchantLUL

jagged lotus
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Xp system needs reworked in general

toxic yoke
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ya xp is different problem, has nothing to do with summoning imo

jagged lotus
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Mfw using hand mortar for mining doesn't level explosives or mining

toxic yoke
# dire horizon I played a lot with the old AI, and honestly melee minions suffered the most for...

I did full runs with both AI's, and geniunely if you understand the exact nuance for the AI and are willing to adjust your playstyle for it, both work fine. My main complaint with the old AI is that it was quite slow to react to its triggers. ie. when an enemy aggros you there was a noticable delay before they would aggro back, they didn't need you to hit the enemy or get hit to aggro. If they manage to fix the slow reaction time for aggroing from being targeted old AI would be insanely good for passive minions to be defensive.

dire horizon
toxic yoke
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3rd point (idk how to quote like you do XD ) the Not really part, but they really are kinda a passive buff, tomes can apply free poison or burning for melee or ranged, you can use them as a minor healing source, extra dmg income, or buffs for magic overall, they are kinda just built as free passive something with timers
I mean sure but this isn't free. At best you get 90s between resummons you only get 1, so uptime and reliability is questionable. And often this debuff is often not required but helps since things like the Druidra Ring already gives chance to poison, but the minion just has higher chance if not guarenteed(idk the change tbh). Mana costs, demands player to keep it up similar to the short duration of buffing potions, plenty of other reasons that its not free imo

toxic yoke
dire horizon
toxic yoke
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For bosses you can always just slap down poison slime ground and ggez permanently poisoned

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now that is free

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😄

dire horizon
toxic yoke
jagged lotus
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We also need to talk about the mana issue

dire horizon
toxic yoke
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jk your hoe would run out of durability before that

dire horizon
# toxic yoke I mean they did this, they were just slow

I actually don't think they were slow, ashes always seemed to move faster than skeletons, skeletons feel slow even currently still? But that may be my eyes playing tricks on me, the leash range definitely killed them for the sunken sea biome, and the wilds, once you got to the desert they weren't so bad but why run them when you have consistency as a whole with jellyfish XD, pestilence wasn't bad either but it definitely gained a dmg buff with current AI

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Tome of decay though is a yucky joke of a summon, I don't know what they were cooking with that tome XD

toxic yoke
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I don't mind that theres a mana cost, but i don't know why it scales so high. It pretty much exclusively is causing the ramping issue. And because of this you can't react as quickly to enemies when they are down like you can with other classes. And subsequently make summoning excessively demanding to keep your minion count, maybe not at max, but at least having like 3-4 out minimum to deal with the occasional threat just walking around, mining, p much doing whateve. This obviously means nothing for bosses because you have a clear expected fight, you know precisely where and when you're going to fight and can prep accordingly, but all other times its super rough.

toxic yoke
jagged lotus
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Mana cost just shouldn't scale tbh

dire horizon
toxic yoke
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I think having 20 or 25 static mana cost, and changing the tome cd to 0.5s would be massive.

jagged lotus
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Yea

jagged lotus
toxic yoke
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Ik people have suggested summoning to summon up to your max and summoning at max refreshing CD of all minions but these are bad options that actually remove valuable strategies. ie. summoning while at max when an enemy is close to make it target that enemy if its otherwise distracted or being able to have a mix of minions.

jagged lotus
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With how magic regen delay works there's no real reason to punish the player for leveling up their weapons to get more value out of their larger mana pools with later armors and such

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Besides mana channeling you're still going to be blowing through your whole mana pool and then waiting for it to regen, the time where you're waiting around for it to refill just becomes less

toxic yoke
dire horizon
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Tbh we need more max mana in general rn SeasonalMerchantLUL but tbh balancing would be the next issue, it just ramps magic/hybrid, I justify their dmg potential because of all the inconvenience, take that away we need to separate magic and summoning for sure XD

jagged lotus
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If there was no cost scaling it wouldn't be as much of an issue

toxic yoke
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Mana is just in a bad spot in general and no matter what any solution might need readdressed if they make an overhaul in the future like the mana/magic barrier skill

toxic yoke
jagged lotus
jagged lotus
toxic yoke
jagged lotus
toxic yoke
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Mana recharge - Mana regeneration delay reduced by 6–30%

jagged lotus
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Yea

toxic yoke
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1s lemme open the code, iirc the delay was in there somewhere

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  public const float kManaRegenDelay = 1f;```
for context, f means the number is a float(number that uses decimal places), and the 1 is technically arbitrary but looking at similar known values for time, its safe to assume 1 is 1 second given the context
dire horizon
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Main things at hand for summoning at least, assuming we want it to be an actual playstyle for all to enjoy

Exploration to be just as convenient as melee and ranged

Maybe increase the base dmg of all tomes for more convenient bossing IMO without maxing out summoning and also magic it's not that great, and if I have to max out skills for decent numbers it's just inconvenient XD

Some balance changes more so buffs to current summoning based armors and tomes like guardian set, and corrupt warden, tome of decay, tome of undead..

It just needs a lot of work overall for it to be more of a fun viable playstyle, along the lines of more unique approaches to summoning like guardian set but also for that unique approach to actually function in a viable setting without all the inconvenience we face as minion based builds

toxic yoke
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So If the talent is just 1-0.3, then 0.7 second delay has nearly 0 impact.

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Just for the giggles going to overexplain here... the game runs at 20 ticks/sec, meaning that 0.7 seconds is 14 ticks, so you gain 6 ticks of regen back when you spend mana...

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Like how is this not like 80% reduction at the least lol

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But anyways getting side tracked

jagged lotus
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Yeah I'd probably just reduce that delay by a ton, that extra second after you stop shooting makes mana regen feel super awkward

jagged lotus
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Dude what the hell are you typing

toxic yoke
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Lowkey falling asleep typing so i can't really finish my point but essentially trying to understand where you all are with the issues.

Summoning identity
Minion lifetime
Minion Ai
Tome mana cost
Summoning talents

What am I missing?

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Can go into detail later

jagged lotus
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Only other thing I'd add is making it so summons count as player attacks, so stuff like burn stat or crits apply to them instead of having separate stats for making summons crit

toxic yoke
toxic yoke
jagged lotus
toxic yoke
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I think this issue arises due to minions not having diverse enough gear to be able to scale minions as high as player builds. This is why i think discussing basically just damage is pointless. Also burn not stacking with other entities is bad regardless of minions since two players can't stack together.

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It has less to do with minions themselves than the way the mechanic is handled on the enemies side afaik

jagged lotus
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Incorporating minion crits into existing crit equipment would also improve equipment diversity for summoners

toxic yoke
jagged lotus
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Besides that the only other thing I can think of off the top of my head is global %damage boosts not applying to summon damage

toxic yoke
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Not saying that pure summoner needs to exist, but it wouldn't if there was no distinction between minion and player stats.

toxic yoke
jagged lotus
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I mean it'd still count as summon damage. It'd mainly just make it so global stuff like crits or burn applies to your minions

toxic yoke
#

If all gear was generic, its purely a number game and everything that isn't the best is irrelevant and you remove a lot of actual player choices and only false choices remain

jagged lotus
#

It'd allow for the same kind of diversification of summon builds as others without needing a massive pile of new summoner specific equipment

jagged lotus
toxic yoke
#

You kind of are tbf

jagged lotus
#

How? I'm not saying minions should be affected by something like omoroth's beak

#

Outside of summoner, crit boosts and burn application and damage% are already global to all attack types, if you want to make a minion crit build that's going to take a different set of equipment than doing so on ranged or melee

toxic yoke
#

Summoning isn't really attacking tho

jagged lotus
#

You're attacking through your minions, and with the other changes we want to make it'd make summoning more active and aggressive as a playstyle

toxic yoke
#

And allowing crit to also apply to minions 1) doesn't make a lot of sense(not that it has to) but 2) gives hybrid builds too much power. You'd have people in assassin set, with puppet rings and everythign else giving crit damage.

#

Then they'd be using some weapon ontop of that and it would be strong af ontop of minions as well

#

pure summoner would never exist

#

unless the bonuses for pure summoner gear are insurmountable and at that point summoner would have to be the best class in the game

jagged lotus
#

Do you mean ninja armor?

toxic yoke
#

ya that

jagged lotus
#

idk you're losing out on 2 rings plus you'd have totally crap mana regen for keeping summons active

#

That only leaves you with a necklace and offhand slot

toxic yoke
#

that with static mana costs and you don't really lose anything

jagged lotus
#

Dunno how much damage would have to be increased with the changes tho, except for single hit minions. It's mainly so summoning them is more snappy and active I thought

toxic yoke
#

Well lets say have 100 players play for 1 hour, tracking how many total attacks from every minion and over how much time they were summoned. You'd likely want to extrapolate the number of hits per summon, and the number of hits per time. This way you can scale the damage proportional based on those metrics.. then also factor in somehow the fact that you can abuse the desert guardian set for extra damage, and slso factor in that you can constantly summon since you would hardly be limited by minion count. So if the average minion summoned would hit say 15 times for 80-120 damage per hit, you get like 1500 avg damage per summon with a lifetime of 30s. I would say you'd end up with some thing along the lines of 300 ish damage with a 2s CD, but this is guestimation of what might work well

#

Because 1, you are working with an average so dps can obviously be way higher, in the same way its likely that a 1 hit minion gets waste or does nothing somehow like hitting the same frame as another when either would have killed it, so now they both die. Lots of other nuances to consider but ya... idk getting off topic again... my b im tired af

jagged lotus
#

You're good bro, sleep if you have to

toxic yoke
#

Well i have to be up for 1h20m then i can sleep but ya just know i be yapping rn

jagged lotus
#

Lmao

toxic yoke
#

Not getting my quality thinky brain

#

Assuming i have one inthe first place

#

xd

jagged lotus
#

But yeah idk if a ninja crit summoner build would necessarily be the best version of summoner, grim set at the very least would give it a run for its money, and they're both obtained at similar points in the game. You'd only get 3 summons active at a time with puppet rings and you're losing out on other attack speed or crit focused stuff for your other weapons. Not sure what necklace would be the best choice. But honestly I think it's cooler if there are more hybrid builds like that which can use summons as a supplement while pure summoner is also more viable

toxic yoke
#

But ya anyways i still stand on what i said before, I think allowing crit and similar "global" effects apply to minions is too ambigious. They aren't really global either btw, they just apply to the player. Just so happens that the other combat styles are all performed by the player. Explosives also makes this distinction clear imo.

jagged lotus
#

Damage% applies to explosives iirc

#

And I'd still consider those player attacks

#

In terms of balance I think crits, damage% and burn at least would be fine. Where it'd start getting way too nutty is if you start letting, for example, ranged minions apply weakness detection's crit buff

toxic yoke
#

Question then for the giggles... If bombs could crit, do you think if place a bomb, then switch to a octarine axe before it blows up, should your bombs crit chance increase or not?

jagged lotus
#

I'd say it should copy the stats you had when you placed it. Same could apply to minions.

#

So even if your stats update after summoning or placing a bomb they retain the stats you had at the time of use

toxic yoke
jagged lotus
#

How so?

toxic yoke
#

summon minion > eat food > minion already snapshotted so its stats wouldn't be affected.

jagged lotus
#

That is a conundrum

#

Actually that begs the question how minion buffs applied to the player work currently? If I eat lunacorn meal what's happening on the minions end?

toxic yoke
#

I mean this wasn't really even my point but ya... lol The point i wanted to make was abuse cases where you can actively swap gear when actions have a duration. When you have the distinction for a stat to only apply with a certain combat skill, then you have the freedom to balance each independently.

#

If you don't have the distinction then one can benefit significantly more and must be balanced accordingly and/or you get major benefit from things that aren't intended

#

that is not english i just wrote i appologize

jagged lotus
#

You're good but I am struggling to read this yeah lmao

toxic yoke
#

brb quick

jagged lotus
# toxic yoke I mean this wasn't really even my point but ya... lol The point i wanted to make...

I think it working like a snapshot of stats when you used the item would mostly avoid that issue. For minions, you can technically already kinda cheese it by switching from a lifetime build when summoning them to a pure damage output build to get the best of both worlds, and this would negate that problem. I'm not actually certain how damage buffs you get are applied to them as-is since for most other purposes they count as separate entities.

toxic yoke
#

I just think most things update, lifetime is the exception here since its likely just a property of the minion and didn't think or care if it got changed post summoning. But for damage things it makes sense to actively check the players stats since theres a delay between the summon and the hit unlike melee. I would assume ranged also doesn't snap shot so if you throw a chakram and then took off ranged gear it would do less dmg.

jagged lotus
#

Having it be a snapshot would avoid certain cheesy strats with weapons held-in-hand stats which I think would be better. For minions in particular, temporary buffs like potions or food could probably still be applied to your minions even if they were summoned before consumption. So if you have 5 minions active and then pop a summon potion, the potion damage buff gets transferred to them, but switching to an octarine axe doesn't suddenly boost their crit chance.

#

And when the potion is consumed before summoning the minion, the minion simply copies the potion buff over, including its duration, so it still ends at the same time as when it ends on the player's end

toxic yoke
#

Is this really your hill to die on tho? If im being honest this is one of your worst takes, having the same sources of crit, burn, triple hit im assuming too?, etc. apply to minions means that players are going to just never going to not use minions with every build and makes them more hybrid builds than ever before.

#

Pure wouldn't just be in the ground it would be deeper than the mariana's trench

dire horizon
#

We would have to assume a lot for minions to benefit from all players stats currently, and honestly it's a numbers situation then and honestly idk, minions benefiting from everything would make pure summon better, but hybrid absolutely better

jagged lotus
#

I dunno, with minions having much shorter lifetimes I would think most players wouldn't bother using them unless they plan to at least partially build around them. Even now if I'm using a regular physical build I don't really ever bother with calling in the freebie minion even though it basically costs nothing.

dire horizon
#

I use pestilence tome for poison all the time for most my builds, freebie poison basically XD

toxic yoke
toxic yoke
jagged lotus
toxic yoke
#

Do you also want melee damage to apply to melee summons? Just wondering

dire horizon
# toxic yoke Ya but are you also using druidras ring?

No I'm not, I use the gardening skill tree for dmg against poisoned most the time with it, and hits to apply poison as well, but both my melee and ranged set ups hardly ever need or use druidras ring, but I've used it in some builds like with the scythe weapon ect, it really depends on the situation for the ring

jagged lotus
#

I think if players want to make a hybrid summoner/crit/burn/whatever build I see no reason to discourage that, as long as pure summoner also feels and performs much better

jagged lotus
toxic yoke
jagged lotus
#

I think in an ideal world it'd be cool if you could use stuff like bats in a hybrid ranger build but too many of the talents in the skill trees are too powerful with high proc rates already (weakness detection, mana channeling, etc.)

dire horizon
# toxic yoke ye for sure but you might not know this but "damage against" modifiers are multi...

Pestilence is just easier uptime and kinda free for all builds regardless, even helps cheese all slime bosses with any ranged set up, it's probably the best utility summon overall that people use actively, otherwise maybe ashes for burning? But we really don't have much overall use for burning atm, but the rest of the summons only reason to use them is for very minimal help in dmg output, probably not even worth using them XD but sometimes people just like how they look SeasonalMerchantLUL

jagged lotus
dire horizon
#

Here's another hot take for summoning I have always thought about, maybe we keep summoning as is, everything stays temporary

But we buff wildwarden to have 3 pet slots and make it the perma passive (summoning style) build most players want? Since all pets have talents and actively are more interesting to build it would be the most fun minion experience for most

We get the best of two worlds but keep them separate between summoning for temp, and wildwarden as perma

toxic yoke
#

I just don't see generic crit ever being good. The likely outcome is that minions would get balanced around access to crit and all non-crit builds become non-existent and because your crit which gives decent access to generic power i get a lot more power that the current situation. Which if i want to ranged hybrid with summoner im either opting into a sub optimal ranged and summoning build where 1 of 2 situations exist, either 1) The total damage between ranged and minions is more than both pure ranged or pure summon making those pure irrelevant, or 2) The damage is less and hybrid becomes irrelevant. Basically impossible to find the middle ground with the amount of gear combinations exist

#

Perhaps option 3 people don't care and will suffer because hybrid is cool

toxic yoke
#

Although I could see dogs going hard af if you have like 3+ of them, 1 as a stun bot and 2 with the extra dmg against stunned enemies

jagged lotus
# toxic yoke I just don't see generic crit ever being good. The likely outcome is that minion...

I think it really just depends on the power difference tbh. If there's not a super huge gap in strength between any of the three options it doesn't really matter for the average player. Most crit boost sources are going to have some oppurtunity cost for either number of minions you can have out, their damage, or your mana, and that's not even getting into trying to improve something like your other weapon's attack speed. Even pure summoner could swap out one of their other pieces of kit for a crit boosting item like the concealed blade and still perform decently well.

#

I think making summoning more of a sliding scale in how hard you can specialize in it is interesting and it doesn't necessarily make pure summoner redundant if you allow summons to utilize other stats

dire horizon
# toxic yoke I mean i did want this tbh and mentioned it a few times only issue is that they ...

It really depends on what pets you use but prince slime with hungry fang X5 scales to 5k, 8k on crit, but also I think it's justified for being weak if technically pets are perma minions, takes some investment to get them to decent efficiency, but it's also really interactive and fun to build your pets differently cause it's just minions with rng skill trees, they wouldn't need food buffs besides what we have rn, maybe add 1 crop to the list and a gold variant just for pet attack speed? But I think the solution is there the most tbh, at least for me

Wildwarden could be the perma summons we want with having 3 pets ( I don't wanna go above 3 simply because I don't want it to be too broken ) and it may deal slightly less than a 8 minion build but it also doesn't have to deal with timers XD

toxic yoke
#

what is the REAL problem with minion crit?

#

lemme ask the real questions

#

I don't see any issues

dire horizon
#

Tbh minion crit chance isn't bad without crits your dps does indeed fall XD but since they hit so often your gonna crit a lot, I don't feel minions crit is bad personally

jagged lotus
#

I mean besides the fact there's no real way to build around it currently, I don't see the point in adding a bunch of summoner specific crit items. It just seems redundant when we have a ton of crit stuff already that would encourage plenty of equipment diversity with the other summoner changes

toxic yoke
jagged lotus
#

But that's boring, and removes a good deal of potential equipment and build diversity

toxic yoke
#

and imo its both boring and adds too much ambigious power to legit every build

#

Like you aren't just saying "Lets buff minions by giving free access to crit" you allso buff all existing builds by making minions more effective if they use them as supplementary or utitlity

oak delta
#

Finnaly caught up read.... Think I need a nap now 😵‍💫

toxic yoke
#

If im a ranged crit build it wouldn't be a crazy thought to one maybe even 2 with a puppet ring for the 10% attack speed per minion. As attack speed is a damage multiplier as well and without any other sources of attack speed getting 10% for free or 20% for a ring slot, which would now also benefit from my ranged crit build, would be pretty big ngl

dire horizon
#

I mean minions already have access to crit, with food buffs and everything I think it goes to 46%? Which adds a lot of extra dmg depending on the minion build ofc

toxic yoke
#

Also means minions now benefit from my crit buff food

#

xd

jagged lotus
toxic yoke
#

really depends on the weapon tho

#

Also... weakness detection exists

jagged lotus
#

All my homies hate weakness detection

toxic yoke
#

I love it, its broken af

dire horizon
#

Minions benefiting from crit dmg buff food would be near 100% crit dmg?, but that's not factoring a lot probably

But would be nice to have minion crit dmg food buffs for extra dmg output, but access to our stats would probably scale minions either okay? Or high

jagged lotus
#

Makes crit chance much less necessary

toxic yoke
#

Go 9 minion summoner, use chakram for procing weakness detection. 100% crit chance ez

#

why does crit need to apply to summoner again?

#

🙂

jagged lotus
#

Funi

#

Actual reasoning for me was more build diversity mainly

toxic yoke
#

I think it actually limits you more

jagged lotus
#

Summoners can start doing things like viable hybrid builds, taking supplemental crit equipment, more food options, etc.

toxic yoke
#

Because existing crit options force you into being a hybrid summoner

#

pure summoner disappears from the game the moment crit applies to minions

jagged lotus
#

The example of taking a range crit build with a couple puppet rings just sounds cool tbh?

#

I mean personally I think weakness detection needs a rework of some kind

toxic yoke
#

Not really

jagged lotus
#

That new quill rifle is going to be even more broken for it than anything else we have rn

#

4 shots per second

toxic yoke
#

i mean you already can keep near 100% uptime with some weapons its not revolutionary tbh

dire horizon
#

Arcane staff would be more ideal still plus more dmg output for a summoner hybrid, I really don't think summons do much for anything else but magic XD, just as free debuffs or tiny bit of extra dmg

jagged lotus
toxic yoke
#

ya hybrid with ranged itself would work, but magic is ranged so it can also synergize with the same stuff

dire horizon
#

Currently minion crits don't give you mana so I'd assume the same rules apply there

jagged lotus
toxic yoke
#

I still think this whole tanget is pointless. IMO this discussion should first and foremost the least changes possible to get summoning to a good spot.

#

And allowing crit apply to minions forces them to do a balance pass on all items with crit chance and damage, as well any any other effect you also want, ontop of balancing the minions accordingly

dire horizon
#

That's assuming summons benefit from all stats we do then yea pure summoner would be insanely dead, we are basically buffing all builds but minion based ones XD they would still fall very short

jagged lotus
# toxic yoke And allowing crit apply to minions forces them to do a balance pass on all items...

Weakness detection shenanigans aside I just don't think it'd be that crazy of a change. Other builds need to sacrifice their primary damage output with their other slots to get any real benefit out of minions. What will happen regardless is physical builds will all be running at least their one cruddy permanent freebie minion as a second pet, so at baseline with the overhaul minions would still be used a lot more anyways.

toxic yoke
#

It is, pure summoner deader than dead

#

theres no exception

#

Actually theres 1

jagged lotus
#

And like, poison I guess?

toxic yoke
#

and its that crit for summoning is objectively worse than pure summoner, so hybrid is pointless 🤣

jagged lotus
#

Wdym?

dire horizon
#

Minions would be just bigger passive buffs than they already are if they can proc any of the other skill trees

I think overall just buffing minion base dmg would be the easiest solution to dmg output, and allow minion sets to make more sense ( but that also buffs magic/summoning so idk what to say there )

Minion builds are pretty much time management builds, instead of watching for your buffs to end, your watching your dmg source of choice to end XD, ideally here we could focus pure on timers ect but it wouldn't solve the core complaint

But I'm okay with minions staying temp ect, passives for your build all that, if they change wildwarden to be the creature build most of us want as in perma minion build basically SeasonalMerchantLUL we get two different worlds solved, everyone who likes current summoning can keep it, and those who want a relaxed perma minion build can go wildwarden

jagged lotus
toxic yoke
#

"and other effects like burn" never specified what all might be included

jagged lotus
#

Well lets think

#

There's druidra's ring for poison

toxic yoke
#

I don't want to think about it cause i think its bad

dire horizon
jagged lotus
toxic yoke
#

Minions have bad access to crit chance is failure on gear not on the way the stats interact

jagged lotus
toxic yoke
jagged lotus
toxic yoke
dire horizon
jagged lotus
#

So the only other thing I can think of off the top of my head besides those things is triple damage from the hydra tooth and owlux since they're also supposedly global.

dire horizon
#

But if every build is about crit chance and crit dmg that kinda suffocates diversity, I'd rather minions simply just gain base dmg increase, they already scale high when min maxed

toxic yoke
#

Even just crit is bad

jagged lotus
#

Titan souls require ranged or melee hits so those would be out

#

Scarab armor is also the same way so also out

toxic yoke
#

how do you draw the line for clarity?

#

if my crit applies to minions, and tomes specify melee and ranged damage how am i supposed to know?

#

Why doesn't melee and ranged apply to minions that deal melee and ranged?

jagged lotus
#

Anything that's otherwise global, like burn on hit, crits, damage% like from marble meat or generic ore armors, triple damage, and druidra's poison chance I guess. Can't think of anything else off the top of my head.

toxic yoke
#

But no where never did they ever specify any of these stats are global

#

Its not like crit applies to pets

#

or explosives

dire horizon
# toxic yoke Even just crit is bad

We have like 40% crit chance, 100% would be maybe a little dmg increase but idk about all the rest of the effects XD too much to think about rn

toxic yoke
#

My aura damage from set bonues don't crit

#

my burn damage doesn't crit

jagged lotus
toxic yoke
#

And you can avoid the can of worms by just not doing it

jagged lotus
jagged lotus
toxic yoke
#

theres no reason to let base crit apply to minions other than your stubborn opinion that "its for build diversity", but ngl chief it would shrink diversity

#

It becomes meta

#

everyone goes hybrid

#

its better than pure

#

Where diversity?

#

Or... its bad and no one does it ever

jagged lotus
#

Hold up a sec

#

What do you consider hybrid? We should probably clarify that

dire horizon
#

Grim armor XD

toxic yoke
#

Summon # minions, using legit any other weapon because why not

dire horizon
#

Jkjk but it is hybrid for sure

jagged lotus
#

Okay so hybrid does not just mean a pure summoner using crit equipment then?

toxic yoke
#

If im not using another weapon how am i hybrid?

jagged lotus
#

It means a summoner that's using equipment to boost two different attack types yes?

dire horizon
#

But yea hybrid is more so using 2 different weapons and mixing and matching 2 different skill trees ig?

toxic yoke
#

🤔

jagged lotus
#

Right so specifically a ranger/summoner build is a hybrid, not a crit summoner?

dire horizon
#

Problem lies with summoner dies being a pure summoner with grim armor cause it utilizes 2 dmg types regardless

#

But that's also the peak of summons for dps^

#

Summons gaining access to crits doesn't change much, we already have 30-40% pretty easy, you can add crit chance on stuff ig? But I'd rather just increase base dmg as the most solid and simple solution

jagged lotus
# toxic yoke 🤔

Okay so when talking about hybrids, I think generally due to oppurtunity cost by taking some minion equipment, you'd be keeping the general power balance the same. You'd be losing out on the major crit damage boost of morpha's ring for example by running a puppet ring. And that's just to let you have 2 minions worth of damage alongside your primary attack which has now lost a decent chunk of crit damage. This gets more extreme the more minion equipment you add on. Hence why I said summoner would become more of a sliding bar in terms of how much you'd want to specialize in it.

#

I think what you also have to consider is it'd be a major buff for pure summoner as well because now you can also multiply the crit damage your summons are doing fairly consistently with stuff like morpha's rings or polished golden spike rings.

dire horizon
jagged lotus
toxic yoke
#

Including weapons which have crit chance/damage on them

#

Almost guarenteed to be a ranged weapon though since this exists:

Power in numbers +2–10% range attack speed per active minion

dire horizon
# jagged lotus High minion slot count isn't as necessary with lower lifetime minions. Buffing y...

Like let's take into account we have rings such as viscous ring for 36% dmg, lifetime rings for 67% minion lifespan, and puppet ring for +1 minion and 45% attack speed, all accessories that are are better than crit chance, even better than crit dmg depending how much they benefit from us, but this seems like it would barely take play into summoning builds as a whole, and more so into gripping hybrid and going all the way XD

jagged lotus
# toxic yoke Ya but again assuming other changes we make also go through theres very little o...

But you're losing slots to grim helm and the puppet rings. The minions have to be of similar value to what you're replacing them with to be a good tradeoff. It'd also require more actively switching from your main weapon to your tomes to resummon them fairly often, it'd be a more demanding playstyle gameplay-wise than either regular summoner or ranger, and for consumeables you have to be taking even more than a non-hybrid to buff your minions and your main weapon.

toxic yoke
dire horizon
#

It's basically enabling magic/summoning into ranger/summoning XD

50% attack speed on a ranged weapon is huge

jagged lotus
jagged lotus
dire horizon
#

My brain BigLarvaGIVEPLZ BigLarvaTakeNRG

toxic yoke
#

I said i'd change every talent in the game if i was on the design team, but im suggesting a thing to have the highest chance to fix summoning with the least work so no i probs wouldn't rework that.

jagged lotus
#

The talent tree is part of the issue with summoning though. Too reliant on hybrid builds

toxic yoke
oak delta
#

Definitely will need to write up a friendly document for devs afterwards. This thread is a lot to read and there's a lot of back and forth. Maybe get some approval poll going so other players can chime in with a simple click whether the changes would be widely appreciated. 🤷
"goes back to licking the bathroom mirror"

jagged lotus
toxic yoke
#

This type of conversation has been happening in suggestions posts before this xd

#

poor devs

oak delta
#

I agree. I don't like the lifetime but I think it would be good for certain minions for burst damage options.
I really like the idea of making the minions targetable so they can tank and what have you. When they die you just have to resummon them. Also some debuff's to compliment a pure summoner. Instead of sending out magic attacks you'll be doing debuff's and what have you on the side. More like summoner based magic attacks I guess. Thing is this would require a lot of work under the hood for the devs.

#

Bless em!

toxic yoke
oak delta
#

Yeah a lot would have to be changed for it.

toxic yoke
#

imagine fighting CC that does % max hp damage that killed you in just a few seconds of ticks.

dire horizon
#

CC doesn't fight fairly XD

toxic yoke
#

you need to be able to control your minions to be able to make that not cancer af

#

and most people who play CK aren't not skilled enough to be able to do that effectively

dire horizon
#

Minion detonator, just blow up your minions for pea shooter dmg SeasonalMerchantLUL

toxic yoke
#

Anyways can be go back to ignoring the details with a gross overview of whats wrong? We are legit getting no where since you brought up this crit meme ngl

jagged lotus
#

@toxic yoke what's the attack speed of individual minions?

oak delta
#

My issue with offering my opinion in this though is I've not the experience in the game like yall have. I still have a long way to go but I am playing a pure summon/magic build. The magic just seems a bit meh to compliment summons. Is why I thought maybe special spells for summon specific builds like debuff mobs and blessing minions. Spells that would compliment just the summons and potentially players in a way.

toxic yoke
dire horizon
toxic yoke
#

Im not sure

#

I don't have the tools to look at the stats like that, I don't want to set up Unity

#

The wiki says though no?

#

The Bat attacks nearby enemies by shooting small projectiles every 1.66 seconds.

dire horizon
#

The rest I have no idea on the top of my head but bats are 1.6 at least since 1.0

toxic yoke
#

again the whole game runs on 20 ticks/sec

#

And because of this attack speed works is only effective upon reaching certain thresholds

dire horizon
oak delta
toxic yoke
oak delta
#

Not meaning to bring D2 up so much but I've literally over 10k, maybe even more hours playing it since it released in 2000. I've played all the mods in it too and dug into how the guts work. There's similarities I've noticed between CK and D2.

toxic yoke
#

I have quite some time in D2 but no clue how long... this is proof i like the arpg genre xd

oak delta
#

Nice! Haha

toxic yoke
#

I remember owning like 3 CD keys for mules for the giggles

dire horizon
# toxic yoke Anyways can be go back to ignoring the details with a gross overview of whats wr...

My main issue is minion timers but overall the real issue tbh from a stand point and keeping everything as is without any change, is the tomes base dmg, increase that and summoning as a whole requires less min max tbh, that's the simplest solution, but it doesn't solve the overall complaints only it's viability, it's a different playstyle and with timers it's not a friendly or convenient one, but it's hard to truly say what the main issue is, that summon timers don't work in CK that greatly, or players don't wanna have to play summoner as an active build but a more passive one

jagged lotus
#

Let's break the math down with this. One puppet ring increases your minion count by 1, and then multiplies their total dps again by the attack speed increase (45%). That sounds like a lot, but individual minions are still going to have low individual damage. If we're lowering and making mana cost static and lifetime as 30s as a baseline and then balancing from there, I don't think minions that are kept at that baseline would need their damage to change from how it is now. A single bat does roughly 139 dps, so 2 bats is 278 dps, and then increasing their attack speed by 45% gives us roughly 404 damage per second give or take. So that's a lot of extra minion damage for one puppet ring. For two puppet rings it's now roughly 795 DPS in total for three bats. Add the bonuses from the grim hood in and you're at roughly 1400 dps if the bats are all firing on the same target.

oak delta
#

I also thought about maybe setting minions max # of attacks before despawning. That way when they're not fighting they stay out until they attack X amount of times.

jagged lotus
#

Then include the crit damage bonus from ninja chest and legs and you get +45% more crit damage. Not totally sure how to calculate that but it's a lot of extra damage

oak delta
#

Or pause the timer when not in combat.

jagged lotus
#

(This is all assuming level 19 gear)

toxic yoke
jagged lotus
#

@toxic yoke chakram would probably be the ranged weapon of choice right?

toxic yoke
jagged lotus
#

Okay

#

So it has a baseline 400 DPS

#

At level 19

toxic yoke
#

chakram has a really high potential but you can't really assume every bounce is hitting an enemy

jagged lotus
#

Well let's just assume it's only hitting once per hit cuz you're fighting a boss out in the open for simplicity

#

I'm not sure what necklace you'd be using in this build, soul medallion gets you an extra minion and higher minion crit chance but Nomad necklace boosts your crit damage by a sizeable chunk

toxic yoke
#

Would minion attack speed be removed in favor of letting generic attack speed apply to minions?

jagged lotus
#

I wanna say probably not

#

For my own sanity

toxic yoke
#

why not tho?

jagged lotus
#

Is there a generic attack speed stat?

#

Or would it be using the ranged/melee thing

toxic yoke
#

I mean.. "melee & ranged" basically is,

jagged lotus
#

Technically those give you two separate attack speed buffs iirc

toxic yoke
#

the only exception is that pickaxes and drills rely on mining speed

#

which is just mining weapon attack speed

jagged lotus
#

Yea

toxic yoke
#

Its still bad btw

#

🙂

jagged lotus
#

What is

toxic yoke
#

I still don't know why we are wasting time debating such a pointless change. But...
Can you give me the 1 sentence pitch for why letting crit apply to minions is good again? What makes it different from explicitly minion crit?

jagged lotus
toxic yoke
#

Seems unavoidable & necessary since you could just not do it.

jagged lotus
toxic yoke
#

Weakness detection

jagged lotus
#

I think what the doc needs to focus on is rebalancing lifetime, mana cost, mana regen delay, and the magic and summon skill trees

jagged lotus
toxic yoke
#

While its really good i don't think its particularly overtuned outside of this hypothetical minion use case because in normal use you can't abuse it with some extended duration effect.

#

You'd have to proc it and switch weapons for like the couple sections its up, and then switch back to proc it again. Minions theres no need to switch other than resummoning your minions

#

like you wouldn't even have to change gear, just switch to ranged weapon once minions are up but you would because it'd just be better to be hybrid using crit damage gear since crit is a multiplicative multiplier vs just more minion damage which is an additive multiplier.

jagged lotus
toxic yoke
#

🤷‍♂️ i'm over it we've wasted like 3 hours

jagged lotus
#

Fair enough. It's not necessary like I said

#

I got some stuff to do atm but I'll get started on the doc in a few hours. I can give you access to edit it as well once I do

toxic yoke
#

GL with the post ig not sure if willing to continue discussing if we just gunna get stuck on things like this. You just keep dancing around the fact the idea is dog water. I know i'm stubborn af, but im open to entertain the idea and think about wheree things would go.. Even assuming it creates the "build diversity" that you keep saying, theres SOOOOO many downsides when all of it could be avoided doing nothing, and better supporting summoning by adding gear to provide the diversity you want.

#

||And you wonder why they don't change summoning xd||

oak delta
#

Summons should have their own crit and not share with the player's crit. Having a summoner running around in ninja gear load swap would be rather silly. Having summons as their own thing is where summoning should shine. When you dual class you lose in both classes otherwise there'd be no point in going single class.

jagged lotus
dense terrace
#

Reminder to keep this chat friendly. 😉

jagged lotus
#

:(

toxic yoke
#

I shouldn't assume but i think we are fine just all quite a stubborn bunch. If not please lemme know Chipper, Baldweeb, or anyone(dms or otherwise). I know can be excessively blunt and be a bit inflammatory but I truly mean no harm. Thanks for the reminder to keep things within the servers rules though 😅

#

No excuses but i've been up for like 26 hours or something for whatever reason so some things slip my mind.

jagged lotus
#

You're good I think you're just being a bit harsh just because we have differing viewpoints on something

dense terrace
#

It's usually the same group of people discussing summoning, and I totally understand the passion behind it. However, when a discussion goes over 400 messages it can be challenging for us devs to sift through everything and identify the key issues and suggestions for improvements. From my perspective, these discussions often end up with me focusing more on resolving disagreements rather than on the feedback itself.

If you're open to it, I'd recommend you guys put together a clear, concise list of what you think needs reworking or adding to summoning. That way, I can easily share your thoughts with the team and we can work from there EmbertailHeart

jagged lotus
toxic yoke
#

So once we finally settle on something a suggestion post was going to follow.

jagged lotus
#

Nah I was gonna write up a whole MS word doc bro

toxic yoke
#

oooooo

#

I would not 😄

dense terrace
#

Awesome, I really appreciate you all taking the time to put that together. Feel free to share it with me when you’re done and I’ll make sure it gets to the team so we can take a closer look. Genuinely looking forward to seeing your suggestions! ❤️

toxic yoke
#

@dense terrace Hey... random question just for the giggles and say nothing if it breaks nda. But was the arm interaction with tables intentional and/or a slip up from the future 1.2 update?

#

Just found it weird it wasn't in the patch notes

dense terrace
#

If I’m recalling correctly I think it’s a bug but I’d have to check in on Monday with the team

jagged lotus
#

Arm interaction?

toxic yoke
#

If you do ask/check with the team, I'd appreciate confirmation but no pressure. 😄

dense terrace
#

Oh wait with tables? I only know about the interaction with incubators, what’s going on with the arms interaction with tables? Same thing?

toxic yoke
#

It happens with any and every inventory with slots of max stack size of 1

#

But yes same behavior

jagged lotus
#

What is this behavior

toxic yoke
#

Essentially arms placing into inventories with a stack size of 1, they will indefinitely wait/try to place items without dropping them to the ground.

jagged lotus
#

Oh interesting

dense terrace
#

Definitely doesn’t sound intentional so I’ll check in Monday and see what’s up

jagged lotus
#

@toxic yoke dude go to bed before you have a heart attack SeasonalMerchantLUL

toxic yoke
# dense terrace Definitely doesn’t sound intentional so I’ll check in Monday and see what’s up

I see... Welp to provide as much information as possible to help with the fix, given the testing i've done... I'd bet that the issue is caused by when the arm tries to place items into max stack size 1 inventories, it places 1 as normal then the arm is stuck trying to stack the remaining items with the 1 stack but it can't because max stack of 1 and aborts the attempt. Then repeats this behavior until the arm is empty to behavior like normal again.

Additionally, if the inventory is full of non-matching items the arm drops the items to the ground like the normal behavior. Also non-stackable items don't affect the arm behavior.

dire horizon
#

I missed a lot huh? Lol I just got home from work but let's just kinda come down to the simple changes that would make summoning appealing, while not changing summoning entirely, I think I can make a solution for a different build type for a kinda perma summon laid back style that doesn't involve summoning whatsoever in a different thread or suggestion

So from everyone's thoughts here I think some simple solutions are

1.Tomes base dmg to go up

2.More gear for more build diversity

  1. Lessen timers and mana costs to make the build more active

  2. Some mana income rework ( this could be complicated ask )

  3. Minions possibly getting a new food for their own crit dmg to go up?

Think I kinda hit the major points

jagged lotus
#

Sorta

jagged lotus
#

@dire horizon Do minions benefit from stuff like bonus damage to burning enemies from stuff like smithing glove?

toxic yoke
#

After some sleep i wrote up a more concise list of bare minimum changes for the main issues, avoiding over explaining. Obviously we'd like more but we should be realistic with the core of the changes. Any additional changes we suggest should be bonus. Its mostly just a shorten list of these(#1285144276900118574 message) suggestions. If you guys think theres any main issues with summoning that should be added feel free to explain.

Rebalance existing tomes/minions:

  • Adjust each minion lifespan independently ranging from 15s to 5m.
  • Tweak minion stats according to their lifespan. Lower lifespans featuring more aggressive minion AI(current AI), higher effective damage, at the cost of a more active playstyle. Longer lifespans feature defensive/passive AI(Old minion AI Note below).
    Address mana cost and ramping issue:
  • Adjust mana costs according to lifespan. Overall they should be static or flatter scaling, letting the player summon more minion from a full mana bar at once.
  • Adjust tome cooldown according to lifespan. Overall balanced around the purpose of the minion, short lifespan minions having shorter cooldown(0.5-1s), and mid/long lifespan having longer cooldowns(1-5s).
    Build diversity:
  • Increase base minion count, to lower the demand for this stat on gear.
  • Naturally the lifespan changes will make a wider range of use cases for summoning.
  • Consider adding more minion exclusive damage stats for more interesting build options. Could include minion triple damage chance, minion crit damage, minion damage against {status effected} enemy, etc. In being restricted to minions, values can be larger and more impactful without giving excessive power to hybrid or non-summoning builds.
  • Adjust existing gear, and add new gear with all these changes in mind.

Note: Old AI being that minions don't passively aggro, but instead defensively respond to enemies targeting you. But reaction speed needs improved.

#

Any of these core changes should avoid adding or change things unnecessarily. So keep that in mind if you have anything to include.

#

Perhaps i should actually make and share a google doc... 2000 character limit is rough lol

dire horizon
dire horizon
#

We do technically have mana potions if you grab the skill from the explosion tree, you can pop grenades for mana, or even summons when they explode, but they usually cost more than you gain via that way, but with the changes we've kinda come up on that can even itself out better

#

Also sorry for late response I fell asleep @jagged lotus SeasonalMerchantLUL

jagged lotus
toxic yoke
#

I'm also typing a google doc lul

jagged lotus
#

Mf

toxic yoke
#

no worries

#

lol

jagged lotus
toxic yoke
jagged lotus
toxic yoke
#

Also i don't really care how its added... I would agree having 3 minion count from doing nothing is too good of a change. Instead i was thinking maybe at level 50 and 100 you get +1 minion count. Or finding a good way to add it to a talent because if its +1/point, the total +5 is too op. Both options i would personally balance by lowering how much you can get on gear.

toxic yoke
dire horizon
#

I mean tbh minion count is very valuable for orbital minions and abusing boss hitboxes XD

toxic yoke
#

Shift power from gear increase to the baseline power of summoner and lessen the value of that stats to make other options more viable.

jagged lotus
dire horizon
#

But tbh I feel minion count only really matters for orbital, the rest of the minions you can be flexible with, and with guardian set attack speed and minion count really aren't worth anything compared to just grabbing minion dmg%

jagged lotus
#

Lower lifetime minions also wouldn't need a high minion count stat anyways

toxic yoke
#

Lemme break it down with an example 1s

dire horizon
#

But yea having base 3 minions would add much more build diversity tbh, so you could grab other rings besides puppet rings lol

#

Only thing is jellyfish would be buffed to probably meta breaking stuff especially min maxed but idk I think a lot of what @toxic yoke typed made sense for the most simple changes for summoning

jagged lotus
#

It's a proportionally much larger bonus than then minion count

dire horizon
jagged lotus
#

It's even more extreme for orbital minions since you're compounding their attack rate with both stats

dire horizon
#

But for regular minions, minion count matters kinda? But 45%attack speed would be a lot better, but since we get both of best worlds there it kinda kills diversity, if I could have +2 minion count and the base +1, we could probably implement gear like guardian set where attack speed really doesn't matter much anyway, and have more minions to explode, so it's kinda a more fair off-trade and offers more diversity overall

toxic yoke
#

We have two rings one gives +1 minion count, and the other gives +25% minion crit chance.

If we have 1 base minion, +1 minion count is a 100% increase to damage. Where as if crits are 2x damage, 20% crit chance only gives 25% more damage on average.

If we consider the same with 3 base minions, we now only have a 33% increase to damage from +1 minion count, and still 25% more damage on average from crit. A lot closer.

If we are assuming base count + armor set gets us to 5 minion count (no matter the distribution), then +1 minion count gives 20% and crit chance provides 25% increases. Leading towards a break point and genuine choice based on other gear.

The real benefit here is if base is 3, builds with armor sets that don't get increases to minion count would benefit more from minion count, but ones with more minions can either min max minion count which would deal with many enemies easier or lean towards crit chance for single target minmax of dps.

dire horizon
#

More minions to explode the more mana we'll get SeasonalMerchantLUL

jagged lotus
toxic yoke
#

Some of this is caused by an actual lack of gear in the first place which makes diversity even harder when some stats are excessively impactful compared to others.

toxic yoke
jagged lotus
#

"Builds with armor sets that dont get increases to minion count"

#

Nearly every summoner armor gets you to at least 4 minions by default

toxic yoke
#

Sure, but this is by necessity

#

with increase to base minion count this becomes more flexible making builds more diverse

#

which is the whole point

jagged lotus
#

This just seems like what you gave me crap for earlier, overcomplicating rebalances for reasons that aren't particularly beneficial

toxic yoke
#

Also because of this you actually have the option to take defensive armor set and still have like 4ish minions

#

Which tank + summoner is non-existant right now

#

lmfao

toxic yoke
#

This is isolated to summoning and wouldn't affect having to rebalance crit values for summoning but affecting ALL builds

jagged lotus
#

Why implement this weird passive minion count upgrade system when all minion armors by default give greater minion count? So you want to remove the stat from most minion armors which, again doesn't solve anything to me

toxic yoke
#

Build diversity

dire horizon
#

Wait remove minion count from armor? Idk about that XD

toxic yoke
dire horizon
jagged lotus
#

That'd just mean everything besides helmets would have no minion count stat

dire horizon
#

Right be we could fit other stats into those builds like minion crit dmg% ect

toxic yoke
#

I'm not against that tbh, but i can see the argument

jagged lotus
#

Otherwise you'd just start cobbling different armor sets together to pump up minion count

#

Like I said before this seems like overcomplicating things for no reason. It's fine as it is. If you want a defensively focused minion build then add an armor set centered around magic barrier

dire horizon
#

Technically we already have that with magic skill tree, but I mean I don't think armors would naturally have like what? 500+ magic barrier XD

toxic yoke
#

Lets assume remove +1 from puppet ring, and limit each armor piece to giving +1 max. Set bonuses can still provide for increasing higher. We would sit at 3 base 3 from armor 1 from medallion and possibly more from set bonuses looking at 7-9 ish range still.

#

actually you know

#

removing +1 from puppet ring is not neccessary

jagged lotus
#

The actual issue with puppet ring is that attack speed stat

#

That is way more value than that +1 minion count

toxic yoke
#

+1 at 7 is already only 14% increase which isn't that crazy anymore

#

so 9-11 assuming people are cobbling builds to minmax count i think is fine

jagged lotus
#

Or like

#

We just don't do any of this because it's shuffling around summon build balance just cause

toxic yoke
#

I mean sure, but how would you suggest increasing build diversity with minimal impact

jagged lotus
#

Not like that

toxic yoke
#

Its simplest way i can see imo

jagged lotus
#

What armor set would you be taking instead of summoner armor if you did this?

toxic yoke
#

Actually having minion count and being able to using tanky armor like paladin would be sick

#

Or i'd try to cobble together a hybrid build 😄

dire horizon
#

Build diversity would be increased if we did remove minion count from the puppet rings though, and added base 3 minion count, it would be easier to have rings that offer just minion count with minion crit chance like medallion as the endgame rings or something

toxic yoke
#

Glad im not the only one that sees it

dire horizon
#

Because minion attack speed is great but for orbital minions, minion count is far more important

toxic yoke
#

Add a new ring to split the puppet ring between +1 count ring and minion attack speed ring imo

jagged lotus
dire horizon
#

The rest of the minions can focus respectively on minion dmg, minion attack speed depending on build

dire horizon
toxic yoke
#

Then hybrid or tanky summoners can have the minion count where pure summons which already have the count from other items can take the attack speed one or minmax their minion count at the cost of lower dps.

jagged lotus
toxic yoke
#

But that doesn't improve build diversity

#

I'd just do nothing if we aren't going to address build diversity

dire horizon
#

That just makes all of us use puppet ring while severely nerfed it would still be the best ring XD

jagged lotus
#

I don't think running paladin armor is really "improving build diversity". You'd be better off just using a physical weapon at that point

toxic yoke
#

but physical weapon isn't tanky summoner?

dire horizon
#

Guardian set is tanky summoner 😭 ☝️

toxic yoke
dire horizon
#

It's tanky 👉👈 you just need to eat some foods

jagged lotus
dire horizon
#

Well let's separate from the Paladin idea for rn, and focus on the minion count and puppet rings/ build diversity

#

Build diversity is basically just builds not requiring to use the same accessories to be viable, in which case even debuffed puppet rings with minion count and attack speed would be viable for almost any build besides 1 rn

jagged lotus
#

Honestly the point of puppet rings should be so that you can get a decent summon count of at least 3 without a dedicated summon build, essentially the way hybrid builds would get their minion count stat. Just kneecap that attack speed buff and put one more like the current value on a different ring

toxic yoke
jagged lotus
dire horizon
toxic yoke
dire horizon
toxic yoke
#

Theres no contest

dire horizon
#

But with ONLY minion attack speed that only applies to melee and ranged minions, barely effects how we use orbital minions

toxic yoke
#

Also you ain't getting tanky with two defensive rings, necklace and offhand. Significant defensive power comes from armor itself. Sorry for keep bringing this tanky summoner vision up but I think its paramount to actually have the flexibility to do this in the first place.

jagged lotus
# toxic yoke But this increase that makes them *so good*, it could be a choice IF minion cou...

The minion count is the smaller increase with current minion builds. Two level 19 rings gets you a 90% attack rate increase from your summons, even without the minion count buffs. Grim set doesn't have any boosts to minion attack speed, so it's an extremely high boost to your damage output. 2 extra minions when you're already at 5 (or 6 when using the soul medallion) is a much smaller boost in comparison

toxic yoke
#

With desert guardian set we already have 46% attack speed so with 5 minions you are at a damage factor of 7.3; With +1 count you get 8.76; with 45% attack speed you get 9.55. So its not as significant as you'd assume.

jagged lotus
#

But then you're using desert guardian SeasonalMerchantLUL

toxic yoke
#

I think one of the other sets gives a big amount of attack speed

toxic yoke
jagged lotus
dire horizon
#

I don't think you understand the diversity part so much XD but basically minion attack speed doesn't do much for orbital minions as it does melee and ranged minions,

Orbital and any hybrid build would care about minion count far more than minion attack speed

Melee and ranged minion set ups could have diversity between minion dmg% and attack speed% depending on gear, guardian requires dmg%, grim set would prefer more minion count because of current synergies but I'll humor attack speed in some scenarios

toxic yoke
jagged lotus
#

Orbital moves faster with higher attack speed do they not? You need them to rotate faster to dish out more damage

dire horizon
#

Currently more minions you have the more magic% you have, the more magic% you have the more minion% you get from grim set

toxic yoke
dire horizon
jagged lotus
toxic yoke
#

But theres so many its hard to give any options. Defense is something so obviously lacking from summoner builds i thought it was the most valid

jagged lotus
#

You already said no to minions being affected by damage%

toxic yoke
#

You can have hybrid builds that don't scale with the same stats you know?

dire horizon
#

In terms of diversity this would effect pure summoner and hybrid sets too, if anything it's nerfing the existing but also giving us more build diversity overall

jagged lotus
toxic yoke
jagged lotus
#

Shields are right there, they're already the best thing for making you tanky lmao

toxic yoke
#

Bruh

#

I don't understand what you're missing

dire horizon
#

Look let's back off the build concepts, and look how this builds diversity

toxic yoke
jagged lotus
#

If you want to tank stuff as summoner shields are your best option. You can turtle while the summons attack for you. I don't see how running paladin armor improves much here beyond making your summons worse in exchange for just giving you a bigger safety net if you have skill issue

dire horizon
#

Look so this is how I see the diversity, this effects pure summoner as well with more interesting choices

+3 minion count base gives us a buff if anything but also makes it where you can pick minion dmg% or minion lifespan rings or minion attack speed or minion count accordingly

Assuming we separate the puppet ring into 2 rings,

1 ring gives minion count +5% minion crit at max

1 ring gives minion attack speed let's even reduce it to 30% if we want too

This makes all builds not require the same ring and adds diversity for them, whether it's QOL or dmg optimal it would open up more than the "meta" ring that give both of best worlds for all builds, progression we can even hybrid easier maybe even pick up max mana rings or something idk

It gives us more options than just going for 1 accessory and calling it a day basically, even if we nerf it's attack speed it literally does nothing for hybrid builds, summoner builds would still use it over our current choices simply because minion count does in fact matter for the synergies they provide in numbers ect

What @toxic yoke put in the simple fixes doesn't change anything about how magic and summoning skill trees synergies work as of current state, so magic% conversion to summoning% still applies as of rn unless we overhaul that, but we are simply just talking about SIMPLE changes rn, everything else will fall in the ladder

jagged lotus
dire horizon
toxic yoke
jagged lotus
dire horizon
#

The only case vicious ring is better is guardian set

toxic yoke
jagged lotus
toxic yoke
#

Yes but 36% minion damage when you have already have 100% minion damage is only 18% increase to total damage

jagged lotus
#

Hence guardian set

dire horizon
jagged lotus
#

Stacking two puppet rings is even worse, 6 to 7 is only a 16.6% damage increase

toxic yoke
#

And you already can get up to 50% from summoning levels alone so the remaining 50% is easily achieved from other gear.

jagged lotus
dire horizon
#

The more minions you have the far more you get out of it with current skill trees and we aren't talking about reworking them rn, we are talking simple summoning changes XD

jagged lotus
#

We're operating under the assumption of reworking talents. For simplicity's sake I'd rather we not get into a tangent about talents

toxic yoke
#

I am not

dire horizon
#

I wasn't either lmao

toxic yoke
#

Reworking talents is a BIG ask

dire horizon
#

100%

toxic yoke
#

especially from what it sounds like you want most or all of them reworked as opposed to just 1 or 2 problem ones

dire horizon
jagged lotus
toxic yoke
#

I see this mostly as a non-issue imo, there is a singular outlier which can be addressed but other than that there is no other issues.

dire horizon
#

Magic dmg also increases minion dmg, so you'd also be nerfing minions XD

jagged lotus
#

Base minion count is a non issue as well then

jagged lotus
dire horizon
toxic yoke
jagged lotus
toxic yoke
#

Best solution to that is to also shift mana/mana barrier mostly to its own new skill as well among a few other key changes

toxic yoke
jagged lotus
#

Breaking it down based on priority would be fine.

toxic yoke
dire horizon
#

Without that tanglement minion count probably wouldn't matter so much I agree ( also summoning would lose an armada of buffs )

jagged lotus
#

Okay. Then I'd keep the base summon thing out of it since it screws with armor balance in ways that I don't think are necessary at all

toxic yoke
#

More fundamental and mechanical changes to systems takes a lot of time not only on the dev side, but also testing to work out bugs and make sure systems work.

dire horizon
#

Right so we can scrap diversity of builds for rn, and say maybe more gear sets will maybe solve that problem

toxic yoke
dire horizon
#

I would like a buff to tome of decay it's in a much sad state of things

jagged lotus
dire horizon
#

So overall can we put down a simple conclusion for the simple asks for rn? XD

dire horizon
jagged lotus
# toxic yoke I'm willing to do so with sufficient reason, but i see this as addressing a majo...

Unforeseen balance issues would be my main concern. You're adding in this extra summon count scaling system to levelups, and besides making early summoner more annoying by needing to get to level 25 or 50 or whatever for one extra summon, now you're also creating a much narrower balancing line where there has to be this unspoken rule of no chest or leg pieces with minion slots otherwise summon count gets bloated even more, which is an even bigger issue if we're not addressing the talent trees initially.

jagged lotus
toxic yoke
# dire horizon So overall can we put down a simple conclusion for the simple asks for rn? XD

In my eyes we have 3 issues with summoning.

  1. Minions are under tuned and fail to fit many playstyles
  2. The lack of ability to react to immediate threats without actively managing minion count
  3. Build diversity both from lack of gear, but also some stats outweigh more interesting player choices within our limited pool of items.
    I think it would be irresponsible to not address build diversity in some manner.
toxic yoke
jagged lotus
#

I didn't say it does SeasonalMerchantLUL

toxic yoke
#

You're adding a huge pile of new bits of equipment just so summoners can have basic things like +x% damage to bosses or +x% crit damage
?

jagged lotus
#

Yes. Neither of those things work for minions right now lol

toxic yoke
#

Does damage to bosses not?

jagged lotus
#

No

#

Neither does +% damage to burning enemies

#

Or damage%

toxic yoke
#

I mean those make sense to me at least

jagged lotus
#

You see why I wanted this changed?

toxic yoke
#

n

dire horizon
jagged lotus
#

Wdym crit melee

jagged lotus
toxic yoke
jagged lotus
#

I JUST DID

dire horizon
# jagged lotus Wdym crit melee

Like if we got gear that gave crit dmg we'd use our highest dmg output minion which is melee for the most part, sprouts could also work

jagged lotus
dire horizon
toxic yoke
#

Guys pls

#

Not this again anything i beg of you

jagged lotus
#

I'm boutta crash out I stg

toxic yoke
#

They will not change this

#

lol

#

Trust me

dire horizon
#

XD right so I'd rather keep minion stats exclusively minion

jagged lotus
#

Stat bloat

#

That's what you'll get

dire horizon
#

Sure you can call it that ig lol

toxic yoke
jagged lotus
#

That's definitely how that works

#

Yeah I forgot omoroth's beak's melee damage will suddenly turn into global damage% cuz summoner can use spiked rings, mb

#

I want it to be known that I'd prefer we not talk about this for the time being

toxic yoke
#

The reason they exist is to have a SEPARATE axis of balance with other combat styles. You're asking for what seems likely nearly all offensive stats that don't explicitly specific a weapon type or damage type to apply to minions would be so impossible to balance.

toxic yoke
toxic yoke
#

xd

dire horizon
toxic yoke
dire horizon
toxic yoke
#

I believe hes still against the minion count. Be as honest as you want chipper 🙂

toxic yoke
jagged lotus
#

My opinion has not been swayed on extra base minion slots. My verdict is it goes in the "not right now" pile. Besides the annoying implications of tying your first few minion count increases to summon skill level it also becomes a balancing headache for the devs when it comes to armor sets. At the very least it would need to be done at the same time as talents are reworked.

toxic yoke
#

I'm trying to figure out where you are on the idea to come to some compromise

jagged lotus
#

Talents are part of it yes. If you start having more armors that have minion count on things besides helmets you could get in the 9-10 max minions range which just further complicates the issue with the talent synergies. For early game I'd see it being very annoying for a new player because they'd be stuck with 1-2 minions till they level up their summoning skill by a large portion

#

If reworking talents isn't on the table right now then I certainly don't think this should be either since it is also messing with overall balance and progression of summoners in an area that I don't think is in dire need of changes.

toxic yoke
#

So... perhaps some compromise comes in the form of minor talent tweaks as opposed to reworks.

What about the follow adjustments to counter the 3 base minions:
Puppet ring is now just +1 minion count.
Additionally add a new ring with just the minion attack speed from the puppet ring.
Power in numbers talent nerfed to +2-8% range attack speed per active minion (1.5% per level)
Tough gang talent nerfed to +12–60 magic barrier per active minion

jagged lotus
#

I was already in favor of those changes in regards to puppet ring regardless (though the minion count one should also have a small extra stat so levelups still scale)

toxic yoke
jagged lotus
#

Minion move speed SeasonalMerchantLUL

toxic yoke
#

I'm fine with that

jagged lotus
#

Yea idk just something to justify levelups

toxic yoke
#

Minion speed is definitely something that is lacking imo

dire horizon
#

Personally minion move speed doesn't effect orbitals or ranged much so I'm meh about that stat in general

#

But it's fine lol

jagged lotus
#

Womp

toxic yoke
dire horizon
#

Melee minions just fall so far in dmg output for most builds unfortunately, sprouts and jellyfish are just built different SeasonalMerchantLUL but like I said I'm meh about minion movement speed but I'm okay with it, it wouldn't effect much in the long term

toxic yoke
jagged lotus
#

Okay all that being said. If we're having something like one-hit or 15 second lifetime minions, is that extra 2 base minions really needed for a theoretical non-summon-armor summoner? Running puppet rings would get you there anyways and I think that's a good tradeoff for getting to be tanky or whatever

toxic yoke
#

Ahh lemme rewrite that... lol

jagged lotus
#

So what's the use in it? Only example I see is late game tanky armors. Early game has the same kind of armor diversity as mage or ranger or even demo gets

#

And again, summoner isn't supposed to be tanky, that's the point.

#

And if you still wanna be tanky...

toxic yoke
dire horizon
#

Ngl I think almost all minion builds use shields XD

toxic yoke
#

Dropping minion count and other minion buffs to be naturally tanky just doesn't exist

toxic yoke
jagged lotus
dire horizon
toxic yoke
#

You don't even have the option to do this viably atm

jagged lotus
#

It's still not going to be viable with what you're asking. It's literally just summoner but for people who suck at dodging

#

There's no interaction created between minions and higher armor or dodge chance stats

dire horizon
#

I mean guardian set is tanky 👉👈

Early game yea shields for sure, unless we get new gear to be Tanky throughout the whole game

jagged lotus
#

Isn't guardian like, bugged?

toxic yoke
#

Not that im aware

#

But i didn't test the set bonus

dire horizon
#

Even still that armor % is big

jagged lotus
#

Yeah I noticed that

toxic yoke
jagged lotus
#

So what use would paladin be then SeasonalMerchantLUL

dire horizon
toxic yoke
#

armor is 1 defense mechanic limited to 75% max dmg reduction, dodge reduces damage up to 90% ontop of that, and reduced damage from bosses is damage reduction ontop of that.

#

With minion armor feels like youre limited to armor and magic barrier at best

jagged lotus
#

You referring to stone armor?

dire horizon
toxic yoke
toxic yoke
jagged lotus
# toxic yoke ye, undervalued af

Imma be real with you chief I don't think there's a concievable world where this is ever more than a skill issue cope build for a summoner. You're worse at attacking in exchange for basically nothing besides a bigger safety net in boss fights

dire horizon
# toxic yoke easy to address with other gear

Atm not really, at least while focusing on the core mechanics of guardian set, but that's really more so a mana issue than anything else, using this not for its intended purpose is far worse than just keeping your grim set XD

toxic yoke
#

You can basically become immune to everything with the exception of CC aura move forget what its called

jagged lotus
#

But why would I need that?

toxic yoke
#

DIVERSITY

#

bruh

#

you don't get it do you?

jagged lotus
#

I like actually moving my character around lol idk

dire horizon
#

Yea but idk invincible summoner and slow dmg would kinda blow XD

But I get the diversity part, it would be a new build ig

toxic yoke
#

its too niche

jagged lotus
#

So why the hell do you want it so bad CavelingDED

dire horizon
#

Diversity mainly

#

I get it, I'm not saying it would be fun lmao but it would open up possibilities for more builds

jagged lotus
#

Dude I can stick some random doodoo rings on a summoner build and call it diversity at that point

#

See guys I put septum rings on instead of puppet rings, this is diversity right?

toxic yoke
#

Whats the problem? What are you giving up as a pure offensive summoner by letting players play defensively? Like legit forcing players into any playstyle is so terrible for so many reasons.

#

Mind you im glass cannon any time im not playing hardcore, to give you perspective where im coming from

jagged lotus
#

I mean you can do it right now if you want, it's just garbage lol, and it's still going to be bad even with these changes which I have to reiterate have actual negative consequences for summoning as a whole

dire horizon
#

True even though a lot of current mechanics are avoided if you delete the boss fast enough, defensive summoner would probably be better for exploration

toxic yoke
#

No need for complex defensive stats

#

if players aren't meant to use them why keep them in the game

#

You have such cooked takes sometimes.

dire horizon
#

True but overall the defensive not being diversity is invalid, it would be valid build, not saying it would be meta by no means XD but it would be possible and probably new player friendly

toxic yoke
jagged lotus
toxic yoke
#

Only one people kind of ever care about is dodge and rarely do they do so at the cost of damage

jagged lotus
#

Half the blance of a summoner is you're not meant to be tanky. You're using the literal safest least offensive combat playstyle possible where you can sit back away from enemies and bosses and turtle with a shield while a crowd of underlings murder stuff for you. If you want to have a tanky build then I suggest you use playstyles designed for the physical combat classes

toxic yoke
jagged lotus
#

And all use arcane staff many do. General gameplay balance would dictate summoners should not be tanky

toxic yoke
#

I think you fail to separate the difference between how things are designed to be and how things can be played because the system allows it to be viable.

jagged lotus
#

Yes and I'm telling you it's possible already, it's just crap SeasonalMerchantLUL

toxic yoke
#

viable

#

I'd rather you just say you don't like the idea, then give me a ton of half baked reasons against it.

jagged lotus
#

Dawg you still haven't actually given a good counterargument for the original reasons I gave you why I didn't like it. You've gone off on this tangent about build diversity and defensive playstyles

toxic yoke
#

Defensive doesn't even scratch the surface, im just using it as an example.

toxic yoke
dire horizon
#

Basically simple answer is more build diversity with defensive aspects for summoning, we currently have it but I think idoodler wants better access to it

jagged lotus
toxic yoke
#

I said they don't have to rebalance any other gear, but we compromised on puppet ring

jagged lotus
#

So now we'd be at 10 summons basically for free?

toxic yoke
#

Ya kinda. Are you telling me summoning isn't undertuned right now and justifies the buff?

#

btw you could get 11 with a cobbled together build 😉

toxic yoke
jagged lotus
#

I didn't address those at the time actually. That seems more like a bandaid fix to that issue which, why bother? Wait till talents are actually reworked

toxic yoke
#

8% * 10 = 80% ranged attack speed vs 10% * 8 = 80% ranged attack speed
60 * 10 = 600 magic barrier vs 75 * 8 = 600 magic barrier
Seems to work out just fine.

dire horizon
#

We'd be talking about skill trees though and I'd rather leave that can of worms alone XD

toxic yoke
jagged lotus
dire horizon
#

I think two freebie minion count not only scales better for us but also increases all minion builds as a whole

jagged lotus
toxic yoke
#

You know and have pointed out that every additional minion from an existing count gives diminishing returns to overall damage. So you should understand that if the base line is higher, then minion counts value doesn't outweigh other options or rather is less likely

jagged lotus
#

It still does until those other talents are reworked or removed

#

Hence

toxic yoke
#

skills?

#

talents?

jagged lotus
#

Yes the problem with extra minions being broken is every extra minion gives you a fat pile of extra buffs

toxic yoke
jagged lotus
#

Being a net neutral to those is not an improvement

dire horizon
#

Minions giving barrier+magic dmg= more minion dmg than what other options can provide us at least for grim set, maybe minion attack speed at 45% could possibly be better than 1 minion count but I don't think by much or if at all depending

toxic yoke
#

So you just omega biased against the one outliar build it seems?

#

No other explanation makes sense

jagged lotus
#

Fym outlier wdym outlier

toxic yoke
#

arcane staff is legit the only build that takes advantage of that synergy

dire horizon
toxic yoke
#

Its the only place minions are even relevant compared to other combat styles

jagged lotus
#

Those are literally the only talents people use for summone right now regardless

toxic yoke
#

Afaik all are significantly lower in power

jagged lotus
#

Other builds aren't using the summon tree

toxic yoke
#

Other summoning builds aren't using the summon tree?

jagged lotus
#

??

#

Other meta builds aren't using summoning

toxic yoke
#

Without arcane staff what minion build is competing with other meta builds?

toxic yoke
jagged lotus
#

They as in summon builds?

toxic yoke
jagged lotus
toxic yoke
#

Average strength of summoner builds are significantly lower, average other builds. Would you not agree?

dire horizon
#

I'm confused on the diversity part tbh, but more minion count is always best for grim set regardless ( not taking arcane staff into account ) and I'm solely talking about minions as dps, I can see how minion count just will outweigh any options for it with current skill trees, besides that? Then guardian is dmg% focused, everything else falls to the ladder till we see sets that take advantage of different mechanics

jagged lotus
#

Yeah? But they won't necessarily be with the other changes

toxic yoke
jagged lotus
#

Extra pointless work for devs that has negative gameplay impacts instead of just not doing it until talents are overhauled. Simple as that.

dire horizon
#

I'm fine with more minion count it buffs summoner gameplay in general

toxic yoke
#

It is purely the changing a number.

#

As someone who has dabbled in game development and design this is the most trivial of changes.

jagged lotus
#

Which they then have to scrap and undo. Dawg what it comes down to is it's not worth doing till other changes are done first. If we're going down that road that's really all there is to it and I'm tired of going in circles with you over this.

toxic yoke
#

You act like changing how game mechanics function fundamentally is the simplest thing.

dire horizon
#

Assuming they don't ever overhaul skill trees this fix would be enough of a game changer especially for pure summoner

jagged lotus
toxic yoke
#

Ya if it requires such a large overhaul why even change it in the first place if its too broken to think its fixable.

jagged lotus
toxic yoke
#

I'm saying they could be like ehh summoning is kinda broken, but it works why overhaul it when its a gamble if it fixes things or not.

jagged lotus
#

You're asking for implementing literal bandaid fixes that they have to go back and change again later. This is stuff that you yourself are admitting will need to be changed at a later point

dire horizon
jagged lotus
toxic yoke
#

If a small change garners a big change and players resonate with those tweaks its easy to see players are still invested enough for an overhaul to be work it. I've seen so many people say they like summoner but ditch it due to all the issues.

toxic yoke
jagged lotus
#

Okay?

toxic yoke
#

Which is fine we clearly have our own point of views

#

Genuinely i just don't know how you don't see it

dire horizon
#

Jkjk XD

toxic yoke
#

smh my head 🙂

#

ye

jagged lotus
#

Like sure I guess if you wanna lean harder into the magic damage synergy spiral thing we have right now be my guest I just thought we wanted to move away from that

toxic yoke
#

xddddddddddddddd

dire horizon
#

XD

toxic yoke
dire horizon
toxic yoke
dire horizon
toxic yoke
jagged lotus
dire horizon
toxic yoke
#

Okay lemme ask again with everything included....

jagged lotus
#

No. No free summon slot. Stop trying to shoehorn it in I'm sick of talking about this jesus christ

dire horizon
#

Okay maybe next thing, remove arcane staff XD

dire horizon
#

Take that out of the picture and meteorite staff takes it's place ngl XD, but overall adding base minion count really helps summoner as a whole provided not all summons are gonna be on short timers

toxic yoke
#

Power in numbers+2–8% range attack speed per active minion
Group effort +2–8% magic damage for every active minion
Tough gang +12–60 magic barrier per active minion

For those that are bad at math or fail to understand basic balance changes, if we are going from 8 minions to 10 minions the following changes occur:

From 10% * 8 = 80% attack speed or magic damage | To 8% * 10 = attack speed or magic barrier
From 75 * 8 = 600 magic barrier | To 60 * 10 = 600 magic barrier

For those that don't understand this will result is exactly 0 changes to the following:
Trickle down arcana Minion damage is increased by +10–50% of your magic damage increase
Grim armor set bonus - Minion damage is increased by +48% of your magic damage increase

jagged lotus
toxic yoke
toxic yoke
#

Oh you practice that? crazy

dire horizon
toxic yoke
#

Someone is greedy

dire horizon
#

Bro I'll even take +1 minion count as a buff to summoning, no other changes literally summons dps and gameplay is that bad XD it's the most unpopular for a reason, I've given up my perma minions idea for a bigger picture, all the changes on doodler put out make sense for the quickest implementation for summoning to have an actual impact on the game

toxic yoke
#

Mind you there is no perfect solutions, no overhaul is guaranteed to do anything. There's only better solutions, small steps are often needed first before a bigger better step is taken.

dire horizon
#

Literally my suggestion= make summoning better 👉👈

I'm not talking about huge overhauls or change everything blah blah, just simple summoner fixes, make it the build we want to play but also entertaining for the majority of players

toxic yoke
#

Suggest anything that would increase summoning build diversity as its an issues that absolute needs a small step towards, that doesn't require any reworks to any existing mechanics. Tweaks of values are acceptable.

jagged lotus
#

I'm done. I wanted the post to be stuff people could actually come to agreements on, that's why I dropped the request to allow summoner to use more kinds of equipment cuz you were so up in arms about it but now you're super insistent on this poorly thought out gimmick feature for no reason beyond build diversity and mindless buffs with no regards to balance

toxic yoke
#

Provide an alternative

#

Nothing has changed

toxic yoke
#

Its only you at this point

#

Maybe its mean to point that out but its the truth

jagged lotus
# toxic yoke Provide an alternative

The alternative was already discarded. You said no to allowing minions to utilize anything that's not specifically related to minions so anything from damage% like glass bead to boss% like spine ring are just straight up out of the question for minions to you because "muh hybrid"

toxic yoke
#

Ya but that doesn't increase build diversity.

#

It forces all summoners to be hybrid

jagged lotus
#

What the hell are you talking about?

dire horizon
dire horizon
toxic yoke
#

Allowing crit and other stats apply to minions makes summon not only ungodly flexible, but also extremely to the point that summoning gear would never be used outside of maybe the grim helmet and puppet rings. Everything else would be crit, and you'd have so much generic power you'd be irresponsible to not use a ranged weapon to give 100% crit with weakness detection so you can just focus crit damage for some insane crit multiplier to not only your own attacks but also the minions

#

Meaningwhile im asking for 2 more minions

#

25% increase on average

toxic yoke
#

Your idea

#

critation given

jagged lotus
#

yeah sorry I tried using full summoner with a crit ring but iDoodler said everyone is now required to run grim hood ninja armor sorry

toxic yoke
#

Why wouldn't they go full crit damage?

#

I don't get it

jagged lotus
#

What? Burn summon build? Build diversity? Nooo. More than two options for rings? Why would we want that?

dire horizon
toxic yoke
#

This idea requires a massive rebalance that affects the balance of the whole game

#

and changes to the way many stats function

jagged lotus
#

It doesn't but hehe alright

toxic yoke
#

hehe when summoner invalidates all other builds in the game they will start to nerf the values of all the stats that make them good and in turn does in fact affect the whole game.

#

Why would i want 1 of me, when i can have 8 of me with the same stats

jagged lotus
#

Cuz they don't have the same stats, and you're not getting 8 of you. If you run crit equipment you're losing out on summon slots, if you're running ninja armor you're losing out on summon slots. You're losing out on attack speed, base damage, mana regen, etc.

dire horizon
#

I think we can just agree to disagree on minion count being added and minions being effected by all of our stats XD

So let's just compromise on those and leave them out for rn ig lol

toxic yoke
#

Where build diversity then?

jagged lotus
jagged lotus
toxic yoke
#

Lemme know when any single one of those rings is ever better than puppet ring.

jagged lotus
#

Hey remember the time we talked about nerfing puppet ring? Twice?

toxic yoke
#

Nah you decided we'd do nothing

jagged lotus
#

I was in favor of that regardless of other equipment changes and the base minion count thing

toxic yoke
#

"why change it when we can overhaul everything"

jagged lotus
#

It's a broken ring and it's bad for balance

dire horizon
toxic yoke
#

If summoning is overall bad, because it is compared to other skills(except explosives cause thats pretty terrible now too), how would you suggest buff it? Buff base damage? Then how do we deal with the issue that minion count is so valuable a stat that almost always its a better option than any other stat?

#

Even if we let minions scale with our crit, minion count is STILL better in most caes.

dire horizon
#

My brains cells are diverse after this convo, I do think minion count is 100% better than any other stat in game as of rn for summoning in for all minion builds besides 1 and even then more minion count makes that build more consistent with less dmg

toxic yoke
dire horizon
#

Like I'm not asking for overhaul that's insanely complex to balance, we don't need a huge overhaul or deal with summoning being bad for years till that comes XD

jagged lotus
toxic yoke
#

so you opened the door, i just walked in

dire horizon
#

I want more dmg SeasonalMerchantLUL

jagged lotus
toxic yoke
#

Correct me if im wrong, but your main reasons were a generic "why do it at all", and that the magic dmg synergy that you brought up after we mentioned to nerf the way it scales would be too strong?

dire horizon
jagged lotus
toxic yoke
jagged lotus
#

To me it sounds like it stopped being about build diversity a while ago and now it's just "buff summoner" which wasn't the original point. Build diversity isn't being improved with this it's just shifting everything upward. Bottom tier loadouts are still gonna be bottom tier

toxic yoke
#

I mean... these summoner changes regardless of minion count would all be buffs

#

Its also still very much about build diversity

jagged lotus
#

Not straight up free global stat buffs

toxic yoke
#

Build diversity itself is a buff

jagged lotus
#

You said defensive builds is just scratching the surface

toxic yoke
#

If theres no flexibility in builds then the build that exists will have clear strengths and weakness and in turn there is absolutely no way to overcome that without viable diversity

jagged lotus
#

Also

dire horizon
#

3 sprouts summons for a pure melee build guarantees poison and overall buffs that build with more dps, along the lines every hybrid gets buffed but it also buffs summoner to more viable, we already talked about puppet ring reworks to make the minion count base added and I feel as if we've explained why it would add overall diversity

jagged lotus
#

How is having 3 summons for literally all players not going to make every build a hybrid? Now literally everyone can summon these 5 minute summons that are a complete non-issue to upkeep

dire horizon
jagged lotus
toxic yoke
#

Can't be defensive and can't be hybrid, idk what you want from me

jagged lotus
#

I want you to stop being a hypocrite and just drop this

#

Hybrid was such a huuuuuge frickin problem with my idea but now it's fine for yours? Get real dude. I'm sick of it

toxic yoke
dire horizon
#

Buffing summons will always buff hybrid I don't see a world that doesn't happen unless we completely box off summoning, but overall +2 base minion count does however buff minion gameplay

toxic yoke
jagged lotus
toxic yoke
#

Any buff to summoner will buff hybrid builds

#

But we can't do that because someone wants to let all player stats giga buff summoner, but equally doesn't want to buff summoner in any other way, because it makes his way of buffing summoner seem overtuned and less of a reason to do it

toxic yoke
#

The difference between the type of hybrid builds your solution and my solution is that yours will completely erase pure summoner, and for the cases where using minions for the utility for dps increase now just increases those minions damage far beyond reason. Alternatively, my solution while you could run 3 minions with anything, you are barely getting a dps increase without any minion scaling, which would come at the cost of damage to your own person damage. If we are talking about the differences between equal situations yours is boosting damage significantly more by allowing stats intended for just the player to now apply to each and every one of your minions.

jagged lotus
# toxic yoke The difference between the type of hybrid builds your solution and my solution i...

How does it erase pure summoner again? The rework is intended to make summoned minions function more like direct player attacks, especially with the single hit ones. Naturally that means more time spent focused on directly summoning minions and less time spent attacking with a different weapon. I'd argue pure summoner stands to gain the most by gaining all those different options for boosting the damage output of all their summons. And again, the stats you sacrifice by building for both a weapon and a summon tome in a hybrid build also negates some of that compounding value by requiring you to make sacrifices to certain aspects of both. A hybrid summoner gets nowhere near as many minions and significantly less mana regen, and slots dedicated to summoner means losses in damage output of your main weapon