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报告翻译问题
That's right The best prehardmode whip, snapthorn, does 18 damage and a poison debuff. The first hardmode whip, Firecracker, does 40 damage and makes enemies explode.
Wtf is that whip progression.
the point of summoner is to feel like a commander with an army of troops, but it just feels like im a frail old lady with a flock of pigeons "protecting" me.. who can now also lightly slap her enemies.
Resummoning skips their attack cooldown. So you can repeatedly resummon it/them anywhere on screen to change its angle of attack and boost its RoF at the cost of mana. Come to think of it Minion damage probably isn't effected by mana sickness either. hmmm...
If you're worried about whips' range, their range scales indirectly with speed modifications on prefixes, so if you're looking for range, go for Sluggish, or Bulky if you want to sacrifice a bit of range for some more damage.
And if you're whining about summoners not having a main weapon, you missed the entire point of being a summoner. They don't fight. They don't do the dirty work. Their minions do. The summons are the primary weapon. Whips are the secondary weapon of a summoner, as emphasized by their tagging system adding damage to the minions and making them focus an enemy.
Summoner was introduced originally as a mixed "jack of all trades" class that didn't really have much going for it, and didn't have much content aside from pygmy staff and frost dragon. Over time, more minions, armor sets, and Old One's Army were introduced to fill out the class.
Now, with the addition of whips, the class has enough content in it to no longer be forced to rely on other class weapons except the devs clearly don't give a crap about the class evidenced by the awful pre hardmode summoner experiance and the fact that they gave a short range melee weapon as a way to "improve" the class without bothering to balance them properly. I mean have you seen the sheer difference in damage between Snapthorn and Firecracker, the last pre hardmode whip and first hardmode whip?
It's really telling how much the devs care about this class in that the first two weakest summon weapons are rng based and can't be crafted. It would be easy to give those two staffs crafting recipies, and there's no reason other than poor game design and laziness on the developer's part that these two, extremely pathetic weapons can't be crafted.
Finch Staff: Crafted with a wood and a bird. Requires the player to have a bugnet and be fast enough or lucky enough to sneak up on a bird and catch it.
Slime Staff: Wood and gel. Could make it pink gel or a drop from king slime's loot table if you wanted it to be harder to obtain.
Just look at how Thorium and Calamity handled early game summoner. Both mods made the class able to hold it's own ground using only summon weapons. Thorium even one upped relogic by adding summon weapons that weren't minions or sentries before whips even existed. Calamity made it so summoners got a penalty for using weapons that weren't summon based, but also gave enough accessories and a damage bonus for holding a summon weapon that it didn't matter.
Why couldn't relogic do that, if it weren't for the fact they don't want to bother fixing the class so it's balanced like the rest of the other classes?
In fact, you can kind of experience that with modded Terraria, especially Thorium. With unhampered summoner progression throughout the game, you can kind of play with the other classes' weapons freely and shine at every stage of the game without a sweat. The mod does a good job of making sure NO class feels like they HAVE to switch to accomplish anything (except solo Healer or Bard, maybe), but summoner has to think about enemies far less on average than others while still being adept at bossfights.
Also, I'd love if whips didn't have the negative speed-range scalar thing going on, but they're good at the job of making tanky enemies and some minibosses perish almost instantly.
Summoner's definitely in a tough spot, but whips only gave the class the illusion that it was viable against bosses solo.
It really sucks, because summoning has always been an interesting and cool concept to me.
Also, the summoner is a class, just the same as any other class. The devs chose to make specific weapon types and armor sets, but then gave up and didn't follow through on making it a full class. It's laziness, and "oh it isn't geared towards progressing the game, you should only use it for running errands!" is not an excuse for that.
Defeating bosses is quite literally the most important part of the game, you can't introduce a class and then gear it towards -not- doing that.
I'd like to clarify that the first two paragraphs are not my opinions. You should be able to take on bosses solo, but circumstance and lazy devs say "no."
Summoners are objectively the best for people who build a lot, and are quite literally unrivaled at keeping enemies away while you go AFK, but it's not an excuse for their inability to go toe-to-toe against a boss. It's uniquely infuriating to waste a mechanical eye and be forced to wait 10 minutes because your 4 spiders are too weak to kill two robot eyes in 9 minutes.
You ARE ABLE to do a summoner only run. People did. Stop spreading lies about it being impossible.
Whips are just a tool to support your main damage source. They aren't meant to be the damage dealer.
AND THERE IS A WAY TO CONTROL SUMMONS FROM FAR! IT'S CALLED RIGHT CLICK ON AN ENEMY WITH THE SUMMON WEAPON!
Also I really don't want to, but I love destroying your analogy. A commander does not fight. He commands troops. And troops protect their commander. Did you think about it before typing that down, because you counterargued your own complaint in your own post.