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The flyers just need to be looked upon from any enemy and they die. The protectiles are way too slow to be useable in any way.
I am rather sure a single summoned skull from remnant 1 could kill 20 of those if he did not get stuck in the terrain. xD
The reaver has a ranged attack for massive damage of around 300-500. The flyers also hit super hard 300+ but they are fragile. The balls also hit super hard in melee 100-200.
All the summons in this game are permanent. In the first game they had timers, the skulls were 60 seconds only and their damage was really weak. The only good summon in the first game was the dog and luckily it now has a more prominent place in the game.
You're asking for summons to carry you in the higher difficulties which is beyond unreasonable. I'm also quite sure no trash mob even is apocalypse can hit for 7000 damage...
If you don't believe me join any apoc lobby and summon a pet... ANY of those will get killed in 1-2seconds. Summoner ist atm with handler the most useless classes for higher difficulties.
B...But handler has a rezz?!!! Yeah doesn't matter an item can give you the same effect for way better class passives and it's not like you would need it.^^
You should not be expecting summons to be tanking hits like they do up to Veteran.
There's a crystal before every boss room though. Just get into the habit of using it and not summoning them until the boss fight starts for now.
edit: Because you get a whole array of other DPS means. From your guns, mods, traits, and from other classes abilities if you dual classed. Expecting just your summons to hold their own PLUS doing damage from all your other sources would trivialize the entire game. You would basically be a party of your own. Which that's not the take summoner is on here or was intended to be. I'm sure they might get some buffs at best but don't expect them to hold stuff down like another party member. Their just summoner's version of an engineer's turret. Be glad their permanent and they move with you.
I dont think people expect the summons to tank bosses and such but the issue is even the big guy with the rugged perk will die pretty quickly even to a few hits from normal mobs.
take into account that they do not take reduced damg from AoE (Including your own without the handler perk) they die pretty quickly even when they are not being targeted by bosses.
If this is the case why does any class have any skill? Shouldnt all the classes just rely on them shooting the stuff and dodging the things and not their skills to carry them?
I mean thats not the only thing there is for summons, you are meant to heal them at higher difficulties. Thats where Heal-shot mod shines.
I rely on my weapons, guns, mods, traits, etc. To do most of the gameplay and class special things just supplement that. It's how it is.
You are in no way going to keep up with healing the summons with the damg they take. Ontop of in order to use they you need to shoot the mobs and if your summon dies while your shooting the mob the healing shot is not doing much.
I am not saying it does not do anything however thats like trying to use a band-aid to patch up the titanic. There is a myriad of other issues with them. Issues that make little sense considering classes like eng and handler exist. Like why is there no way to command them to move or attack a target?
great and if we both agree that the summons die pretty much instantly what gameplay are they supplementing aside from just draining your hp when you summon them?
This would be the same as if a patch went out that said "Every classes skill will randomly only last 2 seconds then go on full CD. also most the time they wont work on bosses"