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Rapporter et problem med oversettelse
I still think they should be infinite, not a minute. Which ever, I will just ignore the class.
The timer being 30s is too short, by the time I can get minions attacking all together they start to unsummon. BUT having them worth more than just an attack creature would make it more worth it. More fun. Especially if these buffs are Aura based, and make warlock a heavily loved multiplayer friend.
Mage and summoner seem super tacked on at the last minute. Mage can end up being good (fireball staff by beloved) with enough investment but summoner is just awful.
likely tacked on so they could say "1.0, full release with TWO new classes!"
He has a good point if i wanna do magic why the hell do i have to level summoning or ranged to get passives that actually let me do damage/ have a usable amount of mana.
It already takes way too long to level any of the combat skills in the game anyway so at that point you might as well just use ranged the whole game and not even fuss with mana its not like the staves are actually more fun or interesting than the ranged weapons.
Grinding lvl on this will be nightmare.
The summons for damage output are okay at the start if a bit clunky due to AI, but from the moment you finish with the wilderness there is not really much incentive to use them over some of the better sets if you actually want to lean into the summoning aspect of it. I wrote some small suggestions, and listed a few games they could use as a kind of 'cheatsheet' to build a proper summoner archetype and separate it from the mage. Will copy from the other thread and add it below.
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Yeah I definitely feel that it needs a bit more time at the drawing board as this was obviously a relatively late addition. Still I am cautiously optimistic for the long term since this is only 1.0 and I am sure it will be rebalanced and reworked as time goes. I've seen a good amount of discussion surrounding summons and I'm sure they are taking the feedback onboard.
As for my 2 cents worth; if they want to make a summoner active during combat I think it would be a good idea to look at concepts like diablo 2's skelemancer (skeleton/curse build) or path of exile's summon-based witch (minions and sentries build) as an example. They could even use the currently empty left-click on tomes to provide support spells such as 'amplify damage', 'slow', and more. While using a weapon or tool (like how terraria has the whip) to mark a target for your minions, and put a 'recall minions to summoner' on it's rmb.
Ideally that is where the mana resource should go towards, and how to keep a summoner active. They are the weapon, you are the lifeline. Your time should be spent actively supporting your minions and keeping yourself safe/alive. This would have an additional benefit as well; as without the need to double dip into regular magic as a summoner, it could be purpose-made for the mage to give that class a more distinct personality and presence as well. I've got a couple of ideas of how that could be done as well but that's a different thread lol.
Otherwise they could go the same route as terraria, it was a simplified version of the concept but it worked fairly well for this type of game, and might be the easiest to implement. As that requires the least amount of adjustments. Just brushing up the AI and adding a weapon that directs minions on hit. From there it would just be balancing the base minion damage and summoner sets' bonuses so they don't lag behind the better sets and weapons at mid-to-end game.
Otherwise 1.0 is great so far.
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All of this said, I know it's a new and last-minute addition so I'm curious to see what they do with it in the long term.
It matters little which minions you take for that though, since almost all of that damage comes from the arcane staff. They do add some damage, but you are just a mage at that point and take the minions to buff. Those buffing talents are so much stronger than the left branch in the summoner tree. Summoner does need a nerf, but not so much on the summonings itself. The right tree is just ridiculous.
Imo the big issue people have is that summonings are basically like DOTS. They do amazing damage, but only if you consider their cast time + total possible damage. When you run around the wild, that matters little when you can just kill things quickly with instant damage. The good part is that you are not exempt from that as a summoner though and non-weapon gear choice generally buffs less early on than skill levels do in this game, so summonings are just "addition".
In many other games with summonings your gear can make or break a build more easily or you at least have to decide if you want to level up summonings OR damage, but here you get so much power from skills or food that you can just stack and stack with no choices to be made between the build. You can just be mage AND summoner. The bad part is that outside of boss battles or to shield you from enemies the summonings struggle to be more than just "addition". It is a bit better on hard, because enemies have more HP, but not a lot. One can take that as a design choice and to have some pro and con.. but I would really like to be able to focus more on being a summoner instead of just "I am an mage/ranger, but summonings also exist".
Summoner faces the "problem" of Core Keeper the most that you can be everything you want - at the same time. There is no "I ditch all my other damage boosts, because I focus on summonings". You can use your mage weapon and to a degree your other ranged weapons at almost full (or more?) strength while summoning. At least the other "class" choices can not use 2 weapons at the same time, yet you can swap around melee and ranged freely still and even use one to boost the other. In Terraria and the other games people mention in this thread, you have to decide: Either I boost my minions damage greatly or another type. You do not in Core Keeper, except for you gear. You get all the other power from all classes combined at all time and that can already add over 100% bonus damage or even 200% bonus DPS with no gear worn.
With that design it is hard to buff minions, since there is nothing to keep the other stuff in check while they are up in place. That +80% purely additive damage or so of a high level mage set has too little influence in this game. You can already get over +250% form skills and food (so that 80% additive becomes close to a measly 20% multiplicative). You can not just do it like Terraria does, where almost all your damage comes from equipment and specific damage bonus also has a much bigger influence because of the additive armor system on enemies.
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The most hope bringing piece of equipment right now to oppose that design a bit is imo the skull necklace: much stronger boost to minion damage than other damage boosts you can get on that slot and an actual (albeit more symbolic) downside added because of that. This is imo the best way right now to enable strong minions without overbuffing the character in general. If that would be e.g. for other damage types instead of HP, they might have a path open to a dedicated summoner with strong DPS from summonings. That would probably bite the general game design too much though.
But if you were to do "only class X" run, I think the clear winner would be melee or ranged. Likely melee.
Core keeper doesn't have that yet and may never have it the most interesting weapons for magic in terms of flair are a staff that shoots teamkilling exploding balls and a sword that does magic damage. Honestly thats one of my major issues with the whole game all the weapons feel pretty samey between every "class", that should make summoning's weapons shine but they feel nearly worthless with how targeting currently works.(also there only being 3 of them doesn't help either)
Both feel halfbaked with no non optimal way to use them and have them be fun the only option is to min max into 3 combat skills to use them or just be very bored while you wait on mana regen and bats that barely want to attack.
Both skills are less than a week old. We're basically testing them right now.
That being said: as finnicky as the AI can be, summons are pretty busted if you combo magic with them properly. I'm steamrolling as I move into the second outer biome today. No sign of slowing down.
I have said that 2 days after 1.0 release, the 1.0 update added a lot of great things, but things like the Passage or the new classes feel unrefined and rushed.