To IMC,
As many people before me said, the summoning skill needs to be fixed, the summons AI is horrible just like the companion, why it needs to wait for the sorcerer to be almost dead to start defending it’s summoner? Most of the summons auto attacks take forever just to completely miss the mark because the target moved one inch to the left.
Riding to use the boss skills seems great in paper but on practice… Why the SP cost is so high? It’s already bad that summon drains SP% every second and we have to keep the SPR at minimun for it to be optimal, then we have the Riding skill that drains sp like a full opened kitchen sink, AND THEN as a joypad player, the commands for the bosses skills when riding a summon can only be used in keyboard mode, and god knows how many times i died trying to drop the controller mounting the summon, use an weak boss skill , dismounting, getting the controller back and running away from harms way just for the summon to miss the skill or, if hit, the damage was weaker that it’s auto attack? Every boss skill that in their fights would hit you multiple times either by multiple single hits or by staying in the ground for various seconds giving you tons of debuffs (move, poison, bleed etc) if you touched it and KILLING YOU in the process, when used by the summoned version won’t hit anything or just hit once, won’t debuff anything, and WON’T KILL ANYTHING!
As many said before the only summon that matters is the Earth Temple Shooter, because it’s a ranged summon that doesn’t need you to stay 5 centimeters close to it for it to aggro on mobs and it’s auto attack hits twice but, making a sorcerer just to use ONE summoning because every other lacks in comparison makes the class one of the worst ones…
And this one is a personal opinion, the decision to make the summoned boss an amorphous blob of shadow is laaaaaame, the great boom of summoning a boss is to keep a boss as your pet and make it fight for you, when you make the boss just a shadow, you destroy all the appeal from the summon in the process, also i understand that the monster would have to be scaled down in size to fit the maps without creating slowdown everywhere but, when the boss scales down to mob size a.k.a the throneweaver and necroventer it loses all of it’s intimidation factor. I’ve seem videos from the ikcbt1 where the sorcerer summons where at almost boss size and it was those videos that inspired me to make a sorcerer, just to discover that as a summon they shrink to 1/5 it’s original size…
Now for the suggestions to better this class, but i doubt anyone from IMC will read this…
- Improve the AI, make it auto aggro on mobs and actively seeks enemies to battle without the need of you to be hit to near death 5 cm close for it. The summon still needs to be in range to not wander of the screen seeking mobs but, as it is now, it doesn’t work when the sorcerer to make a summon fight anything needs to be in melee range from the target and hit by it 5cm to the summon for it aggro on the mob.
- Give them the properties of their boss battles, and make them use their skills instead of just auto attacking, in other words give back their debuffs, aoes, damaging ground traps (not the mines/pillars/summoned totem ones, the weaver pool of poison ones) and make them use it without the need of the bugged (for controllers) riding skill to use them, and for every summon to be worth of using and not just the Temple Shooter
- Fix the riding skill for controllers so that controller players don’t have to drop it and use the keyboard just to use a boss skill then go back to the controller
- buff the boss skills, because as they are now they’re worthless
- Make it so that the summon have a fixed cost and timer like the salamion does, and riding it gets the % cost, so that the sorcerer doesn’t deplete all of it’s sp in 10 seconds when using the two because i’m certain that the final game will be harder to make money and using 30 Large SP Potions per map when the summon is active + the other skills will always keep the sorcerer wallet at negative
- The personal one: Make the summons bigger than mob size, if they can’t be boss size anymore make them on a scale of 3/5 instead of the 1/5 we have now, and give them their boss texture/appearance back because as said before the boss that fights for you was the magic promise from this class and an amorphous shadow is NOT right, we need color, we need boss textures!
- Make it so that boss cards can be SOLD between players and at the Market if there is a tab there for cards then use it! because buying a card depending on RNG to not lose your own by card battle is a complete and utter HERESY
