How does summoner progression look currently with all the new Whips added?

by Silent_Constant_9546

17 Comments

  1. It’s largely still the same, tbh. The new whips don’t really do much in pre-hardmode, so you’re still bee lining for the snapthorn. In hardmode, a lot of the new whips are really good, but you get them from bosses you were already going to be fighting, so you just get upgrades for not much effort. The only really big change is If you are someone who likes to fight Duke early, then him having a strong whip will make you much stronger than normal much earlier.

  2. Mountain_Turnip4425 on

    Honestly the only good thing added was the cobweb whip they didn’t really add anything else useful for summoner like yeah theres more whips but there mostly boss drops or put somewhere in progression where (the evil whips) where you can just get something better (snapthorn) as for summons the mashroom boi WOULDVE been somewhat useful if it didn’t cost shadow scales or tissue samples with that in its recipe it’s basically useless as the flinx staff is pre staff and is stronger in every way so mashroomboi is essentially useless

  3. Still pretty early on in my play through but other than the cobweb whip my pre hard mode progression isn’t looking too different. Honestly the bigger improvement is probably going to be those juicy summon weapon reforges. The whips themselves have some neat bonus effects I guess but like, you still just be swinging a whip from start to end. Not quite the same as switching between swords/spears/flails/yo-yos, or having bows/guns with wildly different trajectories or bullet behavior, or the huge variety in magic weapons.

    Don’t get me wrong, I appreciate the effort that went in, I just feel like the end result is still very one note and repetitive. The fun in summoner for me is all about the minion and sentry variety – whips have always been secondary for me.

  4. AdElectronic4912 on

    Real quick about the meme, you have the lowest defense in the game yet lead an army – Summoner is HEROIC!

  5. The main problem that still remains is the overall lack of summons. The whips do help a lot, but there are still so little actual summon items that early game summoner still really struggles especially if you get bad rng with finch staff.

  6. The new summon you can create after defeating the World Corruption boss and the Rng Pals are so sadly weak, they look more like pets than actual Summons.
    I understand that being a collaboration it doesn’t need to be overpowered, but it’s so sad that this is the only new summons added. 😭

    The whips are fine for filling the gaps where you couldn’t progress before, especially the Meteor and Plantera whips. this two are my favorite. ❤️

  7. whip stacking made summoner runs so much more interesting. I already loved summoner before that so to remove it makes me really disappointed

  8. Beautiful-Suit6057 on

    I play ranger almost exclusively and I can say with 100% certainty that you’re doing the zaza saying we are smart.

    It’s not that hard: Thing move, gun shoot, simple.

  9. …you know, I will get downvoted to hell for saying this again but it would look different if they didn’t take whipstacking away.

    Pre-Hardmode is not different at all, all whips added there get overshadowed by Snapthorn and Spinal Tap anyway, with Starcrash maybe being the exception.

    Hardmode whips are worth using, but they aren’t special. They’re just straight upgrades in progression. Pre-mech still only has Firecracker and Cool Whip too.

    If whipstacking was still here, we would make something out of new whips but they don’t mean much as of now.