27 Comments

  1. I mean, whip stacking had it's point before 1.4.5 because there weren't many whips in the game, so in order to fill the gaps I believe they left it. But with the new whips and reforgers if they kept whip stacking too… Summoner probably could end up as broken as melee xD

  2. I've never used it either, the only real use for it was the attack speed of morning star, and even without it summoner was super strong with no effort besides you having to dodge, which every classes do except summoner did way more damage. And that's without whip stacking. Mage does way less damage and just looks very extravagant.

  3. Summoner only really gets so high when you minmax, minion mix, and back then, whip stack. rn it's pretty decent thanks for minion modefiers compensating. Low base damg minions really appreciate the +25 armor pen (which is about +12 tag dmg) mod and high base dmg ones prefer the Fabled mod, I like the simple nuance there.

    Armor pen also only adds dmg when the target has more armor than you have armor pen. So, 25 armor pen on a mob with 25 armor takes 12 more dmg, but a mob with 10 only takes 5 more dmg.

  4. What's really weird is that every other class is also capable of mixing weapons, often to apply certain debufs before switching to raw DPS. Summoner is now the only class that this doesn't work for.

  5. I do feel like summoner could use a reason to keep more then one whip around though it does seem like the new ones have some like Aoe single vs target as a design choice

  6. Maybe they could limit whip stacking to bring it back, like maybe you could only stack 2 or 3 buffs or maybe add add some kind of debuff if you stack too many effects? Kinda like what happens when you drink mana potions

  7. the problem was the tag damage, they couldve just made it so that only the tag doesnt stack and left the actual special effects (like durandel giving a speed boost) in

  8. Most of the people who agree has never or barely ever played as summoner. Its probably not even true that they did it because it was too strong but rather than modders had trouble implementing their own whips due to overall balance

  9. it was bad , as a mobile player I cannot use it and i played a full summoner playthrough before the update on master mode , it feels unfair that people on pc get access to it and get free damage meanwhile mobile and consol have to suffer , they removed it and balanced it out with new whips and summon reforges which is accessible to everyone (i know you can whip dtack on mobile and consol but its close to impossible and is very difficult)

  10. I will never get the people saying "oh, most of the people didn't use it and it would've been too strong so it's fine that they removed it".
    Genuinely, what's the big problem of one subset of people inside of the already small subset of people maining summoner being able to be rewarded for their skill expression? What would it affect you or anyone else for them to be able to use a mechanic they enjoyed and was a big part of their playstyle and getting more damage out of it? Think about it.