Summon Raging Spirits still useless

I never understood their vision for temporary minions, specially the Raging Spirits. Currently on 0.4

First the "timer" aspect of it, especially now that monster density is slightly less, but map size is still the same. Why have the timed duration instead of "hits done" instead? It is incredily annoying having minions just die without attacking anything, it would be much more convenient to have a limit of attacks they can do before they die, would also allow them to do a better job tunning their damage by increasing it by like # extra/less attack. This also means that if set properly if they attack the moment they are spawned the duration would be the same as if it was just a timed one, and if they attack less times during the combat, it means they will last at least to the next fight even if it is on the other side of the map.

Second is the summoning cap, either they screwed greatly, or they did it wrong and never noticed. Summoning just 2 by cast just killed the skill, And quality increasing the summon limit to 11 is super weird, considering that we summon 2 per cast, the limit should be 12 instead of 11. Which leads me into thinking that they thought they made it so that it would summon 3 with each cast at maximum quality, but instead they increased the wrong limit. Still, summoning 3 at least per summon should be the minimum.

Considering the new Djinn ascendancy, maybe that was made for the Sorceress instead of Witch, which makes sense considering it is in the Sorceress tab. But this still is bad, considering the Infernalist art.

This leads to my third point, The spirt cost, if the idea was that it was only 2 summons because the Djinn specialization can summon them all quickly due to the ammount of spells they use, why not give it the same customizable treatment as the other minions proper? Have it so we can set the ammount of spirit we can allocate to it, and it will summon the corresponding ammount per cast. If set to 30 spirit then it should summon 3 per cast, 20 spirit 2 per cast, and so on, to some limit.

tl;dr:
1- Make temporary summons duration based on attacks dealt instead of time
2- Fix the limit per cast, also the effect of quality of the gem
3- Make the summoning of them customizable
Last bumped on Dec 27, 2025, 7:09:40 AM
fun fact, they mentioned on Livestream that Raging Spirits (limit) nerf was stupid, and they have YET to reverse it!

so dumb
+1

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