Skellies and allies

Why do spawned skeletons vanish when switching weapons?
One spawned skellies need to stay spawned until destroyed.
You guys do know this is why most don't play them. Granted one must be required to place scepter in hand to respawn them, but having them vanish every time a buckler or shield is loaded is just plain derpy.
I'd be satisfied if this were limited to bucklers as they are really designed for the glass canon class. Bucklers with energy shield options wouldn't hurt either.

In addition the entire "in your presence" roll set is beyond derpy.
One of the entire purposes of minions is to kill at range with disposable fodder.
It would also be nice to have sorcery and summoner weapons that follow player rather than item level. Melee preference much?
Last bumped on Oct 12, 2025, 7:20:02 PM
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Xzelian#9114 wrote:
Why do spawned skeletons vanish when switching weapons?
One spawned skellies need to stay spawned until destroyed.
You guys do know this is why most don't play them. Granted one must be required to place scepter in hand to respawn them, but having them vanish every time a buckler or shield is loaded is just plain derpy.
I'd be satisfied if this were limited to bucklers as they are really designed for the glass canon class. Bucklers with energy shield options wouldn't hurt either.

In addition the entire "in your presence" roll set is beyond derpy.
One of the entire purposes of minions is to kill at range with disposable fodder.
It would also be nice to have sorcery and summoner weapons that follow player rather than item level. Melee preference much?

If you have enough spirit in both weapon sets you can select in the summoning skill in which weapon set to use them or both. If you don't have enough spirit its simple, you can have minions reserving spirit you doesn't have, its like using the weapon which you don't hold currently.

If you need a shield/buckler you can hold scepter in your main hand to have shield and minions together.
Last edited by Nikuksis#6962 on Oct 10, 2025, 5:00:43 AM
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Nikuksis#6962 wrote:
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Xzelian#9114 wrote:
Why do spawned skeletons vanish when switching weapons?
One spawned skellies need to stay spawned until destroyed.
You guys do know this is why most don't play them. Granted one must be required to place scepter in hand to respawn them, but having them vanish every time a buckler or shield is loaded is just plain derpy.
I'd be satisfied if this were limited to bucklers as they are really designed for the glass canon class. Bucklers with energy shield options wouldn't hurt either.

In addition the entire "in your presence" roll set is beyond derpy.
One of the entire purposes of minions is to kill at range with disposable fodder.
It would also be nice to have sorcery and summoner weapons that follow player rather than item level. Melee preference much?

If you have enough spirit in both weapon sets you can select in the summoning skill in which weapon set to use them or both. If you don't have enough spirit its simple, you can have minions reserving spirit you doesn't have, its like using the weapon which you don't hold currently.

If you need a shield/buckler you can hold scepter in your main hand to have shield and minions together.


I am aware, but the build uses a spear and buckler on the offhand.
I know how to do a strict summoner build, This is not that which is the point.
I can summon other types of latent minions who stay active such as zombies but skeletons de-spawn strictly because of weapon set.
These are not specters, so as physical beings should stay active till terminated. I agree that Re-summoning should require the weapon in hand. That's fair.
I know how the stupidity is designed. I'm pointing out the stupidity and lack of both inconsistency coupled with inane build limitations.

Think about it... when a boss spawns a hoard and switches to a melee attack do their minions de-spawn?
No, no they don't.
Think of spirit-based minions as a "weapon" itself. You can't use both spear/buckler and scepter at the same time. Chose either spear/scepter or scepter/buckler if you want spirit minions. Sounds absolutely logical to me.

Im personally in a waiting room of swords to make something like one-hand sword+ scepter for melee+minions char. You can probably have some other sources of spirit and use shield. But that is fair limitation.

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Xzelian#9114 wrote:

Think about it... when a boss spawns a hoard and switches to a melee attack do their minions de-spawn?
No, no they don't.

Bosses are not players, why do you even compare? :)
And they aren't holding anything in their hands, they have built-in spirit for minions :P
Last edited by Nikuksis#6962 on Oct 10, 2025, 7:09:37 AM
Your argument is entirely unfounded. I used spirit entities as a possible qualifier for th8s behavior but even those can be assigned spirit allowing.

Skeletons ARENT spirits, that's the point.
One can assign blazing spirits, sprites, and zombies to a specific weapon set (zombies are spells and use mana) and these do NOT de-spawn of one switches sets.
Skeletons which ALSO require overhead spirit beyond 2 all de-spawn as tied to the set.
This is incongruent and frankly nerfing.
They should behave like every other minion and NOT de-spawn spirit permitted.
I can see losing the free two as that would make sense, as well as their auto-respawn ability.

I don't need to be told what I "must do."
This is the feedback section.
For the developers, and not for me to convince or be berated by players.
You can disagree with my assessments, but my purpose is to tell the devs what THEY must do in my opinion to improve the game and retain customers.

Did I make a mistake? Are you a dev and I overlooked it?
I certainly hope not, for that would make the responses so, so much worse.


When i said spirit-based i meant minions that reserves spirit...

Ok another example: you're using scepter with an aura, and aura is not applied when you switch to another weapon set. Minions summoned with this scepter's spirit could also be considered damage "aura", which is disabled when the weapon is offhand at the moment.
Last edited by Nikuksis#6962 on Oct 10, 2025, 7:58:55 AM
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Nikuksis#6962 wrote:
When i said spirit-based i meant minions that reserves spirit...

Ok another example: you're using scepter with an aura, and aura is not applied when you switch to another weapon set. Minions summoned with this scepter's spirit could also be considered damage "aura", which is disabled when the weapon is offhand at the moment.




Um....
No you can apply anything to either weapon set spirit permitting.
I have the spirit overhead to run skellis if the game allowed. What it displays is "this skill cannot be used with this weapon set"

I believe you may not be understanding.

Auras tied to scepters are effectively the same and yes I feel after the aura is applied it SHOULD stay in effect post switch until depleted.
Resinvoking should require equipping such as discipline. Constant or stay resident scepter auras should turn off.

This isn't about how things "currently work"
I'm expressing how it logically SHOULD work.

Think of it like a rechargeable battery on a flashlight.
if you turn on a light and hang it on your belt the light stays on.
When the battery is depleted one must take it off and charge it, i.e. it can't work again until re-equipped.
This is how EVERY other minion, cast or otherwise works, although spirit based requires overhead. One can HAVE the spirit overhead and not be able to assign on a skelli scepter currently.
It's distracting and frankly derpy.
Telling me how it is currently "broken" does not change my opinion.
You are certainly entitled to your own, but you've made no logic points to disavow what I've said other than to remind me as though I don't understand of what I find an issue with.
I get why, and in my opinion it's a belligerent intentional summoner nerf.

Skellis once spawned are PHYSICAL manifestations which do physical damage and have a limited physical life pool. Stuffing the scepter in a belt should not make them vanish, but re-equipping that scepter should be required to return them.
My opinion remains the same. Ice walls, Flame walls, ANYTHING ELSE physical stays up even if isolated to a specific weapon set, and while recasting that set is switched to automatically.
For the record most their associated perks still work too.
Skelli scepters should be no different.
If you don't have the skill equipped, you can't use the skill.
No kidding.

The skill is equipped and used but currently not possible to maintained on switch. This is a problem.
This is incongruent with almost all other skill types.
This includes Chaotic surge in which using new instances of that skill disappears on switch but any applied effects REMAIN ACTIVE.
The ability to bring them back should indeed be tied to the weapon, but existing spawns should not evaporate on millisecond block switches.
That's my position and it isn't going to be changed by statements lacking logical premise.
Even if we treat them like spirit gem minions the inability to maintain them should be defined by spirit limitation.
The only limit tied to weapon set SHOULD be spawn.
Period.
In addition removing only the two free would prevent build conflicts for those using "shield recharge on minion spawn."

But let me ask this, if they did stick around for the millisecond it takes to block, how would that negatively effect anyone?
Do people just get off on hurting others' gameplay?
Things like this make people either not use the weapon or quit entirely, and when all that is left is illogical minded or selfish people the game will fail.
Those people do not invest, they take. In time when that's all that remains the game will evaporate faster than a scepter switch.

I want this game to be more congruent and appealing to a wider creative audience. Why wouldn't you?
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Xzelian#9114 wrote:
Spoiler
No kidding.

The skill is equipped and used but currently not possible to maintained on switch. This is a problem.
This is incongruent with almost all other skill types.
This includes Chaotic surge in which using new instances of that skill disappears on switch but any applied effects REMAIN ACTIVE.
The ability to bring them back should indeed be tied to the weapon, but existing spawns should not evaporate on millisecond block switches.
That's my position and it isn't going to be changed by statements lacking logical premise.
Even if we treat them like spirit gem minions the inability to maintain them should be defined by spirit limitation.
The only limit tied to weapon set SHOULD be spawn.
Period.
In addition removing only the two free would prevent build conflicts for those using "shield recharge on minion spawn."

But let me ask this, if they did stick around for the millisecond it takes to block, how would that negatively effect anyone?
Do people just get off on hurting others' gameplay?
Things like this make people either not use the weapon or quit entirely, and when all that is left is illogical minded or selfish people the game will fail.
Those people do not invest, they take. In time when that's all that remains the game will evaporate faster than a scepter switch.


I want this game to be more congruent and appealing to a wider creative audience. Why wouldn't you?

Because you clearly asking for abuse. Summons granted by scepter and its spirit are passively reforming and if they'd persist after weapon swap you would easily abuse that by resummonning them just by swapping your weapon (which is instant) and don't even need to resummon them manually. That just makes you effectively use both weapon swaps simultaneously which would be broken mechanic.
You even want probably make second weapon tree for summons and use it summons with your main weapon/shield which is just funny if you suppose its fair.

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