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I get what you're saying, but unfortunately right now I don't have any plans to fix it. Honestly, the balance of this mod sucks, yeah, but at the moment I'm prioritizing making it fun and varied
At the end of the day, if something's too easy you can set yourself challenges to make it harder, and if something's too hard you can always cheat to make it easier. How difficult it feels is basically up to your playstyle
Do I plan to make it balanced? Yes, of course, I'd love to, but right now I don't even feel capable of trying. I'm slowly balancing things that seem way too strong or too weak over time based on the little feedback I get
Does that mean your feedback is useless? Not at all. I'll take it into account and nerf the abilities you mentioned as unbalanced, but not in the way you suggested, for a few reasons:
1. Doing it based on summoner weapons: Aside from tanking performance (way too many calculations), it wouldn't actually be balanced. A summon has way more factors than just damage, like its speed, attack style, knockback, how many summon slots it takes, etc
2. Halving attribute bonuses in half: Instead, I was thinking of making it so the points you invest into an Attribute don't scale linearly, so the more you put into one stat, the less benefit you get. Not to make them weaker overall, but to make spreading out into different stats more rewarding instead of just sticking with the same one all the time. Maybe you have +44% Summoner Damage, but mobs have more than double the health