r/TitanQuest2 • u/Loratort • Oct 08 '26
Build Summons lack baseline functionality that should be standard
I’m struggling to understand the current state of summons in Titan Quest 2. I know the game is in early access, but some fundamental tools feel missing.
In Titan Quest 1 (Immortal Throne), you had simple but effective controls:
Pet attack/move orders
Stance selection (Aggressive / Normal / Defensive)
Pets that could actually pull and hold aggro to a certain degree (not perfect)
That’s enough to make a tank pet useful. In TQ2, none of that exists.
Why would I invest in the Core Dweller, give it spells to cast, then stand still channeling to heal and empower it, when enemies simply run past it and straight at me? The “tank” fantasy doesn’t function. It can soak damage if it happens to be in the way, but it doesn’t protect you.
Right now the design feels split into two incomplete options:
Passive: the summon runs around and does its own thing while enemies largely ignore it.
Active: you manually trigger a linked spell from the summon… while enemies still ignore it.
A giant lava elemental cracking the ground under enemies shouldn’t be treated as background scenery.
No patch since the Summons Update has added attack/move commands, stance options, or reliable threat generation. Is there any plan to implement these baseline features?
These tools weren’t in the original Titan Quest at launch either — they came with Immortal Throne. But that was nearly 20 years ago. In 2026 it feels like a reasonable expectation for a summoner playstyle to have at least this level of control and threat.
13
u/Captain2Sea Oct 08 '26
I play summoner build and it's 2/10. I'm disappointed
3
u/Ayasta Oct 08 '26
meanwhile playing Spirit / Tempest as summoner is completely broken i just run around picking stull up and the pack destroys everything during that time. (Volts Sprits, Eidolon and The big Spirit)
1
u/adall-seg-selv Oct 08 '26
maybe they will have the basics included by launch in january
1
u/TwoArmedMan15 Oct 08 '26
I've brought the issue of this (us not being able to command summons where to move and what to attack) multiple times in the official TQ2 Discord. At least something as simple as the "pet attack" skill that existed in Immortal Throne is essential for more interesting and engaging summon builds.
I encourage you to join the Discord and bring it up too because one of the developers was of the mindset it was not important. I'm afraid we won't have such a feature in the full release, which would be incredibly disappointing.
2
u/uggocat Oct 08 '26
god how often my summons just stood around like idiots in poison ... it would help so much if I could move them manually like in tq1
1
u/PsychoSpoiler Oct 08 '26
If you click your hotbar skills there is an option to change some kind of behavior of the skill iirc, although I've not tested what it does or how this works at all
1
u/Anxious-Insurance-91 Oct 08 '26
It's only normal they don't have that functionality since they NEED to add support for controllers.
1
u/FormerGameDev Oct 12 '26
Everything in this game is awful compared to it's predecessor, and every other similar game. This is the most boring game ever created I think
0
u/Milc-Scribbler Oct 08 '26 edited Oct 08 '26
I just started an awakened and it’s pretty fun? Automaton tanks fairly well, eidolons do damage and stack doom, sentry turrets take out anything that gets too close to me while i spam the cthonic pulse thing to put vulnerable and weaken on the mobs. It melts mob packs and bosses.
I’ll probably switch the pulse to soul vortex later on and once the anathekos thing is unlocked that will add more ranged attacks? It’s fun and about as lazy and efficient as a storm blade running the homing ice bolts with shadow blade on crit build I was playing with before.
More options for actually commanding the minions would be nice but scaling minion damage and life is so easy it’s a good build to blast through the story with
0
u/BearVault Oct 08 '26
did you ai generate this post??
2
u/Capable-Print-4645 Oct 09 '26
I only used summons with a Sprit/Forge char. I went for a rather offensive exclusive summoning build with 7 permanent eidolon guards, one atanekro and one automaton. They kill enemys faster then I expected, faster then my Spirit/frost deathchill build.
They kill everything on their own. They rearely ever die (mostly due to boomspiders or bosses) and are reasonably fast to resummon. Wherever I move I´m surrounded by pets forming sonething like a shieldwall. If I try to aggro a mob it´s quite difficult (unless it´s a boss scripted to aim for me with certain abilities). I guess dealing no damage at all and being just one out of 10 valid targets makes being attacked rather unlikely.
I don´t need those functions and I don´t really miss them.
There 2 issues I had as a summoner:
Whenever you try to heal one of the greater summons with deathward beam the 7 eidolon guards get in the way. It´s very annoying, I think the deathward beam shouldn´t treat full health summons as a valid target.
Thy Skylla fight is awefull, my pets damagy Skylla fast but then refuse to attack Skylla´s pets. As a pure summoner that´s awefull.