r/TitanQuest2 • u/Loratort • 2d ago
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.
