Baconfry
Terrarian
So I was thinking about how we should solve the problem with Avenger Emblems. Because everyone knows what that's like, right? Defeating an easy boss whose summoning relies on a somewhat rare item and is limited by the respawning of an NPC, which can only occur during daytime... it's a mess. Especially now that the Summoner Emblem has been confirmed for the game... but I think I have the final solution. (And I mean it this time, which should be my final edit.)
Emblems are Music Boxes.
Okay, I'll start by explaining that last statement. The Music Box is an accessory that transforms after being equipped for a certain amount of time. It can take different forms under different conditions. Do you see where I'm getting at?
Trainee Emblem
Dropped by Wall of Flesh, 100% chance. Dropped by Mimics, 100% chance, in addition to an item from the Mimic's usual pool. The random drop table for the WoF becomes 33.33% Clockwork Assault Rifle, 33.33% Breaker Blade, and 33.33% Laser Rifle. (Or 25/25/25/25, if the WoF gets a summoning weapon as well.)
Important: Tell me what you guys think about if I made the Trainee Emblem a guaranteed drop from Mimics instead. (Now the official version of this suggestion.)
Sell price: 10 Silver.
Can be equipped, for no effect.
The Trainee Emblem transforms into one of four Emblems. This is determined by whichever damage type is first to deal (arbitrarily) 6,000 damage when the Trainee Emblem is equipped. (Thank you for proposing this, @zimberzimber!)
Alternatively, the decision can be made by comparing the percentage-based bonuses to damage of each class.
This new method, involving the Trainee Emblem, means that an Avenger Emblem can be obtained by killing the Wall of Flesh exactly four times. Still not easy, but infinitely preferable to the hell (pun intended) that you'd have to go through to collect four different items from a table of seven.
The new method removes all incentive to repeatedly defeat the Wall of Flesh once you have advanced beyond its tier. Instead, you are encouraged to explore, in the hope of encountering Mimics.
While I'm on the subject of emblems, I've got one more fix to bring up here. It was actually mentioned in my Biome Weapon Project's main thread, but one thing I've learned is that if you want people to actually read something and think about it, the worst thing you can do is to include it in a suggestion that has a lot of things in it.
Anyways, what I thought of was this: the ability to place summons freely on the screen is cool, but the problem is that this ability is available as soon as a summon weapon is obtained. Infinite wallhack? If you ask me, it should be available only to those who choose to actually invest in a summoner setup. So I'm going to propose a few changes to the Hercules Beetle tinkering lineage.
Ancient Scarab
Increases minion knockback and allows summons to be placed anywhere on the screen. (Yes, this is the old Hercules Beetle sprite.)
Hercules Beetle
Crafted: Avenger Emblem + Ancient Scarab.
Increases minion damage and knockback, and allows summons to be placed anywhere on the screen.
Papyrus Scarab
Crafted: Hercules Beetle + Necromantic Scroll (nothing changes).
Increases minion damage, capacity, and knockback, and allows summons to be placed anywhere on the screen. (Ever notice that the Hercules Beetle is brown, and the beetle on the Papyrus Scarab is red? I thought so, too.)
Obviously, this means that people who don't reserve an accessory slot for a Beetle accessory (people who aren't dedicated summoners) lose that benefit, and their minions/turrets are placed at their location when summoned. Which, I argue, is the way things should have been done in the first place.
It's true, people can autopause, equip the accessory, summon a turret, and then take the accessory off. But consider this: people can also autopause, equip a Tabi to dodge Duke Fishron, and then take the Tabi off. People can also equip a Paladin's Shield (6 defense) by default, and swap it with an Ankh Shield (4 defense) should they happen to receive a debuff. Or equip an Extendo Grip, mine an ore pocket that they can't otherwise reach, and then unequip it. Or equip a Neptune's Shell right before they're about to drown, and take it off when the breath meter refills. I'm not breaking precedent here. Spur-of-the-moment accessory swapping is something that all resourceful players with autopause have no problem using.
So... two major changes, and two sprites. Please let me know what you think about the way I approached this. Thanks for reading! I know I can be a bit prosaic at times, but I really do hope that you're all being careful not to miss anything. We couldn't have a good discussion otherwise!
Emblems are Music Boxes.
Okay, I'll start by explaining that last statement. The Music Box is an accessory that transforms after being equipped for a certain amount of time. It can take different forms under different conditions. Do you see where I'm getting at?
Trainee Emblem
Important: Tell me what you guys think about if I made the Trainee Emblem a guaranteed drop from Mimics instead. (Now the official version of this suggestion.)
Sell price: 10 Silver.
Can be equipped, for no effect.
However, after a certain amount of time, it will transform into one of four Emblems, based on whichever item is equipped in the helmet slot. (Earlygame helmets, vanity items, and the Crimson Helmet will not cause transformation.)
Besides the obvious class-related helmets, here are the ways to obtain the four Emblems (though this too should be obvious):
Warrior Emblem
Shadow, Molten, Turtle, Frost (50% chance), Beetle.
Sorcerer Emblem
Jungle, Meteor, Wizard Hat, Magic Hat, Spectre.
Ranger Emblem
Necro, Frost (50% chance), Shroomite.
Summoner Emblem
Bee, Spider, Tiki, Spooky.
Besides the obvious class-related helmets, here are the ways to obtain the four Emblems (though this too should be obvious):
Warrior Emblem
Shadow, Molten, Turtle, Frost (50% chance), Beetle.
Sorcerer Emblem
Jungle, Meteor, Wizard Hat, Magic Hat, Spectre.
Ranger Emblem
Necro, Frost (50% chance), Shroomite.
Summoner Emblem
Bee, Spider, Tiki, Spooky.
The Trainee Emblem transforms into one of four Emblems. This is determined by whichever damage type is first to deal (arbitrarily) 6,000 damage when the Trainee Emblem is equipped. (Thank you for proposing this, @zimberzimber!)
Alternatively, the decision can be made by comparing the percentage-based bonuses to damage of each class.
The new method removes all incentive to repeatedly defeat the Wall of Flesh once you have advanced beyond its tier. Instead, you are encouraged to explore, in the hope of encountering Mimics.
While I'm on the subject of emblems, I've got one more fix to bring up here. It was actually mentioned in my Biome Weapon Project's main thread, but one thing I've learned is that if you want people to actually read something and think about it, the worst thing you can do is to include it in a suggestion that has a lot of things in it.
Anyways, what I thought of was this: the ability to place summons freely on the screen is cool, but the problem is that this ability is available as soon as a summon weapon is obtained. Infinite wallhack? If you ask me, it should be available only to those who choose to actually invest in a summoner setup. So I'm going to propose a few changes to the Hercules Beetle tinkering lineage.
Ancient Scarab
Increases minion knockback and allows summons to be placed anywhere on the screen. (Yes, this is the old Hercules Beetle sprite.)
Hercules Beetle
Crafted: Avenger Emblem + Ancient Scarab.
Increases minion damage and knockback, and allows summons to be placed anywhere on the screen.
Papyrus Scarab
Crafted: Hercules Beetle + Necromantic Scroll (nothing changes).
Increases minion damage, capacity, and knockback, and allows summons to be placed anywhere on the screen. (Ever notice that the Hercules Beetle is brown, and the beetle on the Papyrus Scarab is red? I thought so, too.)
Obviously, this means that people who don't reserve an accessory slot for a Beetle accessory (people who aren't dedicated summoners) lose that benefit, and their minions/turrets are placed at their location when summoned. Which, I argue, is the way things should have been done in the first place.
It's true, people can autopause, equip the accessory, summon a turret, and then take the accessory off. But consider this: people can also autopause, equip a Tabi to dodge Duke Fishron, and then take the Tabi off. People can also equip a Paladin's Shield (6 defense) by default, and swap it with an Ankh Shield (4 defense) should they happen to receive a debuff. Or equip an Extendo Grip, mine an ore pocket that they can't otherwise reach, and then unequip it. Or equip a Neptune's Shell right before they're about to drown, and take it off when the breath meter refills. I'm not breaking precedent here. Spur-of-the-moment accessory swapping is something that all resourceful players with autopause have no problem using.
So... two major changes, and two sprites. Please let me know what you think about the way I approached this. Thanks for reading! I know I can be a bit prosaic at times, but I really do hope that you're all being careful not to miss anything. We couldn't have a good discussion otherwise!
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