Game Mechanics Expert mode suggestion

Do you like this idea ?

  • Maybe the AI is too difficult.

  • Hey this is expert mode ! I want more difficulty !

  • Sounds good, but maybe it would be too much work for Re-Logic.

  • Sounds epic ! I want it right now !

  • Meh !

  • Sounds good ! But I want something more (details in your comment).

  • Meh... I feel it needs something more, special.

  • Too much.

  • What ?! This is the worst idea I've ever seen ! Go hide behind a rock !

  • I don't like it (details in your comment).


Results are only viewable after voting.

Makishima

Golem
I think what would be cool as new AI for expert mode would be an AI like the one of the Alpha Metroids (the Gamma Metroids are too slow for me) in AM2R (Another Metroid II Remake) :

- they dodge every of your shots,
- almost never shows its weak part and
- hit you in a way that it's hard to dodge.

It would be very cool, and I don't think that it's too to do hard because AM2R is made (and the game isn't done yet) with a very small team, and, like Cenx said many times, they don't have a deadline to finish the game.

And if it's almost impossible to do because of Terraria itself, maybe reserve it for Terraria 2.

So to give an idea of what it would be in Terraria : (with the example of the Eye of Cthulhu
Eye_of_Cthulhu.png
Eyeofcthulhu.png
Servant_of_Cthulhu.png
)

phases 1 and 2:
- trying to dodge projectiles (projectiles that would've touch it if it didn't dodge),
- attacking accurately,
1st phase :
- servants that comes in the way of projectiles and the player himself,
- maybe even new attacks, because why not like :
- a summoning of a shield of servants (independent of how many servants there are) (maybe 50 hp, 5 defense)
- or shooting fireballs (non-cursed),
- trying to stay behind the player (not just right or left, really at the opposite of where the cursor is, but just right or left for melee players depending at which side of the player the sword is swung),
2nd phase :
- a flamethrower (of normal fire because the cursed one is for Spazmatism),
- eating the player : only when the player is hit by the 1st ramming attack of it's ram-chain attack, the player is affected by the Cursed debuff and is immobilized during the time EoC is eating the player (3 seconds), and heals EoC (250 hp, EoC can't return to its 1st phase) but you can throw purification powder, it will free you, maybe each time EoC is touching the player it heals it (50 hp), the eating attack would hit the player 5 times, maybe it would eat servants that touch it,
or even a 3rd phase, like :
- it divides itself, or more accurately makes doubles of itself, they are turning slowly doing nothing around you fading slowly into the darkness of the night (they're invincible during this phase) and now that they're almost invisible, they stop turning, and the one behind you rapidly ram into you (you will be able to damage it only during this time and a short preventive time), it would've no defense and be very low on life (something like 560/2800) to not be too long because of night limit, it would inflict the Blackout debuff (the strong one),
- will rarely stand still and release tons of servants (30).

And this is only an example so imagine what would be possible for other things, like Plantera !

Talking about Plantera... That's how I see its AI :
Plantera%27s_First_Form.png
Plantera%27s_Second_Form.png
Plantera%27s_Tentacle.png
30px-Plantera%27s_Hook.png


Hooks :
- if they touch you, they grab you and will throw you to Plantera (ignores knockback resistance),
- they are now much faster allowing Plantera to move more freely, they also have their range doubled,
1st and 2nd phases :
- Plantera now move more quickly (halfway rage mode),
- Plantera will summon flowers that can tank some hits, they're not damaging,
1st phase :
- the seeds that Plantera throws now inflict the Poisoned debuff,
- Plantera will shoot occasionnaly spore clouds that are very statics and stay for quite a long time,
2nd phase :
- the tentacles now accurately tank the hits for Plantera, they also inflict the Poisoned debuff, and they have their range tripled, and also regenerate Plantera of 10% of their damage
- the spores leave behind them spore clouds,
- Plantera itself is now inflicting the Poisoned debuff, and regenerates itself for 50% of its damage
- Plantera will uncommonly sommon a thorn shield with something like 2000 hp and 25 defense,
- the thorns balls inflicts Poisoned debuff and spawns 8 seeds in all directions when they disappear,
Rage mode :
- it needs to be deadly so here we go :
- Plantera can teleports to its hooks (the hook where it teleports transforms into Plantera with the same hp, non reinitialized, the two others hooks die and three other spawn from the new Plantera), Plantera will be able to do it infinitely,
- Plantera will regenerate with 200% of the damage of its attacks (tentacles, hook damage), and 500% for Plantera attacks.

And now for one of if not the most important boss in the game... its name is the Wall of Flesh the terrible :
Wall_of_Flesh.png
The_Hungry.png


- when the player is affected by The Tongue, the tongue will first eject the player in the mouth then ejecting the player (only working in phase 1),
- instead of traveling lazers they're real lazers (traveling instantly, creating a neat line also known as hitscan lasers, there would be a lock time before shooting of 1/3 of a second),
- the weak parts now are only weak one part at a time, it will always be the part doing something (they now always do something and can't be activated two or more at a time), when they're inactive the eyes will be returned inside the flesh and the mouth closed,
- the hungry now very accurately tank damage,
- an active part being attacked will return in inactive mode as soon as possible,
- when at half life the eyes and the mouth will detach and will have a flesh string linking to the wall (phase 2) :
- the parts now can be touched simultaneously and will always be active,
- the eyes will move like the Eye of Cthulhu phase one and the mouth like the Eye of Cthulhu phase two,
- they still have shared life
- when at a tenth of the life they will move a bit like phase 3 of Eye of Cthulhu (phase 3) :
- another wall come from the other side, they are moving way more slowly, the parts are also not anymore linkedto the wall, they are linked to themselves,
- the parts move in circle around you doing non stop attacks.

And now place for the poisonous Queen Bee :
Queen_Bee.png
Bee.png
Bee_1.png


- Queen Bee will latch eggs into the player if the player thouch her (except during the ramming attack), causing the Infested debuff during 10 to 25 seconds depending of health (increasing with the decreasing of health) causing a damage over time similar to the Poisoned debuff and causing the releasing of a bee out of the plyer each seconds, causing damage, but the player can attack Queen Bee during the time she latches eggs into you,
- during the bee releasing attack the frequencie is 10 times bigger,
- the overall speed of the boss is doubled,
- the Queen Bee has a permanent Honey buff,
- uncommonly, in place of latching eggs into the player, the Queen Bee will sting the player causing the Poisoned debuff and tremendous damage,
- bees will try to make a living shield protecting Queen Bee,
- bees sometimes shoot a stinger, they wont be able to shoot another,
- bees can sacrifice themself to give 100% of their remaining health to Queen Bee, they'll generally do it after shooting their stinger.
- the ramming attack is much more accurate,
- Queen Bee can dodge damage, it's different of the dodging of the Eye of Cthulhu because the movement speed when dodging is 3 times the overall movement speed.

I hear a metallic sound ! What is this ! Yes ! This is the Mech Bosses ! But there's a special addition for the Mech Bosses :

- if you have defeated the three Mech Bosses at least once, there's a 1/15 chance on each night to trigger an event where you have to defeat the 3 in a row (order : Skeletron Prime, The Destroyer, The Twins) ! With the text : Your soul wants to fight !
- If you then managed to kill the three in a row this event won't trigger again but, there's now a 1/30 chance each night to trigger an event where you have to defeat the 3 Mech Bosses not in a row, but really at the same time (same text, also don't forget that the bosses stats increase each time you defeat them with up to 10 times their base stats) !

Place for The Twins :
The_Twins.png


Both, phases 1 and 2 :
- they'll coordinate their attacks in amanner that it's much harder to dodge both,
- they move the same as Eye of Cthulhu phase 1, except Spasmatism phase 2 which move like Eye of Cthulhu phase 2,
- they'll always be at the opposite of the other with you as reference point, except when they do coordinate special attacks,
Both, phase 1 :
- they have a stare attack, if they both stare at you and were at no more than 45° than anywhere you were the 3 past seconds with The Twins as reference point, they'll paralyse you with their staring force and and rapidly ram multiples time on you (both 5 times at optimal situation),
Both, phase 2 :
- if you are touched by Spasmatism first ram of its ram chain it will carry you and hold you in front of Retinazer doing its death beam attack, causing terrifying damage, you can however attack in front of you, if one of them is dead it will stop the attack,
- their movement speed is doubled,
Retinazer phase 1 :
- it will shoot triple lasers, three laser with 15° of difference between them,
Retinazer phase 2 :
- in place of the laser machine gun attack, it will fire a death beam, a hitscan laser lasting 10 seconds but the rotation time is slowed down to 25°/seconds, this speed with the decreasing of life to up to 65°/seconds, the movement speed is also lowered by half, when Retinazer does that, Spasmatism will try to attack you from the front,
Spasmatism phase 1 :
- it will shoot three cursed fireballs with 25° of difference,
- it has 50% chance to cause you Cursed Fire debuff by contact,
Spasmatism phase 2 :
- it has 100% chance to cause the Cursed Fire debuff by contact,
- the cursed flamethrower attack has its range increased by 1,5 times, also, it will fire three columns in place of one with 30° of difference, during this attack, Retinazer will fire two lasers with 30° of difference to make it harder to evade (Retinazer phase 1), or a double beam attack with 30° of difference too (Retinazer phase 2).

And now place for The Destroyer :
210px-The_Destroyer.png
Probe.png


- now each segments contains 3 probes
- it has 2 grab attacks (when attacked by the head segment) :
- when hit vertically with The Destroyer having some speed, it will bring you with it into the air, and then it charges what looks like the beam that will destroy your entire map (it obviously wont), when fully charged it will project you to ground with its beam force it will deal very great amount of damage, if you don't have an accessory that negates fall damage you'll probably die, but you can free yourself by spamming the movements keys (up, down, left, right, jump, it will take several seconds)
- then the other possibility it will grab you and the probes will carry you with an inoffensive beam, leaving time for The Destroyer to charge a super-hyper-ultra-whatever-death-beam (same as before), the time the probes can carry you vary with the number of probes, leaving more time to The Destroyer to charge its beam, it won't make the beam deal more damage, but it will last longer (the probes will still carry you during this time, but you can attack, it won't be to much of an issue for The Destroyer because of the amount of probes there's, but, if you manage to destroy all the probes, the attack will stop),
- the firing speed of the probes is 2 times faster,
- the heart drop rate of probes is divided by 3 (11%) because there's 3 times more,
- the segments of The Destroyer, don't take damage untill they're free of probes, also the probes won't leave the segments on their own anymore,
- the probes will try to tank The Destroyer, but not too much,
- the probes regenerate The Destroyer and the other probes with 100% of their damage (lasers too), the healing is not divided by the amount of healed ennemies,
- The Destroyer will have its movement chaged, it will look more serpentine, will try to make a balance between DPS and exposure time, leading to horizontal attack with low angle, but still targeting a bit higher than the player to trap it, it will however take less in account the exposure time in the formula if there's more segments with still probes inside (all segments with 3 probes = 0% taking in account : full DPS formula, fear The Destroyer ; all segments 0 probe = 100% taking in account : 50% DPS 50% exposure time formula, The Destroyer is more tactic),
- it can make very sharp rotations in mid-air,,
- its speed increase 2 times faster.

Remain the last, the hardest of the Mech Bosses, yes, it's Skeletron Prime :
Skeletron_Prime.png
Prime_Cannon.png
Prime_Laser.png
Prime_Vice.png
Prime_Saw.png


- its spinning mode is 2 times faster,
- if the Prime Vice touches the player repeatedly (like 3 times in 10 seconds), it grabs the player, leaving all the other parts some free attacks (Skeletron Primes head will do its spinning attack, but will take its distance before doing so), this attack ends when the Skeletron Prime's head have done some damage (can be enough to kill you) or if you destroy the Prime Vice,
- the splash of the bombs is greater,
- the Prime Saw has a new attack : it will hover above you and will rapidly successively go down to drill yourself,
- the Prime Laser has a short beam attack (the 3 other parts will chase you from the other side),
- Skeletron Prime will do more coordinated attacks so it traps the player (for example a beam above you coming from the left, the Prime Vice at your right, the Prime Saw at your left, and bombs exploding below your feets, and a spinning Skeletron Prime head coming from above left),
- sometimes two parts combine themselves to make a more poweful part :
- Prime Saw + Prime Vice = a super fast spinning Prime Drill, AI similar to the combination of both,
- Prime Saw + Prime Cannon = a very fast velcity shooting Prime Sniper, similar to Prime Cannon but shooting a very fast velocity bomb that deals greater damage,
- Prime Vice + Prime Laser = a very precise Prime Dismantler, a very fast Prime Vice with great homing capacity, sometimes shoot a laser,
- Prime Laser + Prime Cannon = a very powerful Prime Beam, like the Prime Laser beam attack, but the beam is more dangerous in all ways (a splash damage zone at the impact, a bigger hitbox, more damage) except rotation and movement speed, it'll only and always do this, it'll try to hover above you,
- to make them separated again you need to destroy that new limb, if destroyed, the two part will be untouched as before combining, stats :
- Prime Beam : ~30 defense, ~2000 hp,
- Prime Drill : ~23 defense, ~1800 hp,
- Prime Dismantler : ~20 defense, 1500 hp,
- Prime Sniper : ~18 defense, ~1250 hp,
- if a combined part is destroyed, the part that combined to form into it can no longer combine into the same combined part again,
- when there's only the head remaining, Skeletron Prime head will do its spinning attack continuously.

Now you've seen The Destroyer but you haven't seen its "biological" brother, the Eater of Worlds :
204px-Eater_of_Worlds.png


- each parts now sometimes spit vile spits (the things that the corruptors spit), body parts have ~0,2/second frequency (1/5), head parts havr a ~0,33/second frequency (1/3) and tail parts have a ~0,133/second frequency (1/7,5),
- when Eater of Worlds split into two other parts it gains a temporary speed boost,
- when Eater of Worlds has 25 segments (over 50) remaining, it starts its phase 2 :
- grabing attack : if you're hit by a Eater of Worlds head segment vertically from below with a certain speed or if hit when there's only one head segment, it will launch you with it in the air dealing continuously contact damage, you can't attack, and when hitting the ground you'll take a forced amount of damage and falling damage if you don't have anything that negates it, probably lethal, the only thing to free you is throw 3 purification powder or mashing the movement keys (same as for The Destroyer, but a bit easier), then
- of you're hit randomly and there's other head segments, it will hold you leaving free time to other parts to beat you to death (yes, to death, it doesn't stop), the only way to free yourslef is destroy all the other head parts, or destroying the head part holding you,
- better organisation, the longer part will attack above you traping yourself underneath it, then the other parts hit you accurately,
- some little parts will stay just underneath the ground waiting for you to pass on them and then surprise, jumping from below, on you (they can't wait forever, after 3 seconds they will move again),
- the same way, some parts will be in turret mode leaving just the head segment, and spitting vile spits on you, they can do this untill you come near them (they'll then of course jump at your face),
- when below 10 segments, its speed triple.

And now time for its all time rival the Brain of Cthulhu :
Brain_of_Cthulhu.png
Brain_of_Cthulhu-2nd.png
Creeper.png


- it can regenerate its creepers, at a frenquency of ~0,2/second (1/5),
- creepers have seen their movement speed doubled,
- but the most interesting is the phase 2 :
- it still spawn creepers, at a frequency of ~0,1/second (1/10),
- it has a natural regeneration, of 10 hp/second,
- each time it is hurt it teleports, behind you,
- its speed is tripled, but start at normal speed and accelerates to terminal speed in ~1 second,
- has a telepathic attack (basicly the grab attack) : if you stay still too much, it will immobilize the player and will leave the work to the few creepers, (last 10 seconds),
- at below 250 health, its regeneration increase to 100 hp/seconds, but you can lower it to 10 hp/second by throwing purification powder on it, lowering the speed by 10 hp/second,
- again below 250 health, it will start to shoot lasers from the eye,
- movement speed doubles at below 250 health.

And now place for the Dungeon keeper ! place for Skeletron :
Skeletron_Head.png
Skeletron_Hand_%28NPC%29.png


- Skeletron spinning attack speed multiplicated 2,5 times,
- shoots two burning skulls from the eyes (like Book of Skulls), they home a bit, but are slow,
- grab attack : the arms have a new attack, Skeletron head hovers above you, and the two hands move apart from you (to the outer cormners) for a short time, then they'll rush on you (like normal attack), then the one that hit you (if one hit you) will grab you doing no damage (you can't damage it either), but the other hand will repeatedly attack you, the attack stops only after quite a long time, or if you destroy the other hand,
- the arms have a missile attack, they'll bahave a bit like the demon scythes, slow at first but exponentially increase in speed,
- Skeletron head will enter rage mode when the arms are killed, basically spinning forever, and shooting burning skulls,
- if one arm is destroyed and the other is still alive for 10 seconds, the other hand will respawn with half health (if it respawn multiple times it will still be half health).

Next one is a bit easier and some may not consider it as a true boss (even if it is), I'm talking about the King Slime :
King_Slime.png
Blue_Slime.png


- it can go through blocks if needed,
- spawns much, much more blue slime,
- if the player is attacked by the lower middle of the King Slime (the straight line), the player is sucked in it, affected by the new Acid Regal Slime debuff during the time inside, which behaves like the Poisoned debuff plus the Broken Armor debuff plus the Ichor debuff, but you can easily go out of the King Slime by continuously jumping (like if you had infinite cloud jumps in honey),
- the blue slimes can fuse in the King Slime healing it, they do not do this very often,
- King Slime leaves a slime trail, causing slower movements (movement speed and attack speed),
- as a bonus, the King Slime drops the Golden Crown or Platinum Crown on death,
- each single damage dealt there's a slime spit with the energy depending of the velocity/damage of impact, so if you deal it 50 damage, 50 little slime spits dealing little damage, goes out at once, from the damage impact.

It is made of magic clay, used to protect an ancient city, it is the guardian of the Lihzahrds, it is the Golem :
Golem.png


- lasers aim a bit differently, one aim a bit above the player and the other aim a bit below,
- fists frenquency increased (2 times),
- jump frequency increased (2 times),
- fireball frequency increased (2 times),
- when the body is destroyed there's a third phase :
- the Golem, as golems are made of clay, and clay is fertile, and we can already see some vines one the Golem 2 firsts phases, the Golem armor destroys and we can see the fresh lihzahrd clay, and the glowing yellow "sun" core in the middle, and a Plantera seed was inside, and the core is giving energy to the seed, so you have a super Plantera (second form kind of) as well as some lihzahrd bricks strengthening it,
- the Plantera mouth, can sometimes shoot solar beams on the player, 2 second duration, 90°/second rotation speed,
- the tentacles have a lihzahrd armor and shoot fireballs,
- Plantera don't have hooks anymore, so it's staying on the floor,
- Plantera now have some super tentacles with a big chunk of lihzahrd brick, they shoot lazers as well as three fireballs with 20° of difference,
- Plantera, the tentacles and the super tentacles, have a lot of defense, and Plantera have quite some life,
- grab attacks :
- if physically touched by a tentacle, they throw you into Plantera's mouth,
- if physically touched by a super tentacle, it does a flamethrower and then throw you into Plantera's mouth,
- if you are grabed 3 times in 10 seconds, the next time you touch Plantera's mouth, it will do a solar beam.

And the last but non least, Duke Fishron :
DukeFishron.png
DukeFishron2.png


- be aware I'll make it much harder,
- 1st phase :
- each (normal) bubbles it spawns have a (1/3) chance to be a sharknado bubble,
- when he does its sharknado attack, it spawns 3 times more bubbles,
- when you are touched by a sharknado, you're sucked in the bottom of it and then will spin to the up dealing you contact damage and finally be thrown in the sky, with Duke Fishron waiting for you there,
- when Duke Fishron physically touches you you are affected by the Bleeding debuff,
- 2nd phase :
- now the normal bubbles instead of having a 1/3 chance to spawn a sharknado it's 1/2 chance to spawn a Cthulhunado,
- when he does its Cthulhunado attack, he spawns 5 times more bubbles,
- when you are touched by a Cthulhunado, you will spin a lot more inside, with Duke Fishron still waiting in the top, the Cthulhunado also inflicts the Confused debuff,
- when Duke Fishron physically touches you you are affected by the Bleeding debuff and the Broken Armor debuff,
- when at 10000/50000 hp, it spawns a gigantic supernado (enough for him to fit inside) and he goes inside spinning rapidly from the bottom to the top, he appears even darker, with glowing red eyes, and water trails from its wings/fin (phase 3) :
- he is 3 times faster than in second phase,
- he has the same cycle than in second phase but he perform it much faster,
- bubble attack : the bubbles travels 2 times faster, have 1/2 chance to spawn a Cthulhunado and a 1/10 chance to spawn a supernado, he spawns 2 times more bubbles, bubbles also inflicts the Slow debuff,
- Cthulhunado attack : he the bubbles have 1/3 chance to spawn a supernado, he spawns 2 times more bubbles,
- if you are touched by a supernado, same as before but you spin even more, also the supernado inflicts the Confused debuff and Slow debuff,
- when hit by Duke Fishron, you are affected by the Bleeding debuff, Broken Armor debuff and Confused debuff,
- he also randomly spawns lightning bolts on your average position,
- he triggers a Rain event,
- some sharkrons may also randomly fall from the sky,
- during his lunge attack, he may spawn some homing razorblades.

Now I'm doing something that is suggesting other things, so it's just to fill some gaps so it is about Ice Queen and Pumpking :

So I won't really explain because it will explain it by itself :

During Frost Moon, Ice Queen has 50% chance to drop a Soul of Ice Queen's Cruelty and 100% chance to drop 10 to 20 Ice Crystal.
During Pumpkin Moon, Pumpking has 50% chance to drop a Soul of Pumking's Might and 100% chance to drop 10 to 20 Pumpkin Gem.
25 Ice Crystal + 1 Soul of Ice Queen's Cruelty at Mythril Anvil/Orichalcum Anvil = Ice Queen's Wedding Ring. It's a vanity item.
25 Pumpkin Gem + 1 Soul of Pumkin's Might at Mythril Anvil/Orichalcum Anvil = Pumpking's Wedding Ring. It's a vanity item.
1 Pumpking's Ring + 1 Ice Queen's Ring at Tinkerer's Workshop = Imperial Wedding Rings. Summons Pumpking and Ice Queen as bosses (the 2 at the same time, you can summon them at any time).
Note that all these things above is not expert mode only.

Here's what will look like Pumpking as boss in expert mode, on normal mode he will be as in the Pumpkin Moon :
Pumpking_Full_Body.png


- mode 1 (smiling, melee attacks) :
- his scythe swipe attacks are much more aggressive (travels faster),
- the scythe swipe attacks frequency is much higher,
- mode 2 (normal/neutral, scythe projectiles) :
- the scythe projectiles a bit are faster and are a bit homing,
- the scythe projectiles spawning frequency is much higher,
- mode 3 (big mouth, greek fire)
- the greek fire is much more accurate and causes the Greek Fire debuff, it has the same base DPS as the Cursed Fire debuff, but when you go underwater, the effect become 2 times stronger and the cooldown continuously resets, when the debuff goes out it leaves the On Fire! debuff,
- coordinated attack with Ice Queen :
- when Ice Queen is doing the spinning-on-one-spot-attack, Pumpking will tend to go on mode 2,
- when Ice Queen is doing the hovering-over-the-player-attack, Pumpking will tend to go on mode 3 (70%) or mode 1 (30%),
- when Ice Queen is doing the I'm-going-everywhere-at-sanic-speed-attack, Pumpking will tend to be on mode 1 (90%) or mode 3 (10%),
- rage mode : if Ice Queen is defeated and Pumpkin is still alive :
- same as before but now continuously shoots homing pumpkins from its mouth,
- when at mode 1, the pumpkins are very fast, low frequency, and medium homing capacity,
- when at mode 2, the pumkkins have a very great frequency, medium speed, and low homing capacity,
- when at mode 3, the pumkins have a very high homing capacity, low frequency, and medium speed,
- a new mode is included, Pumpking head will hover just above the player, shooting greek fire, with his arms swinging very fast, also spawning scythe projectiles, with the face of the mode 1, maybe with a more pronounced grin.

Here's what will look like Ice Queen as boss in expert mode, on normal mode she will be as in the Frost Moon :
Ice_Queen.png


- the ice waves have are different and now have a larger hitbox,
- during the spinning in one spot attack, she spawn 2 times more ice shards,
- during the hovering attack, she is much faster (so she will be more accurately over you) and the ice shards speed is higher,
- coordinated atteck with the Pumpking :
- while Pumpking is at mode 1, Ice Queen will tend to do her ice wave attack (50%) or her hovering attack (50%),
- while Pumpking is at mode 2, Ice Queen will tend to do her ice wave attack,
- while Pumpking is at mode 3, Ice Queen will tend to do her spinning attack (55%) or her hovering attack (45%),
- rage mode : if Pumpking is defeated and she is still alive :
- she will continuously spawn snowflakes from her arms that do little damage, affected by weather (wind), slightly affected by gravity, and if possible retains a bot of the momentum of Ice Queen,
- new attack : she spawn a giant ice spear, holding it for 10 seconds, during which she spawn several ice shard around it (roughly 10), and when she throws the spear, the ice shards goes with it, and the spear leaves a snowflake trail.

So of course why do this ? Because their drops are much better !
Same drop chance of the throphies as of other bosses (10%).
Guaranteed to drop a weapon (and 50% chance to drop 2).
Baby Grinch's Mischief Whistle 7,5% drop chance.
Reindeer Bells 2,5% drop chance.
Black Fairy Dust 25% drop chance.
Spider Egg 25% drop chance.

To balance the drop chances the Mourning Wood, Everscream, and Santa-NK1 also have an alternate (kind of), let me explain :

when both (Pumpking and Ice Queen) have been defeated (at least) 5 times, an additionnal Everscream spawn with them, it's the same as in the Frost Moon, and when both have been defeated at least 7 times, an additionnal Mourning Wood spawn with them, it's the same as in the Pumpkin Moon, and when both have been defeated at least 9 times, an additionnal Santa-NK1 spawn with them, it's the same as in the Frost Moon, and finally when they're both defeated 12 times or more, 3 (or 2 in normal mode) of each spawn with them (3 Santa-NK1, 3 Everscream, 3 Mourning Wood).

Their drop rates are also increased :

again 100% chance to drop a weapon, with 50% chance to drop 2 (Necromantic Scroll counts as weapon),
10% chance to drop a throphy,
Spooky Wood increased (to 60-100),
Spooky Hook 25% drop chance,
Spooky Twig 25% drop chance,
Cursed Sapling 25% drop chance,
Christmas Hook 15% drop chance,
Festive Wings 15% drop chance.

And I think the bosses would increase their stats each time they're defeated so you'll always have a challenge (1,1 multiplicator for the first time defeated, 1,15 for the second, 1,2 for third, and then it's always 1,25 untill it reach 10 times the base stats which is the max for hp, for damage the max is 5 times, and for defense the max is 2,5 times, the hp is rounded at 10).

Anyway I am sur they will do an awesome work with it I don't have to worry about it.

And again if it's not for Terraria, it's for Terraria 2 !

And also if you haven't played AM2R (which I highly recomend to you if you like metroid games, even if it's not finished yet) and you want to watch videos (the most recent version if possible) (or even play) about it to see what I'm talking about take in care that the AI of the first metroid is worse than the ones after (the AI goes better and better with your progression in the game), so the AI that I'm talking 'bout is the one of the last metroids (the same stats that at the beginning of the game but still 10 times harder, truly, you only have to shoot at its belly 5 times, or more if you play in hard, like me, but they're still a big pain in:redspin:).

Also I'm French so if you see some mistakes don't hesitate to tell me !
 
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Hey I updated the OP quite a bit !

Now with a Plantera idea ! Don't hesitate to comment or show me your ideas !

And also Redigit said that the Eye of Cthulhu got several new moves for the expert mode ! I don't think he read my thread but it's a good new !

Hey I would like the help of a spriter, it's for the third phase of the Eye of Cthulhu, I would like a darker version of the 2nd phase of E0C with little eyes growing on it.
 
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This is perhaps the coolest suggestion I have ever read.

Big support.
Thank you Lessk maybe give some ideas or maybe give some details of what you really liked ? Anyway it's always good to hear ! Even more because it's my first thread !
 
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This is great, but remember they already have expert mode programmed, at least most of it. We have no idea what its going to be like, so i dont know if they will take this. However, i love this idea, maybe have it so you can select per-world difficulty and this is the hardest one? Idk...

Edit: Skelly prime, hardest mech? Nonononnono. Skelly prime is the easiest by far. Still have no idea why everyone thinks hes hard...
 
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This is great, but remember they already have expert mode programmed, at least most of it. We have no idea what its going to be like, so i dont know if they will take this. However, i love this idea, maybe have it so you can select per-world difficulty and this is the hardest one? Idk...
We can legitimately imagine everything because they said the update don't have a deadline so we don't know if the update is at 1%, 10%, 50%, 90%, or 99%. We can speculate everything and propose everything. I think. And even if the expert mode is already "done", they can always add more !

Update the OP, now with the terrible Wall of Flesh !
 
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Very cool ! Thanks ! Maybe give me some ideas how you would prefer it better or how you would like queen bee ! Also did you vote ?
Sorry m8 I was still thinking, reading about this but yeah I did vote, to make it better why not give it more of a challenge if possible, add expert + ;) or something like in those odds. The Queen been I like the idea but you put though into this, and I like it! :)
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Sorry m8 I was still thinking, reading about this but yeah I did vote, to make it better why not give it more of a challenge if possible, add expert + ;) or something like in those odds. The Queen been I like the idea but you put though into this, and I like it! :)
But yet I feel that Queen bee will be easy like before but yet I forgot this is expert difficulty...
 
Sorry m8 I was still thinking, reading about this but yeah I did vote, to make it better why not give it more of a challenge if possible, add expert + ;) or something like in those odds. The Queen been I like the idea but you put though into this, and I like it! :)
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But yet I feel that Queen bee will be easy like before but yet I forgot this is expert difficulty...
I don't think there would be an expert + mode... anyway thank you for the feedback ! I think I'll do the Queen Bee tomorrow, but I have a good idea... next would be mech bosses. also don't forget that the farming of bosses would be much harder (up to 10 times the base stats !). and the principe of expert mode (to me) is same stats (at the first battle) but much much harder behavior (behaviour ?)

Also i would really like some sprites !
This is great, but remember they already have expert mode programmed, at least most of it. We have no idea what its going to be like, so i dont know if they will take this. However, i love this idea, maybe have it so you can select per-world difficulty and this is the hardest one? Idk...
Each time I think about your post I feel the thread is unnecessary.:(:dryadsad:
 
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I actually... really like what you've come up with here. It's adding a creative approach to bosses to trip up players and make them rethink their previous strategies- and for something like Expert Mode, that's a really good thing. The only problem I can see is that the EoC's flamethrower attack, unless it does very little damage, could be devastating- Spazzy's flamethrower is hard enough to dodge with wings, imagine trying to dodge a normal flamethrower with very low-level accessories. Something to keep in mind, especially since a lot of players may be using melee to start off- although given that this is Expert Mode we're talking about, it's also likely they'll have hauled :red: to magic or ranged weapons at that point.

As for sprites, I might be able to provide, but I'd need a basis for them.
 
I actually... really like what you've come up with here. It's adding a creative approach to bosses to trip up players and make them rethink their previous strategies- and for something like Expert Mode, that's a really good thing. The only problem I can see is that the EoC's flamethrower attack, unless it does very little damage, could be devastating- Spazzy's flamethrower is hard enough to dodge with wings, imagine trying to dodge a normal flamethrower with very low-level accessories. Something to keep in mind, especially since a lot of players may be using melee to start off- although given that this is Expert Mode we're talking about, it's also likely they'll have hauled :red: to magic or ranged weapons at that point.

As for sprites, I might be able to provide, but I'd need a basis for them.
it would be a short occasionnal attack, doing enough damage but the boss is standing still (at least slower) and don't do tricky moves. I think it's balanced enough

And for sprites i would like the 3rd phase of eoc (descrption in my 2nd post) and an inactive for the eyes and mouth of wof and maybe thorn shield and the flower of planty and the servant shield for eoc


And also who did "Meh !" in the votes ?
 
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I don't think there would be an expert + mode... anyway thank you for the feedback ! I think I'll do the Queen Bee tomorrow, but I have a good idea... next would be mech bosses. also don't forget that the farming of bosses would be much harder (up to 10 times the base stats !). and the principe of expert mode (to me) is same stats (at the first battle) but much much harder behavior (behaviour ?)

Also i would really like some sprites !

Each time I think about your post I feel the thread is unnecessary.:(:dryadsad:
That does sound really good I like how you think anyway I tried but good job on your thesis :D
 
Maybe give me ideas about Queen Bee, other than spamming the stinger attack I don't see how it coulld be more difficult.

updated !
 
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instead of traveling lazers they're real lazers (traveling instantly, creating a neat line from),

No, no, no. Hitscan =/= difficult, because it's impossible to avoid them unless you make the WoF purposely miss. In that case, you might as well just stand still to get some good shots (which is precisely what I do against Retinazor at first form).

Hitscan is fine if used in low quantities to punish people for, say, being undergeared. However, the lasers are pretty much the WoF's current primary weapon. I don't agree with some of the WoF changes either; they don't need to detach and become an EoC clone.

Bosses shouldn't be designed to make slow weapons obsolete against them, either. Bullet weapons would be the clear victor over arrow weapons (if they aren't already). They don't need to evade every shot possible. Their job isn't to survive, rather it is to kill you. That's why their health pool is usually so high, to give them enough time to try to kill you with all their aggressive tricks. Now, a way to block damage is a complete different story. If there was a directional shield for, say, Skeletron Prime, you still need to aim with any weapon to get a good hit.
 
No, no, no. Hitscan =/= difficult, because it's impossible to avoid them unless you make the WoF purposely miss. In that case, you might as well just stand still to get some good shots (which is precisely what I do against Retinazor at first form).

Hitscan is fine if used in low quantities to punish people for, say, being undergeared. However, the lasers are pretty much the WoF's current primary weapon. I don't agree with some of the WoF changes either; they don't need to detach and become an EoC clone.
You have no idea how hitscan attacks work, do you? They punish you for standing still, but unless they're locked on to the player the entire time (which would not be the case here), they're actually usually a lot easier to dodge than projectile attacks, which actually have a hitbox- a hitscan attack can have its aim be off by half a pixel and it doesn't hit. Really, the only advantage to hitscan attacks is no travel time. (Anyone who's played Doom knows this very well- hitscans are easier to dodge but punish you badly if you don't, and projectiles are harder to dodge but have travel time.)
 
No, no, no. Hitscan =/= difficult, because it's impossible to avoid them unless you make the WoF purposely miss. In that case, you might as well just stand still to get some good shots (which is precisely what I do against Retinazor at first form).

Hitscan is fine if used in low quantities to punish people for, say, being undergeared. However, the lasers are pretty much the WoF's current primary weapon. I don't agree with some of the WoF changes either; they don't need to detach and become an EoC clone.

Bosses shouldn't be designed to make slow weapons obsolete against them, either. Bullet weapons would be the clear victor over arrow weapons (if they aren't already). They don't need to evade every shot possible. Their job isn't to survive, rather it is to kill you. That's why their health pool is usually so high, to give them enough time to try to kill you with all their aggressive tricks. Now, a way to block damage is a complete different story. If there was a directional shield for, say, Skeletron Prime, you still need to aim with any weapon to get a good hit.
Hmm, then what you're telling me is to rethink all of my suggestion ? the dodging is to prevent the player of blindly shot at the averge position of the boss. for hitscan lazors the eye will lock for 2/3 second just before firing (the lazer is just lasting an instant). for the "eoc" wof it's just that it reminds me a lot the two phases of eoc, they however just move like eoc, the attacks are like before, and the wall is still there. I think there's a bit (a lot ?) of personnal thoughts in your comment. sorry but I don't really feel changing the op, however I will think about the weapon balancing (which was unbalanced even before the suggestion...)

And actually I think that melee weps would work pretty good


I'm however question how would dodging react with homing projectiles... maybe a diagonal dodge would work better ?
You have no idea how hitscan attacks work, do you? They punish you for standing still, but unless they're locked on to the player the entire time (which would not be the case here), they're actually usually a lot easier to dodge than projectile attacks, which actually have a hitbox- a hitscan attack can have its aim be off by half a pixel and it doesn't hit. Really, the only advantage to hitscan attacks is no travel time. (Anyone who's played Doom knows this very well- hitscans are easier to dodge but punish you badly if you don't, and projectiles are harder to dodge but have travel time.)
yep locking for a short instant before firing and the lazer is instantaneous
 
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You have no idea how hitscan attacks work, do you? They punish you for standing still, but unless they're locked on to the player the entire time (which would not be the case here), they're actually usually a lot easier to dodge than projectile attacks, which actually have a hitbox- a hitscan attack can have its aim be off by half a pixel and it doesn't hit. Really, the only advantage to hitscan attacks is no travel time. (Anyone who's played Doom knows this very well- hitscans are easier to dodge but punish you badly if you don't, and projectiles are harder to dodge but have travel time.)

Uh...okay? In this context, hitscan is just a term to describe these attacks as 'instantaneous' whereas it could actually be just a very very fast projectile. Whether or not the enemy is being accurate is irrelevant. Both hitscan and projectiles can share the trait of both locking on to the player's current position.

To take the Wall of Flesh lasers as they are at the moment and make them hitscan would mean you'd get hit, no matter what, as the eyes fire on your current position. That's what I was saying, because I couldn't find any clarification that the way the WoF attacked you changed with its lasers.

If these hitscan attacks were designed to miss or had this locking mechanic, and it would be even easier to dodge it, then why should it be in Expert Mode?

I think there's a bit (a lot ?) of personnal thoughts in your comment. sorry but I don't really feel changing the op,

Then don't. I was just stating what I didn't agree with. You can just leave it at that if you want to.
 
Uh...okay? In this context, hitscan is just a term to describe these attacks as 'instantaneous' whereas it could actually be just a very very fast projectile. Whether or not the enemy is being accurate is irrelevant. Both hitscan and projectiles can share the trait of both locking on to the player's current position.

To take the Wall of Flesh lasers as they are at the moment and make them hitscan would mean you'd get hit, no matter what, as the eyes fire on your current position. That's what I was saying, because I couldn't find any clarification that the way the WoF attacked you changed with its lasers.

If these hitscan attacks were designed to miss or had this locking mechanic, and it would be even easier to dodge it, then why should it be in Expert Mode?



Then don't. I was just stating what I didn't agree with. You can just leave it at that if you want to.
example of situation where hitscan can be more dangerous than traveling : running on a giant flat bridge with enough speed to outrun the wall, the difference of angle of the hitscan would be negligible, touching instantaneously the player, but as you say it may be to easy to dodge, maybe I shhould reduce the lock time from 2/3 of a second to 1/2 or 1/4 of a second
 
If you want it to change, 1/2 a second could work, because the Player doesn't have access to wings at the time. You can still move pretty quickly, though. 2/3 is definitely too long though.
 
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