Ami
Terrarian
Inspired by another topic, it occurs to me that many of us think weapons are bad or unusable, simply because we know what we like. But, do we know what we DON'T like? What's a worthy investment of your time and resources? In the case of polls which have multiple items bunched together, such as the ore swords, pick only the best one. If you love silver sword, but think iron sword is a waste of the bars, vote as if this were a poll for silver sword. I'll be logging these in a spreadsheet and making a compilation of which items users think are good, bad, OP, or a waste of space.
If they're bad, what would make them better? Lower cost? Autoswing? Projectiles? Different attack animation?
If they're OP, what would make them balanced?
Day Fourteen: Chain Guillotine
A weird and strange weapon, to be sure. It works like a javelin that comes back, or a light disc/bananarang on a fixed trajectory. I found this once while I was farming soul of nights in a challenge, and it was not bad. endless arrows with a hallowed repeater would have been better, though. The upside is that it can function like a fetid baghnakh and hit a single target multiple times if you're super close. It's also a ranged-ish melee weapon, which is nice considering how early you get it.
Early Hardmode items
Day 12 - Daedalus Stormbow - 4.74 (21 votes) - this guy probably needs a nerf. People intentionally go out of their way to not use it, as it makes progression too easy.
Day 11 - Nimbus Rod - 4.45 - (20 votes)
Day 13 - Fetid Baghnakhs - 3.47 - (17 votes)
Pre-Hardmode items
Day 7 - Pistols - 4.17 - (35 votes) - Well balanced and powerful
Day 4 - Yoyos - 4.15 - (13 votes) - Would be higher than pistols if people didn't refuse to use them out of spite.
Day 8 - Covered in BEES! - 3.72 - (22 votes)
Day 2 - Ore Bows - 3.53 - (26 votes)
Day 5 - Boomerangs - 3.36 - (19 votes)
Day 3 - Grenades - 3.37 - (24 votes)
Day 10 - Gem Staves - 2.86 - (23 votes)
Day 9 - Throwing knife/shuriken family - 2.52 (17 votes)
Day 1 - Ore Swords - 2.45 - (22 votes) - Everyone agrees these are not very good, but have no idea how to improve them.
Day 6 - Flails - 2.04 - (24 votes)
If they're bad, what would make them better? Lower cost? Autoswing? Projectiles? Different attack animation?
If they're OP, what would make them balanced?
Day Fourteen: Chain Guillotine
A weird and strange weapon, to be sure. It works like a javelin that comes back, or a light disc/bananarang on a fixed trajectory. I found this once while I was farming soul of nights in a challenge, and it was not bad. endless arrows with a hallowed repeater would have been better, though. The upside is that it can function like a fetid baghnakh and hit a single target multiple times if you're super close. It's also a ranged-ish melee weapon, which is nice considering how early you get it.
Early Hardmode items
Day 12 - Daedalus Stormbow - 4.74 (21 votes) - this guy probably needs a nerf. People intentionally go out of their way to not use it, as it makes progression too easy.
Day 11 - Nimbus Rod - 4.45 - (20 votes)
Day 13 - Fetid Baghnakhs - 3.47 - (17 votes)
Pre-Hardmode items
Day 7 - Pistols - 4.17 - (35 votes) - Well balanced and powerful
Day 4 - Yoyos - 4.15 - (13 votes) - Would be higher than pistols if people didn't refuse to use them out of spite.
Day 8 - Covered in BEES! - 3.72 - (22 votes)
Day 2 - Ore Bows - 3.53 - (26 votes)
Day 5 - Boomerangs - 3.36 - (19 votes)
Day 3 - Grenades - 3.37 - (24 votes)
Day 10 - Gem Staves - 2.86 - (23 votes)
Day 9 - Throwing knife/shuriken family - 2.52 (17 votes)
Day 1 - Ore Swords - 2.45 - (22 votes) - Everyone agrees these are not very good, but have no idea how to improve them.
Day 6 - Flails - 2.04 - (24 votes)