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 Seventeen: Toxikarp
The corruption version of the Bladetongue. You can fish it up in a corruption biome as soon as hardmode hits. This is a zero ammunition gun with over twice as much damage per shot as the clockwork assault rifle. The bubbles are large, which is a mixed blessing. It makes it easier to hit the enemy, but also easier to hit blocks and walls. It also has a low effective range, as the bubbles start to ascend after travelling about 30 feet.
Fun fact: In one challenge, I was forced to use a Toxikarp to kill the moon lord. It took over half an hour.
Early Hardmode items
Day 12 - Daedalus Stormbow - 4.75 (24 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 - 3.5 - (18 votes)
Day 14 - Chain Guillotine - 2.85 - (14 votes)
Day 15 - Bladetongue - 2.88 - (18 votes)
Day 16 - Dart Gun - 2.75 - (16 votes)
Pre-Hardmode items
Day 7 - Pistols - 4.16 - (36 votes)
Day 4 - Yoyos - 4.15 - (13 votes)
Day 8 - Covered in BEES! - 3.78 - (23 votes)
Day 2 - Ore Bows - 3.53 - (26 votes)
Day 5 - Boomerangs - 3.5 - (20 votes)
Day 3 - Grenades - 3.37 - (24 votes)
Day 10 - Gem Staves - 2.80 - (26 votes)
Day 1 - Ore Swords - 2.54 - (24 votes)
Day 9 - Throwing knife/shuriken family - 2.52 (17 votes)
Day 6 - Flails - 2.04 - (24 votes) - RIP Old, bad yoyos
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 Seventeen: Toxikarp
The corruption version of the Bladetongue. You can fish it up in a corruption biome as soon as hardmode hits. This is a zero ammunition gun with over twice as much damage per shot as the clockwork assault rifle. The bubbles are large, which is a mixed blessing. It makes it easier to hit the enemy, but also easier to hit blocks and walls. It also has a low effective range, as the bubbles start to ascend after travelling about 30 feet.
Fun fact: In one challenge, I was forced to use a Toxikarp to kill the moon lord. It took over half an hour.
Early Hardmode items
Day 12 - Daedalus Stormbow - 4.75 (24 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 - 3.5 - (18 votes)
Day 14 - Chain Guillotine - 2.85 - (14 votes)
Day 15 - Bladetongue - 2.88 - (18 votes)
Day 16 - Dart Gun - 2.75 - (16 votes)
Pre-Hardmode items
Day 7 - Pistols - 4.16 - (36 votes)
Day 4 - Yoyos - 4.15 - (13 votes)
Day 8 - Covered in BEES! - 3.78 - (23 votes)
Day 2 - Ore Bows - 3.53 - (26 votes)
Day 5 - Boomerangs - 3.5 - (20 votes)
Day 3 - Grenades - 3.37 - (24 votes)
Day 10 - Gem Staves - 2.80 - (26 votes)
Day 1 - Ore Swords - 2.54 - (24 votes)
Day 9 - Throwing knife/shuriken family - 2.52 (17 votes)
Day 6 - Flails - 2.04 - (24 votes) - RIP Old, bad yoyos