652Graystripe
Plantera
Ever since the release of 1.3, I've heard the general sentiment that yo-yos are unbalanced in one way or the other. More problematically, in my opinion, they lack a solid niche in their role as melee weapons.
This is a rather radical proposal to change the balance of yo-yos in such a way that they are designed for short-duration damage bursts with brief intermissions. That role in combat allows them to be utilized both offensively and defensively, but not as a rapid-fire damage source, as some (Amarok, mostly) seem to be angled currently.
As a secondary goal, I'm going to be adding unique abilities for most of the yo-yos, particularly those that share a tier with others, such as the Chik and Hel-Fire. This has been suggested already, but I felt that adding it on to a full rehash thread in my own personal style was appropriate.
Stats that are unmentioned will remain unchanged.
Wooden Yoyo
10 damage (up from 9)
Malaise
14 damage (down from 16)
8-second duration (up from 7)
10% to inflict
Weak (modified for use on enemies) for 4 seconds
Artery
17 damage
9-tile range (down from 12.5)
5-second duration (down from 6)
Grants
for 2 seconds on hit
Amazon
20 damage
7-second duration (down from 8)
50% to inflict
Poisoned for 3 seconds on hit
Code 1
Only obtainable after defeating Skeletron (previously Eye of Cthulhu)
23 damage (up from 21)
Very weak knockback
Valor
25 damage (up from 22)
9-second duration (down from 11)
Pierces 8 defense
Cascade
24 damage (down from 27)
Gives off damaging sparks on hit
Chik
48 damage (up from 39)
9-second duration (down from 16)
Shoots out crystal shards on hit that do not pierce and deal 1/3 the damage of the yoyo
Hel-Fire
56 damage (up from 41)
14-block range (down from 17)
4-second duration (down from 12)
Explodes on contact to deal 35 damage
Amarok
41 damage (down from 43)
Code 2
47 damage
19-second duration (no longer infinite)
Yelets
54 damage (down from 60)
9-second duration (down from 14)
25% to inflict
Venom for 2 seconds
Red's Throw/Valkyrie Yoyo
75 damage (up from 70)
20-second duration (no longer infinite)
Kraken
87 damage (down from 90)
18-block range (down from 21)
17-second duration (no longer infinite)
Creates a vortex around it while spinning that draws in enemies
The Eye of Cthulhu
95 damage (down from 115)
20-second duration (no longer infinite)
Shoots out Servants of Cthulhu every 0.5 seconds to latch onto enemies and deal 10 DPS each
Terrarian
235 damage (up from 190)
10-second duration (no longer infinite)
What you will notice in these yoyos is a trend towards one or the other end of the spectrum: some are longer-lasting, slower-damage affairs like the Cascade, while some, like the Kraken, are offensive weapons designed to kill a bunch of enemies, retract, and repeat.
Something about me feels uneasy about this suggestion, so it's entirely likely that I'm making some ridiculous mistake or whatever. Please point it out when it becomes obvious.
This is a rather radical proposal to change the balance of yo-yos in such a way that they are designed for short-duration damage bursts with brief intermissions. That role in combat allows them to be utilized both offensively and defensively, but not as a rapid-fire damage source, as some (Amarok, mostly) seem to be angled currently.
As a secondary goal, I'm going to be adding unique abilities for most of the yo-yos, particularly those that share a tier with others, such as the Chik and Hel-Fire. This has been suggested already, but I felt that adding it on to a full rehash thread in my own personal style was appropriate.
Stats that are unmentioned will remain unchanged.
Wooden Yoyo
10 damage (up from 9)
Malaise
14 damage (down from 16)
8-second duration (up from 7)
10% to inflict
Artery
17 damage
9-tile range (down from 12.5)
5-second duration (down from 6)
Grants
Amazon
20 damage
7-second duration (down from 8)
50% to inflict
Code 1
Only obtainable after defeating Skeletron (previously Eye of Cthulhu)
23 damage (up from 21)
Very weak knockback
Valor
25 damage (up from 22)
9-second duration (down from 11)
Pierces 8 defense
Cascade
24 damage (down from 27)
Gives off damaging sparks on hit
Chik
48 damage (up from 39)
9-second duration (down from 16)
Shoots out crystal shards on hit that do not pierce and deal 1/3 the damage of the yoyo
Hel-Fire
56 damage (up from 41)
14-block range (down from 17)
4-second duration (down from 12)
Explodes on contact to deal 35 damage
Amarok
41 damage (down from 43)
Code 2
47 damage
19-second duration (no longer infinite)
Yelets
54 damage (down from 60)
9-second duration (down from 14)
25% to inflict
Red's Throw/Valkyrie Yoyo
75 damage (up from 70)
20-second duration (no longer infinite)
Kraken
87 damage (down from 90)
18-block range (down from 21)
17-second duration (no longer infinite)
Creates a vortex around it while spinning that draws in enemies
The Eye of Cthulhu
95 damage (down from 115)
20-second duration (no longer infinite)
Shoots out Servants of Cthulhu every 0.5 seconds to latch onto enemies and deal 10 DPS each
Terrarian
235 damage (up from 190)
10-second duration (no longer infinite)
What you will notice in these yoyos is a trend towards one or the other end of the spectrum: some are longer-lasting, slower-damage affairs like the Cascade, while some, like the Kraken, are offensive weapons designed to kill a bunch of enemies, retract, and repeat.
Something about me feels uneasy about this suggestion, so it's entirely likely that I'm making some ridiculous mistake or whatever. Please point it out when it becomes obvious.