Piterros990
Duke Fishron
I've just finished a playthrough of Master Mode, having spent roughly 90+ hours doing various thing besides purely progressing and enjoying Journey's End to its maximum. However, as Terraria has a special place in my heart when it comes to games, and I want it to become as best as it can possibly get. So in the meantime of playing I've decided to take notes of what bothered me, and maybe present some solutions.
Master Mode
This one has been talked about a lot, and for a reason. It's the thing I call "lazy hard mode". While the addition of Expert mode was almost like a blessing, a fantastic "harder mode", Master Mode feels... boring. You take more damage, enemies have way more health. Regarding rewards, yes, there are a few mounts that are fantastic (Black Spot), and you definitely can't complain about the extra accessory slot. The problem is, the mode doesn't add any new mechanics. Honestly besides a few fun items, all it adds is frustration on every step - because literally anything can kill you at any point of the game (everything from dart traps dealing 130 damage when you first go down into a cave to some enemies dealing more than 400 damage from the start to the late ends of hardmode). The biggest problem and disappointment comes from the fact, that this mode really had potential - and it really feels wasted.
As for a solution, well, I would personally think this mode has to be rebuilt from ground zero. Although, it shouldn't be a problem since there isn't much new to begin with (only stat changes). I would probably add some new mechanics - I dunno, extra boss attacks, extra enemy attacks and patterns, something that will indeed make the game more difficult and frustrating, but make it a "fun frustration" - so something that is unique, and not just "lazy hard mode" aka stat buffs.
Vanity accessories
This has bothered me insanely. I've already made a thread about it on the forums here and seen others complain too. The problem is, many people have used the vanity accessory slots as a practical way of quickly swapping a loadout, for multiple purposes. Some poeple want to quickly exchange stuff like Bezoar or emblems for combat, while others (including me) wanted to quickly swap building gear (Extendo Grip, Brick Layer, Cement Mixer). Especially that they changed it so now you can only quickly swap the accessory in the first slot, you have to manually switch all 3 accessories, which is insanely annoying the more you do it. And now they've added Chisel which is also a common one to swap.
Solution? Bring back all accessories to be placeable in vanity. I don't care that it was used as "extra inventory space", you literally can do it with all armor and other accessories that are not necessarily swappable (like let's say you find Hermes Boots underground, you can place them into vanity). Even today - I have literally half of my inventory always filled, with items like stat showers, potions, alt mounts, tools etc. That's why I see absolutely no reason for this mechanic getting removed.
Dungeon hazards
Dungeon was a pain in the first place, not gonna lie. But now, with all the tweaks, it's quite an annoyance. So now spikes have separate i-frames from enemies. Okay, I understand, to kill the cheeses - but in the dungeon, it hurts so bad if you touch a spike accidentally, then immediately get hit by an enemy, which pushes you back into spikes. Which is now a common threat because spikes stick out further now, sometimes blocking the ways in such a way that you can't get through without hurting yourself or destroying the spikes. Also the breaking blocks, while they are really cool with those huge traps (holes with spikes), blocking the ways, having to mine through? It's quite annoying, unless it would be made so you can destroy it with projectiles. Especially when you accidentally break a wall and then need to trash it because you don't want your inventory cluttered.
I feel like dungeon didn't need those buffs. Like, okay, new content, sure, but this went kinda far imo. I don't even know how many graveyards have I destroyed there and how much time have I wasted descending the same path every single time just to die within few minutes. Although, this can be an issue regarding Master mode too, so I'd like to hear what others think about the changes. But breakable bricks are something that I'd definitely remove from normal corridors (or at least make them vulnerable to weapons).
Desert hazards
Can't deny, I didn't spend too much time in the underground desert, but I've seen enough and I've destroyed enough of my friends' tombstones down there. Rolling Cactuses, as funny as they are (made me laugh greatly just before I got hit by one xD), they shouldn't share damage with boulders. The corridors in the desert are much tighter and sometimes it's impossible not to get hit by them. And they are super easy to trigger too, as you're often inside the chaos of fighting the little larvas. Desert is freaking deadly now, if it wasn't deadly enough before. I feel like Rolling Cactus should get its damage reduced, at least a little.
Drills still borked
Yeah... So the mining speed of drills was increased, sure. It was necessary because before 1.4 everything about pickaxes was better (the fact they were faster for some reason and you could use them for defense), making drills redundant. And now... Drills are still worse. Sure, they dig faster. But for some reason they don't benefit from mining buffs. So now, you grab the Chisel, Mining Potion, and all of the sudden pickaxe is better than a drill of the same type. While I don't have a recording, you can test it for yourself, and the difference is really visible - you can clearly see the pickaxe getting faster the more buffs you have, while drill speed is static no matter what. And now they even decreased the range on drills, so they are even more useless than they used to be.
Blood Moon fishing
That's another one that is a fun concept, but could be better. I mean, farming for specific weapons from Hemogoblin or Dreadnautilus is tedious. I wouldn't mind if those enemies were just difficult to kill. But in order to get any drops, you need to first wait for blood moon, then wait to catch the one fish you want (and not get wrecked by Blood Eel in the meantime), which is also a 1/3 chance, and then they have like 10% chance to drop their specific weapons? Those enemies are really tanky and hit like a truck, and after waiting for one to spawn you have such a small chance to get the thing you want. I can't even tell how good those weapons are, as at the beginning of hardmode, when they are theoretically placed tier-wise, because from like 5+ blood moons spend entirely on fishing and fighting the mobs with best pre-mech gear available I couldn't get any because of that drop rate. Well, yeah, I could use luck potions and other things. But it wouldn't make too much impact... and problems shouldn't be solved with poorly implemented solutions. Speaking of luck...
Ladybug Luck
I've already made a thread about this one, that's why I'll keep this short and simple - ladybug luck should be visible as a buff.
Prismatic Lacewing
With all the limitations to them spawning, it's horrible. With a candle, in a town, with hallowed torches, I can get one, max two (only happened once out of like 30 nights) Lacewings. I feel like either their spawn rate should be increased or they shouldn't be limited to spawn between 7:30-12:00 only. From my experience most of them spawn around 11, which also leaves you with half the night left, so (especially on master) you have to wait for the next night just so you can be sure to have enough time to defeat her. And if you finish the fight after starting it at the beginning of the night, you won't have time to spawn more Lacewings.
Maybe the low spawn rate wouldn't be a problem, if it wasn't for the fact that one weapon has 2% drop chance, and another drops when you no-hit her, so you need a ton of lacewings, either to farm the weapon (which I was lucky to get from the first kill, but I'm sure there are people who have killed her 50 times and still haven't got it), or practise the fight (for the no-hit).
Titanium Armor
Okay... now this armor has fallen from the top tier to absolute bottom. Honestly, it's useless now, unless you're a true-melee character with Fetid Baghnacks. I don't know how, but the set bonus should be buffed or changed entirely. On ranged characters it provides you with nothing, as most enemies can easily kill you from range, and the armor has a very short range anyway, it deals very little damage, and does nothing to projectiles.
My suggestion is to make it so it creates a halo of stars around you (like a circle around the whole character) that blocks both enemies AND projectiles. Of course it might prove too strong, but that depends on how large the radius of the halo is, how large the stars are and how quickly would they spin. Since all of those mentioned can be adjusted, I think it will be easier to balance and will actually become useful on classes other than melee and not completely outclassed by almost every other hardmode ore armor.
Pumpkin Moon bosses immunities?
Marking this one with the question mark, because I recall that before 1.4, Pumpking and Mourning Wood were both vulnerable to Ichor, and now they are completely immune to everything. I looked through and found nothing about this change in the patch notes, and it's kinda weird, like, why is it made like this? And Frost Moon was untouched. It's not anything huge, nor is it a necessity for me to have it brought back, but it seems like a strange change to me.
Journey's End was surely a great update, can't deny. But, like I mentioned - it has a few problems. Those ones I mentioned are those that caught my eye, and if they are reworked, rebalanced or fixed, I believe Terraria would become an even better game than it already is. Any opinions on my suggestions would be greatly appreciated!
Master Mode
This one has been talked about a lot, and for a reason. It's the thing I call "lazy hard mode". While the addition of Expert mode was almost like a blessing, a fantastic "harder mode", Master Mode feels... boring. You take more damage, enemies have way more health. Regarding rewards, yes, there are a few mounts that are fantastic (Black Spot), and you definitely can't complain about the extra accessory slot. The problem is, the mode doesn't add any new mechanics. Honestly besides a few fun items, all it adds is frustration on every step - because literally anything can kill you at any point of the game (everything from dart traps dealing 130 damage when you first go down into a cave to some enemies dealing more than 400 damage from the start to the late ends of hardmode). The biggest problem and disappointment comes from the fact, that this mode really had potential - and it really feels wasted.
As for a solution, well, I would personally think this mode has to be rebuilt from ground zero. Although, it shouldn't be a problem since there isn't much new to begin with (only stat changes). I would probably add some new mechanics - I dunno, extra boss attacks, extra enemy attacks and patterns, something that will indeed make the game more difficult and frustrating, but make it a "fun frustration" - so something that is unique, and not just "lazy hard mode" aka stat buffs.
Vanity accessories
This has bothered me insanely. I've already made a thread about it on the forums here and seen others complain too. The problem is, many people have used the vanity accessory slots as a practical way of quickly swapping a loadout, for multiple purposes. Some poeple want to quickly exchange stuff like Bezoar or emblems for combat, while others (including me) wanted to quickly swap building gear (Extendo Grip, Brick Layer, Cement Mixer). Especially that they changed it so now you can only quickly swap the accessory in the first slot, you have to manually switch all 3 accessories, which is insanely annoying the more you do it. And now they've added Chisel which is also a common one to swap.
Solution? Bring back all accessories to be placeable in vanity. I don't care that it was used as "extra inventory space", you literally can do it with all armor and other accessories that are not necessarily swappable (like let's say you find Hermes Boots underground, you can place them into vanity). Even today - I have literally half of my inventory always filled, with items like stat showers, potions, alt mounts, tools etc. That's why I see absolutely no reason for this mechanic getting removed.
Dungeon hazards
Dungeon was a pain in the first place, not gonna lie. But now, with all the tweaks, it's quite an annoyance. So now spikes have separate i-frames from enemies. Okay, I understand, to kill the cheeses - but in the dungeon, it hurts so bad if you touch a spike accidentally, then immediately get hit by an enemy, which pushes you back into spikes. Which is now a common threat because spikes stick out further now, sometimes blocking the ways in such a way that you can't get through without hurting yourself or destroying the spikes. Also the breaking blocks, while they are really cool with those huge traps (holes with spikes), blocking the ways, having to mine through? It's quite annoying, unless it would be made so you can destroy it with projectiles. Especially when you accidentally break a wall and then need to trash it because you don't want your inventory cluttered.
I feel like dungeon didn't need those buffs. Like, okay, new content, sure, but this went kinda far imo. I don't even know how many graveyards have I destroyed there and how much time have I wasted descending the same path every single time just to die within few minutes. Although, this can be an issue regarding Master mode too, so I'd like to hear what others think about the changes. But breakable bricks are something that I'd definitely remove from normal corridors (or at least make them vulnerable to weapons).
Desert hazards
Can't deny, I didn't spend too much time in the underground desert, but I've seen enough and I've destroyed enough of my friends' tombstones down there. Rolling Cactuses, as funny as they are (made me laugh greatly just before I got hit by one xD), they shouldn't share damage with boulders. The corridors in the desert are much tighter and sometimes it's impossible not to get hit by them. And they are super easy to trigger too, as you're often inside the chaos of fighting the little larvas. Desert is freaking deadly now, if it wasn't deadly enough before. I feel like Rolling Cactus should get its damage reduced, at least a little.
Drills still borked
Yeah... So the mining speed of drills was increased, sure. It was necessary because before 1.4 everything about pickaxes was better (the fact they were faster for some reason and you could use them for defense), making drills redundant. And now... Drills are still worse. Sure, they dig faster. But for some reason they don't benefit from mining buffs. So now, you grab the Chisel, Mining Potion, and all of the sudden pickaxe is better than a drill of the same type. While I don't have a recording, you can test it for yourself, and the difference is really visible - you can clearly see the pickaxe getting faster the more buffs you have, while drill speed is static no matter what. And now they even decreased the range on drills, so they are even more useless than they used to be.
Blood Moon fishing
That's another one that is a fun concept, but could be better. I mean, farming for specific weapons from Hemogoblin or Dreadnautilus is tedious. I wouldn't mind if those enemies were just difficult to kill. But in order to get any drops, you need to first wait for blood moon, then wait to catch the one fish you want (and not get wrecked by Blood Eel in the meantime), which is also a 1/3 chance, and then they have like 10% chance to drop their specific weapons? Those enemies are really tanky and hit like a truck, and after waiting for one to spawn you have such a small chance to get the thing you want. I can't even tell how good those weapons are, as at the beginning of hardmode, when they are theoretically placed tier-wise, because from like 5+ blood moons spend entirely on fishing and fighting the mobs with best pre-mech gear available I couldn't get any because of that drop rate. Well, yeah, I could use luck potions and other things. But it wouldn't make too much impact... and problems shouldn't be solved with poorly implemented solutions. Speaking of luck...
Ladybug Luck
I've already made a thread about this one, that's why I'll keep this short and simple - ladybug luck should be visible as a buff.
Prismatic Lacewing
With all the limitations to them spawning, it's horrible. With a candle, in a town, with hallowed torches, I can get one, max two (only happened once out of like 30 nights) Lacewings. I feel like either their spawn rate should be increased or they shouldn't be limited to spawn between 7:30-12:00 only. From my experience most of them spawn around 11, which also leaves you with half the night left, so (especially on master) you have to wait for the next night just so you can be sure to have enough time to defeat her. And if you finish the fight after starting it at the beginning of the night, you won't have time to spawn more Lacewings.
Maybe the low spawn rate wouldn't be a problem, if it wasn't for the fact that one weapon has 2% drop chance, and another drops when you no-hit her, so you need a ton of lacewings, either to farm the weapon (which I was lucky to get from the first kill, but I'm sure there are people who have killed her 50 times and still haven't got it), or practise the fight (for the no-hit).
Titanium Armor
Okay... now this armor has fallen from the top tier to absolute bottom. Honestly, it's useless now, unless you're a true-melee character with Fetid Baghnacks. I don't know how, but the set bonus should be buffed or changed entirely. On ranged characters it provides you with nothing, as most enemies can easily kill you from range, and the armor has a very short range anyway, it deals very little damage, and does nothing to projectiles.
My suggestion is to make it so it creates a halo of stars around you (like a circle around the whole character) that blocks both enemies AND projectiles. Of course it might prove too strong, but that depends on how large the radius of the halo is, how large the stars are and how quickly would they spin. Since all of those mentioned can be adjusted, I think it will be easier to balance and will actually become useful on classes other than melee and not completely outclassed by almost every other hardmode ore armor.
Pumpkin Moon bosses immunities?
Marking this one with the question mark, because I recall that before 1.4, Pumpking and Mourning Wood were both vulnerable to Ichor, and now they are completely immune to everything. I looked through and found nothing about this change in the patch notes, and it's kinda weird, like, why is it made like this? And Frost Moon was untouched. It's not anything huge, nor is it a necessity for me to have it brought back, but it seems like a strange change to me.
Journey's End was surely a great update, can't deny. But, like I mentioned - it has a few problems. Those ones I mentioned are those that caught my eye, and if they are reworked, rebalanced or fixed, I believe Terraria would become an even better game than it already is. Any opinions on my suggestions would be greatly appreciated!