Portfolio/Multi-Topic Overall of all of my wholesome ideas for the game that could even make a single major update for the game just with my ideas Part 2: changes

HEY EVERY !

Terrarian
I already made the part 1 of the post with the new content that i want in the game, now it's time for the changes that i want for the content already present in the game

-Actual Mastermode(part 2):
This time it's turn for the changes in difficulty for every boss, i might have mentioned in part 1 that i wanted their damage reduced as the damage might be way too insane, i can't survive more than 3 hits from anything, not just because i play summoner, and there's no actual changes to anything besides the stats, basically being free damage taken rather than actually requiring skill, and other nerfs to enemies and debuffs, but now it's time for the actual changes to make mastermode actually deserve it's name:
Changes to bosses:
>King slime: his teleports are more tricky, being able to teleport in front of the player while going in a direction, once his health reaches 50% starts to toss shurikens at the player and the 3rd jump is a stomp attack similar to queen slime's that spawns slimes once landing

>Eye of cthulhu: during it's 2nd phase it constantly spits out bouncy eyeballs that behaves similarily to plantera's spikeballs, but are individual enemies that can be damaged, the dashes are also more tricky to dodge, being able to dodge in front of the player sometimes so the player can't just run in a single direction to avoid them, and has a chance to make a servant of cthulhu while dashing

>Eater of worlds: bite can now inflict poison, and segments can explode into a gas cloud that lingers in place for a time, once it's health reaches 50% each worm will have a chance to stand in place for a secound before charging in direction to the player

>Brain of cthulhu: destroyed creepers will explode into an explosion of damaging blood drops, during the 2nd phase it will charge and fire a laser from it's eye after teleporting, all of it's images will charge the laser but only the real one will actually fire it

>Queen bee: the stingers are more unnacurate, being able to catch the player easily and also tricker to dodge, but the player can also pass through the barrage of stingers more easily, sometimes can deal a ground pound attack while above the player, by falling until it reaches a tile or platform in the same heigh as the player or below, then it will cause a damaging shockwave and releases bees once landing, once it's hp reaches 50% it will start dashing diagonally into the player, similar to a certain calamity relative... and will also make two guard bees that are similar to hornets but always follow the queen, constantly firing stingers into the player

>Skeletron: move it's hands in an arc, attempting to slap the player rather than punching it, can toss a giant bonerang from it's hands, that will fly in direction to the player and come back to the same hand, and destroyed hands will become spectre hands, that are immortal and will stay in a fixed position from the player until attacking, where they will move in direction to the player, they can spawn in any side of the player and will remain until skeletron is defeated

>Wall of flesh: released hungries will stick to the player constantly dealing damage and leeches will explode into blood drops once killed, once the wall's health reaches 50% it will start to make blood geysers that comes out from the gound and the player has to pay attemption to dodge them and also can stick it's tongue to the player, slowly dragging it closer to the wall, the tongue behave similarly to moonlord's

>Flying dutchman: the entire ship deals contact damage, once it's health reaches 50% it will start firing an anchor in direction to the player

>Queen slime: just like KS her teleports get more trickly aswell, will release bouncy gells once landing during the ground pound, and will constantly release damaging slime drops during her 2nd phase while flying above the player, her ground pounds will be more tricky aswell, sometimes ground pounding in front of the player

>The twins: during the 1st phase, spazmatism can now move up and down while positioned on the side of the player firing cursed flame balls, and retinazer will fire lasers in a slighly faster rate and more innacurate, during the 2nd phase spazmatism will dash more diagonally, making cursed flame balls in the way, that will stand in place and fly in direction to the player once spazmatism stops dashing, and the cursed flamethrower will release lingering cursed flames and shoot cursed flameballs, retinazer will fire lazers slighly more innacurate, the barrage of lazers will last for shorter however after that he will charge and blast a powerful beam similar to moonlord's,
>Skeletron prime: while the head spins, the arms will spin lightsabers around them, dealing damage and inflicting electrified, the less arms skeletron prime has remaining the bigger the lightsabers of the remaining arms will get, for each 2 arms destroyed prime will get a shield drone orbiting around it's head, that reflects projectiles, meaning that prime can have up to 2 of them if all arms are destroyed
>Destroyer: gets a 2nd phase where it will stop firing lazers and creating probes and will make propulsors from it's segments, then it will start flying around in a higher speed attempting to hit the player with it's head, when damaged it will release one of it's segments that will fly in direction to the player and explode in impact, if destroyed before reaching the player it won't explode, the less segments destroyer has the smaller it gets and faster it moves

>Plantera: she's always able to hooks into walls, fires seeds less accurately, spike balls bounce off tiles less often and will make a camper bulb on the last tile it touches, which is a stationary enemy that releases plantera's spores on the player, during her 2nd phase she will be able to dash onto the player, whitout being limited by her hooks while dashing and immediatelly extending a hook in direction to the player to attach to the closest surface, and killed tentacles have a chance to turn into a lingering gas cloud

>Mourning wood: spits fireballs while using the lingering flames attack that goes straight in direction to the player, and the flaming spikes home into the player
>Pumpking: once his health reaches 50% he will start to spin his head all the time and use all of the 3 attacks at the same time

>Everscream: the leaves can travel a much further distance, and also shoots a pinecone bomb that detonates after travelling a certain distance into smaller projectiles
>Santa-MK1: the presents will now explode after a time releasing lingering coals, and once it's health reaches 50% it will start to shoot rockets and bullets at the same time
>Frost queen: makes clouds around that constantly rains down icicles, and once her health reaches 50% she will make frost guardians to protect her(not sure yet about how would they work)

>Golem: destroyed fists will now fly away like rockets and from time to time will come back attempting to hit the player once, during the 2nd phase the head will sometimes charge and blast a powerful sunbeam downward, the symbol on it's head will shine before blasting the beam, and the head will be able to move around while releasing the beam

>Martian saucer: destroyed parts will turn into individual UFO enemies, and during it's 2nd phase it will get an orbiting shield drone around it that reflects projectiles

>Duke fishron: his bubbles will now explode when destroyed, dealing damage, during the 2nd phase duke will predict the player's movement before dashing and sharkrons will leave bubbles behind, and in the 3rd phase he will make 3 images of his eyes similar to how BoC does until dashing

I still haven't planned anything for empress of light, lunatic cultist and moonlord, i might think about something in the future
I also have plans of changes for enemies and the environment like slimes making weaker slimes once killed(ex purple slime making 2 green slimes), zombie torsos that are a smaller and faster variation of zombies, conjoined demon and wandering eyes, etc but i don't think they all would fit here, and i'm also thinking about it increasing the amount of materials required to craft most items in the game, some would require new items like rainbow rod requiring magic missile and flamelash

-Rework for the invasions and lunar event:
Goblin, pirate and martian invasions will now have a timer from the point they're begin, if the timer end and the invasion haven't been defeated yet the invasion will simply end whitout being concluded, then the player will have to try the invasion again, the odds for the invasion to happen again naturally will only reduce once the event is actually concluded, hardmode goblin, pirate and martian invasions will also require a certain number of their respective minibosses to be defeated in order to be concluded, and i'm also thinking about rewards for actually concluding an invasion, maybe a new post martians npc, in further difficulties the timer would be reduced and more minibosses are required to conclude it

For the lunar event, every enemy has a chance to drop their respective lunar fragment, in expert or higher, once there are 50% enemies remaining to take down the shield, a new stronger enemy will spawn, a different one for each pillar, defeating the enemy will count more toward the count and will drop slighly more fragments, and still in expert or higher, once the shield is taken down the pillar will start using other attacks and will have more hp, if every player dies once the shield is taken down the pillar will reform it's shield but only to 50%, remember that as i mentioned in the part 1 lunar gear now requires pillar chunks that are dropped exclusively by the pillars

These changes for the events are focused on making them a challenge similar to bosses and an experience actually enjoyable to the game rather than just an annoyance to our gameplay

-New ammo capacibility for ranger's guns and rocket launchers:
Those two powerful types of weapons from the ranger class will now get a new mechanic making it more challenging to use them, they now have a limited number of ammo capacibility the player can use at a time, after that the player will have to pass through a reloading animation, the ammo capacibility and recharging time depends of the weapon, guns generally have far more ammo capacibility than rocket launchers, and the bullet pack acessories i've mentioned in the 1st part would increase the ammo capacibilty for guns even more, other types of ranger weapons such as bows and flamethrowers aren't affected by this mechanic, that also includes ranged weapons that doesn't consume any ammo such as paintball gun and harpoon

-Minions should be able to be controlled using a summoner staff:
A new mechanic and ranged alternative for summoner. tired of watching your minions never hitting anything? what about controlling them whenever it's too dangerous to use whip? just hold the activation key and minions will start attacking in direction to the cursor, physical minions will constantly roam wherever the cursor is and ranged minions will stick together to the player constantly shooting in direction to the cursor, maybe this could be an ability granted by some acessory similar to the autoswing from feral claw and it's upgrades

-Balancing changes to NPCs and the environment:
>Doctor bones should have a big chance of dropping a feral claw when killed

>flinx fur can be found in frozen chests generated in the underground ice biome

>Brain of cthulhu should teleport further away from the player in the for the worthy seed, due to it's enormous size and currently teleporting the exact same positions, it can very often teleport right where the player is, giving the player no chance to escape, which is really unfair and makes this boss much harder comparing to the eater of worlds in the same seed

>Ruined houses will avoid being generated blocking completely the way in the underworld more often, so the player don't have to pass through so much pain to clean them in order to fight the wall

>Npcs detection range of other npcs should be increased as it's currently insanely low, the houses have to be connected in order to detect a neighbor, and we can easily avoid overcrowding by keeping a small space between each house, but seriously it's annoying, also the happiness mechanic from overcrowding should be changed, it would only start to get reduced from the 4th npc, getting reduced even more for every npc after that

>while the WoF is alive, hearts and mana stars dropped by enemies are thrown in the direction the wall is facing to, so the player have the opportunity to collect them, the player will also be knocked back a great distance once touching the wall, so touching the wall is not always instant death, the player will also be able to phase through tiles while being thrown back, which will be very useful if the fight reaches the part of the world which the player haven't cleared yet

>The flying dutchman can become transparent to phase through walls in case there's any obstructing it's way in expert and master

>In expert and master, skeletron prime will start firing homing rockets similar to martian saucer once any of it's arms is destroyed or it's health reaches 75%

>In expert and master, golem will now have control over the jungle temple's traps, being able to release bouncy spiky balls from it's mouth instead of every 3rd bouncing flameball, and also makes darts come from the sides of the screen, if not in the temple he will make a turret to fire darts instead

>Moonlord should open it's head eye more often once the two hand eyes are defeated, it's kinda frustrating to have to wait so long to damage moonlord and would give a reason to go for the two hands first

>Resourceful bosses: Many bosses should now drop resources related to them as it makes sense and would give a reason to grind the bosses
*Evil bosses should drop their respective seeds just like how EoC does but in a larger amount
*Skeletron should drop a large amount of bones and 1-3 golden keys giving a reason to fight this boss again once we get the clothier voodoo doll as it's really poor in loot and we can only fight it once per night, so there aren't much reasons to fight it again
*Queen slime should drop pink gel, being an alternative way of getting them in case the player haven't found the rare pinky yet, even from the fact of being in a point too late to use these at all, queen slime could also drop some crystals to make it easier to obtain them as they're required to craft gear and consumables also she has a crystal core
*Plantera should drop a large amount of chlorophyte ores and some life fruits, despiste having a large drop pool, the items might be too underpowered to actually go for them comparing to other post plantera weapons, also considering how long it can take to find another plantera bulb and that makes it not worth at all to fight plantera again, but dropping chlorophyte ores wouldn't just make sense, also giving it a relation with chlorophyte explaining how a giant plant can be stronger than 3 literal giant robots, but also give a great reason to fight this boss since chlorophyte is required in a large amount through the whole game, also life fruits is to make it easier to increase your max life and because of the life juice mentioned in the part 1 of the post
*Golem could drop a large amount of lihzahrd bricks and some solar tablet fragments
*Duke could drop shark fins and maybe crates if they still would be relevant
*Empress of light could drop a large amount of souls of light, i know they wouldn't be relevant anymore but would make a lot of sense and be a great alternative way of obtaining them

>Bloody tears should be able to be obtained outside a blood moon, maybe as a rare loot from crates or sold by skeleton merchant during a full moon, also solar tablets should only be able to be used once wall of flesh is defeated, since they can still be obtained even in pre-hm by exploiting inside the temple and if we manage to kill enemies with pre-hm gear we might be able to obtain some hardmode acessories much earlier, since solar eclipse weapons are post mechanicals and plantera only, not sure about how the acessories would affect the gameplay that early but doesn't seems very fair for me

>Make duke drops get stronger as we progress in hardmode, since it's not that hard to kill it in early hardmode, and that would make them actual options in the entire hardmode whitout breaking the game or anything, basically they would start with early hardmode stats, but for every boss killed like the 3 mechanicals, plantera and finnaly golem, they would get increased stats to match weapons of the same tier, so they could even be an option in any stage of hardmode, being a slighly better weapon that can be used during all of hardmode for the cost of killing an enemy that can be very tough until post plantera, but fishron wings would only be able to be dropped from duke once plantera is defeated since they would surely be broken until there

>Pumpkin and frost moons would have a chance to happen naturally once plantera and golem are defeated respectively, just like any event the odds would get greatly reduced after being defeated for the first time, pumpkin moon always happens first before frost moon, the odds for each would get greatly increased during their respective seasons, and pumpkin moon would start happening once all mechanicals are defeated during halloween, and frost moon once plantera is defeated during christmas

-Changes to items, effects and player stats:
>Mana regeneration no longer depends of the quantity of mana the player currently has, no more garbage mana regeneration and mana potion dependency

>Confusion has a new effect on bosses in multiplayer, which causes them to immediatelly target another random player no matter their aggro

>Bee armor releases bees when harmed as set bonus, which are buffed by the hive pack, and slighly increases jump/flight height
>Hornets minions are buffed when the player has hive pack equipped, making their stingers travel faster, penetrate 1 enemy and deal more damage
note: these changes have the objective of making these two summoner alternatives useful as they became obsolete comparing to obsidian armor and imp staff, now they can be even better than those by the cost of 1 acessory slot to equip the hive pack, and while obsidian armor and imp staff doesn't even require the evil biome boss to be defeated, bee armor and hornet staff requires bee queen to be defeated 2 or more times for all of them, so makes sense that they should be better

>Forbidden armor increases melee attack speed and size, making it the whip alternative to spider armor in early hardmode, and also makes whips not so overshadowed by magic weapons while using this armor

>Spooky armor increases melee speed and whip size, but it only adds 3 minion caps now, and as a set bonus whip attacks causes lingering flames and the player releases bats when damaged, it also requires spectre bars now along the spooky wood, half the amount required to craft spectre armor

>Stardust armor increases melee speed and whip size, unlike the other whip focused summoner armor sets, it doesn't get any reduction in it's max minion capacibility, since as the endgame armor it should focus on all the traits of the class equally

>Starwrath is no longer dropped by moonlord and now is crafted at the ancient manipulator using stardust and nebula fragments and chunks, 10 luminite bars, 25 fallen stars and a starfury
>Rainbow Crystal staff is no longer dropped by moonlord and is also crafted at the ancient manipulator using nebula and vortex fragments and chunks, 10 luminite bars and 25 crystal shards

>Every summoner armor should get an increase of it's defense, having a defense value closer to the one of mage armor sets from the same stages of the game, stardust should no longer have almost the same defense value as molten armor/paladin armor for melee, mage armor might have to get an increase of defense value for it's armor sets aswell since it's much lower comparing to ranger and melee armor sets, and mage can hardly sustain hits aswell

>Every weapon Projectile that comes from the sky such as skyfury stars and daedalus stormbow arrows should be able to pass through every tile and platform until reaching the same heigh as the cursor, not just lunar flare, making these weapons usable for underground bosses such as wall of flesh and plantera aswell whitout having to open a large space above the entire arena, and starfury stars would no longer be stopped by platforms

>Hercules beetle rework: renamed to scarab emblem, it's no longer sold by witch doctor, but crafted with destroyer emblem and beetle husk, increasing summon damage and knockback by 15%, defense by a small value and giving a temporary buff to summons after dealing damage with whip, and it's no longer used for papyrus scarab, instead it's used for the new glove acessory mentioned in the part 1 that would be like of the mechanical glove version for summoner

>Necromantic scroll rework: it no longer increases max minions and minion damage, instead it decreases max minions by 1, but every time an enemy is killed the player gains a temporary buff that can stack up to 3 times, increasing max minions by 1 and summon damage by 5%, and healing a certain amount of health every time, it's also triggered rarely while dealing summon damage to bosses, and just like scarab emblem, it's no longer used for the papyrus scarab, but instead for another new summoner acessory mentioned in the part 1 that would use new summoner acessories mentioned there aswell

>Most minions should now be able to remain attacking while teleporting back to the player, specially ranged ones such as retinaminis and sharknados, we can't even escape enemy attacks whitout our minions stopping to attack

>Soaring insignia rework: no longer dropped by the empress but now it's crafted out of a material dropped by her in expert instead, which would be like of an inactive insignia, which would have to be crafted with luminite bars and the 4 lunar fragments in order to become the actual insignia, also the insignia no longer works in worlds where the moonlord haven't been defeated yet

>Lucky horseshoe: increases luck by a small percentage aswell, don't apply to the horseshoe ballons and obsidian horseshoe, don't question why, or question anyway

>Terraspark boot: now requires obsidian horseshoe aswell, having an increased resistence against fire blocks than lava wanders and fall damage immunity, or maybe it could have just decreased fall damage, making it a more recommended option for bundle of balloons users

>nebula boosters should be affected by the celestial magnet and it's upgrades, i don't get why not i know that they can give great buffs but it's not easy at all to collect them, specially when fighting moonlord as we're supposed to escape from him in a single direction to keep the true eyes of cthulhu away and we won't have any chance to collect the boosters, also i think it makes a lot of sense

>the mana booster from nebula armor should give alternative effects for non mage users, because only mage uses mana at all, summoner uses but just to summon his army, because it sucks for your non mage friends in multiplayer when they get this boost instead of damage or health boosters, it could buff like melee speed and ammo reservation chance

>The frost hydra sentry should be able to gain more heads, either from spawning extra sentries of the same type or killing enemies, having up to 3 per sentry

>Night's edge should fire an image of it acting similar to it's true variant projectile, however the sword have a much reduced distance making it similar to a schyte projectile and have a much low or no piercing

>Excalibur should fire a flying swing projectile, that's bigger than most sword projectiles and has great piercing, however a much low distance, travelling speed and damage, but deals huge knockback, the projectile would be kept for it's true variant, having a much longer and faster travelling speed along damage, being as viable as true night edge, but more viable for crowd control rather than dps

>Obsidian armor should offer some resistance against lava and fire blocks

>Black spot mount should get a mobility boost during windy days, similar to how shrimpy truffle is affected during rainy days, also reduced flight in some way like only being able to stay a limited distance from the ground similar to the own flying dutchman, because infinite flight that early might be broken, also i'm thinking about a nerf for gelatinous pillion aswell since it's a way too good mount and possibly the best mount in the game

>Yoyo bag should now change the player's appearence, showing the bag on the side of the player's hip, and also being able to be equipped in vanity slot

>As Dreadnautilus5000 mentioned, fairy bell should have a different AI from the shadow orb, since it's a later light pet, it has a more potent light but for some reason the same AI, i think it should move around and up and down like a pixie does

>Melee swords that fires no project should still always be swung in direction to the cursor rather than the direction the player is facing to

>Most thrown weapons such as shurikens, knives and javelins should now count as melee damage, as melee needs more ranged options for pre-hm specially for WoF and i think that the fact of being consumable would make a perfect disadvantage for them, also they're already used in the exact way as many melee weapons such as boomerangs and even weapons that are knives such as vampire knives and javelins such as daybreak, however ranger could still use them perfecly as it reduces their consumption chance but whitout damage boost.

>Zenith should require Christmas Tree Sword in it's recipe aswell so it includes both seasonal events, and it should no longer require starfury, as mentioned before starwrath would require it already and i find it weird to require both, starfury will still appear in zenith's attack just like terra blade's components

>Where the hell did the 1 defense from obsidian skull go?! in case someone haven't noticed yet, besides making you immune to fireblocks(ex: hellstone and meteorite) it also gives 1 defense, which ain't much but that's honest work, but none of it's upgrades keep the defense, only obsidian shield that stacks the defense from both acessories giving 2 defense instead, but about the other acessories, such as obsidian horsehoe, lava wader's components and magma skull and obsidian skull rose, an additional defense would make horseshoe somewhat worth wasting an acessory with, defense would be an interesting addition for the terra boot crafting tree, since most people prefer to use frog boot rather than a boot crafted with so many acessories, including some very rare ones. But i think the main deal is with the upgrade with magma rock and obsidian rose, which are two extremelly rare drops, and magma stone is a combat acessory for the tankiest class, and it's the only acessory that keeps the skull shape whitout turning it into a boot, hoseshoe, etc somehow, and that would make it worth crafting it since as mentioned before both are extremelly rare drops and used for much more important acessories such as terra boots and fire gauntlet, i don't think if 1 defense would be enough either, maybe it could be 1 defense for molten skull and obsidian skull rose and 2 defense for molten skull rose since it requires both
P.S: make WoF no longer immune to hellfire, i know that it's literally the underworld boss that passes through lava whitout any problem, but come on magma stone is obtained around this exact part of the game and it's a shame that the only boss we might use it for is immune to it


These are all the ideas i came up for now, i had some other ideas in mind but i forgot, if i remember them in the future i edit and add to the list, other ideas i'm still planning like mastermode changes to moonlord, cultist and empress that i might add in the future, feel free to comment your toughts about the idea and check the part 1 of the post, and comment your thoughts about the part 1 there aswell
 
Last edited:
-Balancing changes to NPCs and the environment:
>flinx fur can be found in frozen chests generated in the underground ice biome

>Ruined houses will avoid being generated blocking completely the way in the underworld more often, so the player don't have to pass through so much pain to clean them in order to fight the wall

>while the WoF is alive, hearts and mana stars dropped by enemies are thrown in the direction the wall is facing to, so the player have the opportunity to collect them, the player will also be knocked back a great distance once touching the wall, so touching the wall is not always instant death, the player will also be able to phase through tiles while being thrown back, which will be very useful if the fight reaches the part of the world which the player haven't cleared yet

>The flying dutchman can become transparent to phase through walls in case there's any obstructing it's way in expert and master

>In expert and master, skeletron prime will start firing homing rockets similar to martian saucer once any of it's arms is destroyed or it's health reaches 75%

>In expert and master, golem will now have control over the jungle temple's traps, being able to release bouncy spiky balls from it's mouth instead of every 3rd bouncing flameball, and also makes darts come from the sides of the screen, if not in the temple he will make a turret to fire darts instead

-Changes to items, effects and player stats:
>Mana regeneration no longer depends of the quantity of mana the player currently has, no more garbage mana regeneration and mana potion dependency

>Confusion has a new effect on bosses in multiplayer, which causes them to immediatelly target another random player no matter their aggro

>Bee armor releases bees when harmed as set bonus, which are buffed by the hive pack, and slighly increases jump/flight height
>Hornets minions are buffed when the player has hive pack equipped, making their stingers travel faster, penetrate 1 enemy and deal more damage
note: these changes have the objective of making these two summoner alternatives useful as they became obsolete comparing to obsidian armor and imp staff, now they can be even better than those by the cost of 1 acessory slot to equip the hive pack, and while obsidian armor and imp staff doesn't even require the evil biome boss to be defeated, bee armor and hornet staff requires bee queen to be defeated 2 or more times for all of them, so makes sense that they should be better

>Forbidden armor increases melee attack speed and size, making it the whip alternative to spider armor in early hardmode, and also makes whips not so overshadowed by magic weapons while using this armor

>Spooky armor increases melee speed and whip size, but it only adds 3 minion caps now, and as a set bonus whip attacks causes lingering flames and the player releases bats when damaged, it also requires spectre bars now along the spooky wood, half the amount required to craft spectre armor

>Stardust armor increases melee speed and whip size, unlike the other whip focused summoner armor sets, it doesn't get any reduction in it's max minion capacibility, since as the endgame armor it should focus on all the traits of the class equally

>Starwrath is no longer dropped by moonlord and now is crafted at the ancient manipulator using stardust and nebula fragments and chunks, 10 luminite bars, 25 fallen stars and a starfury
>Rainbow Crystal staff is no longer dropped by moonlord and is also crafted at the ancient manipulator using nebula and vortex fragments and chunks, 10 luminite bars and 25 crystal shards

>Every summoner armor should get an increase of it's defense, having a defense value closer to the one of mage armor sets from the same stages of the game, stardust should no longer have almost the same defense value as molten armor/paladin armor for melee, mage armor might have to get an increase of defense value for it's armor sets aswell since it's much lower comparing to ranger and melee armor sets, and mage can hardly sustain hits aswell

>Every weapon Projectile that comes from the sky such as skyfury stars and daedalus stormbow arrows should be able to pass through every tile and platform until reaching the same heigh as the cursor, not just lunar flare, making these weapons usable for underground bosses such as wall of flesh and plantera aswell whitout having to open a large space above the entire arena, and starfury stars would no longer be stopped by platforms
1. Why exactly? Flinxes are not rare, they just have weird spawning (they only spawn on non-frozen blocks in the Underground Snow).
2. It isn't that much of a pain, you can just remove some of the blocks on either side.
3. Heartreach Potions and the Celestial Magnet exist. They can make it much easier to collect Hearts and Stars during the WoF fight. Also the player is already knocked back by the Wall, it's called "The Tongue". It's only instant death in Master Mode.
7. How would this make anything better? It would just make mana regen slower.
9. This would barely change anything. The Honey Comb is extremely weak and stops your weapons from doing damage because of the bees' global immunity.
11. Do you even know how pairing summoner with another class works? You don't use the whips, because they are bad on their own when compared to a ranger or mage weapon, you use the minions, which there is no reason not to use when being a hybrid summoner. Also Forbidden Armour's stats aren't very good compared to Spider if you're talking pure summoner.
12. This would make Spooky very powerful. Maybe you should take a look at the armours for the other classes at this stage and balance Spooky around that. Also Spooky already requires a lot of Pumpkin Moon grinding to get, and anyway, adding Spectre Bars doesn't make sense.
14 and 15. Why? I don't see the point of these being craftable instead of dropping from the Moon Lord. Also including the Starfury in the Star Wrath's recipe will make it harder to get the Zenith, because on many worlds you'd have to fish for the second Starfury.
16. This may be useful, but in my opinion it isn't that necessary because summoners have very high DPS, and to balance that you get low defense.
17. All of the weapons that fire projectiles from the sky are very powerful in terms of DPS, so I think its fine that they can't be used underground.
 
1. Why exactly? Flinxes are not rare, they just have weird spawning (they only spawn on non-frozen blocks in the Underground Snow).
2. It isn't that much of a pain, you can just remove some of the blocks on either side.
3. Heartreach Potions and the Celestial Magnet exist. They can make it much easier to collect Hearts and Stars during the WoF fight. Also the player is already knocked back by the Wall, it's called "The Tongue". It's only instant death in Master Mode.
7. How would this make anything better? It would just make mana regen slower.
9. This would barely change anything. The Honey Comb is extremely weak and stops your weapons from doing damage because of the bees' global immunity.
11. Do you even know how pairing summoner with another class works? You don't use the whips, because they are bad on their own when compared to a ranger or mage weapon, you use the minions, which there is no reason not to use when being a hybrid summoner. Also Forbidden Armour's stats aren't very good compared to Spider if you're talking pure summoner.
12. This would make Spooky very powerful. Maybe you should take a look at the armours for the other classes at this stage and balance Spooky around that. Also Spooky already requires a lot of Pumpkin Moon grinding to get, and anyway, adding Spectre Bars doesn't make sense.
14 and 15. Why? I don't see the point of these being craftable instead of dropping from the Moon Lord. Also including the Starfury in the Star Wrath's recipe will make it harder to get the Zenith, because on many worlds you'd have to fish for the second Starfury.
16. This may be useful, but in my opinion it isn't that necessary because summoners have very high DPS, and to balance that you get low defense.
17. All of the weapons that fire projectiles from the sky are very powerful in terms of DPS, so I think its fine that they can't be used underground.
1. Can be a pain to farm them, specially with the addition of frostburn flasks that i mentioned in the 1st part, also they wouldn't be found in every single frozen chest, it would only have 0-3 for each chest, pretty much like if you killed one
2. say that to the bunch of garbage in my inventory and the many tnts i expended
3. wrong
7(why 7?). mana regen is already extremelly slow and that's the problem, and i want it to be faster and the regen speed don't depend of the remaining mana, otherwise well have to watch out to don't use more than half mana every single time
9. honey comb is still underpowered? also if you have a better idea to make bee armor viable feel free to say
11. forbidden has higher def than spider and can use magic powers which are far more ranged than whips, i just wanted to make forbidden a whip alternative for summoner and also don't make whips completely overshadowed by magic weapons when using this armor as i mentioned already, also i think that being whip mainly fits with the armor
12. spooky already is more powerful than tiki, just wanted to bring back the concept of spooky being a more offensive alternative for tiki, with less max minions and defense, also because i mentioned my "rework" of the tiki armor as a new armor set in the part 1, and the lingering flames and bats are a more optional thing since i wanted post plantera summoner armors to have special set bonuses just like it is for the other class armors of the same stage of the game
14 and 15. more variation to moonlord's drop pool, also lets agree that the two summon endgame weapons dropped by moonlord being sentries is not fun at all, in the part 1 i mentioned the weapons that would replace them as moonlord drops, for starwrath a spear like weapon and for summoner a minion summon staff, i also have the spaceworm whip in mind
16. from the point you compare the endgame summoner armor's total defense to molten armor and paladin armor, your point is invalid
17. they can still be used underground if we open room above but i don't find it fair at all, you have to agree at least with the thing of starfury stars being able to pass through platforms, why tf isn't it a thing yet?!
 
Last edited:
update:
-added the suggestion of doctor bones being able to drop feral claw
-added the suggestion of BoC teleporting further away from the player in the FtW seed
 
16. from the point you compare the endgame summoner armor's total defense to molten armor and paladin armor, your point is invalid
Stardust Armor only has 8 less defense than Nebula Armor, actually. And Melee is supposed to be very tanky, it makes sense for it to have massively more defense than any other class. There’s a reason Melee’s ore helmets give more than 20 defense while the helmets for the other classes give less than 10. Also Molten is 25 compared to Stardust’s 38, so I don’t see what you mean.

Summoner having low defense is a big part of the class balance. Summoner meta shifted in 1.4 into tiny safety and huge DPS, which stands up. I can name a summon weapon + whip combo for each general tier which spits out stupid DPS, and the balance for that is being incredibly fragile.
 
1. Can be a pain to farm them, specially with the addition of frostburn flasks that i mentioned in the 1st part
2. say that to the bunch of garbage in my inventory and the many tnts i expended
3. wrong
7(why 7?). mana regen is already extremelly slow and that's the problem, and i want it to be faster and the regen speed don't depend of the remaining mana, otherwise well have to watch out to don't use more than half mana every single time
9. honey comb is still underpowered? also if you have a better idea to make bee armor viable feel free to say
11. forbidden has higher def than spider and can use magic powers which are far more ranged than whips, i just wanted to make forbidden a whip alternative for summoner and also don't make whips completely overshadowed by magic weapons when using this armor as i mentioned already, also i think that being whip mainly fits with the armor
12. spooky already is more powerful than tiki, just wanted to bring back the concept of spooky being a more offensive alternative for tiki, with less max minions and defense, also because i mentioned my "rework" of the tiki armor as a new armor set in the part 1, and the lingering flames and bats are a more optional thing since i wanted post plantera summoner armors to have special set bonuses just like it is for the other class armors of the same stage of the game
14 and 15. more variation to moonlord's drop pool, also lets agree that the two summon endgame weapons dropped by moonlord being sentries is not fun at all, in the part 1 i mentioned the weapons that would replace them as moonlord drops, for starwrath a spear like weapon and for summoner a minion summon staff, i also have the spaceworm whip in mind
16. from the point you compare the endgame summoner armor's total defense to molten armor and paladin armor, your point is invalid
17. they can still be used underground if we open room above but i don't find it fair at all, you have to agree at least with the thing of starfury stars being able to pass through platforms, why tf isn't it a thing yet?!
2. You don't need to blow them up, you can just remove the blocks on either side. At least that's what I do, and it works every time.
3. Why am I wrong?
7. I don't find it slow. With a mage loadout, mana regen gets pretty fast, partially because your max mana is so high.
11. It's only 6 defense, which I'd exchange for better offensive stats anyday, as a pure summoner. The good thing about Forbidden Armour is that it makes a mage weapon + minions combo viable. I like the idea of making it more whip focused than Spider as a pure summoner, but then it might make the magic-summoner combo less viable, because we'd have to redo the stats.
12. If you want Post-Plantera armours to have special set bonuses, you should also do something about Shroomite, because it has one of the worst set bonuses in the game. (Vortex is fine because it still allows you to move.)
14 and 15. This is a good idea, it would give a bit more variety to the Moon Lord's drops, only problem is that we'd probably need craftable post-Moon Lord weapons for every class now, or else people would say that it's unfair.
17. Yeah perhaps the stars should go through platforms, but it is already one of the best swords in Pre-Hardmode.
 
Stardust Armor only has 8 less defense than Nebula Armor, actually. And Melee is supposed to be very tanky, it makes sense for it to have massively more defense than any other class. There’s a reason Melee’s ore helmets give more than 20 defense while the helmets for the other classes give less than 10. Also Molten is 25 compared to Stardust’s 38, so I don’t see what you mean.

Summoner having low defense is a big part of the class balance. Summoner meta shifted in 1.4 into tiny safety and huge DPS, which stands up. I can name a summon weapon + whip combo for each general tier which spits out stupid DPS, and the balance for that is being incredibly fragile.
yeah but the difference of defense from mage and summoner armors comparing to ranger armors is insane, the 3 classes aren't focused on tanking unlike melee, also come on the endgame summoner armor has almost the same defense as the early hardmode melee armors, a raise of defense wouldn't hurt, it's already hard to hit bosses as summoner while mage, ranger and even melee are at least able to hit stuff off screen
 
yeah but the difference of defense from mage and summoner armors comparing to ranger armors is insane, the 3 classes aren't focused on tanking unlike melee, also come on the endgame summoner armor has almost the same defense as the early hardmode melee armors, a raise of defense wouldn't hurt, it's already hard to hit bosses as summoner while mage, ranger and even melee are at least able to hit stuff off screen
How is it hard to hit bosses? All good minions can easily hit stuff offscreen. Also melee can only hit offscreen once certain projectile swords become available, which is post-Plantera.
 
2. You don't need to blow them up, you can just remove the blocks on either side. At least that's what I do, and it works every time.
3. Why am I wrong?
To be fair, it is a pain in the :red: to have to half up your building and tear holes through the hundreds of obsidian houses. Not neccesary =/= not helpful.

Although The Tongue pulls you away from the wall, it’s actually kind of slow. Below like 33% health in Expert Mode, the Tongue isn’t fast enough to pull you away from the wall before you just die to contact damage, especially because the Tongue itself deals damage, and when you get put down you’ve lost all momentum anyway. A “super knockback” would be a cleaner way to achieve the same thing Tongue was supposed to do.
 
2. You don't need to blow them up, you can just remove the blocks on either side. At least that's what I do, and it works every time.
3. Why am I wrong?
7. I don't find it slow. With a mage loadout, mana regen gets pretty fast, partially because your max mana is so high.
11. It's only 6 defense, which I'd exchange for better offensive stats anyday, as a pure summoner. The good thing about Forbidden Armour is that it makes a mage weapon + minions combo viable. I like the idea of making it more whip focused than Spider as a pure summoner, but then it might make the magic-summoner combo less viable, because we'd have to redo the stats.
12. If you want Post-Plantera armours to have special set bonuses, you should also do something about Shroomite, because it has one of the worst set bonuses in the game. (Vortex is fine because it still allows you to move.)
14 and 15. This is a good idea, it would give a bit more variety to the Moon Lord's drops, only problem is that we'd probably need craftable post-Moon Lord weapons for every class now, or else people would say that it's unfair.
17. Yeah perhaps the stars should go through platforms, but it is already one of the best swords in Pre-Hardmode.
2. would that give less room for the eyes to hit us?
3. you are, those potions aren't enough to collect the hearts and stars when a giant wall of flesh moves in direction to you, not like any other boss that you can circle or anything
7. it's really slow UNLESS if you use mana potion or mana regen potion, but that would be annoying come on have you ever used magic weapons in a pedguin minigame server? the garbage mana never restores even if you stand idle
11. no it wouldn't, we could just switch between whips when close and mage weapons when away similar to how we do with frost armor when using both melee and ranged attacks
12. yeah i agree, that set bonus sucks, but i have nothing planned in mind yet, unlike vortex armor that you can activate it for shroomite you have to stand completely still whitout attacking
14 and 15. yeah i planned a final upgrade for the starcannon for ranger, i still haven't planned any for mage yet, maybe a magical tome

How is it hard to hit bosses? All good minions can easily hit stuff offscreen. Also melee can only hit offscreen once certain projectile swords become available, which is post-Plantera.
as a summoner main i disagree, the only good summon until terraprisma is the sanguine staff
 
yeah but the difference of defense from mage and summoner armors comparing to ranger armors is insane, the 3 classes aren't focused on tanking unlike melee, also come on the endgame summoner armor has almost the same defense as the early hardmode melee armors, a raise of defense wouldn't hurt, it's already hard to hit bosses as summoner while mage, ranger and even melee are at least able to hit stuff off screen
Part of that is just Ranged being Ranged. They’re supposed to be the safest class, being able to both keep their distance and survive hits reasonably well. I’d personally nerf Ranged’s DPS somewhat to reflect this, if I were in charge.

And Summoner being limited in range is the point. Like I said, its DPS is incredibly high and its balanced by low safety, forcing you to have low defense and be at close range in order to spit out the damage you do.

as a summoner main i disagree, the only good summon until terraprisma is the sanguine staff
Not trying to be cynical or anything, but I really hate the Sanguine circlejerk, it’s really the most overrated minion in the game to the point where people don’t even *try* other options.

There’s a youtube video somewhere that shows Blades preforming better than Sanguines with basically any whip above Durendal. Sanguine isn’t rven the best minion for rushing Terraprisma as soon as possible - that title goes to Desert Tiger.

Raven and Xeno don’t have the accuracy of Sanguine, but people often overlook the difference in flat DPS that lets them beat out Sanguine (although Ravens are more of a crowd minion, my point stands for Xeno). And Desert Tiger is one of the single most underrated weapons in the game, it doesn’t work for crowds but it was buffed to have insane airborne mobility in 1.4.1.2 and is one of the best single target minions into the endgame.
 
There’s a youtube video somewhere that shows Blades preforming better than Sanguines with basically any whip above Durendal. Sanguine isn’t rven the best minion for rushing Terraprisma as soon as possible - that title goes to Desert Tiger.

Raven and Xeno don’t have the accuracy of Sanguine, but people often overlook the difference in flat DPS that lets them beat out Sanguine (although Ravens are more of a crowd minion, my point stands for Xeno). And Desert Tiger is one of the single most underrated weapons in the game, it doesn’t work for crowds but it was buffed to have insane airborne mobility in 1.4.1.2 and is one of the best single target minions into the endgame.
I think that this is the video you're talking about?
 
Part of that is just Ranged being Ranged. They’re supposed to be the safest class, being able to both keep their distance and survive hits reasonably well. I’d personally nerf Ranged’s DPS somewhat to reflect this, if I were in charge.

And Summoner being limited in range is the point. Like I said, its DPS is incredibly high and its balanced by low safety, forcing you to have low defense and be at close range in order to spit out the damage you do.


Not trying to be cynical or anything, but I really hate the Sanguine circlejerk, it’s really the most overrated minion in the game to the point where people don’t even *try* other options.

There’s a youtube video somewhere that shows Blades preforming better than Sanguines with basically any whip above Durendal. Sanguine isn’t rven the best minion for rushing Terraprisma as soon as possible - that title goes to Desert Tiger.

Raven and Xeno don’t have the accuracy of Sanguine, but people often overlook the difference in flat DPS that lets them beat out Sanguine (although Ravens are more of a crowd minion, my point stands for Xeno). And Desert Tiger is one of the single most underrated weapons in the game, it doesn’t work for crowds but it was buffed to have insane airborne mobility in 1.4.1.2 and is one of the best single target minions into the endgame.
i should test desert tiger out, i never bothered with it since i still haven't acquired a desert key yet and it's a land minion, and because sanguine staff has an insane accuracy and we can freely move while using it as it's always close to the player and never has to fly back, i also should mention that most minions should still be able to attack while flying back to the player, also despiste blade staff having an insane defense penetration i'm still not much sure about how defense penetration works and the much defense late hardmode bosses have, and it still deals pretty low damage despiste being able to deal more damage than most summons against high defense targets
 
i should test desert tiger out, i never bothered with it since i still haven't acquired a desert key yet and it's a land minion, and because sanguine staff has an insane accuracy and we can freely move while using it as it's always close to the player and never has to fly back, i also should mention that most minions should still be able to attack while flying back to the player, also despiste blade staff having an insane defense penetration i'm still not much sure about how defense penetration works and the much defense late hardmode bosses have, and it still deals pretty low damage despiste being able to deal more damage than most summons against high defense targets
The Blade Staff performs very poorly when you use just one or two blades, but if you get as many as possible and use whips, it becomes extremely powerful, because it attacks so fast and doesn't have immunity problems.
 
update: i'm tired of announcing updates of the post, this time i added something for minions and soaring insignia rework
The Blade Staff performs very poorly when you use just one or two blades, but if you get as much as possible and use whips, it becomes extremely powerful, because it attacks so fast and doesn't have immunity problems.
yeah that's what i do... immunity what?
 
update: i'm tired of announcing updates of the post, this time i added something for minions and soaring insignia rework

yeah that's what i do... immunity what?
Immunity problems. Minions that don't have local immunity can stop each other from hitting targets, which results in a very significant drop in DPS.

Also LEAVE THE SOARING INSIGNIA ALONE. It is perfectly fine where it is, making it post-Moon Lord would make it useless.
 
>Confusion has a new effect on bosses in multiplayer, which causes them to immediatelly target another random player no matter their aggro
Love this idea. Confusion definitely needs some reason to be used. It should apply to normal enemies in multiplayer as well - it’s usually not helpful to make enemies run from you.


I still haven't planned anything for empress of light, lunatic cultist and moonlord, i might think about something in the future
Empress of Light has an unused attack in the game files, which is basically one big orb that divides into a spiral of twelve smaller orbs. It’d be interesting to see that used. I’ll find the post with that unused attack if I can.


>Necromantic scroll rework: it no longer increases max minions and minion damage, instead it decreases max minions by 1, but every time an enemy is killed the player gains a temporary buff that can stack up to 3 times, increasing max minions by 1 and summon damage by 5%, and healing a certain amount of health every time, it's also triggered rarely while dealing summon damage to bosses, and just like scarab emblem, it's no longer used for the papyrus scarab, but instead for another new summoner acessory mentioned in the part 1 that would use new summoner acessories mentioned there aswell
This is too gimmicky to work well, imo. When max minions are increased the player has to stop what they’re doing to summon to the limit, and by decreasing max minions to start with you both gain no net benefit from the extra minion bonus and can go into negative minion counts?? Plus Necromantic Scroll is important for summoners as is, something like this is better for a separate accessory.


Npcs detection range of other npcs should be increased as it's currently insanely low, the houses have to be connected in order to detect a neighbor, and we can easily avoid overcrowding by keeping a small space between each house, but seriously it's annoying, also the happiness mechanic from overcrowding should be changed, it would only start to get reduced from the 4th npc, getting reduced even more for every npc after that
This is a double edged sword. For one, it does make it easier for neighbors to see each other, but on the ither hand it makes it way easier to get overcrowding penalties. Maybe the liked NPC radius could be doubled to 50 but the overcrowding radius should be untouched.


Those two powerful types of weapons from the ranger class will now get a new mechanic making it more challenging to use them, they now have a limited number of ammo capacibility the player can use at a time, after that the player will have to pass through a reloading animation, the ammo capacibility and recharging time depends of the weapon, guns generally have far more ammo capacibility than rocket launchers, and the bullet pack acessories i've mentioned in the 1st part would increase the ammo capacibilty for guns even more, other types of ranger weapons such as bows and flamethrowers aren't affected by this mechanic, that also includes ranged weapons that doesn't consume any ammo such as paintball gun and harpoon
Probably my favorite way of nerfing guns and rockets that I’ve heard of. Reminds me of Enter the Gungeon. I also think Overhaul did something like this.


For the lunar event, every enemy has a chance to drop their respective lunar fragment, in expert or higher, once there are 50% enemies remaining to take down the shield, a new stronger enemy will spawn, a different one for each pillar, defeating the enemy will count more toward the count and will drop slighly more fragments, and still in expert or higher, once the shield is taken down the pillar will start using other attacks and will have more hp, if every player dies once the shield is taken down the pillar will reform it's shield but only to 50%, remember that as i mentioned in the part 1 lunar gear now requires pillar chunks that are dropped exclusively by the pillars
Good idea, only critique is there should be a cap so you don’t just endlessly produce fragments. On an unrelated topic, I’d reduce the cost of a celestial sigil to 10 of each fragments so it’s easier to farm Moon Lord.


>In expert and master, skeletron prime will start firing homing rockets similar to martian saucer once any of it's arms is destroyed or it's health reaches 75%
Calamity did something where in Revengeance, the cannon fires rockets instead of cannonballs. I like this idea a bit better though, resembles prehardmode Skeletron.


i should test desert tiger out, i never bothered with it since i still haven't acquired a desert key yet and it's a land minion, and because sanguine staff has an insane accuracy and we can freely move while using it as it's always close to the player and never has to fly back, i also should mention that most minions should still be able to attack while flying back to the player, also despiste blade staff having an insane defense penetration i'm still not much sure about how defense penetration works and the much defense late hardmode bosses have, and it still deals pretty low damage despiste being able to deal more damage than most summons against high defense targets
Desert Tiger can barely be called a ground minion after 1.4.1.2, it can pounce from midair and srping off of enemies repeatedly and is basically no different from a flying minion.
Whips add flat damage - which means a Durendal can send Blades from 6 damage a hit to 15 damage a hit. That’s what I mean by blades outpreforming sanguine with higher whips.

yeah i agree, that set bonus sucks, but i have nothing planned in mind yet, unlike vortex armor that you can activate it for shroomite you have to stand completely still whitout attacking
I saw a suggestion for making Shroomite active while on the ground instead of just stationary, which would help a lot. It could also be made to work with mounts and below a certain speed instead of entirely stationary.

Edit: yeah definitely don’t do anything to Insignia’s tier. If anything it could use a wing speed nerf, but moving it to post-ML would make it meaningless.
 
This is too gimmicky to work well, imo. When max minions are increased the player has to stop what they’re doing to summon to the limit, and by decreasing max minions to start with you both gain no net benefit from the extra minion bonus and can go into negative minion counts?? Plus Necromantic Scroll is important for summoners as is, something like this is better for a separate accessory.
that's because in the part 1 i mentioned an upgrade of the pygmy necklace and destroyer emblem that would increase minion caps and summon damage instead of the necromantic scroll, hercules beetle and papyrus scarab


Edit: yeah definitely don’t do anything to Insignia’s tier. If anything it could use a wing speed nerf, but moving it to post-ML would make it meaningless.
many people think infinite flight should be at least post moonlord, but maybe the insignia dropped by the empress could still be an acessory that greatly increases flight time, jump speed and other related stats, while the endgame upgrade of it would offer infinite flight time
 
many people think infinite flight should be at least post moonlord, but maybe the insignia dropped by the empress could still be an acessory that greatly increases flight time, jump speed and other related stats, while the endgame upgrade of it would offer infinite flight time
But what about the Black Spot, the Witch’s Broom, the Shrimpy Truffle, and the Cosmic Car Key? They are all available before the Moon Lord, and they aren’t overpowered. And also, the Soaring Insignia only helps with the Moon Lord, you still need to be skillful enough to react and dodge, and you’re using two accessories slots for infinite flight, which means sacrificing some other stat boosts you could get by using more combat-focused accessories.
 
Last edited:
Back
Top Bottom