As the title suggests, in this thread im going to talk about homing weapons and how they changed the face of Terraria combat. Suggestions, that don`t involve simplifying the game proccess are not popular here, unfortunately, but i can`t keep it in myself anymore.
I felt like the suggestion thread is the most appropriate place to post this, even though i don`t consider my post as the "classic" suggestion. Stop beating around the bush, let`s get straight to the topic.
P.S I apologise for spelling mistakes
Homing weapons - hugest downgrade in combat system "Terraria" have ever experienced since release. Fighting in Terraria never was a complex process, but homing weapons became the last nail in the coffin. You might like them or not, but you can`t deny this fact: They are too lazy, they change the gaming skills involved and most of them are incredebly overpowered.
Video
To try to convey to you the idea of what i mean, i made a video, demonstrating the whole power of homing weapons. It is maybe a little bit overdramatized, but this is basicaly how current situation with homing weapons looks like. Even, if some points aren't valid, i still tried to make video as entertaining, as possible.
Sorry for spelling mistakes
It doesn`t matter, how hardly i`m trying to convince you, there is still one undenieble argument, that i can`t counter -
"If you don`t like homing weapons - don`t use them"
You can use whatever you want, as long as it entertains you, im absolutely alright with that. What i don`t like, is the developers decision to add more and more game breaking homing weapons into the game. It seems for me, that most of their attention and efforts are directed towards homing weapons. And that scares me.
Don`t get me wrong, i`m not against homing weapons in general, i`m against overpowered homing wepons. Bee Gun, Spectre Staff, Possesed Hatched are the perfect examples of balanced homing weapons. Homing feature is already an adventage and should be prioritized over damage, fire rate etc.
Suggestions
1) Nerfing current homing weapons.
The most obvious and easiest way to balance out the homing weapons. It`s not necessarily needed to nerf damage or fire rate of the weapon to make it more balanced. Let`s take Typhoon for instance. Just triple the mana usage and BAM - it is not that attractive anymore, even though it`s still incredebly strong. Snowman Cannon - just make rockets more dangerous. If rockets would damage the player, the incredible versatility of cannon will be gone, but it still will be. That`s just a few examples.
2) Adding more one-sided weapons.
Current examples: Bubble Gun, Heat Ray, Rocket Launcher, Cursed Flames, Magical Harp, Shadowbeam Staff.
What i mean under "one-sided" weapons? Weapons, that aren´t good overall, but incredebly good for certain tasks/situations. Some of you may say - "This will just bring more useless weapons into the game, that noone will use". I will say - "It will force the players to extend their arsenal and choose certain weapons for different situations.".
3) Adding more weapons demanding skill/practice.
Current examples: Rainbow Rod (Magic Missle, Flame Lash), Sniper Riffle (with high velocity bullets).
This is kind of weapon, that feels "rough" at the beginning, but after some practice it`s very fun to use it. On my opinion, this is the key for a perfect weapon - practice. Practice should be rewarded. The more time player practice a certain weapon, the better his skills and damage output gets. It's always great for the more serious players, if they can get an extra edge out of being good, beyond grind. How i imagine/see weapons like this? One of the examples - weapons like Rainbow Rod, when efficiency depends on precise cursor movements: "Cutting" enemies with fast cursor twitching (Fruit Ninja), locking cursor on enemy to accumulate damage, drawing a beam, that does piercing damage to enemies (like beam from Rainbow Gun) etc. Or just a buffed version of Sniper Rifle, that uses an expensive ammunition and requires a long time to charge, but shoots a straight powerfull beam, that does incredible damage.
Very risky topic for the first suggestion, but this problem torture me since the last 1.2.4 update and now i`m very happy, that i finally shared my thoughts with community. Maybe i`m not alone, who feel the same? We will see..
Thanks for reading.
I felt like the suggestion thread is the most appropriate place to post this, even though i don`t consider my post as the "classic" suggestion. Stop beating around the bush, let`s get straight to the topic.
P.S I apologise for spelling mistakes
Homing weapons - hugest downgrade in combat system "Terraria" have ever experienced since release. Fighting in Terraria never was a complex process, but homing weapons became the last nail in the coffin. You might like them or not, but you can`t deny this fact: They are too lazy, they change the gaming skills involved and most of them are incredebly overpowered.
Video
To try to convey to you the idea of what i mean, i made a video, demonstrating the whole power of homing weapons. It is maybe a little bit overdramatized, but this is basicaly how current situation with homing weapons looks like. Even, if some points aren't valid, i still tried to make video as entertaining, as possible.
Sorry for spelling mistakes
It doesn`t matter, how hardly i`m trying to convince you, there is still one undenieble argument, that i can`t counter -
"If you don`t like homing weapons - don`t use them"
You can use whatever you want, as long as it entertains you, im absolutely alright with that. What i don`t like, is the developers decision to add more and more game breaking homing weapons into the game. It seems for me, that most of their attention and efforts are directed towards homing weapons. And that scares me.
Don`t get me wrong, i`m not against homing weapons in general, i`m against overpowered homing wepons. Bee Gun, Spectre Staff, Possesed Hatched are the perfect examples of balanced homing weapons. Homing feature is already an adventage and should be prioritized over damage, fire rate etc.
Suggestions
1) Nerfing current homing weapons.
The most obvious and easiest way to balance out the homing weapons. It`s not necessarily needed to nerf damage or fire rate of the weapon to make it more balanced. Let`s take Typhoon for instance. Just triple the mana usage and BAM - it is not that attractive anymore, even though it`s still incredebly strong. Snowman Cannon - just make rockets more dangerous. If rockets would damage the player, the incredible versatility of cannon will be gone, but it still will be. That`s just a few examples.
2) Adding more one-sided weapons.
Current examples: Bubble Gun, Heat Ray, Rocket Launcher, Cursed Flames, Magical Harp, Shadowbeam Staff.
What i mean under "one-sided" weapons? Weapons, that aren´t good overall, but incredebly good for certain tasks/situations. Some of you may say - "This will just bring more useless weapons into the game, that noone will use". I will say - "It will force the players to extend their arsenal and choose certain weapons for different situations.".
3) Adding more weapons demanding skill/practice.
Current examples: Rainbow Rod (Magic Missle, Flame Lash), Sniper Riffle (with high velocity bullets).
This is kind of weapon, that feels "rough" at the beginning, but after some practice it`s very fun to use it. On my opinion, this is the key for a perfect weapon - practice. Practice should be rewarded. The more time player practice a certain weapon, the better his skills and damage output gets. It's always great for the more serious players, if they can get an extra edge out of being good, beyond grind. How i imagine/see weapons like this? One of the examples - weapons like Rainbow Rod, when efficiency depends on precise cursor movements: "Cutting" enemies with fast cursor twitching (Fruit Ninja), locking cursor on enemy to accumulate damage, drawing a beam, that does piercing damage to enemies (like beam from Rainbow Gun) etc. Or just a buffed version of Sniper Rifle, that uses an expensive ammunition and requires a long time to charge, but shoots a straight powerfull beam, that does incredible damage.
Very risky topic for the first suggestion, but this problem torture me since the last 1.2.4 update and now i`m very happy, that i finally shared my thoughts with community. Maybe i`m not alone, who feel the same? We will see..
Thanks for reading.