Snickerbobble
The Painter
With the new throwing class, there are a few inconsistencies with damage types: boomerangs, most knives, and yoyos are all not considered throwing, even though you throw these weapons. Yo-yo experts even use the term "thrower." I feel I have some solutions to help out the thrower class without hurting melee with its lack of range.
Now for the main part of the suggestion finally.. baseball bats!
Baseball bats would be unique broadsword-esque weapons that deal less damage than their sword counterparts, but provide extra knockback and can deflect projectiles. They can also launch consumable throwing items with right click, for a ranged attack. Enemies also take half damage when smashed against a block.
Wooden Bat
From: Found within wooden chests.
Speed: Very Fast
Damage: 5
Knockback: Average
Info: A normal baseball bat, nothing too special.
Aluminum Bat
From: Found within gold chests.
Speed: Very Fast
Damage: 10
Knockback: Average
Info: A harder hitting bat, slightly larger.
Sinister Slugger
From: Crafted with 10 Demonite Bars
Speed: Very Fast
Damage: 16
Knockback: Strong
Info: A demonite tier bat for the Corruption
Rouge Batton
From: Crafted with 10 Crimtane Bars
Speed: Fast
Damage: 18
Knockback: Strong
Info: A crimtane tier bat for the Crimson
Phase Blades
Info: Will be changed to the Baseball Bat weapon type. This means you can deflect lasers! Same for the Phase Sabers.
PB 'n Jammer
From: Sold by the Traveling Merchant
Speed: Very Fast
Damage: 14
Knockback: Average
Info: Hit enemies will get stuck in a giant banana peel when they hit the ground, locking them for a few moments.
Aqua Bat
From: Found in locked gold chests in the Dungeon
Speed: Extremely Fast
Damage: 19
Knockback: Average
Info: A very fast bat.
Bumblebat
From: Dropped by Queen Bee
Speed: Very Fast
Damage: 23
Knockback: Average
Info: Smacked projectiles become bees that home in on enemies.
Hotshot
From: Found in shadow chests in the Underworld
Speed: Fast
Damage: 30
Knockback: Very Strong
Info: Projectiles are set alight and inflict On Fire!
Gold Bat
From: Found in shadow chests in the Depths
Speed: Fast
Damage: 24
Knockback: Strong
Info: Hit targets cause a twinkling effect, which behave similarly to the spore sac and will seek out nearby enemies.
Lightning Rod
From: Crafted with Aluminum Bat
, Living Lightning, and Cloud (or alternatively, dropped by Angry Nimbus)
Speed: Very Fast
Damage: 38
Knockback: Strong
Info: Projectiles that hit targets cause a lightning bolt to strike the enemy from above.
Illuminiant
From: Crafted with Aluminum Bat
, 20 Crystal Shards, and 15 Souls of Light
Speed: Very Fast
Damage: 35
Knockback: Average
Info: Projectiles become light spheres, and when passing through an enemy, will reverse direction to hit a second time.
Vumpire
From: Dropped by Vampire
Speed: Very Fast
Damage: 52
Knockback: Average
Info: Projectile hits give 2% lifesteal, and direct bat hits give 5%.
Fruitbat @Fruitbat
From: Crafted with 12 Chlorophyte Bars
Speed: Very Fast
Damage: 72
Knockback: Average
Info: Possibly will replace the Chlorophyte Claymore, lobs green orbs when swung.
Battra
From: Dropped by Mothron after Plantera's defeat
Speed: Fast
Damage: 98
Knockback: Strong
Info: Hit projectiles become bats that seek out the enemy.
Christmas Tree Sword
Info: Will also be changed to the Baseball Bat weapon type. Fires ornaments for free, but with ornaments
it will fire three at the price of one.
Mindwipe
From: Dropped by Martian Saucer
Speed: Fast
Damage: 115
Knockback: Strong
Info: Hit enemies will get stuck in a tractor beam, rising them up to drop them for heavy block collision damage.
Spaceball Bat
From: Crafted with 12 Luminite Bars
Speed: Very Fast
Damage: 150
Knockback: Strong
Info: Projectiles become spaceballs, which bounce around at high speeds, infinitely penitrating targets for 10 bounces, but bounce count is refreshed if smacked again.
Baseball
From: Crafted with 1 Silk, 1 Tattered Cloth, and 1 Wood, makes 20, also sold by Merchant for 50 copper after EoC is defeated.
Speed: Very Fast
Damage: 18
Knockback: Average
Info: Thrown balls that behave like spiky balls but fly further and pop once they stop rolling.
Ornament
From: Dropped by Everscream and Present Mimic
Speed: Very Fast
Damage: 60
Knockback: Average
Info: Ornaments will explode, sending fragments in all directions that deal half damage
All other consumable throwables can also be used by bats. They will not add their damage value to the bat's, a thrown baseball will do 18 throwing damage, but a hit baseball by a Spaceball Bat will do 150 damage.
May undergo some updates, but what do you think so far? With these changes, thrower will have more items throughout the game to rely on, and we'd get some new special effect bats to play with.
All thrown weapons should fall under throwing, because.. you throw them of course! This includes the new Yoyo weapon type, boomerangs, magic dagger, etc. All throwing because you throw them. This change would mostly effect the Melee class, which I will go over shortly.
This would not be just a simple changing of damage types, damage values and use times would need to be tweaked to accommodate.
Changes to the Melee Class
Now with a lot of ranged options thrown out for the thrower class, melee needs some overhauling.
All swords should auto-swing. Even with perfect clicking to simulate autoswing, lots of swords fall short in DPS compared to ranged/magic weapons of the same tier. Without autoswing the difference in DPS is even greater.
For comparison:
Blade of Grass: 58 DPS
Thorn Chakram: 107 DPS (moved to throwing)
Fiery Greatsword: 65 DPS
Flower of Fire: 152 DPS, more than double
Molten Fury: 109 DPS
Excalibur: 170 DPS
Rainbow Rod: 261 DPS
Megashark: 283 DPS
Defense makes balancing difficult, though I thought examples with large DPS differences would help prove my point. Even if the above swords were given autoswing, they'd still be falling short, so I feel all swords should autoswing, with certain ones requiring some buffing. Swords that already were given auto-swing as a balancing factor, such as the Muramasa, could receive an extension in their sprites, making length a more appropriate balancing factor instead, or a quicker use time.
Flails should be buffed quite a bit, but have their damage scale with the speed of their swing, similar to the Staff of Earth. A flail sitting at your feet would do minimum damage, whereas one being flung around would do extra damage.
This would not be just a simple changing of damage types, damage values and use times would need to be tweaked to accommodate.
Changes to the Melee Class
Now with a lot of ranged options thrown out for the thrower class, melee needs some overhauling.
All swords should auto-swing. Even with perfect clicking to simulate autoswing, lots of swords fall short in DPS compared to ranged/magic weapons of the same tier. Without autoswing the difference in DPS is even greater.
For comparison:
Blade of Grass: 58 DPS
Thorn Chakram: 107 DPS (moved to throwing)
Fiery Greatsword: 65 DPS
Flower of Fire: 152 DPS, more than double
Molten Fury: 109 DPS
Excalibur: 170 DPS
Rainbow Rod: 261 DPS
Megashark: 283 DPS
Defense makes balancing difficult, though I thought examples with large DPS differences would help prove my point. Even if the above swords were given autoswing, they'd still be falling short, so I feel all swords should autoswing, with certain ones requiring some buffing. Swords that already were given auto-swing as a balancing factor, such as the Muramasa, could receive an extension in their sprites, making length a more appropriate balancing factor instead, or a quicker use time.
Flails should be buffed quite a bit, but have their damage scale with the speed of their swing, similar to the Staff of Earth. A flail sitting at your feet would do minimum damage, whereas one being flung around would do extra damage.
Baseball bats would be unique broadsword-esque weapons that deal less damage than their sword counterparts, but provide extra knockback and can deflect projectiles. They can also launch consumable throwing items with right click, for a ranged attack. Enemies also take half damage when smashed against a block.
Wooden Bat
From: Found within wooden chests.
Speed: Very Fast
Damage: 5
Knockback: Average
Info: A normal baseball bat, nothing too special.
Aluminum Bat
From: Found within gold chests.
Speed: Very Fast
Damage: 10
Knockback: Average
Info: A harder hitting bat, slightly larger.
Sinister Slugger
From: Crafted with 10 Demonite Bars
Speed: Very Fast
Damage: 16
Knockback: Strong
Info: A demonite tier bat for the Corruption
Rouge Batton
From: Crafted with 10 Crimtane Bars
Speed: Fast
Damage: 18
Knockback: Strong
Info: A crimtane tier bat for the Crimson
Phase Blades
Info: Will be changed to the Baseball Bat weapon type. This means you can deflect lasers! Same for the Phase Sabers.
PB 'n Jammer
From: Sold by the Traveling Merchant
Speed: Very Fast
Damage: 14
Knockback: Average
Info: Hit enemies will get stuck in a giant banana peel when they hit the ground, locking them for a few moments.
Aqua Bat
From: Found in locked gold chests in the Dungeon
Speed: Extremely Fast
Damage: 19
Knockback: Average
Info: A very fast bat.
Bumblebat
From: Dropped by Queen Bee
Speed: Very Fast
Damage: 23
Knockback: Average
Info: Smacked projectiles become bees that home in on enemies.
Hotshot
From: Found in shadow chests in the Underworld
Speed: Fast
Damage: 30
Knockback: Very Strong
Info: Projectiles are set alight and inflict On Fire!
Gold Bat
From: Found in shadow chests in the Depths
Speed: Fast
Damage: 24
Knockback: Strong
Info: Hit targets cause a twinkling effect, which behave similarly to the spore sac and will seek out nearby enemies.
Lightning Rod
From: Crafted with Aluminum Bat
Speed: Very Fast
Damage: 38
Knockback: Strong
Info: Projectiles that hit targets cause a lightning bolt to strike the enemy from above.
Illuminiant
From: Crafted with Aluminum Bat
Speed: Very Fast
Damage: 35
Knockback: Average
Info: Projectiles become light spheres, and when passing through an enemy, will reverse direction to hit a second time.
Vumpire
From: Dropped by Vampire
Speed: Very Fast
Damage: 52
Knockback: Average
Info: Projectile hits give 2% lifesteal, and direct bat hits give 5%.
Fruitbat @Fruitbat
From: Crafted with 12 Chlorophyte Bars
Speed: Very Fast
Damage: 72
Knockback: Average
Info: Possibly will replace the Chlorophyte Claymore, lobs green orbs when swung.
Battra
From: Dropped by Mothron after Plantera's defeat
Speed: Fast
Damage: 98
Knockback: Strong
Info: Hit projectiles become bats that seek out the enemy.
Christmas Tree Sword
Info: Will also be changed to the Baseball Bat weapon type. Fires ornaments for free, but with ornaments
Mindwipe
From: Dropped by Martian Saucer
Speed: Fast
Damage: 115
Knockback: Strong
Info: Hit enemies will get stuck in a tractor beam, rising them up to drop them for heavy block collision damage.
Spaceball Bat
From: Crafted with 12 Luminite Bars
Speed: Very Fast
Damage: 150
Knockback: Strong
Info: Projectiles become spaceballs, which bounce around at high speeds, infinitely penitrating targets for 10 bounces, but bounce count is refreshed if smacked again.
Baseball
From: Crafted with 1 Silk, 1 Tattered Cloth, and 1 Wood, makes 20, also sold by Merchant for 50 copper after EoC is defeated.
Speed: Very Fast
Damage: 18
Knockback: Average
Info: Thrown balls that behave like spiky balls but fly further and pop once they stop rolling.
Ornament
From: Dropped by Everscream and Present Mimic
Speed: Very Fast
Damage: 60
Knockback: Average
Info: Ornaments will explode, sending fragments in all directions that deal half damage
All other consumable throwables can also be used by bats. They will not add their damage value to the bat's, a thrown baseball will do 18 throwing damage, but a hit baseball by a Spaceball Bat will do 150 damage.
May undergo some updates, but what do you think so far? With these changes, thrower will have more items throughout the game to rely on, and we'd get some new special effect bats to play with.
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