Kats
Pixel Pirate
Heyo!
EDIT:
First of all, maybe a ~1 second debuff after triggering (an actual untouched "group" of) crumbling blocks that disable flight and mount (but not grapple)?
1 (or whatever) Seconds would be enough to aim grapple hook away to safety, or fly at the last split second. (timer would be tight enough that it really would be by the hair) Just for that added thrill. Debuff could just be something like "startled" or something lul.
Just made another post about them crumbling blocks and while writing that one I thought of this lol.
Before you read below: I didn't think of this while writing, and now its gotten to the point that I can't really fit this in somewhere... I do say many of these will go through everything, including invul timer, but to avoid things instantly dropping you to 1 health, these new traps (with exception of the new dart trap) can NOT hit you for 1 second after they damage you. so for example, if you land on spikes, you have 1 second to get off before you get damaged again.
Simply put, I kind of feel like, at the very least in Master Mode, the Spike (actually ended up with suggestions for all traps lol) damage should scale up after plantera has been killed, going in the dungeon post-plantera and falling down spike pits is a no issue because you only take a single point of damage with the odd 10-20 damage sprinkled in, with 56 armor.
So I basically just feel like, since the dungeon becomes all powered up after plantera's death, I'd say the spikes(+) should get beefed up too. Maybe not one shot of course but honestly, since we're talking master mode, I'd say they should take a flat 50% of the player's current HP, basically, unless the player is at 1 HP, it can't kill the player but would severely wound them. Also, not a single defensive accessory would protect the player from this damage, none. No brain of confusion dodge, no ninja dodge, not even invul frames, it would go through everything, and would always take 50% of their current HP. At 500 HP? Shoot, you lost 250 HP! At 20 HP? Aw, dude, you're slipping off that thread you're hanging onto for dear life with a mere 10 HP left!
1) This will reward people who are diligent enough in exploring the dungeon before defeating plantera, and even more so if they remove all spikes/block off pits.
2) And for the people who aren't as diligent/enjoy the added challenge, it will be far more fun to know that if I fall down a pit or hit a spike, I might die soon after, so I better be careful!
3) Would reward people for using the Dangersense potion
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These I thought of while writing the above suggestion lol.
The spinning spike balls!
Same as spikes but as these are just a random (seemingly rare?) spawn, I would personally put these at 30% of the player's current HP, getting these spawned in a bad spot would get quite annoying otherwise lol. Though I would say to also bump up the spawnrate a tad.
And then we've got the fire wheel. Super easy to see, super easy to avoid, meaning... exactly the same as spikes! Get hit, 50% loss of current HP, no way to avoid... except of course actually avoiding the bright light coming towards you at a fast snails pace.
And I mean, there are dart traps in the dungeon but.... they are your every day dart traps that you find everywhere else so... hmm.
Could replace any dart traps that generated in the dungeon when world was made with a new type of dart trap once plantera has been defeated, something more... vicious, like a Venom Dart Trap, since Venom is pretty much an upgraded version of Poison, in terms of in-game stat I mean.
(Wether this makes for a new dart trap that player can break and use is up to you lol)
Could even make the game save the original locations for all dart traps, wires and pressure plates that were generated in the dungeon, and once plantera has been defeated, the game will simply place it all back again if the player destroyed these beforehand, though of course with the nice surprise of the old trusty dusty dart trap being upgraded to the brand spanking new Venom Dart Traps.
Or heck, maybe a sniper/shotgun trap, them sneaky snipers and/or tactical shotgunners went around and placed/replaced dart traps with traps that shoot sniper bullets (extreme damage, duh) or shotgun pellets (extreme damage at close range. duh)
In the case of this new dart trap, whatever version, they do extremely buffed up damage, but they do not go through everything, and armor still matters, BUT the damage will be balanced around Post-Plantera gear, actually, I'd say, balance it around Post-Golem. And Defense would have severe DR so melee still takes a lot of damage. Basically just so going through post-plantera dungeon is actually a threat again, as the only "threat" at this point is the spazz we all know and love called Bone Lee. Ah and the fire dudes can get quite annoying too shooting them fire things at you across the map lol.
Well, the two of them and getting stuck in crumbling blocks left laying around while getting swarmed by mobs lol.
EDIT:
First of all, maybe a ~1 second debuff after triggering (an actual untouched "group" of) crumbling blocks that disable flight and mount (but not grapple)?
1 (or whatever) Seconds would be enough to aim grapple hook away to safety, or fly at the last split second. (timer would be tight enough that it really would be by the hair) Just for that added thrill. Debuff could just be something like "startled" or something lul.
Just made another post about them crumbling blocks and while writing that one I thought of this lol.
Before you read below: I didn't think of this while writing, and now its gotten to the point that I can't really fit this in somewhere... I do say many of these will go through everything, including invul timer, but to avoid things instantly dropping you to 1 health, these new traps (with exception of the new dart trap) can NOT hit you for 1 second after they damage you. so for example, if you land on spikes, you have 1 second to get off before you get damaged again.
Simply put, I kind of feel like, at the very least in Master Mode, the Spike (actually ended up with suggestions for all traps lol) damage should scale up after plantera has been killed, going in the dungeon post-plantera and falling down spike pits is a no issue because you only take a single point of damage with the odd 10-20 damage sprinkled in, with 56 armor.
So I basically just feel like, since the dungeon becomes all powered up after plantera's death, I'd say the spikes(+) should get beefed up too. Maybe not one shot of course but honestly, since we're talking master mode, I'd say they should take a flat 50% of the player's current HP, basically, unless the player is at 1 HP, it can't kill the player but would severely wound them. Also, not a single defensive accessory would protect the player from this damage, none. No brain of confusion dodge, no ninja dodge, not even invul frames, it would go through everything, and would always take 50% of their current HP. At 500 HP? Shoot, you lost 250 HP! At 20 HP? Aw, dude, you're slipping off that thread you're hanging onto for dear life with a mere 10 HP left!
1) This will reward people who are diligent enough in exploring the dungeon before defeating plantera, and even more so if they remove all spikes/block off pits.
2) And for the people who aren't as diligent/enjoy the added challenge, it will be far more fun to know that if I fall down a pit or hit a spike, I might die soon after, so I better be careful!
3) Would reward people for using the Dangersense potion
_________________________________________________________________________________________________________________
These I thought of while writing the above suggestion lol.
The spinning spike balls!
Same as spikes but as these are just a random (seemingly rare?) spawn, I would personally put these at 30% of the player's current HP, getting these spawned in a bad spot would get quite annoying otherwise lol. Though I would say to also bump up the spawnrate a tad.
And then we've got the fire wheel. Super easy to see, super easy to avoid, meaning... exactly the same as spikes! Get hit, 50% loss of current HP, no way to avoid... except of course actually avoiding the bright light coming towards you at a fast snails pace.
And I mean, there are dart traps in the dungeon but.... they are your every day dart traps that you find everywhere else so... hmm.
Could replace any dart traps that generated in the dungeon when world was made with a new type of dart trap once plantera has been defeated, something more... vicious, like a Venom Dart Trap, since Venom is pretty much an upgraded version of Poison, in terms of in-game stat I mean.
(Wether this makes for a new dart trap that player can break and use is up to you lol)
Could even make the game save the original locations for all dart traps, wires and pressure plates that were generated in the dungeon, and once plantera has been defeated, the game will simply place it all back again if the player destroyed these beforehand, though of course with the nice surprise of the old trusty dusty dart trap being upgraded to the brand spanking new Venom Dart Traps.
Or heck, maybe a sniper/shotgun trap, them sneaky snipers and/or tactical shotgunners went around and placed/replaced dart traps with traps that shoot sniper bullets (extreme damage, duh) or shotgun pellets (extreme damage at close range. duh)
In the case of this new dart trap, whatever version, they do extremely buffed up damage, but they do not go through everything, and armor still matters, BUT the damage will be balanced around Post-Plantera gear, actually, I'd say, balance it around Post-Golem. And Defense would have severe DR so melee still takes a lot of damage. Basically just so going through post-plantera dungeon is actually a threat again, as the only "threat" at this point is the spazz we all know and love called Bone Lee. Ah and the fire dudes can get quite annoying too shooting them fire things at you across the map lol.
Well, the two of them and getting stuck in crumbling blocks left laying around while getting swarmed by mobs lol.
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