I think 1 more slot even early would be beneficial to the game, not detrimental. Early you have to wait to combine accessories anyway. The biggest problem is the prefix. What if that one slot couldn't have any.
The items (armor sets and weapon mechanics coupled with damage type) are literally what makes the classes in OG terraria so it's actually no wonder at all.
What characterizes throwing at the moment: lots of the class' weapons have a limited number of uses, no lategame, average range and speed...
Melee attack speed works for whips? I didn't know that, but, kind of makes sense. Those are valid critics, too. The helmet for the option to be minion or whip centered was a very good idea in my opinion and would give the player some choice. Nothing I can do about it but just for fun we could...
It could be useful to pinpoint exactly at what moment you think summoner falls off compared to other classes (or what items exactly), so we can compare them to items of other classes obtained during about the same time and figure out if there is indeed a large discrepancy in strength.
Mining Potion, Cake, Food Buff, easy to get. No mining armor or chisel needed.
Hey I just got an idea from reading the posts, why not make it a 1x3 (one deep 3 large) dig size. Keep the speed and add a mining potion but for drills with a hardmode recipe, just to be sure.
A helmet for whip or summon buff? Interesting!
Also Obsidian armor set bonus is just busted, but, not in a gameplay sense. I like it, but it hella sticks out like a sore thumb, so the two options would be to streamline it or revamp early game armor sets entirely. I wouldn't mind doing the later...
I simply don't understand what your tests prove, if anything. Seems you put a lot of work in that reply, so I'll give you mine
It's simply obvious that a critical build would spike more and be more random, so you can't really test it in game, any other way than formulas to get the real truth...
...LOSE damage if you use crit instead of pure damage. About no monster in the game will have no defense. So here's why it's bad:
IE 20% damage = 100*1.2 = 120, now crits, 20% crit chance = 1 crit every 5 hits so lets calculate 5 hits where one is a crit and do the average , ( 100 + 100 + 100 +...
Sailfish: Reduces movement reduction underwater. Your idea isn't bad too, we could combine both, mine's easier to code though.
Hermes boots: Sooo a mini double jump? I dig it.
Flurry boots: Fine with me.
Frostspark: They don't slide on ice. Like from skates. I didn't know skate increased...
...and +28% thorn damage increased.
Important side-note 1: The damage increase of thorns is applied to the final damage.
So NOT : monster damage * (thorn multiplier+thorn damage increase)
BUT INSTEAD: (monster damage * thorn multiplier) * thorn damage multiplier.
Important side-note 2: Any...
That was a lazy fix. Thrown damage should be a whole other type of damage. Boomerangs could even fit in there as non-consumable thrown damage. An easy fix would be to have melee armors provide an additional line of bonuses on certain items to give benefits to the throwing sub-class.
It is a...
Flails... aren't good. They need to come back faster so you can actually use them instead of them trailing behind you forever. They should move the drop command on the right click too. One right click in midair = drop, another right-click = return. Left click would be just like old flails but...
In my opinion, in general, "we" should fix the mechanics, then adjust the damage numbers. I have a lot of issues with the balance and general game progression tied to items but this would require a simple fix to salvage an important item. Important as in it's part of the game and people should...
I've also had my thorn chakram go through queen bee. But I suspected my melee attack speed was at cause here since it wasn't doing it previously when I used centurion(?) armor instead of molten. Might have been the summons I was using as well. I really don't know.
The bees beekeeper spawns eat a lot of the possible hit frames and make you miss most of your sword hits. Please fix this because this makes the weapon unusable right now.
...distance you at least need to be able to keep them at bay with knockback, or do they expect us to get the melee knockback accessories this early *facepalm*.
They need to deal a lot more damage, ideally more than spears but at shorter range (I do personally think the very first spear also...
Wrong. Not only are the set bonuses 10 times better but the stats they give are either higher or simply better. Mana efficiency, max mana, and bullet efficiency aren't even stats that affect your fighting power. Mana pots can be infinitely spammed anyway. In my opinion even without mana flower...
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