you see my main problem with this is that early game is the only time when you have problem with not having stars, coz you use them all to craft mana stars and max your mana that is 45 of them if i'm correct
Mana regen potions arent even that usefull in early game, king slime or eye have so...
I like that suggestion and I really don't think that having or not having a hotkey should be a point of balance
Balance should stay with enemy attack patterns, health and dmg
I mean making more ultimate weapons isn't a problem, problem is that the zenith is dull ideal design, you give it a classless dmg and it wouldn't change a thing
We could argue whether it feels melee or not etc but the point is that just by existing it throws every other weapon to the trash
It is...
Beyond getting like a solar tablet there is nor reason to enter it, changing anything in this seems like wasted time, I'd rather have a golem room generation improved or literly anything else
I mean it's kinda progression breaking with no costs for it
If you're just going for the stardust dragon it gives insanely high dps, makes other whips kinda useless beyond certain cases (pretty sure whip stacking with terraprisma gives same or more dps, but that takes skill)
So no it should...
Starfury is far easier to obtain than any of the weapons you've mentioned, the fact that you can predict location of the islands only adds to it, if it's not completely random then it's easier to get it.
Sure there are always better options, if definition of a broken weapon by you is that there...
Starfury is probably the most overpowered item in all terraria considering where it is in progression It can attack through blocks which deals with every regular enemy, it has awsome dps it provides light at any point of the screen and player simultanously
It carries player from pre boss up to...
I think that question is a bit more complex than most people have it
I'm not sure which of two classes dishes out most dps possible but I'd argue that mage is far nicer and easier to aim while killing enemies, pretty much anything besides moonlord goes down so fast that mana sustain is not an issue
Where in hardmode progression that would be, coz the beginning of hardmode all all about Knocking player down to the ground, and later in hardmode you'd have weapons that are better than just dps boosted pre hardmode gear
To be fair the only annoying or hard thing with planterra is when your arena is so big that there is no jungle in the middle and she goes bonkers
If that does not happen it might be the easiest boss
I'm personally against getting cloud in the bottle and hermes boots as fixed loot, managing slow movement is the point of all early game terraria, it would completely trivialise that part of the game.
In fact I'd argue that it would make it annoying to go through this part of the game coz like...
Hmm as a summoner you'd want to stack summons as much as you can so I'd for sure give it a summon slot
Maybe additional tag dmg is also good idea, summoners do so little dps anyway
A lot of these ideas were already suggested but i guess it doesn't hurt to put them in one post, as pointed before chlophite extractinator can do some of them, but most of them would nice quality of life additions
Besides my personal disslike of "final weapon idea" i already talked many times why it's bad idea
Terraria already has final weapons for all of it's classes, you could only make them equal in dps maybe
Melee has dissliked by me zenith
Mage has Last Prism
Summoner has Terraprisma
Ranger has...
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