It would be interesting if the Amphibian Boots remained better in terms of vertical speed but the Terraspark boots got an increase to their horizontal speed and the devs made it so that movement speed increases are applied while the player is in the air. That way players could have more utility...
The Cultist is too weak at the moment and feels like a pretty weak excuse for the final boss before Moonlord. It's a cool concept having the player fight a player-like boss but its damage is poor and its health is low. I propose that the Cultist gets reworked into more of a glass canon boss...
NPC CHANGES
Merchant - Buys items from the player for better value than other NPCs
Nurse - Now has unlimited healing range with the price increasing based on how far away the player is, healing price is increased by 5 times during boss fights and the unlimited range is not active during boss...
Neat, I've never noticed that before. Probably because of the 1.4.4 changes so that blood moons and eclipses can never directly follow each other when skipped, so I usually go more than the usual 7 days between uses of the sundial/moondial.
My idea for implementing a proper spell system into the game is a spell book. It could be acquired either by finding it in a gold chest in the dungeon or buying it from the wizard. It would allow the user to cast spells in exchange for mana. When first acquired the book would have 3 spell slots...
Yeah, I see how much of a difference the potion makes now. I did suggest some changes to try and make investing in mana economy more rewarding and make mana sickness more punishing, but some people reacted negatively to the idea of mana being made more punishing as they prefer to play mage more...
EDIT - Have changed and removed some suggestions based on feedback from the comments.
EDIT I - Have added some suggestions for changes to the mana cap, the arcane reforge, changed the range of the Celestial Magnet back to vanilla but made it so that the range increase stacks with upgrades, and...
Sorry that I've taken a while to respond. I don't remember mana regen being increased but I've had look back and if there is a difference it doesn't seem very noticeable. I don't think that the mana regen rate was too slow before 1.4.4 and I would have no problem with Re-Logic reverting the...
I mean, it does say in the guide that mana sickness is not punishing enough. You're right about mana economy items not doing enough that fits with my experiences. Celestial Magnet really is not that good as it doesn't give you more mana, it just makes it so you can pick up mana stars from...
I was not complaining about the items in Calamity being OP I'm annoyed with how they're either just stat bonuses or the special effect they grant is not particularly good (chaos stone being an exception). I agree that mage is a very fun class, but I feel that it could use a bit of tinkering...
Thanks for the feedback, this is my first post on the forums and so my suggestions probably aren’t the best at the moment but I hope to improve them via discussion.
You can look at Qwerty’s Mana Guide, but basically the mana sickness debuff is not punishing enough and simply does not provide...
To clarify when I said 'hearts' and 'mana stars' I meant the ones that drop from enemies and restore your attributes, not life crystal or fallen stars. Apologies for any confusion caused
This is a fantastic idea! I always forget which shimmer buffs I have and haven't got and would very much like to see some sort of list added to the game.
Better Mage
Mage is my favorite class in Terraria.
I love the versatility, the cool weapons and the idea of having to manage resources for a big reward. However, the accessories are boring or underpowered and mana ends up being of little to no importance past Eye of Cthulhu. However, it would...
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