gotest
Terrarian
Wow. Thank you for playing the mod to the end and giving feedback. That's very much appreciated.Just beat the Moon Lord on Expert, full Physique until maxed (~level 85-90) then the rest into Fortitude (If you're going to do a melee playthrough, don't be an idiot like me and go full Physique until well after Golem. Mix some Fortitude in there or you WILL struggle like I did). Here's my thoughts:
Stat flower: At first it was really confusing but now that I've gotten the hang of it, I like it much better than the old system.
Abilities: I like them a lot. I got the melee lifesteal around Plantera and it's a godsend. Between that and some other preparations I was just able to inch by on that fight. It's really strong, but not too strong.
Levels/EXP Balancing: There are some little quirks in the biome levels and EXP gains that need to be ironed out.
- The pre-hardmode Desert and the pre-hardmode Cavern should have their levels switched. Most players tend to explore the surface, including deserts, before even touching on the cavern layer, so the levels should reflect that.
- The Underground Ice should only be marginally harder than the Caverns. 1, 2 or 3 levels, not 6.
- The pre-hardmode Jungle surface should have slightly lower levels than the Corruption or Crimson. 14 is too low for what in the vanilla game is such a dangerous biome early on.
- The levels of the Ocean should be drastically reduced. Maybe slightly more than half of what it is now.
- The pre-hardmode Dungeon and the pre-hardmode Jungle should have their levels switched. Most players tend to go for the Jungle rather than the Dungeon first, since accessing the Dungeon involves beating Skeletron, who can be a hassle to kill depending on your gear.
- Hardmode snow in the day apparently has higher levels than Hardmode snow at night, which doesn't seem right.
- What I touched on in my previous post in that the end-game events, such as the Pumpkin and Frost Moons, Martian Madness, and the Lunar events give very little EXP, which makes it quite difficult to grind in the end-game. At level 99, lunar mobs were giving 60-70 EXP, while Lihzahrds and Flying Snakes, mobs which at that point are 20 levels under me, were giving 150-180 EXP. I started heavily grinding in the Lihzahrd Temple around like 82-83 and it probably took around 7-8 hours to get to level 100. That's ridiculous.
Overall, I really enjoy the mod, but that grind at the end sucked all of the energy out of me. Definitely going to do a ranged playthrough...after a short break.
I'm already considering rebalancing some of pre-hardmode anyways. Hard Mode got a rebalance in the version 11 update, and now it's pre-hardmode's turn.
The reasoning for the lunar mob EXP is because the pillars themselves (should) make up for it.
The invasions give small amounts of EXP due to the sheer amount of enemies that appear.
Although, I'm likely going to be changing the EXP needed to level up past 80. Level 80 gets a huge 125k jump in needed exp to level (Check the EXP chart on the wiki), so I'm likely going to turn it back to normal then rebalance the EXP for 80+ enemies.