I did this on Terraria online, a couple patches ago so I'll just go over what my changes for each archetype or class needs. Note I'm not asking for any nerfs, just things that don't make sense that need changing for each playstyle armor set. I'll go over the end game sets, and possibly more stuff if you people like what you read. Melee- Overall I feel they're in a good place with this new patch. I don't have much to say on what needs changes. I know the beetle set can get slightly more DPS, but I feel the solar armor is pretty balanced, though the new dash charge gets lost with the inclusion of mounted combat in my opinion. The new weapons give Melee the AOE it lacks against targets and the DPS is line with other classes with my testing. Ranged- I feel the armor is a vast improvement of shroomite armor, who's buff in my opinion didn't really work with having to stand still as a ranged class. Now you can be stealth and be able to move while keeping the damage buff, of course the limited mobility isn't as effective in solo play, but shines in multiplayer. Weapons is where I feel confused on along with end game ammo: Guns- So you can craft a new gun with the fragments you get from lunar event, and you receive a new gun on defeating the moon lord. The guns themselves are great, but the endgame bullets are just a letdown. Most ranged users are still using chlorophyte bullets, due the inaccuracy of the guns and lunar events enemy and bosses. While piercing effect is nice and the damage is noticeably higher, having not to aim and every bullet going where it needs to against the sheer amount of enemies and the moon lord is an easy choice. I think the developers should take another look at the luminite bullets and give ranged users a bigger incentive to use them over chloro bullets. Bows- Bows almost have the opposite problem of guns, you can craft a new bow, yet you receive nothing from beating the moon lord? The only positive side of it, is that the new arrows you can craft from the ore are pretty good and the unique effect of the second arrow being shot is vastly more original than piercing with the luminite bullets. I would ask the developers why no end game bow for bow users? Rocket Launchers- Rocket launchers have a confusing situation like the bow. You can't craft a new rocket launcher, yet the moon lord drops an endgame rocket launcher with no new ammo? I don't get the reason behind why the ranged class has such weird game design when designing their weapons in 1.3. You add a weapon and take away along with ammo, what is the reasoning behind this? I'd ask for a rocket launcher you can craft along with ammo. Mages- Before this patch, mages had 2 sets, one for healing and one for DPS. The healing set needed tweaking and got diminishing returns on healing, along with mana potion sickness to balance out the armor. Now we receive a new set, where our role is now buffing? The buffs are nice when you can get the stacks rolling and the regen, health and damage are good. The issues I have are with the mechanics of the set, and past changes that no longer make sense now. -The first one is collecting the buffs is a pain in the , there's 3 different types of buffs one for health and mana regen and the last for magic damage. You have to during your battle, while you're watching your health and mana (baring the mana flower, thats almost mandatory) find and collect these buffs you need which are scattered all to hell while avoid getting killed to grab them along with mana stars due to the mana sickness and fight all at the same time. Thats just too much hassle especially on bosses, where you need to dodge and move, you don't have time to get them. I would suggest the buffs either automatically stack instead of trying to find them or have the timer last longer than 8 seconds. -Second issue I have is with mana sickness from using mana potions. Mana sickness was introduced to balance out spectre healing armor being able to heal and deal high damage at the same time with no downsides, they made spectre mask to give the set a DPS option and introduced mana sickness to balance out the healing from doing too much damage. With 1.3 the moon lord can't be life drained thereby eliminating the healing set entirely leaving you only with the DPS set and the mana sickness used to balance out the armor. The problem is the Nebula armor has no life drain, yet mages still have to deal with the mana sickness introduced to balance out a set no longer in use. Most of the 1.3 mage weapons are high mana drain weapons that blow through mana potions, and I don't understand the reason why mages still need mana sickness when the developers made weapons in 1.3 that gulp through mana potions at a crazy rate. I would suggest removing mana sickness and rebalance weapons if they're too far out of scale with other classes. Summoner- Summoner is the new kid on the block, and the damage increase for minions is nice, the class still has issues in regard to play-style and the set itself The biggest gripes I have are the minions and the lack of direct damage. -Lets start with the minions the most glaring issue is the lack of being able to have them target specific enemies, the AI pretty much does what it pleases once summoned and can't be directed in any shape or form. There needs to be a way to control them. -My second issue, is that the static minions you can summon need to follow you also. There are situations like for example the moon lord, where mobility is needed and with static minions they very easily get left behind having you either to fight around them or run away from them in order to not die. They should have an option where you can select whether they follow you or stay static. -My last issue is the lack of any direct damage items. Summoners have their own damage type in summoner damage, yet there is no item in the game that allows the summoner to deal direct damage, why is that? You have summoners stack all this minion damage, yet while the minions are off fighting the summoner has no way to deal direct damage other than using another archetypes weapon and letting all that summoner damage go to waste. They need some type of weapon that goes off summoner damage to defend them when their minions are off fighting. My suggestion would be either a weapon like I mentioned earlier that goes off of summoner damage or a transformable feature that turns the class into a summoner form of some type allowing him to deal damage of his own to makes use of their damage type.