HPR
Official Terrarian
Recently I've been playing through terraria with a friend, and I noticed alot of small (or medium sized things) that I feel could be improved as a whole...
Let's get started Shall we!
(oh, and all the pictures shown below have alt text, if you have trouble reading!)
LUNATIC CULTIST REWARDS & EXPERT MODE DROPS:
I. Cultist
It's well known that the Cultist's drops are subpar, it's the only major boss without a treasure bag, and by extension an expert mode drop.
Due to 1.4.5's expanding scope, I wouldn't be surprised if this were to be finally implemented, but here's my take on the Expert Mode Drop at least.
All expert mode drops in my opinion should be useable for the entirety of the game (i.e Worm Scarf & Brain of Cthulhu) or for a good chunk of the game (Shield of Cthulhu --> Ninja Gear) in order to entice players to struggle more for the rewards. If they were outclassed easily, why bother?
However, the cultist is near the end of game progression, meaning its usage would be limited. However, my idea for the drop is this a sort of "damage build up"
For example, this accessory would be incredibly useful for the pillars, due to the low amount of enemy variety. My idea would me having it so you have a streak, like a combo in fighting games basically. The more you kill an enemy in a row, the more damage you would deal for it, like a 1.1x multiplier. If you take 10 seconds without killing/dealing damage, die, or kill another enemy your combo resets. The current multiplier would be seen on your effects bar below your hotbar.
Something along the lines of this:
The "Multiplier" Text would go along where the time goes
when you drink a potion
This drop would help with the pillars, and give a good accessory for those who like/need to farm for enemies. It can't be abused early game due to it's late appearance in progression, nor cheese moonlord due to its necessity to kill an enemy once to have any sort of effect. I'd like to call it the "Cultists Wrath", or something along those lines.
TOTALLY not a pixel artist, but I took the nose of the cultist, and mode it into some kind of blade, I think it looks cool.
II. Expert Boss Drop Reworks
I mentioned above that I think that all Expert mode drops should be used for a big chunk, or all of progression.
Now, I think most expert mode accessories fit this criteria perfectly, however I find some to be outclassed very quickly and/or need some love given
I am going to cover basically all accessories which deal damage, as due to the type of progression in this game, makes them more useless than average.
First off, the
Bone Glove.
Skeletron is the last boss before the WOF in an average progression playthrough, and early Hardmode Outclasses the damage output of this, so my idea for a rework is to scale the damage/increase armor penetration slightly for a few stages of progression.
For example
Post WOF: 35 Damage
Post 1 Mech Boss: 40 Damage
Post Mech: 50 Damage
Post Plantera: 55 Damage
The damage not really scaling exactly to how weapons damage scales for progression is on purpose, because I don't want this to be a "Freebie" in terms of damage, but to not be outclassed the moment those ancient spirits are released. Another idea for it would be to scale it via the weapon damage, but that could get incredibly broken fast, so I don't recommend it
Hive Pack
Tell me, Expert mode players, how often do you use the hive pack?
It would be a good boost for Beenades for the WOF, but in Expert & Especially master, the DPS for Beenades is lackluster for the fight.
Now, my rework strays from the original entirely. This is an incredibly experimental idea, and if anyone has feedback about it, comment below!
Now, hear me out, Sudo-Rocket Jumping.
I've got your attention now, don't I?
Now, This won't (actually) be rocket jumping. If any of you have played Jump King I'm thinking of something similar. Basically, you hold down the jump button to charge a high jump, and you launch after a second, you can tilt left or right, or just up when you launch. You can boost in the air to gain more height by pressing jump up to 3 times, the boosts would be instant in air.. This won't prevent fall damage, to not outclass the Horseshoe for Pre-Hardmode
Fledgling wings will be mentioned later on, but for a little tease, they should be removed from Pre-Hardmode. I'll explain later.
Once the player jumps, bee's fly out of the bottom, visually the force of those leaving would be the actual boost.
If you've been playing close attention, you might be thinking. "Didn't you say these shouldn't be outclassed instantly? Queen bee is in a very close progression spot to Skeletron!"
And you'd be right, the reason why I mentioned rocket jumping at the start is because I think there should be a very high speed cap attached to it, like 200 mph (So jousting stick cheese doesn't happen AGAIN). The player should have a sort of Rocket-Jump-esque movestyle once the player has initially launched, allowing the player to traverse the ground if they bunny-hop on the ground. The timing would be precise, but not frame-perfect. Basically, this is a side-grade to the wings, while being less powered to entice regular players to either have both equipped, or just wings, and not underpowered enough to be useless after wings are added, and have some really cool uses. And if wings & The hive pack were to be equipped at the same time, the effects of the hive wings would go first, then the wings would glide down.
Bone Helm, Volatile Gelatin, & Spore Sac
THESE THREE ITEMS HAVE THE EXACT SAME USAGE.
If the devs were to take anything out of the section, it would be this. These three do the exact same thing, defend the player, each is literally a direct upgrade from the next, and they don't feel special at all. Even if my ideas were not taken into account, I feel like they should at least be looked at.
I'm going to be going over to re-work Deerclops & Plantera here, as one of these bosses should keep the same use, and since Queen Slime is an optional boss, having something like this makes the most sense
(Deerclops is also optional, but since it only despawns when a day has passed, and not a player death, it's easy to obtain really early on)
Bone Helm
So, the Bone Helm. This rework is simple, you know the shadow hands? Make it a building accessory! The shadow hands "Place blocks" for you, making your building speed 100% Faster. No, I've never played don't starve, so I couldn't think of a rework that fits the crossover well, but this is the best I could think of.
Spore Sac
The Spore Sac is a good name for the expert mode's current use. However, I have another radical change. Spores in real life are used for defense, but also Reproduction. I think a good use for the Spore sac would be to cut respawn time by 33%. I know that sounds harsh, but this item is only obtainable in Expert+, and the added time in expert at least is 33% more time. I think the percent could be tweaked, but accessory slots are limited for a reason, and having this as an option would be great.
FROST LEGION:
That was a lot of stuff right? Well I have something more digestible here! Now, the frost legion is one of the most forgettable, and ignored events. I have a few changes to give more attention.
Also, rename it to the Snow Legion, it makes more sense, and lessens confusion with the Frost Moon. I can understand if this could be controversial, though.
First off, during the Christmas season, it should invade in the same way as the Pirates & Goblins. This will make it so it will actually be fought. Second, The Globe should be craftable. A theoretical recipe should be 5 Snow Blocks, and 2 Glass Blocks. It would be crafted at a Mythril/Orichalcum Anvil. It can be summoned year-round, however, Santa will not move in unless its Christmas. Third, Re-introduce the exploding snowman. It hops towards the player using the Snowman AI, and when contact has been made it explodes, dealing 100 Damage, it would be the rarest to spawn though.
Now, what would be the reward be?
This is going to be controversial, but the Reward would be, Giving the player access to the Pumpkin & Frost Moon
Now, this wouldn't allow them to be summoned Pre-Plantera, it only requires it to be fought for a piece of the Naughty Present & Pumpkin Medallion.
Introducing.. The SNOWMEN CARROT
(Not to be confused with the Terraria Collectors Edition Reward)
These would only be obtained from the Snowmen, each of them drops 1-2 Carrots, and has an 100% chance of doing so. Each moon crafting recipe only requires one carrot.
Because of this change, I think the Ectoplasm requirement should be dropped to 4, because of the added effort.
This change would probably be controversial, but the frost legion needs some love, and this is my idea to improve it. Ideally there would be a Halloween counterpart to the Frost Legion to get the Pumpkin Medallion, however that's a little too much for this Suggestion clump. Given feedback from the comments, this could be annoying, but due to the cheap recipe of the crafting, and the extremely common drop rate of the carrot, it would only need the player to fight it once for a good chunk of spawns.
GENERAL/MISC CHANGES
I. Fledgling Wings
Make them Journey Mode Exclusive. I have nothing else to say, wings should be a reward for beating the wall of flesh. I never liked this change ever since it was added in 1.4.1
II. Invasion Start Rework
The Pirate & Goblin Invasion's after you've beaten them once have little no purpose. You're minding your business grinding and then; "GOBLINS ARE INVADING FROM THE WEST!" You've already fought them, so it's a slog. After you've killed them once, make them only summon with the Summon Item. For example. if you've killed the Goblin army already, the only way for it to come back is with a use of the Goblin Battle Standard. This also applies with the Frost Legion Rework above when it spawns
naturally in December.
III. Happiness Changes
This is a little controversial, but I think that NPC prices shouldn’t be lowered from overcrowding, or at least raise the limit to 5 NPC’s. I always found pylons more of a reward for spacing out NPC's and catering to their needs, but since they can be overcrowded, I find this to be forced onto the player, if the player wants to have convenience, then they should sacrifice pylon availability.
So, that's all the Ideas I can come up with in my noggin. I probably have more inside that head of mine, so this won't be my last post for 1.4.5 (or beyond!) But I conclude this with a thanks. Even if you didn't agree with anything I said, reading through all of this means a lot. This was a multi-hour project of mine, so there probably will be a few mistakes here and there. If anyone has constructive criticism, please comment below! Thank you, again!
Let's get started Shall we!
(oh, and all the pictures shown below have alt text, if you have trouble reading!)
LUNATIC CULTIST REWARDS & EXPERT MODE DROPS:
I. Cultist
It's well known that the Cultist's drops are subpar, it's the only major boss without a treasure bag, and by extension an expert mode drop.
Due to 1.4.5's expanding scope, I wouldn't be surprised if this were to be finally implemented, but here's my take on the Expert Mode Drop at least.
All expert mode drops in my opinion should be useable for the entirety of the game (i.e Worm Scarf & Brain of Cthulhu) or for a good chunk of the game (Shield of Cthulhu --> Ninja Gear) in order to entice players to struggle more for the rewards. If they were outclassed easily, why bother?
However, the cultist is near the end of game progression, meaning its usage would be limited. However, my idea for the drop is this a sort of "damage build up"
For example, this accessory would be incredibly useful for the pillars, due to the low amount of enemy variety. My idea would me having it so you have a streak, like a combo in fighting games basically. The more you kill an enemy in a row, the more damage you would deal for it, like a 1.1x multiplier. If you take 10 seconds without killing/dealing damage, die, or kill another enemy your combo resets. The current multiplier would be seen on your effects bar below your hotbar.
Something along the lines of this:
The "Multiplier" Text would go along where the time goes
when you drink a potion
This drop would help with the pillars, and give a good accessory for those who like/need to farm for enemies. It can't be abused early game due to it's late appearance in progression, nor cheese moonlord due to its necessity to kill an enemy once to have any sort of effect. I'd like to call it the "Cultists Wrath", or something along those lines.
TOTALLY not a pixel artist, but I took the nose of the cultist, and mode it into some kind of blade, I think it looks cool.
II. Expert Boss Drop Reworks
I mentioned above that I think that all Expert mode drops should be used for a big chunk, or all of progression.
Now, I think most expert mode accessories fit this criteria perfectly, however I find some to be outclassed very quickly and/or need some love given
I am going to cover basically all accessories which deal damage, as due to the type of progression in this game, makes them more useless than average.
First off, the
Bone Glove.
Skeletron is the last boss before the WOF in an average progression playthrough, and early Hardmode Outclasses the damage output of this, so my idea for a rework is to scale the damage/increase armor penetration slightly for a few stages of progression.
For example
Post WOF: 35 Damage
Post 1 Mech Boss: 40 Damage
Post Mech: 50 Damage
Post Plantera: 55 Damage
The damage not really scaling exactly to how weapons damage scales for progression is on purpose, because I don't want this to be a "Freebie" in terms of damage, but to not be outclassed the moment those ancient spirits are released. Another idea for it would be to scale it via the weapon damage, but that could get incredibly broken fast, so I don't recommend it
Hive Pack
Tell me, Expert mode players, how often do you use the hive pack?
It would be a good boost for Beenades for the WOF, but in Expert & Especially master, the DPS for Beenades is lackluster for the fight.
Now, my rework strays from the original entirely. This is an incredibly experimental idea, and if anyone has feedback about it, comment below!
Now, hear me out, Sudo-Rocket Jumping.
I've got your attention now, don't I?
Now, This won't (actually) be rocket jumping. If any of you have played Jump King I'm thinking of something similar. Basically, you hold down the jump button to charge a high jump, and you launch after a second, you can tilt left or right, or just up when you launch. You can boost in the air to gain more height by pressing jump up to 3 times, the boosts would be instant in air.. This won't prevent fall damage, to not outclass the Horseshoe for Pre-Hardmode
Fledgling wings will be mentioned later on, but for a little tease, they should be removed from Pre-Hardmode. I'll explain later.
Once the player jumps, bee's fly out of the bottom, visually the force of those leaving would be the actual boost.
If you've been playing close attention, you might be thinking. "Didn't you say these shouldn't be outclassed instantly? Queen bee is in a very close progression spot to Skeletron!"
And you'd be right, the reason why I mentioned rocket jumping at the start is because I think there should be a very high speed cap attached to it, like 200 mph (So jousting stick cheese doesn't happen AGAIN). The player should have a sort of Rocket-Jump-esque movestyle once the player has initially launched, allowing the player to traverse the ground if they bunny-hop on the ground. The timing would be precise, but not frame-perfect. Basically, this is a side-grade to the wings, while being less powered to entice regular players to either have both equipped, or just wings, and not underpowered enough to be useless after wings are added, and have some really cool uses. And if wings & The hive pack were to be equipped at the same time, the effects of the hive wings would go first, then the wings would glide down.
Bone Helm, Volatile Gelatin, & Spore Sac
THESE THREE ITEMS HAVE THE EXACT SAME USAGE.
If the devs were to take anything out of the section, it would be this. These three do the exact same thing, defend the player, each is literally a direct upgrade from the next, and they don't feel special at all. Even if my ideas were not taken into account, I feel like they should at least be looked at.
I'm going to be going over to re-work Deerclops & Plantera here, as one of these bosses should keep the same use, and since Queen Slime is an optional boss, having something like this makes the most sense
(Deerclops is also optional, but since it only despawns when a day has passed, and not a player death, it's easy to obtain really early on)
Bone Helm
So, the Bone Helm. This rework is simple, you know the shadow hands? Make it a building accessory! The shadow hands "Place blocks" for you, making your building speed 100% Faster. No, I've never played don't starve, so I couldn't think of a rework that fits the crossover well, but this is the best I could think of.
Spore Sac
The Spore Sac is a good name for the expert mode's current use. However, I have another radical change. Spores in real life are used for defense, but also Reproduction. I think a good use for the Spore sac would be to cut respawn time by 33%. I know that sounds harsh, but this item is only obtainable in Expert+, and the added time in expert at least is 33% more time. I think the percent could be tweaked, but accessory slots are limited for a reason, and having this as an option would be great.
FROST LEGION:
That was a lot of stuff right? Well I have something more digestible here! Now, the frost legion is one of the most forgettable, and ignored events. I have a few changes to give more attention.
Also, rename it to the Snow Legion, it makes more sense, and lessens confusion with the Frost Moon. I can understand if this could be controversial, though.
First off, during the Christmas season, it should invade in the same way as the Pirates & Goblins. This will make it so it will actually be fought. Second, The Globe should be craftable. A theoretical recipe should be 5 Snow Blocks, and 2 Glass Blocks. It would be crafted at a Mythril/Orichalcum Anvil. It can be summoned year-round, however, Santa will not move in unless its Christmas. Third, Re-introduce the exploding snowman. It hops towards the player using the Snowman AI, and when contact has been made it explodes, dealing 100 Damage, it would be the rarest to spawn though.
Now, what would be the reward be?
This is going to be controversial, but the Reward would be, Giving the player access to the Pumpkin & Frost Moon
Now, this wouldn't allow them to be summoned Pre-Plantera, it only requires it to be fought for a piece of the Naughty Present & Pumpkin Medallion.
Introducing.. The SNOWMEN CARROT
(Not to be confused with the Terraria Collectors Edition Reward)
These would only be obtained from the Snowmen, each of them drops 1-2 Carrots, and has an 100% chance of doing so. Each moon crafting recipe only requires one carrot.
Because of this change, I think the Ectoplasm requirement should be dropped to 4, because of the added effort.
This change would probably be controversial, but the frost legion needs some love, and this is my idea to improve it. Ideally there would be a Halloween counterpart to the Frost Legion to get the Pumpkin Medallion, however that's a little too much for this Suggestion clump. Given feedback from the comments, this could be annoying, but due to the cheap recipe of the crafting, and the extremely common drop rate of the carrot, it would only need the player to fight it once for a good chunk of spawns.
GENERAL/MISC CHANGES
I. Fledgling Wings
Make them Journey Mode Exclusive. I have nothing else to say, wings should be a reward for beating the wall of flesh. I never liked this change ever since it was added in 1.4.1
II. Invasion Start Rework
The Pirate & Goblin Invasion's after you've beaten them once have little no purpose. You're minding your business grinding and then; "GOBLINS ARE INVADING FROM THE WEST!" You've already fought them, so it's a slog. After you've killed them once, make them only summon with the Summon Item. For example. if you've killed the Goblin army already, the only way for it to come back is with a use of the Goblin Battle Standard. This also applies with the Frost Legion Rework above when it spawns
naturally in December.
III. Happiness Changes
This is a little controversial, but I think that NPC prices shouldn’t be lowered from overcrowding, or at least raise the limit to 5 NPC’s. I always found pylons more of a reward for spacing out NPC's and catering to their needs, but since they can be overcrowded, I find this to be forced onto the player, if the player wants to have convenience, then they should sacrifice pylon availability.
So, that's all the Ideas I can come up with in my noggin. I probably have more inside that head of mine, so this won't be my last post for 1.4.5 (or beyond!) But I conclude this with a thanks. Even if you didn't agree with anything I said, reading through all of this means a lot. This was a multi-hour project of mine, so there probably will be a few mistakes here and there. If anyone has constructive criticism, please comment below! Thank you, again!
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