Portfolio/Multi-Topic A few suggestions for the game that I think could add more depth to the game/ help balance some things

willsp

Skeletron Prime
The following additions have not just been chosen based on what I would personally enjoy, but instead what I think would make meaningful changes to the way playthroughs are approached (as well as some basic balance changes).


*more and/or improved pre-hardmode mage weapons, specifically with higher shot velocity and attack speed. this would help substantially against skeletron and eye of chthulu where magic currently falls behind compared to other classes

* curtain themed walls/wall decorations as well as glass block and wall variants that have window pane like patterns. This would be especially useful if the panes came in different shapes like squares or perhaps curves for rounded windows. More easily available building options (especially early game) should make building more enticing to the average player instead of simply building a wooden box and leaving it at that. (it would of course also be useful to more advanced builders as well)

*stronger than average accessories, weapons and/or armors that come with dangerous drawbacks, this would add a bit of depth to your choices in game and provide a higher skill ceiling for all classes. some suggestions for this may include:
> increase your damage dealt but upon hitting an enemy they are marked, if marked enemies are not hit a set number of times or killed in a set time limit you take damage
> DRASTICALY increase your damage dealt but upon hitting an enemy they are marked, if marked enemies are hit again within a set time limit you take damage
> take more damage but deal more damage
> enemies take more far more damage but become invulnerable for a second after each hit
> deal more damage from afar but less up close/visa versa
> Lower non crit damage but increase crit damage


*a buff to the star cannon and super star shooter (specifically ammo conservation chance and perhaps more damage) as well as an endgame equivalent to them, The star cannon is one of the most iconic weapons in terraria history, this combined with its rare ammunition and the fact that it requires a minishark to craft and I think it should actually play a potent roll in your playthrough, as opposed to a weapon that you craft for fun and then never use practically.


*At some point make the ocean biome longer and substantially deeper, perhaps take some inspiration from calamity mods "abyss" area and add a coral reef that extends downward into the underground layer on one side of the world. I think this would provide more use for otherwise niche nautical movement options and it could act as an interesting optional biome like the desert or the snow giving the player more progression options to choose between throughout their playthroughs

*more unique combat accessories that reward different playstyles as opposed to just different classes. This would further provide more variation between playthroughs and add more depth to your build choices beyond just simple damage increases, here are some examples below

for benefitting quick hitting but weak weapons you could add:
>deal a burst of typeless damage after every 3rd instance of damage you deal (including status effects)
>perform an accessory attack on crit (comes in various damage types, has an early game typeless variation that doesn't scale with anything)
>chance on hit attacks effected by luck
(the previous 3 items work because having powerful additional hits of damage would be more effective than a % based damage increase for low damage attacks, similar logic to how defense lowering is more useful on weak fast attacks)
>apply a weak but stackable d.o.t on hit (scales with strength based on the speed it can be applied as opposed to power of the attack)
> deal a little bit of extra typeless damage with each hit, increase with every hit on the same foe


for benefitting close range encounters such as with true melee weapons
> orbital accessory attacks that spin around the player dealing melee damage, spin speed scales with melee speed
> increase damage dealt and decrease damage taken against close by enemies
> accessory attack that perform a short range sword slash like attack whenever you use a melee weapon, dealing melee damage
> buckshot rounds that fire multiple low damage projectiles in a spread.( deals lots of damage if you hit all your shots, inaccurate at long ranges)
> Slug shot rounds that deal heavy damage but have very low velocity (makes them inaccurate at long ranges)
> increase damage dealt and health regen upon being hit
> summon a magic orbital upon using a certain amount of mana, this effect can stack for multiple orbitals

for benefiting hitting enemies from a distance
> special snowball bullets/arrows that increase in size and power as they travel
> special accessory attacks that activate when you a hit an enemy past a certain radius around the player
> increase damage/crit chance when no enemies are nearby
>increase damage if you haven't been hurt recently
> summon orbiting targets around you at a far distance that summon powerful homing projectiles when hit by your attacks, they deal damage scaling based on the power of the projectile that hit them (would be useless in close quarters if enemies find their way between you and the targets)

for dealing with hoards of enemies
> on kill accessory attacks
> critical hits cause all enemies near the attack impact to be inflicted with a potent damage over time effect
> critical hits cause nearby enemies to take damage equal to the original hit
> accessory attacks that activate upon hitting an enemy for the first time (more enemies = more potential to activate, useless against singular targets)
> accessory attacks that are weak but chain between multiple enemies
> increase damage against targets for 2 seconds after they are first damaged (grows less useful the longer it takes to kill an enemy, most powerful against low hp hoards as a result)

for benefitting slow but powerful attacks like The Abigail/desert tiger summon, sniper, or missile launcher
>multiply your next instance of ranged/melee/summoner/Magic damage by a set amount after dealing a set amount of damage (activates quicker the more damage you deal, but it's effect is less useful the more that damage is separated into multiple weaker hits, as a result it is most effective when doing heavy damage in singular bursts)
>multiply your next instance of ranged/melee/summoner/Magic damage by a set amount every few seconds
>deal typeless damage equal to a set% of the last ranged/melee/summoner/magic damage you delt to that foe after not damaging it for 1 second
>attacks increase damage to full health enemies
> create a powerful explosion upon dealing over 50% of an enemies HP (5% for bosses) in one hit
>a powerful chance on hit attack that has a higher chance to activate based on the power of the hit that activated it
>crits inflict a powerful damage over time that scales its damage based on the attack that applied it, applying the effect again cancels the previous stack of the effect.
 
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Hmm, this look more like a Wishlist than a sug I may say
 
Hmm, this look more like a Wishlist than a sug I may say
I figured putting all my ideas in a single post would be less spam-y than making several more condenced posts one after the other.
I haven't touched this account in a long LONG time and I had many of these ideas already made up for a personal project that was nothing to do with terraria but figured they'd work well here as well.

Also I do go into some detail as to why I think each suggestion should be added, its not just a bunch of random ideas posted for the sake of it
 
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Oh, I see, take your time then
 
*accessories/potions for increasing crit damage. as of right now crit chance is widely seen as a less favorable choice to raw damage, I think making crit chance more viable could open up alternate builds and playstyles for all classes
Rage potion?

As a whole though these seem cool.
 
rage potion is crit chance not crit damage
Oh yeah that’d be cool. I’ve suggested something like that before.
 
Crit Hits have 40% bonus damage
With this would be a 50% (with the potion)

You can go for a Crit Build and obtain a 50% bonus damage in most hits if not in all of them
 
I just revised the wiki, I'm an idiot

It's plus 40% KNOCKBACK xd

Yeah, they do double damage
 
Crit Hits have 40% bonus damage
With this would be a 50% (with the potion)

You can go for a Crit Build and obtain a 50% bonus damage in most hits if not in all of them

While crits are a bit more complicated than that (they actually deal 2x your moves original damage, calculated after enemies defense) and giving up space that could be used for raw damage for crit chance does help even things out for the most part you might be right about it being overpowered.

The overall damage difference between crit and raw damage builds is relatively low and a crit damage potion would might push it over the edge to being overpowered (considering its multiplicative with the rest of your damage). perhaps focusing on options that cause crits to deal additional accessory attacks that have their own damage stat as opposed to crits themselves having a higher multiplier would be the way to go here
 
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