qwerty3.14
Terrarian
Shadow Armor
The Problem
Shadow armor is basically the cobalt armor of pre hardmode, its stats are bad, and its crafted at the same time as a pickaxe used to obtain a much better armor.
The best melee weapons in pre hardmode are yoyo's and flails which get very little out of its melee speed, and that movement speed is practically useless once you get hermes.
The Change
Let's take some notes from crimson armor, decent defense, mediocre offense, and a great defensive set bonus.
Change the 7% melee speed on each piece to 2% critical chance.
Make the set bonus a 15% chance to dodge an attack.
Ancient shadow armor is now crafted at a demon alter using its modern counterpat's materials, making it much less grindy to obtain, and preventing people from getting a now good armor set pre boss.
Obsidian Armor
The Problem
It just makes whips way to good, whips are normally reliant on tag bonuses to be useful but obsidian armor makes them a massive distrupting hitbox, with good dps on their own, that turns to high dps when you add in the tags. Some people even use this set into late hardmode, and although I don't think its THAT good, its clearly over tuned.
Also more summon damage than tiki... come on.
The Change
Reduce the whip bonuses from, 35% speed, 50% range to 30% speed, and 30% range.
Reduce the minion damage on the set bonus from 15%->8% (this brings the total from 31%->24%)
Cobalt Armor
The Problem
Cobalt armor is the cobalt armor of hardmode, its stats are bad, and it uses the same materials to craft a pickaxe to get a better armor set.
The Change
Cobalt Leggings:
damage 3%->5%
movement speed 10%->25%
Cobalt Breastplate:
critical chance 5%->10%
This may not be the most creative solution but at least the gap between mythril armor and cobalt armor isn't as big, and gives it a more noticeable offensive advantage over palladium
That cobalt breastplate may see some use as a cheap alternative to the frost breastplate.
Orichalcum Armor
The Problem
See my analysis of this armor
The Change
I want to do 2 things to this armor
The first thing, make the petals smart bounce of the FIRST enemy they hit, since the petals come in at random angles its rare they they will actually do a crowd control, to the point where mythril armor's stats outperfom it in crowd control settings. With this change they will realign themselves so they can actually be good against crowds, and make the petals more reliable at doing 'collateral damage' underground.
The next thing is expand on its weird stats, the helmet and mask are the only head pieces in the game that give movement speed.
Each head piece now has 10% move speed
The chest piece now also has 10% movespeed
Buff the movespeed on the leggings 11%->30%
In total the movement speed will be 50%, this could unironically make the panic necklace useful in early hardmode.
Hallowed Armor
The Problem
That set bonus... is kinda op, negates an attack roughly every 30 seconds, in master mode you die after roughly 2-4 hits, so just negating 1 of those is powerful, and its even crazier agianst enraged Empress of light where worse case it doubles the players survivability. The only thing that comes close to this beetle armor, and that has both low offense and is available later.
The change
Instead of negating an attack completely make it reduce damage taken by 50%. This tones it down to a more reasonable level and prevents players from trivializing the enraged empress fight.
Tiki armor
The Problem
So... in early hardmode you get spider, which has 28% summon damage and 3 minions, 4 bosses and 1.5 plat later and all I get is +2% summon damage and +1 minion, and 1 event later you get an armor set with almost double the summon damage.
The Change
Give the tiki mask 30% whip range bonus, just a little perk to make the set more tempting, it could also be cool for some whip oriented mixes sets.
The Problem
Shadow armor is basically the cobalt armor of pre hardmode, its stats are bad, and its crafted at the same time as a pickaxe used to obtain a much better armor.
The best melee weapons in pre hardmode are yoyo's and flails which get very little out of its melee speed, and that movement speed is practically useless once you get hermes.
The Change
Let's take some notes from crimson armor, decent defense, mediocre offense, and a great defensive set bonus.
Change the 7% melee speed on each piece to 2% critical chance.
Make the set bonus a 15% chance to dodge an attack.
Ancient shadow armor is now crafted at a demon alter using its modern counterpat's materials, making it much less grindy to obtain, and preventing people from getting a now good armor set pre boss.
Obsidian Armor
The Problem
It just makes whips way to good, whips are normally reliant on tag bonuses to be useful but obsidian armor makes them a massive distrupting hitbox, with good dps on their own, that turns to high dps when you add in the tags. Some people even use this set into late hardmode, and although I don't think its THAT good, its clearly over tuned.
Also more summon damage than tiki... come on.
The Change
Reduce the whip bonuses from, 35% speed, 50% range to 30% speed, and 30% range.
Reduce the minion damage on the set bonus from 15%->8% (this brings the total from 31%->24%)
Cobalt Armor
The Problem
Cobalt armor is the cobalt armor of hardmode, its stats are bad, and it uses the same materials to craft a pickaxe to get a better armor set.
The Change
Cobalt Leggings:
damage 3%->5%
movement speed 10%->25%
Cobalt Breastplate:
critical chance 5%->10%
This may not be the most creative solution but at least the gap between mythril armor and cobalt armor isn't as big, and gives it a more noticeable offensive advantage over palladium
That cobalt breastplate may see some use as a cheap alternative to the frost breastplate.
Orichalcum Armor
The Problem
See my analysis of this armor
The Change
I want to do 2 things to this armor
The first thing, make the petals smart bounce of the FIRST enemy they hit, since the petals come in at random angles its rare they they will actually do a crowd control, to the point where mythril armor's stats outperfom it in crowd control settings. With this change they will realign themselves so they can actually be good against crowds, and make the petals more reliable at doing 'collateral damage' underground.
The next thing is expand on its weird stats, the helmet and mask are the only head pieces in the game that give movement speed.
Each head piece now has 10% move speed
The chest piece now also has 10% movespeed
Buff the movespeed on the leggings 11%->30%
In total the movement speed will be 50%, this could unironically make the panic necklace useful in early hardmode.
Hallowed Armor
The Problem
That set bonus... is kinda op, negates an attack roughly every 30 seconds, in master mode you die after roughly 2-4 hits, so just negating 1 of those is powerful, and its even crazier agianst enraged Empress of light where worse case it doubles the players survivability. The only thing that comes close to this beetle armor, and that has both low offense and is available later.
The change
Instead of negating an attack completely make it reduce damage taken by 50%. This tones it down to a more reasonable level and prevents players from trivializing the enraged empress fight.
Tiki armor
The Problem
So... in early hardmode you get spider, which has 28% summon damage and 3 minions, 4 bosses and 1.5 plat later and all I get is +2% summon damage and +1 minion, and 1 event later you get an armor set with almost double the summon damage.
The Change
Give the tiki mask 30% whip range bonus, just a little perk to make the set more tempting, it could also be cool for some whip oriented mixes sets.