Weapons & Equip As a warrior, focus on close combat

Naayil

Terrarian
After killing the wall of flesh, the warrior essentially turns into some kind of shooter, who also does not require any resources to spend. As a result, your gameplay is the same as other classes, but it’s just simpler. Is it possible to add some kind of hardmode equipment that would motivate me to fight in close combat? I'm not a game designer, but I have a couple of ideas. For example: rework the flesh knuckles so that it only works if there are enemies nearby, or make the projectiles fired from swords have a very limited range, make an accessory that completely prohibits you from being healed from potions, but gives you healing when damage is dealt in a small radius from yourself.
Maybe someone has better ideas?
 
My suggestion would be a set of functional shields that can block and parry. Maybe even a buff system that rewards the player for successful parries
 
предложил набор функциональных щитов, которые могут блокировать и парировать. Может быть, даже систему баффов, которая вознаграждает игрока за успешные парирования
This idea is interesting, and I love parries in games. However, given that Terraria is essentially a bullet hell with fast and small projectiles, it will be quite difficult to parry. In terms of the combat system, Terraria is more of an arcade game. And if the reward is made equal to the risk, then the warrior will ultimately become the dominant class and there will be no point in playing for others from the point of view of profit. The situation with blocks is already better, but it also has its flaws. Let's take the example of dark souls, which prevent you from endlessly blocking and parrying. Even if you make a strip of stamina for blocking and parrying in Terraria, then managing it is simply pointless, because stamina will be spent exclusively on this action. In general, your idea is good, although my comment is as critical as possible, but I also understand all its advantages, however, I think that it is necessary not to add some new giant system, but to change the old one, removing its flaws.
 
I don't necessarily disagree that melee is basically just "Ranger minus ammo," but from that perspective, the only class with a really unique identity is Summoner. Melee, Ranger, and Mage all play pretty similarly towards the endgame, except that Melee doesn't have any resource management aspect. You can debate how good or bad that is from a game design perspective, but that's what Terraria has. If you want the classes to be differentiated, one way to do it (aside from making all Melee weapons short-range, which is very tricky given how hard it can be to avoid damage even at range against endgame bosses) is to add some kind of hidden "damage type" mechanic and give enemies RPG-like defense stats to each different type... Plantera resists Melee but is weak to Magic, Lunatic Cultist resists Magic but is weak to Ranged, etc. Clunky and not really what Terraria is about, though.
 
I don't necessarily disagree that melee is basically just "Ranger minus ammo," but from that perspective, the only class with a really unique identity is Summoner. Melee, Ranger, and Mage all play pretty similarly towards the endgame, except that Melee doesn't have any resource management aspect. You can debate how good or bad that is from a game design perspective, but that's what Terraria has. If you want the classes to be differentiated, one way to do it (aside from making all Melee weapons short-range, which is very tricky given how hard it can be to avoid damage even at range against endgame bosses) is to add some kind of hidden "damage type" mechanic and give enemies RPG-like defense stats to each different type... Plantera resists Melee but is weak to Magic, Lunatic Cultist resists Magic but is weak to Ranged, etc. Clunky and not really what Terraria is about, though.
There are 2 ways for your logic. Either the passage will become even less variable, because you will come to the same bosses with the same equipment while playing for different characters, or you will simply forget about the damage numbers and do what you want under the pretext of “I want to play fun” . In the end, it turns out that it's either "insert a cube into a square hole" or just take a hammer and smash the hole to hell. Let's turn to the same Elden Ring. There, too, the bosses have weaknesses to different types of damage, but no one cares and still continues to play with huge swords or katanas with bleeding. Again, as I said, I’m unlikely to fix the melee problem, and even more so if we add a huge system that will also have to be balanced. I think a better solution to the problem is to add new equipment that will motivate you to play in close combat. The same calamity mod coped with this perfectly. Also, this solution leaves variability and gives the player a choice. Therefore, at any time he will be able to play both as a “new” warrior and as an “old” one.
 
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I completely agree that melee needs to be closer ranged. As mentioned, it's just a tankier ranged without ammo, especially lategame. The farther you get in the game the more it turns into an overpowered mess of other types of weapons. Not long ago I was playing multiplayer with a friend and we were fighting the pillars. We realized that the two melee pillar wepons are rip offs of other classes. The solar eruption is basically a whip, though it was added before actual whips. And the day break is just a non consumable javelin. Aswell as this, my friend was playing melee, and he had better range than me (I was playing ranged). unless I used chlorophite bullets ,the terra blade had more effective range since the projectiles reach the edge of your screen and hits everything due to the size. Aswell as this, the terra blade did as much damage as the sniper rifle per hit, with twice the attack speed and a way bigger projectile. Melee also has way better survivability due to the high defense/damage reduction and the fact that the overhauled swords practically create a force field when you swing them. Melee either needs a huge nerf to all projectile shooting swords including less damage and smaller range and projectiles, or removing projectiles shot by swords entirely. There are tons of mid/long range melee weapons that are way more balanced than swords with projectile, like maces and boomerangs. Swords like the horseman's blade is how melee projectiles should be, since they are only shot out when you hit an enemy at close range with the sword itself. Ever since the sword overhauls in 1.4 I have started to despise how overpowered melee has become. It's sad seeing how OP it is and how much it gets updated, and meanwhile ranged and mage haven't gotten any love since 1.3 :(

I've always loved how balanced terraria was, and how different each class was, but with melee being the favourite child for relogic and getting OP with these more recent updates, meanhile mage and ranged get overshadowed and are ignored by relogic and desperately need new content and some buffs is sad. Now melee is overpowered, summoner is actually viable, (which i do like), and ranged and mage are underpowered and forgoten about. 1.4 made a very clear hierarchy of which classes are relogic's favourites with melee and summoner on top and mage and range somwhere out of sight below them. It's just sad honestly.

Reducing sword projectiles' range or just removing them entirely would be the best way to both re balance melee and bring them back to their roots of close range warriors.

TLDR: remove projectiles directly shot from swords. (And buff ranged and mage but that's neither here nor there)
 
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I completely agree that melee needs to be closer ranged. As mentioned, it's just a tankier ranged without ammo, especially lategame. The farther you get in the game the more it turns into an overpowered mess of other types of weapons. Not long ago I was playing multiplayer with a friend and we were fighting the pillars. We realized that the two melee pillar wepons are rip offs of other classes. The solar eruption is basically a whip, though it was added before actual whips. And the day break is just a non consumable javelin. Aswell as this, my friend was playing melee, and he had better range than me (I was playing ranged). unless I used chlorophite bullets ,the terra blade had more effective range since the projectiles reach the edge of your screen and hits everything due to the size. Aswell as this, the terra blade did as much damage as the sniper rifle per hit, with twice the attack speed and a way bigger projectile. Melee also has way better survivability due to the high defense/damage reduction and the fact that the overhauled swords practically create a force field when you swing them. Melee either needs a huge nerf to all projectile shooting swords including less damage and smaller range and projectiles, or removing projectiles shot by swords entirely. There are tons of mid/long range melee weapons that are way more balanced than swords with projectile, like maces and boomerangs. Swords like the horseman's blade is how melee projectiles should be, since they are only shot out when you hit an enemy at close range with the sword itself. Ever since the sword overhauls in 1.4 I have started to despise how overpowered melee has become. It's sad seeing how OP it is and how much it gets updated, and meanwhile ranged and mage haven't gotten any love since 1.3 :(

I've always loved how balanced terraria was, and how different each class was, but with melee being the favourite child for relogic and getting OP with these more recent updates, meanhile mage and ranged get overshadowed and are ignored by relogic and desperately need new content and some buffs is sad. Now melee is overpowered, summoner is actually viable, (which i do like), and ranged and mage are underpowered and forgoten about. 1.4 made a very clear hierarchy of which classes are relogic's favourites with melee and summoner on top and mage and range somwhere out of sight below them. It's just sad honestly.

Reducing sword projectiles' range or just removing them entirely would be the best way to both re balance melee and bring them back to their roots of close range warriors.

TLDR: remove projectiles directly shot from swords. (And buff ranged and mage but that's neither here nor there)
I completely agree with you. However, I believe that it would be worth leaving the variability, playing as a ranged or melee warrior, because I am sure that some part of the community will be very indignant. I myself would like the most radical solutions in this matter, but it is unlikely that any changes will be made at all, “After all, the swords have already been carefully redesigned, where else?” or what we want may not be always correct.
As a result, we are still indignant and wait.
( `༎ຶ ͜ʖ ༎ຶ )
 
I completely agree with you. However, I believe that it would be worth leaving the variability, playing as a ranged or melee warrior, because I am sure that some part of the community will be very indignant. I myself would like the most radical solutions in this matter, but it is unlikely that any changes will be made at all, “After all, the swords have already been carefully redesigned, where else?” or what we want may not be always correct.
As a result, we are still indignant and wait.
( `༎ຶ ͜ʖ ༎ຶ )
Yeah. I feel like lots of people are attached to melee being the easiest to use and most powerful class in every way, with the other classes being there for if you want a challenge. The four classes should be for different play styles, not increased difficulty, but that's a whole other topic.

Also, melee has different sub classes with different specialties. Swords are (or at least should be) for big close range, multi target damage, boomerangs for longer range single, someimes multi, target damage. Maces for a mix of close range and multi target mid range, and yoyos for... something, I guess. Sword projectiles as they are now cover all 4 categories better than the specific sub classes do, which is also another whole topic, but these are supposed to give the variability for melee ranges but instead... sword :/

But honestly there isnt much hope they will change anything, other than MAYBE a nerf to some weapons, (hopefully), ... looking at you terra blade.
 
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