AngryNimbus
Terrarian
Dear Re-logic team and forum members!
Thank you for the game I've been playing for 7 years, since 1.2.3.
Want to share some suggestions with you, concerning weapon reworks or balance.
Completely agreed with the CellarDoor96's post and would like to add something.
If some of you happen to read this post, feel free to leave your thoughts on this, I’ll answer as soon as possible. Some more suggestions may be added later.
Make Angry Nimbuses invincible and oneshotting for players, it is fun, trust me. Reduce Nimbus Rod drop rate to 1 in 1000000.
Thank you for the game I've been playing for 7 years, since 1.2.3.
Want to share some suggestions with you, concerning weapon reworks or balance.
Completely agreed with the CellarDoor96's post and would like to add something.
I don't have an exhausting knowledge of game mechanics, so it is likely that something was misunderstood.So after having a bit of time to play with the current game balance as of 1.4.1.2, I think that the game for the most part is more balanced than ever before, but I do have a few suggestions. Since content development is ended and the devs are moving on to other projects now, these suggestions are all ones that I think would be pretty easy to implement, i.e. no new items or mechanics, although I'm not a coder so I could be wrong about some of them. Anyway, I don't know how likely the devs are to implement any more balance tweaks at this time, but I think that these changes would definitely help polish off the game and leave it as reasonably balanced as it could be.
After 1.4 and 1.4.1 buffed the Rainbow Crystal Staff, the Lunar Portal Staff now finds itself basically outclassed. Since there's no longer any incentive to use multiple types of sentries, and the RCS now performs better than the LPS in pretty much every situation, there's no reason ever to use the LPS unless it just happens to drop first. I think that an ideal buff would be something along the lines of letting the LPS fire multiple beams at once, but short of that, increasing its base damage to around 80-100 would also put it in a more comfortable place. (Honestly, I would actually buff both the RCS and LPS to like 180 and 120 damage respectively, since they're both still underwhelming compared to other Moon Lord drops - even considering that they're only supposed to be support - but if you're only trying to bring the LPS up to par with the RCS then something like 90 would work.)Still the worst Frost Moon drop, even after its buff in 1.4. Tbh there is no reason that any item restricted to post-Plantera should inflict the basic On Fire debuff, since even by like late prehardmode 4 DPS is negligible. I suggest making it inflict Frostbite like the Frost Armor, along with making its fire blue to match.Even after its speed was buffed, it's still just too slow to be worth it even with its insane range. I suggest bumping its mining speed to like 4. That way it'll still be slower than the Luminite Drills and Luminite Pickaxes/Picksaw + a decent mining speed setup, but not too much slower.It's not trash anymore, but it still needs a little something to compete with the Firecracker. Ideally something like, having the snowflake tag enemies instead of dealing damage itself, but short of that changing the Frostburn debuff to Frostbite would help give it an edge.It's better than before but still outclassed by the Xeno Staff, mostly because of its accuracy. I have no idea how difficult this would be to implement, but the best thing for the Tempest Staff would be to have the Sharknadoes try to get closer to enemies before they shoot, to reduce the amount of missed shots. Failing that, I'd honestly suggest just raising the projectile velocity again, because right now it isn't enough.Pretty much the same critiques as for the Tempest Staff tbh. Minions that shoot projectiles from a distance are inherently worse than minions that chase enemies themselves, because fired projectiles usually don't home and minions don't know how to lead their shots. I'd make the same suggestions for the Pygmies as for the Sharknadoes.Unlike most of the other items discussed here, I think the Wand of Sparking is now a little too good. Just a little, though. I'd revert either the damage buff or the crit buff from 1.4, because I don't think it really needed both.All caps because out of everything on this list this is probably the thing I personally want the most, lol. Put simply: MORE SPEED PLS. Sure, there are wings that can give you plenty of horizontal speed, but it would just be a great QoL improvement if the speed bonuses on the endgame armors were bumped up just a little. At endgame most of your time is going to be spent building or doing other menial things, not fighting, and when you do fight most things will melt in seconds anyway, so tbh speed bonuses are more appreciated than combat ones. I don't think it would be too much to ask for the Luminite armors to have their speed bumped up to be at least on par with the Tavernkeep armors, so around 20-30% each. I'd suggest a 30% boost for Solar Flare, 20% for the other three.After the introduction of the Celestial Starboard, the Luminite Wings pretty much have no purpose in Expert and Master modes anymore. They are still useful in Classic, but I think that even in Classic mode the game would benefit from the following simple change: removing the Luminite from the Luminite Wings' recipes. This would make them craftable before the Moon Lord fight, which would give players better mobility in that fight than before, but tbh I think it would benefit the fight as a whole. Sure it would be easier, but I don't think it would make it that much easier, and imo it would also make it more fun.Please for the love of god give this autofire.Its DPS is just not high enough to compensate for its short range, especially considering the Fetid Baghnakhs are available before it and do like twice as much DPS, even with the defense penetration. Honestly I would suggest tripling, yes tripling, the Arkhalis's base damage, or else increasing its slash size dramatically.A similar case to the Arkhalis, though slightly less dire. But like the Arkhalis, Starlight's DPS, while high, just isn't enough to compensate for its short range, so I'd suggest either increasing its range by about 50% or buffing its base damage to like 90-100.The Stardust Cells are definitely not bad, but they're just not as good as the Stardust Dragon. Unlike the Tempest and Pygmy Staffs, their projectiles do home, so their problem is not accuracy, but rather just plain DPS. Yes, they fire extra shots at targets you're actively attacking, but the problem is that not only is this still not enough to keep up, but those extra shots frequently do nothing because the target is still invulnerable from the attack you just hit it with. I'd suggest increasing their fire rate, probably by something like 30-50%. That sounds like a lot, but even then, the Stardust Dragon will still do more DPS; the goal isn't to make the Cells as strong as the Dragon, but rather to close the gap just enough that their crowd control advantages will outweigh their lower damage.It's not bad by any means, but similar to the Elf Melter up above, there's no reason any post-Plantera item should be inflicting the basic Poisoned debuff. At minimum it should be changed to Acid Venom instead, but increasing the damage, velocity, or number of the spores could also improve this item.It's pretty bad. I think either the damage or fire rate of the projectiles should be increased, but also their velocity and/or range needs some help.
I'll probably add more things as they occur to me, but feel free to discuss in the meantime.
North Pole is an incredibly dominant weapon in theory, but its 1.2.3 rework (projectile cap) is a bit disappointing. It does not affect performance if shot horizontally, however when shot upwards (or high in air), snowflake density and damage greatly decrease. It makes this mechanic outdated in 1.4, as many bosses are aerial (Duke Fishron) or small and fast (Empress of light). I suggest reworking it to be similar to cursed darts, where flames disappear after falling, rather than become less in quantity and less damaging.
Deadly Sphere Staff is a really cool looking minion, with some easily solved flaws. Suggestion: reduce cooldown a bit more. It has been already decreased from 10 to 8, but still, even with all-menacing build and spooky armor they give only ~900 DPS on single-targets. That’s is low-ish for the post-Plantera. You may also concider a simple damage buff (for about 25%), to make it more viable with the Firecracker, but it'll not solve per-slot scaling problems by much. Synergy with whips needs to be improved, (fixed amount of hits/sec = bad with dark harvest; mediocre base damage = not good with the Firecracker) Aggression range and ramming speed is also low a bit.
Is it possible to make Flairon to act similarly as Journey End flails? (Make bubbles bounce for the ground attack and increase their velocity + lifetime for spinning attack)
Increase fire rate of Flower Pow projectiles a bit in all modes.
Piranha gun should have more velocity, it unlatches during EoL fight. It may be a bit OP, but at least one piranha needs to instantly go through blocks. Rangers do not have such type of weapons, and Piranha homing ability should pair well with it.
Add chance not to consume ammo to the Super Star Shooter (50%-66%), as it not an ultimate weapon in HM, like the Star cannon was and to the Coin Gun (25%). Add piercing (with HV bullet-like mechanics) for gold and platinum coins.
Shadowbeam staff still has low DPS even against 10 enemies, single-target DPS is disappointing. Smart bounce mechanics, like with chlorophyte arrows, should also improve its efficiency in enclosed areas.
Cool whip's snowflake should be more agressive and damaging, more like the Blade Staff minions.
Star Wrath – make the projectiles non-piercing, nerf their damage if needed.
Reduce Terrarian's i-frame cooldown.
Buff Magical Harp's knockback and overall velocity.
Add some type of secondary right-click attack or projectile to HM ore swords and spears, and (maybe) the same for Nights Edge. As for spears, Storm Spears' way of range-increase works pretty well.
Deadly Sphere Staff is a really cool looking minion, with some easily solved flaws. Suggestion: reduce cooldown a bit more. It has been already decreased from 10 to 8, but still, even with all-menacing build and spooky armor they give only ~900 DPS on single-targets. That’s is low-ish for the post-Plantera. You may also concider a simple damage buff (for about 25%), to make it more viable with the Firecracker, but it'll not solve per-slot scaling problems by much. Synergy with whips needs to be improved, (fixed amount of hits/sec = bad with dark harvest; mediocre base damage = not good with the Firecracker) Aggression range and ramming speed is also low a bit.
Is it possible to make Flairon to act similarly as Journey End flails? (Make bubbles bounce for the ground attack and increase their velocity + lifetime for spinning attack)
Increase fire rate of Flower Pow projectiles a bit in all modes.
Piranha gun should have more velocity, it unlatches during EoL fight. It may be a bit OP, but at least one piranha needs to instantly go through blocks. Rangers do not have such type of weapons, and Piranha homing ability should pair well with it.
Add chance not to consume ammo to the Super Star Shooter (50%-66%), as it not an ultimate weapon in HM, like the Star cannon was and to the Coin Gun (25%). Add piercing (with HV bullet-like mechanics) for gold and platinum coins.
Shadowbeam staff still has low DPS even against 10 enemies, single-target DPS is disappointing. Smart bounce mechanics, like with chlorophyte arrows, should also improve its efficiency in enclosed areas.
Cool whip's snowflake should be more agressive and damaging, more like the Blade Staff minions.
Star Wrath – make the projectiles non-piercing, nerf their damage if needed.
Reduce Terrarian's i-frame cooldown.
Buff Magical Harp's knockback and overall velocity.
Add some type of secondary right-click attack or projectile to HM ore swords and spears, and (maybe) the same for Nights Edge. As for spears, Storm Spears' way of range-increase works pretty well.
If some of you happen to read this post, feel free to leave your thoughts on this, I’ll answer as soon as possible. Some more suggestions may be added later.
Last edited: