TheSquishyDitto
Terrarian
I'm leaning towards feeling dismissive on this point because of the amount of exaggeration. "Set" of accessories or just one and its upgrade? Why are the flaws in mine so much greater if both propositions result in Crimson being unable to get Magic Cuffs, Mana Bracing or not? At least with my additional suggestion, the Crimson still has a mage accessory solution, even if its not tuned exactly to your liking in its present state. No one's specific mage build is "destroyed" by this in a way they weren't bothered prior, and even attempts to provide equivalent alternatives. If you're unhappy with my additional suggestion, constructively tell me ways I can improve it (preferably in the thread dedicated to it).Yes they would be, as they would still be screwed out of a pretty great set of accessories. Frankly, there are flaws with both of your propositions (you still absolutely have to have Corruption to get Magic Cuffs and Celestial Cuffs), however yours are much, much greater. (Oh and by the way, believe or not, some people like to aim for specific builds while playing, and this suggestion would basically destroy their ability to do so.)
The Corruption does have at least one item that promotes mana regeneration currently though: the Band of Starpower. If the Band of Starpower had never been in the Corruption, maybe I wouldn't feel it to be a more mana-based counterpart. With SzGamer's suggestion, it still has a mana regeneration item, the Mana Brace. The Crimson doesn't have a mana regeneration item at all, only health regeneration. The health-mana thematic correlation exists, even if it is a small correlation, due to a mana-based accessory being in the Corruption.There is no correlation here. Technically, the band is PINK, and if you think the Ball o' Hurt and Band of Starpower are very similar color-wise, you might be colorblind, or your monitor has poor color balance- desaturated dark purple versus more saturated blue. They're pretty different. And, while Crimson's set does indeed add health regen, Corruption's doesn't add mana regen. Your "correlation" is irrelevant.
I fully support the Meat Hook and the Mana Brace since they would work just fine with my current suggestion (and would work out nicely if the Band of Starpower stayed in the Corruption), but if the Mana Bracing isn't how you think it should be, can you really call the issue resolved?This issue has since been resolved, even if it's still not quite ideal (Mana Bracing needs to do something different because it's still blatantly favoring Corruption worlds for casters).
If the Occult Thorn suggestion was improved, only completionists and picky minmax-style competitive players (of which traditionally don't get discouraged by inconvenience and tedious grinding) would have much reason to generate a whole bunch of worlds just for an accessory. Also, if I may, in your own words, "Mana Bracing needs to do something different because it's still blatantly favoring Corruption worlds for casters"; that doesn't sound like a solution that prevents people from generating a whole bunch of worlds. At this point, having had to bring up the fact that SzGamer's suggestion doesn't do anything for Crimson mages as long as his new recipe suggestion stands for the third time in this post, the fact that only my ideas have had such vicious criticism for equivalent faults makes me feel like there's some favoritism going on, but that's besides the point.Or you can kill three birds with one stone and also pander to the people who want to shoot for a specific build without forcing them to generate a bunch of worlds, which, by the way, is what SzGamer is doing.
I didn't expect it to shield me from criticism, and it was only said specifically for SzGamer's single argument. The Occult Thorn only kills you if you use it poorly in a way that results in you spamming ALL of your health out without ever ceasing fire. Similarly, improper usage of the Magic Cuffs simply results in you dying from taking too much damage. Proper usage in both cases results in more longevity and effectiveness. In the case of the Occult Thorn, proper usage is where you avoid taking hits and don't use up all your life with sustained barrages. Drink a potion, let the healing ability work for a little while, regenerate some actual mana maybe. Similarly, for proper usage of the Magic Cuffs you don't want to let the damage you take become excessive, using some of the same methods to avoid low health. With some fine tuning, the damage incurred from casting with the Occult Thorn and the damage incurred from taking hits for the Magic Cuffs would be on par. The Magic Cuffs account for invincibility by virtue of the fact that they have to because they encourage and rely on taking hits. I can easily append a little comment onto the Occult Thorn saying that it doesn't drain life during invincibility frames, if that would make it any more appealing to you. It's really quite open to feedback.Your point is? That doesn't shield you from criticism, that actually gives us more reason to throw it at you. As well, synergy or no, your proposition does not equally suit all magic users, as guess what happens when you run out of mana without Magic Cuffs or a Celestial Magnet. Let me give you a hint- it drops your health like a rock and kills you. While the Magic Cuffs do encourage you to get hit, proper usage of them results in it not really being a big deal thanks to the fact that the mana restored is equal to something like half the damage you take prior to defense calculation, which in Hardmode, where it matters the most, can be pretty high- but it doesn't mean you yourself actually take a whole lot of damage. Also, Magic Cuffs account for invincibility, whereas your Occult Thorn doesn't, making it even worse.
I'm glad you agree on buffing the Band of Regeneration at least. Encouragement to take damage gets you killed quicker as well, especially if your only source of damage in the area is a hard-hitting hardmode boss. "You will constantly run out of mana and quickly lose a lot of health if you improperly use this item" is a sentence that works for both accessories. Additionally, I did suggest that spending life on spells should increase their damage by a proportional amount, so although you may be losing health more quickly, your enemies will be as well. It has the potential to support a glass cannon setup where you're more frail but deal a large amount of damage, as opposed to tanking hits to deal an equivalent amount of damage more slowly.Your proposition for buffing the band of regen is perfectly fine and in fact desperately needed, however the rest of your proposition and your Occult Thorn proposition are just not favorable for anyone because they screw over people aiming for specific builds and can completely destroy you before you even realize it. A health drain separate from your main damage is not a good thing, as that gets you killed quicker.
With the latest edition of tAPI being out, I was actually planning on trying to make a mod for my suggestions within the next few weeks to fine tune the numbers, effects, and ramifications such that this series of issues would be resolved adequately. I apologize that our opinions currently differ to such a degree.