Kefke
Steampunker
I think that few of us would disagree that, when it comes to Terraria, shortswords aren't worth it. They do less damage, have less reach, and cover a far narrower range than other weapons. Generally speaking, they don't even have as much knockback as their big brothers. That's not even getting into the fact that the tiers stop after basic metals.
What I propose is a new mechanic be added to the shortsword, which would change how it's used to create a new play style.
As the thread title implies, I feel that what would make shortswords better is a "charge up" mechanic, wherein you would hold down the attack button to build power, and release to deal multiplied damage. This is based on other games, where short, stabbing weapons can be used to deliver powerful sneak attacks (something that doesn't translate well to Terraria's mechanics) by waiting for the right moment. I believe that this would encourage people to use shortswords as a kind of "high risk, high reward" weapon. That is to say, it would create a new play style, where combat focuses on dodging enemies to deliver carefully timed strikes, and skilled execution is rewarded with a damage output that can even exceed that of broadswords...but ineptitude means taking more hits than your traditional "walk in swinging" warrior type.
In my head, I envision this as adding up to two new stats, unique to shortswords. The first would be Charge Power and be the amount that the damage is multiplied by at max charge. The second, Charge Speed would represent how long a shortsword must be held to deal its full damage. It is important to note that I envision the multiplier as starting a x1 (base damage), and increasing over time to full - possibly with a visual indicator like a sparkle on the blade - so that even if not at full power, a stronger attack can be made. Having a speed stat wouldn't be strictly necessary, and depending on how much effect the Charge Power stat had, it might even make sense to weaken shortswords further, in order to discourage simply spamming attacks. It is also important to stress (and I feel this is important for balance reasons) that a charged strike should not increase knockback. Either way, I see adding a new, skill-based shortsword play style as adding several new possibilities for other additions to the game. Here are just a few.
I also feel that SzGamer227's thread, Give Shortswords a Helping Hand deserves mention. While we differ in our approach to making shortswords more viable, we both agree that they could use a boost. SzGamer's thread also features a good list of examples for more shortswords in game, with sprites, which I think are excellent and beautiful-looking ideas, regardless of what other approach to making shortswords more useful (if any) is taken. I like them so much that I'm not going to try to compete with my own examples, and will just recommend that everyone go check them out. They're really great.
Edit 1: Adding a response someone made on a mod thread where I suggested the same mechanic, because it's actually a pretty good idea.
What I propose is a new mechanic be added to the shortsword, which would change how it's used to create a new play style.
As the thread title implies, I feel that what would make shortswords better is a "charge up" mechanic, wherein you would hold down the attack button to build power, and release to deal multiplied damage. This is based on other games, where short, stabbing weapons can be used to deliver powerful sneak attacks (something that doesn't translate well to Terraria's mechanics) by waiting for the right moment. I believe that this would encourage people to use shortswords as a kind of "high risk, high reward" weapon. That is to say, it would create a new play style, where combat focuses on dodging enemies to deliver carefully timed strikes, and skilled execution is rewarded with a damage output that can even exceed that of broadswords...but ineptitude means taking more hits than your traditional "walk in swinging" warrior type.
In my head, I envision this as adding up to two new stats, unique to shortswords. The first would be Charge Power and be the amount that the damage is multiplied by at max charge. The second, Charge Speed would represent how long a shortsword must be held to deal its full damage. It is important to note that I envision the multiplier as starting a x1 (base damage), and increasing over time to full - possibly with a visual indicator like a sparkle on the blade - so that even if not at full power, a stronger attack can be made. Having a speed stat wouldn't be strictly necessary, and depending on how much effect the Charge Power stat had, it might even make sense to weaken shortswords further, in order to discourage simply spamming attacks. It is also important to stress (and I feel this is important for balance reasons) that a charged strike should not increase knockback. Either way, I see adding a new, skill-based shortsword play style as adding several new possibilities for other additions to the game. Here are just a few.
- Adding new buffs/debuffs related to the speed and potency of charging.
- New "rogue" armours and accessories to compliment the play style.
- The addition of new, higher-tier shortsword class weapons to the game.
- Introducing evasive enemies who also vary between quick light attacks and powerful, telegraphed ones.
I also feel that SzGamer227's thread, Give Shortswords a Helping Hand deserves mention. While we differ in our approach to making shortswords more viable, we both agree that they could use a boost. SzGamer's thread also features a good list of examples for more shortswords in game, with sprites, which I think are excellent and beautiful-looking ideas, regardless of what other approach to making shortswords more useful (if any) is taken. I like them so much that I'm not going to try to compete with my own examples, and will just recommend that everyone go check them out. They're really great.
Edit 1: Adding a response someone made on a mod thread where I suggested the same mechanic, because it's actually a pretty good idea.
To add on to this, to make it so you can't just facetank everything while you charge it, make it so the charge "breaks" when you get hit.
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