Trashbox Bobylev
Terrarian
Classes appeared in 1.0.6 as a crutch, because Red wanted to play better roles, but the equipment for them was not made. Type here is your weapon, and you can hardly develop its harki, he, he, he.
In 1.1, the situation improved, but the rape of the concepts of rpg continued. Why did they do three different helmets, although in normal rpg such idiots would be sent, the aks on the development of classes - the current one emblem. At the same time, problems such as "one weapon is too effective against one group of enemies", like, for example, Megashark, began.
In mods, this nonsense in the form of classes began to smooth out (you did not notice what in Omnir, Necro, Avalon for 1.1 better equipment for multiclass? And somehow), but then somehow forgot.
1.2. The ranting began big, but a new problem arose - the passage became too fast. He killed a The Destroyer, killed a Plantera, killed a Golem, all this in an hour. Yes, well, this game. Knocking armor for klazzy is not considered, and without it everything can be done.
Weapons from the bosses are full of rubbish, megashark and Magnet Sphere (although it is for disabled people), Terra Blade for the disabled, as well as other weapons of the warrior.
In 1.3 with balance is a complete nightmare. All the most implements have a long type of damage, which puts an arrow on the heavenly pedestal of fame and honor. They added a new event, but it... it's really light compared to the others, and the weapons from it are much OP than the equipment from the same moons.
We kill two times Moon Lord, we become kings. And yes, the gameplay between the eyes starts to differ the current after the Plantera, but who needs it, when you can go through the game 2 hours further, lol.
Yo-yo generally incomprehensible crap, which relieves the warrior from disability, but changes his style (perhaps one of the reasons for singling it out as a separate zubklazzy).
The thrower was added in order not to disgrace the shooter, and the summoner had nothing to do, make a glance with the most miserable and small equipment, let the gamers be tormented.
I mean, that the idea of classes in the terrarium is implemented sucks, crutches. Some sort of different was achieved in the armor, but the current after the plantera, before the klazzes, the current differs in that they are fired differently; specifically the class ax in the inventory will be from the strength of 3, the rest are suitable for all classes.
For those who are talking about RPG mods, think about how they are ugly superimposed on the outline of the game. If you are stupidly standing in the passage, you will get a strong boost. Of course, this is in many games so, but such a standstill in place the game only encourages.
And what's the point in RPG, if the player does not go forward, takes everyone out just because of the stop, but goes on jumping? That's right, no.
It is necessary to remove classes, they do not make any sense. In today's mods this is already understood.
In 1.1, the situation improved, but the rape of the concepts of rpg continued. Why did they do three different helmets, although in normal rpg such idiots would be sent, the aks on the development of classes - the current one emblem. At the same time, problems such as "one weapon is too effective against one group of enemies", like, for example, Megashark, began.
In mods, this nonsense in the form of classes began to smooth out (you did not notice what in Omnir, Necro, Avalon for 1.1 better equipment for multiclass? And somehow), but then somehow forgot.
1.2. The ranting began big, but a new problem arose - the passage became too fast. He killed a The Destroyer, killed a Plantera, killed a Golem, all this in an hour. Yes, well, this game. Knocking armor for klazzy is not considered, and without it everything can be done.
Weapons from the bosses are full of rubbish, megashark and Magnet Sphere (although it is for disabled people), Terra Blade for the disabled, as well as other weapons of the warrior.
In 1.3 with balance is a complete nightmare. All the most implements have a long type of damage, which puts an arrow on the heavenly pedestal of fame and honor. They added a new event, but it... it's really light compared to the others, and the weapons from it are much OP than the equipment from the same moons.
We kill two times Moon Lord, we become kings. And yes, the gameplay between the eyes starts to differ the current after the Plantera, but who needs it, when you can go through the game 2 hours further, lol.
Yo-yo generally incomprehensible crap, which relieves the warrior from disability, but changes his style (perhaps one of the reasons for singling it out as a separate zubklazzy).
The thrower was added in order not to disgrace the shooter, and the summoner had nothing to do, make a glance with the most miserable and small equipment, let the gamers be tormented.
I mean, that the idea of classes in the terrarium is implemented sucks, crutches. Some sort of different was achieved in the armor, but the current after the plantera, before the klazzes, the current differs in that they are fired differently; specifically the class ax in the inventory will be from the strength of 3, the rest are suitable for all classes.
For those who are talking about RPG mods, think about how they are ugly superimposed on the outline of the game. If you are stupidly standing in the passage, you will get a strong boost. Of course, this is in many games so, but such a standstill in place the game only encourages.
And what's the point in RPG, if the player does not go forward, takes everyone out just because of the stop, but goes on jumping? That's right, no.
It is necessary to remove classes, they do not make any sense. In today's mods this is already understood.