Lynxical
Plantera
This is going to be a FULL COMPILATION OF SUGGESTIONS from a server I'm in, jotting down ideas from other people as well as myself, feel free to add your own! This is so we can have a cohesive thread of suggestions
Armor:
Weapons:
Shimmer Permanent Upgrades
Armor:
- Ninja armor is just bad, for being from King Slime it does nothing and is easily outclassed.
- Ninja armor is stuck in an awkward area, it's supposed to be early game, but the set bonus is so bad you can swap out the chestplate for a Gi while retaining the same defense and better stats. Increase the defense of every piece by 1, this gives it a total defense of 12, instead of 9, increase the crit chance on each piece from 3% to 4%, for a total of 12% crit, and replace the set bonus with a weaker version of the Shadow armor set bonus (50%, instead of 75%), or a weak dash. Why? Because you have to actively go out of your way to get this armor. Crystal Assassin is a VERY good armor because while it doesn't have the best stats, it's global damage and houses a dash, which is pretty good. You have to kill King Slime 3 times (2 times on Expert) MINIMUM for this armor, it SHOULD be the strongest for its tier.
- Fossil armor is incredibly weak, it's the only armor you're able to get for Ranger until Necro.
- Instead of increasing the damage of the chestplate from 5% to 10%, make the chestplate give a Flat 1 Ranged Damage. This WILL NOT AFFECT AMMO DAMAGE, meaning the damage ends up being a 5%~ damage increase for most Ranged Weapons at this stage. This is because if we take a Gold Bow, which does 11 damage, and Wooden Arrows, which does 5 damage, we end up at 16 damage, add +1 and we get 17 damage, which is about a 7% increase in damage. I'd also increase the crit of each piece from 4%->5%, for 10% crit total, just to help it be a stepping stone into Necro armor for longer, as it IS from the Underground Desert. Or you could just make a new armor before Necro but that's lame.
- Crimson armor is weird, on paper, it seems good, but in reality, it takes over 15 seconds to start beating a Band of Regeneration. It is utterly outclassed by everything at this stage.
- The easiest buff here is to quadruple the health regen, which makes it start beating a Band of Regen much earlier, at around 5 seconds, but this mechanic is frustrating because it relies on not getting hit. Instead, I'd replace it with 1.5hp/s and 10% increased maximum health. The reason I suggest this is because Shadow armor provides 15% crit, while Crimson only gives 9% damage. So I thought opting more into the defensive aspect would be fitting for it. Band of Regen is 1hp/s, Regen Potion is 2hp/s, 1.5hp/s and 10% health (40 extra health at 400 health) would be reasonable at this stage since you're giving up damage, movement speed, etc. from other armors available at the same stage.
- Pre-Hardmode Ore armor is... weird, the progression for the Ore armor is just janky and bad.
- Copper: 6 defense
- Tin: 7 defense
- Iron: 9 defense
- Lead: 11 defense
- Silver: 13 defense
- Tungsten: 15 defense
- Gold: 16 defense
- Platinum: 20 defense
- As we can see, the ore progression of defense makes very little sense, with Copper barely being better than some wood armor. My change would simply be shifting some values around, making it so every tier gains EXACTLY 3 defense, you could also make earlier armors like the Copper-Iron tier is cheaper than the Silver-Gold tier
- Copper: 6 defense->10 defense
- Tin: 7 defense->11 defense
- Iron: 9 defense->13 defense
- Lead: 11 defense->14 defense
- Silver: 13 defense->16 defense
- Tungsten: 15 defense->17 defense
- Gold: 16 defense->19 defense
- Platinum: 20 defense, unchanged
- Enchanted Sword: Reduce Beam Timer from 45->40, gains a small aura (enough to let it hit behind)
- Terragrim: Gains 10 Armor Penetration, redo the slash animation to be much larger, can be shimmered from Enchanted Sword
- Toxikarp: Inflicts Venom over Poison, damage increased from 43->50
- Sky Fracture/Crystal Serpent: Increase the velocity by 50%-100%
- Gladius: Immunity frames changed from Static->Local
- Enchanted Sword is pretty mid, especially since there are a lot more weapons that are not only more common but simply better.
- Terragrim is bad, it has terrible range, and amazing DPS, but unsafe to the point where you can't use it effectively without getting hurt, it needs a shimmer craft, and it needs to be larger.
- Toxikarp is bad, it's a single-target weapon where the bubbles move upward, making dealing with enemies below or even to the side of you frustrating. There are just better options to choose from.
- Sky Fracture and Crystal Serpent suffer the same fate of pathetic velocity, it straight up needs to be easier to aim these weapons.
- Gladius needs Local Immunity to not screw itself over.
- Hero Shield/Frozen Shield: Fix the rarity from Pink to Yellow (please?)
- Upgrade for Magma Stone during Hardmode, some sort of Power Glove+Magma Stone which can be turned into Fire Gauntlet when you combine it with an Avenger Emblem. Could be called "Hellfire Glove" or something
Shimmer Permanent Upgrades
- Shimmer Upgrades are weird, most of them are bad even for their rarity... here are a few changes I'd do.
- Galaxy Pearl: .03->.05 luck
- Vital Crystal: Health Regen replaced with Respawning at Max HP
- Gummy Worm: 3 Fishing Power->5 Fishing Power
- Arcane Crystal: 5% Mana Regen->10% Mana Regen
- It's easier to explain them all at once instead of in-depth, first, Galaxy Pearl, insanely rare, doesn't even give the full amount of luck that a Horseshoe gives, this brings it up to a Horseshoe. Vital Crystal, as is, damage you take in 6 seconds is restored in 5 seconds, not great. Bumping it up to 30% makes it do the same in about 4 seconds instead, which is more noticeable and still very much so not overpowered. Gummy Worm is the same story as Galaxy Pearl, incredibly rare, and doesn't even give 5 fishing power. Arcane Crystal gives negligible mana regeneration to the point where it's not noticeable, even doubling it doesn't impact it that much.
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