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WIP Doctor Mode - A mode that is more difficult than Master Mode.

>>Terrarian<<

Official Terrarian
Warning: don't comment without reading all the suggestion. This Mode is not meant to be easy, neither to be won.
Still a work in progress. I will update it with time.


Hello to all Terraria community members! This is a great idea that came to my mind and that I have been thinking of for a lot of time since the last update came. Maybe some will not like it, but that's normal, there's always some people that doesn't like an idea, as there's people that like it, or love. (But I don't think there are much Whovians here in these forums)

Well, before starting to explain all of this I need to say that I was thinking about the name "Master Mode", because there's a Master (or should I say, The Master?) in the Doctor Who show, so, I was thinking that in the same manner that The Doctor is stronger than The Master, the new difficulty Mode for Terraria should be called Doctor Mode, and it would be a little more hard than its easier version, but in a different way than the way the Developers chose to make other modes for the game (that is, just multiplying the enemies and bosses stats and some changes in boss AIs).

Now that it's all explained I will start by saying that the name is not just a coincidence of that, or an easter egg about the show: it will actually include more Doctor Who features, that will be exclusive to it.
Let's start at the beginning, when the player is going to Create a world.
There's now, since 1.4 version, an interface for creating a world, that interface will now include one more difficulty, and that difficuty will have a new bunny face you didn't know, because it is going to be created right now: A Unicorn Bunny! (witch is going to spawn in the Hallow) If you don't understand what I'm talking about see this picture of the world creation interface now:

1618865569032.png
Do you see the bunnies? There are four bunnies now: The Gold Bunny (Journey Mode), the regular Bunny (Classic Mode), the Corrupt Bunny (Expert Mode) and the Crimtane Bunny (Master Mode). Now add one to the list: a pink uni-horned bunny. It makes this level of difficulty appear easier, but it's just deceiving you. (If you have a better idea post it on the comments)

World Generation Changes:
  • The world has a greater chance of having the worst of two ores that can be chosen, including the Hardmode ones. That is, more chance to generate with Copper than Tin, Iron than Lead, Silver than Tungsten, Gold than Platinum, Cobalt than Palladium, Mythril than Orichalcum and Adamantite than Titanium;
  • Increased chance of the evil biome having more area at the beginning. That means that the Crimson or the Corruption will probably start in the game with more area than the normal size, but only more grass and stone infected, not more chasms;
  • (more things to come);

The next part is from the moment the player starts playing:
  • The player will start without its axe. That is what you just read: NO AXE, because who needs to start the game cutting down all the trees? Now, to make this mode harder, you will need to start mining to make your first axe, that will probably be made of Tin. To make the player able to find wood without hitting a tree, the player will have a chance to find it in any regular chest in the world (because wood is in the first axe recipes);
  • Your Pickaxe and Shortsword will have the Broken modifier;
  • (I will probably add more things in an update);

Now some things related to the new mechanics of the game:
General Changes:
  • All enemies and Boss stats are equal to Master Mode ones, except Boss servants;
  • All enemies and Bosses think faster. That is, their interval between an attack and other will be shorter as well as the time to change its attack (like Eye of Cthulhu changing from Spawning servants and dashing at the player);
  • Zombies are capable of opening doors without need of a Blood Moon;
  • Demon Eyes and Wandering Eyes (Hardmode only enemies) can pass trough Blocks like servants of Cthulhu already do;
  • All enemies and traps that inflict the Poisoned Debuff will now inflict Venom Debuff instead, including the Queen Bee and Brain of Cthulhu. But the enemies will now Drop an item that offers immunity to that DeBuff (idk the name yet) and this item will have 1% chance to drop from all Hornets, :joy:Toxic Sludges, Queen Bee, Salamanders, Black Recluses, Jungle Creepers and Sand Poachers;
  • More chances of an Armed Zombie spawning instead of a regular one;
  • New Zombie type: Throwing Knive Zombie. He will try to throw throwing knives at you from a distance;
  • Greater chance of a Guide Voodoo Demon Spawning instead of a regular Demon at the Underworld (the idea to make it harder is that if the player is Unprepared, he will not want the Guide to die and have to fight the Wall of Flesh before the moment he planned);
  • Eater of Souls now can spit Vile Spits at the player, and Vile Spits will spread the Corruption like they did before the 1.2 version;
  • Corruptors now spit a different projectile instead of the normal Vile Spit: the Eater's Bite (from the weapon Scourge of the Corruptor). These won't spread the Corruption like Vile Spits do;
  • Crimeras now spit a Crimtane Spit (like Eater of Souls) and these will spread the Crimson;
  • Blood Crawlers inflict the Poisoned Debuff and spit web (like other spiders in the game);
  • Floaty Grosses will now spit a little of Ichor, but not so much like Ichor Stickers do, it will be more like a small ball or projectile, and it will be ocasional;
  • Explosives like bombs (dropped from Clowns and Skeletron Prime) now break Blocks. It includes the Chattering Teeth Bomb;
  • All Death Rays (Martian Saucer and Moon Lord ones) pass trough Blocks. And yes, I know they already do since 1.4, but what I mean here is that passing trough blocks will be their default, they won't care if the player is or not behind a block like they do in this version (they said death Rays will pass trough Blocks if needed);

Debuff Changes:
  • Lava hurts 10 dmg more at the Underworld;
  • From 10AM to 02PM, at the surface Desert, without any wall behind it or block above it, the player gets the On Fire! Debuff (This can be countered if the player uses Obsidian armor or Meteor armor or Molten armor);
  • On Fire! Debuff and other fire DeBuffs take 1 to 3 seconds more to stop at hot places like the Desert and the Underworld, but at the Snow the player can't receive that DeBuff, because of cold;
  • Player gets Chilled Debuff if he/she is at the snow and it's raining (Snowstorm/Blizzard) or at night. That can be avoided if the player is at least 7 Blocks away from a Campfire or if he is using one of the following as armor/equipment:
  • Winter cape;
  • Eskimo/Pink Eskimo Armor/set;
  • Parka set;
  • Santa set;
  • Tax Collector's set
  • Frost Armor (includes immunity to Frostburn and Frozen Debuffs);
  • Flinx Fur Coat;
  • If the player is wet (or just got out of the water) and he/she is at the snow biome and it's raining/storming, he/she gets stuck in ice (Frozen DeBuff). If the player is at least 7 Blocks away from a Campfire or if he is using one of the newly mentioned armor, the player gets only 10 seconds of that DeBuff;


Event features:
  • Every time it rains there is a Sandstorm at the Desert (considering that Sandstorms are already tied to windy days, but in this mode they will be tied to both windy and rainy days);
  • Sandstorms have a 20% chance of occurring without it raining, per day;
  • 10% chance of a slime rain occur on Pre-Hardmode and 7% chance on Hardmode (per day);
  • Blood Moons have 15% chance to happen (per night);
  • Solar Eclipses have 10% chance to happen after defeating all Mechanical Bosses but before defeating Golem (if the player defeats him then the chances return to normal);

Boss related features:
  • New Exclusive drops from all Bosses;
  • All Bosses now have a second phase, that is much more violent and agressive, and those Bosses who already had a second phase will keep how they were;
  • Now night Bosses will always kill the player if he/she fails in killing them before dawn (4:30AM), including those who would normally just go away offscreen;
  • The player will get two drops of the drop list from a Boss;
:kingslime:King Slime:
Spawns Spiked slimes (1 per 3 seconds) at his 2nd Phase, reached at half of his HP.
When he is at 1/3 HP Spiked Slime spawn rises to 1 per 2 seconds, and when he's at his last fourth of HP this rate is 1 per second.
Exclusive drop: Slime Shooter
The slime shooter is a ranged weapon that uses Gel as ammunition, and shoots gel in capsules. These capsules have a great chance of inflicting a new DeBuff, that is simillar to the
Oozed DeBuff: the Slimed DeBuff. The difference of that DeBuff with Oozed is that as gel is highly flammable, the enemy won't just get stuck or slowed greatly for some time but also will be more susceptible to get the On Fire! DeBuff, and if the enemy gets on fire that fire will take more time to be put off.

👁️Eye of Cthulhu:
Has 50% chance of spawning every night before being defeated, instead of 1/3.
At his 2nd Phase, he will try to dash at the player, but it will take less time between dashes.
His new exclusive drop will be a Staff to summon servants of Cthulhu, that pass trough blocks, but they aren't minions, they are projectiles.
Its name will be Ocular Staff.


🐝Queen Bee:
Bee hives now have two Larvae instead of one (and they are next to each other, like twins), so that can each summon one Queen Bee and that means that there are two Queen Bees.
At least Queen Bee doesn't spawn naturally!:D:naughty:
When Queen Bee tries to spawn bees, there is more chances that there will spawn BIG bees instead of small ones.
As said before, but it's okay to remember that Queen Bee's stingers now inflict Venom DeBuff
instead of Poisoned.
When Queen Bee reaches its 2nd Phase, she starts switching trough her attacks much more quickly, and shoots much more stingers. Another thing that she does is that when she dashes at the player she can do it without it being an exact horizontal line, having a maximum of 10º of distance with the horizontal line.
Exclusive drop: Royal Jelly (not to be confused with Royal Gel)
The Royal Jelly, like its slimy counterpart, does the same thing, but instead of making all slimes be friendly, all BEES are friendly with this item equipped.

💀Skeletron:
Skeletron's Head is invincible before the player kills his hands.
Skeletron's speed when going at the player will be more than before (still don't know how much).
New exclusive drop: Cursed Skull Staff
The Cursed Skull Staff is a Minion staff for summoners that can summon Cursed skulls that will follow the player.
Their attack will be like the Giant cursed skull instead of contact damage.
Each Minion uses one minion slot.


🪱Eater of Worlds:
Now has 85 segments.
Vile Spits have 10% chance to inflict
Weak DeBuff while its duration is increased from 12,5 minutes to 15 minutes.
When half of its body segments were destroyed, the Boss goes to its 2nd Phase, in witch it starts firing orbs of
Cursed Flames like Clingers do, instead of Vile Spits.
These won't cause the Weak DeBuff tho, but will cause the player to get the
Cursed Inferno DeBuff.
Its new exclusive drop will be some kind of summon to a Mount (I don't know the name yet, but I'm open to your ideas)
The mount will be a Devourer, and the player will be able to go trough Blocks with it, but just for a limited time, otherwise the player will get the
Suffocation DeBuff if he gets stuck in the middle of a block.

:brain:Brain of Cthulhu:
Spawns with 30 Creepers instead of just 20.
Creepers gain a health increase from 216 to 240.
The DeBuffs from the list of DeBuffs that can be inflicted by the Creepers and the Brain itself rise in probability to be get if hit, and in duration too, and these are the following:

Debuff
Duration in Master Mode
Duration in Doctor Mode
Chance (from Brain)
Chance (from Creepers)
Poisoned (Changed to Venom)
6.56 - 13.13 seconds
7.75 - 14 seconds
5%
15%
Darkness
3.75 - 7.5 seconds
4.5 - 8.25 seconds
5%
15%
Cursed
0.94 - 1.88 seconds
1.25 - 2.13 seconds
1%
3.75%
Bleeding
9.38 - 18.75 seconds
11.5 - 22 seconds
5%
15%
Confused
1.88 - 3.75 seconds
2.25 - 4.5 seconds
1%
3.75%
Slow
6.56 - 13.13 seconds
7.75 - 14 seconds
5%
15%
Weak
14.06 - 28.13 seconds
16.75 - 33.6 seconds
5%
15%
Silenced
1.88 - 3.75 seconds
2.25 - 4.5 seconds
5%
15%
Broken Armor
12.19 - 24.38 seconds
14.5 - 29 seconds
5%
15%

As the change from Vile Spits to Cursed Fireballs happened in the 2nd Phase with Eater of Worlds, Brain of Cthulhu will start spitting Ichor in its 2nd Phase as the Ichor Sticker does.
Exclusive drop: Blood Crawler Egg.
The Blood Crawler Egg is an item used to summon a Blood Crawler mount. This mount will be capable of ataching and walking in the sides of the Blocks (as the enemy does in walls) but it won't be able to walk in the walls behind the player.


Wall of Flesh:
Each The Hungry and Leech now will have only 10% chance of dropping a heart, instead of 20%.
Wall of Flesh now will sometimes try to use its tongue to heal itself, like Moon Lord.
Additionally, when it reaches 50% of its life, it will atach its tongue to the player, and not only heal itself permanently (until the player or it dies), but also hurt the player with a lighter The Tongue DeBuff (Because this DeBuff would kill the player in a few seconds), doing 3 damage per second, instead.
The Hungry's stats will now be highter:


The Hungry (Atached)
The Hungry (Free)

Master Mode Doctor ModeMaster ModeDoctor Mode
Damage90 (WoF health >75%)
135 (WoF health 75–50%)
180 (WoF health 50–25%)
225 (WoF health <25%)

120 (WoF health >75%)
155 (WoF health 75–50%)
220 (WoF health 50–25%)
285 (WoF health <25%)
90 120
Max Life503600 168 245
Defense
16 (WoF health >75%)
20 (WoF health 75–50%)
30 (WoF health 50–25%)
40 (WoF health <25%)

20 (WoF health >75%)
25 (WoF health 75–50%) 35 (WoF health 50–25%)
45 (WoF health <25%)
6 10
Kb Resist12% 25% 36% 45%
Immune toConfusion Confusion On Fire! Confusion Confusion On Fire!

One good thing is that as the player will start with one more accessory slot than in Master Mode, with the Demon Heart dropped by the Wall of Flesh, the player will have the 8th slot.
Its exclusive drop will be The Tongue.
The tongue is a hook capable of ataching to enemies and to drown life from them, healing the player in the process (and hurting the enemy, obviously).
It can throw a maximum of three hooks and these hooks can be used to swing the player over the enemy, being a good way to dodge attacks from enemies.


👛Queen Slime:
Crystal Slimes, Heavenly Slimes and Bouncy Slimes will have their stats changed, with respective changes.

Statistic: / Enemy:Crystal SlimeHeavenly SlimeBouncy Slime
Damage120 (contact) --> 160
150 (Crystal Spike) --> 220
150 --> 200120 (contact) --> 160
150 (Bouncy Gel) --> 220
Max Life286 --> 336229 --> 270286 --> 336
Defence35 --> 4030 --> 3535 --> 40
Kb Resist20% --> 30%36% --> 45%20% --> 30%

Additionally, Crystal Slimes will shoot three projectiles at once every 0,30 seconds (only if there are fewer than four other Crystal Slimes alive), Heavenly Slimes will have a Wingless version (like Slimers) and Bouncy Slimes will shoot Bouncy Gel projectiles at a 0,3 seconds rate.
Queen Slime will fire 10 Regal Gel instead of 6.
At her 2nd Phase she will fire Regal Gel at 15 different directions and will try to smash the player (by falling on it) much frequently.
Her exclusive drop will be the crystal that's inside her (I still don't know a good name for the accessory).
Its utility will be simmilar to that of the Royal Gel, but instead of just making the slimes be peaceful and friendly to the player, they are in the player's team. I mean, they will start to attack other non-slime enemies if he is nearby.


The Destroyer:
Probes will have their statistics changed, according to the table below:

Master ModeDoctor Mode
Damage
120
132
170
182
Max Life
450600
Defence
2025
Kb Resist
36%45%
Additionally, there will be 25% of chance (instead of just 4%) to a Probe spawning if the player damages a segment of the Boss, and Probes have now 25% chance of dropping a heart instead of 50%.
The Destroyer has now 150 segments instead of the normal 82 (including head and tail).
The player will need to kill every body part of the Destroyer to make the Probes spawn and then kill its Probes to make Boss go to the second phase (that will be explained below). That is, the player needs to hit each and every segment of the Boss, and then kill the Probes, before that, the Boss can't be actually killed. When the last probe dies, the Boss goes to its 2nd Phase like Brain of cthulhu.
At its 2nd Phase, the Destroyer will start shooting lasers much more quickly at the player (with his eye at the head) and will try to hit the player with more precision.
Its exclusive drop will be a gun (I'm thinking about some kind of sniper, but give your thoughts) that when used with normal ammo (musket ball or endless musket pouch) will shoot bullets that can pass trough Blocks, and these bullets would appear like mini probes leaving a red trace after their path.

Skeletron Prime:
Skeletron Prime's head will be invincible until the player kills his four arms.
His four arms will have an increase in its stats, like other Boss servants, following this table:

Statistic: / Boss' Arm:Prime CannonPrime SawPrime VicePrime Laser
Damage76 (melee) --> 105
240 (Bomb) --> 320
142 --> 197132 --> 17673 (melee) --> 100
150 (Death Laser) --> 200
Max Life13387 --> 1566017212 --> 2092517212 --> 2092511475 --> 13950
Defence23 --> 2838 --> 4334 --> 3920 --> 25

It's worth mentioning here that Skeletron Prime as a whole will now have immunity to the Venom Debuff.
Another thing that I already said, but it costs nothing to repeat, is that Skeletron Prime's Bombs will now destroy Blocks, like normal bombs (also like in For the Worthy world seed!).
Since the player can't damage the head of the Boss without having killed all his arms, the Boss will just enter its second Phase when the player killed his arms.
In his 2nd Phase, Skeletron Prime will start doing two types of attack: one will be that when he's not chasing the player he will be shooting Metal spikes from the top of his head, like Spiked slimes do, and these spikes will be affected by gravity and won't chase the player. The other attack will be the chase after the player, with an increase in its speed, plus, the Boss will shoot his Spikes but these won't be affected by gravity, and will behave more like Nailhead's projectiles.
As this Boss has a really good potential for a good quantity of new drops, I decided to add something that will let the player make his own weapons based in what they want, depending in how many of a specific material the player got from defeating the Boss, instead of having a chance to drop the wanted weapon and having to wait for that, and fighting again and again and ending up frustrated.
Skeletron Prime's new Exclusive item will be some kind of "Metal plate" or "fragment" and it will be a main material for all the new weapons that will be crafted from it. All the new weapons will need this material (in different quantities, of course) and some other quantity of Souls of Fright, plus some quantity of Hallowed Bars.
The items that will be crafted from these will resemble the four arms of the Boss:

  • A cannon, that can fire bombs. It uses bombs as ammo but they won't break Blocks like the Boss' bombs (phew!);
  • A saw: actually, it is a Chainsaw, to cut trees, but can be used to damage and kill enemies as well, like the Butcher's Chainsaw;
  • A vice, but it's actually some kind of Drill with really good Pickaxe power. It can be used in three forms like some modded items I know, you just make it change its function, once it's a Drill, and out of nowhere you can use it as a Harpoon (like the harpoon from goblin army or the Anchor from fishing), and if you click again you have a hook (Nice, isn't it? I just don't know how to make that switching mechanic.. Sorry:() And;
  • A Laser gun: it's like the Prime laser, but it can shoot in two modes, one is super rapid like a Chaingun, but with lasers, and the other mode is like a concentration of power and then shoots a large beam of powerful laser, it takes more time to do an attack in this mode.

👀The Twins:
Since the Twins doesn't have any servants and I need to make it difficultier, they will need to have something different in thir behavior since the start of the battle.
Their tendril will now make contact damage to the player (but not too high).
Both will now have Immunity to the Venom Debuff and will have each +5 defense.

Spazmatism's fireballs inflict Cursed Inferno for 3 times the normal duration.
Spazmatism will take less time between each charge.
Retinazer's fire rate will be faster, and it will fire 3 lasers at the same time in its first Phase, with some angle between them.
Now their second form will be reached at half of their life instead of at 40%.
At their 2nd Phase, Retinazer will shoot much more faster and will shoot 5 lasers at the same time (the angle between the laser of one side and the laser of the other side will be 75º), and Spazmatisms cursed fire range will be 1,5 times larger. Additionally, Spazmatism will do Eye-of-Cthulhu-like charges like in Expert mode.
Their Exclusive drops (because they are two eyes) will be a Cursed Flames Flamethrower (I don't know a good name for it) and a Retinazer Mount (the player goes inside).
The Flamethrower will use normal gel as ammo, as all the other flamethrowers, but will fire Cursed Flames.

The Retinazer mount will be more like a machine or vehicle that the player can go inside. It will have a visor to let the player see what's happening outside and will shoot lasers at the player's command (with a configured key in the keyboard), differently than other mounts like the Scuttlix and the Mechanical Minecart.
It is capable of infinite flight.
Another thing I wanted to add is that now, independently of what mode the player is playing is that the Twins will drop separated masks representing each eye each one. But they will still have a conjoined mask.



(More bosses to come in the future)

At Hardmode:
  • At the Hallow biome there's a chance of Queen Slime spawning naturally;
  • If all three Mechanical bosses have been defeated, there's a 0,5% chance every day that Duke Fishron will spawn naturally at the beach;
  • If all the Mechanical Bosses have been defeated, there's a 5% chance that Plantera will spawn naturally (only at the Jungle);
  • If Plantera has been defeated, Duke Fishron's chances of spawning (if he was not defeated already) increase from 0,5% to 10%;
  • If Plantera has been defeated, the Empress of Light has a 5% chance of spawning naturally at the Hallow;
  • Golem's head now needs to be defeated too to count as the entire Boss defeated, but it still can't be killed nor damaged before all the other body parts;
  • All the four Lunar Pillars' shields will need from 2 to 3 times more enemies killed to be released;
  • After the player releases a Lunar Pillar's shield, the Pillar will switch places with another Pillar (by teleportation) and if the player goes at it, it will try to defend itself;
  • If the player released a Pillar's shield, but takes too long to kill it, the shield will regenerate and come again with the same health stats;
  • After all the Lunar Pillars were killed, Moon Lord will only take 30 seconds to spawn;
  • Moon Lord will keep more time with his eyes closed;

Changes that are good to the player:
  • Increased chances of getting the Gold portal from breaking a pot;
  • The player will start with 7 accessory slots;
  • All slimes now have highter chance to drop the Slime Staff;
  • All enemies and Bosses drop now 3 times as much money;
  • The player has more chances of finding money dropped in the underground and cavern layer, principally gold coins;
  • Coins at the Campsite will now always be gold coins and will spawn in a larger amount.
(I will think more things)

As I said before, It's a work in progress, I will keep going and putting new content as soon as possible.
I will try to think about more things to put here, and the Doctor Who features.

If you liked my suggestion comment below! :D
I would like criticism, but only if it is constructive!
I would also love if you put your ideas here, maybe if this doesn't enter into the game as vanilla, it turns into a mod!
If so, please put my name in the ideas!!

That's it guys! :D

Thread updates history:
Created april 19th
First update: April 21st
Second update: April 26th
Third update (spelling and text correction): April 27th
Fourth update (some corrections and added about a Boss): May 4th
Fifth update (corrected some little things and put about a Boss): May 5th
Sixth update (put about the Twins): May 6th.

I'm still trying to complete about all Hardmode Bosses, maybe in about 3 updates I will complete this topic. In the next update I will put about Plantera!- Stay tunned! 😄
 
Last edited:

Dreadnautilus5000

Brain of Cthulhu
The Doctor Mode changes to Skeletron Prime and the Destroyer would make them impossible to kill, assuming that Doctor Mode has higher stats than Master Mode, because you've only got 9 minutes to kill them. Killing every one of Skeletron Prime's limbs then killing the head is already a bad strategy that unnecessarily drags on the fight and in higher difficulties doesn't leave you enough time to kill the boss. The Destroyer has one of the highest amounts of health of any boss, and killing each segment individually with Pre-Plantera weapons would take a very long time, and would be pretty annoying.
 

>>Terrarian<<

Official Terrarian
The Doctor Mode changes to Skeletron Prime and the Destroyer would make them impossible to kill, assuming that Doctor Mode has higher stats than Master Mode, because you've only got 9 minutes to kill them. Killing every one of Skeletron Prime's limbs then killing the head is already a bad strategy that unnecessarily drags on the fight and in higher difficulties doesn't leave you enough time to kill the boss. The Destroyer has one of the highest amounts of health of any boss, and killing each segment individually with Pre-Plantera weapons would take a very long time, and would be pretty annoying.
I already said two times in the thread that the stats are the same than in Master Mode, not higher.
 

>>Terrarian<<

Official Terrarian
Still, Master Mode stats are high enough that killing those bosses would a huge pain if not impossible with Doctor Mode changes.
Well, considering it is a work in progress, and that I said the mode isn't meant to be easy nor won, well, I think that's the idea. And when I put the items that will be dropped by the bosses maybe you will consider them good enough for the level of difficulty that this mode offers.
 

Martith

Terrarian
Well, considering it is a work in progress, and that I said the mode isn't meant to be easy nor won, well, I think that's the idea. And when I put the items that will be dropped by the bosses maybe you will consider them good enough for the level of difficulty that this mode offers.
You can "win" Terraria? That's news to me....

Very few people are interested in an "unwinnable" game. They will either Kirk it, then brag about beating the game, or trash it and move on to something else.

The ideas are interesting, but it does throw players into a specific play-style. Something Master Mode doesn't do. I would be hesitant to call your Doctor Mode a "mode" since it seems to consist mostly of harsh handicaps added on-top of the Master Mode. (Master-Death Challenge rather then Doctor Mode.)

My biggest complaint is, that the ideas you put forth force the player into a certain play style (thus why it is not a true "mode"). I like to take my time at first and do a lot of building. Such changes would force me play with more of a speed run mentality. (No thank you.) Even in Master Mode I do not have to worry about certain spawns until I meet the thresholds necessary. Several of your proposed adjustments would bypass those:

-The three Mechanical Bosses can spawn at the same time naturally, plus, each one has 10% chance of spawning at the first night after defeating the Wall of Flesh;

-If all three Mechanical bosses have been defeated, there's a 0,5% chance every day that Duke Fishron will spawn naturally at the beach;
-If all the Mechanical Bosses have been defeated, there's a 5% chance that Plantera will spawn naturally (only at the Jungle);
-If Plantera has been defeated, Duke Fishron's chances of spawning (if he was not defeated already) increase from 0,5% to 10%;
-If Plantera has been defeated, the Empress of Light has a 5% chance of spawning naturally at the Hallow;

-Eye of Cthulhu has 50% chance of spawning every night before being defeated;

The way it is presented, no previous conditions need to be met for the above conditions.

If you wanted to add things that are a hindrance to players, halve the height of flight/jump items. (Not base jump, just how much you gain from items.) Also if you have rain give players a debuff in certain biomes, you you should give them a chance to counter the debuff if the player is wearing a rain coat/hat.

Be careful about over tuning the events/bosses for that "lawl get wrecked" aspect. Throwing lots of damage quickly at a player =/= skill/creative/fun. It's lazy. Nor would I suggest you tweak bosses with a single success path to defeating them.
(The real question is if you take this as construtive or decide it's simply criticism.)
 

Sora_92

Terrarian
I'm not familiar with Doctor Who, but... what would be "Doctor Who-like features"...?
Right now, it seems to be just a bunch of stuff to make the game more a pain in some aspects - except the naturally spawning bosses, which would be a pain if catch you off-guard, but normally it can be more a pain to summon them so this would actually make that aspect easier XD

but it would be no fun to have stuff like clowns destroy your base, stuff like that would highly discourage players to try to build fancy stuff from whatever material, because blood moon would just destroy them all.
also, as others said too, you wouldn't have enough time to actually kill skeletron prime and probably neither the destroyer.

also, stuff like getting frozen when exiting water and in a snowstorm, could potencially lock the player in place for very long - until the snowstorm end? - , if they can't teleport away and enemies won't kill the player, because can't reach them, or it's just that slimes hop away above the player's head.
 
This all sounds strangely similar to the wackiness of ForTheWorthy! If you wanna be h*lla annoyed, try playin' that Mode, fighting Skeletron Prime! 😂🥤
 

>>Terrarian<<

Official Terrarian
Still, Master Mode stats are high enough that killing those bosses would a huge pain if not impossible with Doctor Mode changes.
If you didn't try it (I mean, if you didn't test it) don't say you can't beat the Bosses! And I know it's difficult, because it's meant to be really hard, but the drops from the Bosses will be enough reward, I give you my word.
You can "win" Terraria? That's news to me....

Very few people are interested in an "unwinnable" game. They will either Kirk it, then brag about beating the game, or trash it and move on to something else.

The ideas are interesting, but it does throw players into a specific play-style. Something Master Mode doesn't do. I would be hesitant to call your Doctor Mode a "mode" since it seems to consist mostly of harsh handicaps added on-top of the Master Mode. (Master-Death Challenge rather then Doctor Mode.)

My biggest complaint is, that the ideas you put forth force the player into a certain play style (thus why it is not a true "mode"). I like to take my time at first and do a lot of building. Such changes would force me play with more of a speed run mentality. (No thank you.) Even in Master Mode I do not have to worry about certain spawns until I meet the thresholds necessary. Several of your proposed adjustments would bypass those:







The way it is presented, no previous conditions need to be met for the above conditions.

If you wanted to add things that are a hindrance to players, halve the height of flight/jump items. (Not base jump, just how much you gain from items.) Also if you have rain give players a debuff in certain biomes, you you should give them a chance to counter the debuff if the player is wearing a rain coat/hat.

Be careful about over tuning the events/bosses for that "lawl get wrecked" aspect. Throwing lots of damage quickly at a player =/= skill/creative/fun. It's lazy. Nor would I suggest you tweak bosses with a single success path to defeating them.
(The real question is if you take this as construtive or decide it's simply criticism.)
When I said win I meant defeating all Bosses. Just that. Being endgame. Nothing new.
And no, it isn't "unwinnable", I mean, it won't be. But it will not be easy.
The idea is not to play it as you play the other styles.
When the Devs created the Journey Mode, they were thinking about some kind of Creative Mode, like a mode for buiders, and this idea I gave here is exatly the opposite: you need to be a fighter. And I like much more to build than fight, but I feel surprised that you all didn't like the idea at all because the majority of the Terraria players are more fighters than builders.
So, the idea is not to be a really organized person that builds things perfectly. My idea can be summarized with just a few words: try to survive.
But the idea is still not a speed run. You can choose what speed you want to go in your progress.

And no, my idea is NOT to change the base stats of the player, the player isn't going to have less base powers neither the accessories he/she will use, but the world in this mode will offer much more difficulties.

Ok, I will make some changes with armor so the player can counter the DeBuffs.
Thank you for the criticism, I liked it and it will help me to make my idea better. And your point of view is justified.
I'm not familiar with Doctor Who, but... what would be "Doctor Who-like features"...?
Right now, it seems to be just a bunch of stuff to make the game more a pain in some aspects - except the naturally spawning bosses, which would be a pain if catch you off-guard, but normally it can be more a pain to summon them so this would actually make that aspect easier XD

but it would be no fun to have stuff like clowns destroy your base, stuff like that would highly discourage players to try to build fancy stuff from whatever material, because blood moon would just destroy them all.
Well, about the features from Doctor Who, I will put them someday, not long.
I want them to be a surprise. :cool:

For the time being, the first ideas that came to my mind are in the vast majority, the things that will get more difficult in this mode. But if you all have enough patience (or if you want to come up with ideas, I'm here to listen to them), I'll put them in my suggestion so that it gets better.
Remember that nothing is born complete, this idea still needs a lot of polishing and adjustments.
also, as others said too, you wouldn't have enough time to actually kill skeletron prime and probably neither the destroyer.
As proof I can say that I killed Skeletron Prime by killing his arms first and lastly his head, in Master Mode, considering that I was under no obligation to do it that way.
About the Destroyer, eh, well, maybe you can, I don't think it will be impossible just because you need to kill the probes too before the night ends. Not a hard task.
also, stuff like getting frozen when exiting water and in a snowstorm, could potencially lock the player in place for very long - until the snowstorm end? - , if they can't teleport away and enemies won't kill the player, because can't reach them, or it's just that slimes hop away above the player's head.
Um, I didn't exactly think about it. Let's put some time to that DeBuff so you don't keep stuck until the Blizzard ends.
This all sounds strangely similar to the wackiness of ForTheWorthy! If you wanna be h*lla annoyed, try playin' that Mode, fighting Skeletron Prime! 😂🥤
No, it's not for the Worthy, and I don't exactly know how is it to play FTW, because I didn't play it yet, but it will not be like that, it's different.
 

CantWontDo

Retinazer
Every time it rains there is a Sandstorm at the Desert;
-Sandstorms have a 30 to 40% chance of occurring without it raining, per day;
That is just annoying and has no point.
Zombies are capable of opening doors without need of a Blood Moon;
-Demon Eyes pass trough Blocks like servants of Cthulhu already do;
Yes, and then early game nights will just be death over and over.
-All enemies that inflict the Poisoned DeBuff will now inflict Venom DeBuff instead, including the Queen Bee;
According to the wiki, Venom is -30 health a second. It would melt you. Also, the Bezoar exists to make you immune to poison, but there is no item available early game for venom.

-Explosives like bombs (dropped from Clowns and Skeletron Prime) now break Blocks;
That feature was removed (from clowns) because it really annoyed players.
-All Death Rays (Martian Saucer and Moon Lord ones) pass trough Blocks;
already happens
1/3 chance of a slime rain occur per day;
This would be really annoying for late hardmode, having a high chance for a useless event to happen every day.
-Increased chance of a Solar Eclipse happening before defeating Golem;
Why? Shouldn't it be increased because Golem is linked to the Solar eclipse.

-All the four Lunar Pillars' shields will need from 2 to 3 times more enemies killed to be released;
People already believe that you need to kill too many enemies to take down the shields.
-If the player released a Pillar's shield, but takes too long to kill it, the shield will regenerate and come again with the same health stats;
This mode would have master mode stats right? You could easily be killed by pillar enemies and have to respawn. The shield would come back, and you would just be frustrated4



also, it wasn't called master mode as a reference to doctor who. its just something beyond an expert
 

Sora_92

Terrarian
As proof I can say that I killed Skeletron Prime by killing his arms first and lastly his head, in Master Mode, considering that I was under no obligation to do it that way.
About the Destroyer, eh, well, maybe you can, I don't think it will be impossible just because you need to kill the probes too before the night ends. Not a hard task.
What weapons and stuff you used against sketron prime in that fight? I'm just curious.
 

>>Terrarian<<

Official Terrarian
That is just annoying and has no point.
Why do you think that? I'm just trying to make this mode difficult to play. If you want easyness go to Journey!
Yes, and then early game nights will just be death over and over.
Just go Underground, they'll not spawn there. :cool:
According to the wiki, Venom is -30 health a second. It would melt you. Also, the Bezoar exists to make you immune to poison, but there is no item available early game for venom.
Let's make them drop another item, exclusive for this mode, dropped by every enemy that inflicts venom now, and they will still drop the Bezoar so you can make a different recipe for the Ankh Shield. Is that ok for you now?
That feature was removed (from clowns) because it really annoyed players.
Yes, that's why I decided to put it here!! It can exist in another mode, but you will not be forced to play this mode.
already happens
What you are refering is a little different from what I meant, it is just a detail: Now they pass trough Blocks If needded but in this mode they will always pass trough blocks as default. (with a maximum range, not especified yet).
This would be really annoying for late hardmode, having a high chance for a useless event to happen every day.
I meant this to be only at Pre-Hardmode, before killing King Slime. I'm sorry I forgot to put that.
Why? Shouldn't it be increased because Golem is linked to the Solar eclipse.
It's like the other event: As you know, this event is linked to Golem, so while he’s not dead this is a way for him and his people to punish the player as long as Golem doesn’t die.
And even more so because the most difficult moment of the solar eclipse is when there are already all enemies (they all spawn).
People already believe that you need to kill too many enemies to take down the shields.
For me it's fair. If you want that reward at the end of the rainbow you will need to work hard.
No pain no gain.
This mode would have master mode stats right?
Yes it would.
You could easily be killed by pillar enemies and have to respawn. The shield would come back, and you would just be frustrated
Um, well, my idea is that when the shield is released the enemies go to just 5 or 10% of the normal spawn, repeating Normal, without the 2 or 3 times more.
Really low, huh? Enough for batlling with the Pillar itself. Go Warrior!!:D
also, it wasn't called master mode as a reference to doctor who. its just something beyond an expert
I know this, I said it was my idea to call it like that.
Read this if you didn't read the entire thread:
Well, before starting to explain all of this I need to say that I was thinking about the name "Master Mode", because there's a Master (or should I say, The Master?) in the Doctor Who show, so, I was thinking that in the same manner that The Doctor is stronger than The Master, the new difficulty Mode for Terraria should be called Doctor Mode, and it would be a little more hard than its easier version, but in a different way than the way the Devs chose to make other modes for the game (Just multiplying the enemies and bosses stats, and boom).
 

>>Terrarian<<

Official Terrarian
What weapons and stuff you used against sketron prime in that fight? I'm just curious.
I don't really remember because it was a long, looong time ago. But I think I used the Megashark with Cursed bullets. But I don't remember it completely.
I'm sorry.
 
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