neoselket
Ice Queen
This is version V2 which is the result of community feedback and 1.3 changes.
Right now, melee sucks. Why? because it's essentially like ranged or magic, except it's projectiles don't cost mana or ammunition and it gets WAY more defense than the other classes. this is my suggestion to fix that.
I'm going to seperate this into sections for ease of whatever.
Mechanics
So first off, the initial problem is that in hardmode, most enemies are resistant or immune to knockback. In earlygame, if you have a decent knockback weapon, like an iron sword, you can fend off zombies. However, even with a weapon that has insane knockback, some enemies are completely immune to knockback. My suggestion? Add knockback penetration.
Knockback penetration(KP) is how much knockback resistance a weapon will ignore. for instance, if you have a weapon with 50% KP and an enemy with 60% KR(knockback resistance), the KR will be reduced by 50%, down to 30%. Also, the titan glove and upgrades would not increase knockback itself, but knockback piercing.
Another problem is that with swords, they swing in whatever direction you're facing. this makes it very difficult to attack while fleeing.
My idea is that swords will swing in whatever direction the cursor is, so if the cursor is to the right of the player, the sword will swing to the right, and vice versa.
The Flairon is another problem. The main use is it's projectiles, but they home and deal tons of damage, making the Flairon phenomenally easy to use while devastating enemies. I suggest turning it into a true flail, making it drop to the player's feet when it retracts and requiring the player to click to use it again. Next, it would only shoot homing bubbles every 1/10th of a second as opposed to 1/20. also, the bubbles would only do 60% of the main damage.
Boomerangs would be classified as ranged or throwing, Except for the Paladin's Hammer, which works like a very fast flail. Also, projectiles shot by weapons deal the base unmodified damage of the weapon, and cannot be boosted by melee damage bonuses. Only generic damage bonuses will work, such as the Avenger Emblem.
Weapons
Another problem is that many good melee weapons don't have proper upgrades. For instance, the best spear in the game is the north pole(or obsidian swordfish, but that kind of sucks), which shoots tons of projectiles. Not very melee-ish.
Flails
Mace
10 melee damage
crafted with 10 iron and 3 chains at an anvil
Adamantite/Titanium Mace
60 melee damage
14% critical strike chance
Fury Flail(from my fury armor suggestion)
100 melee damage
crafted with 13 Fury bars at a mythril anvil
Spears
Spear
8 melee damage
Crafted with 3 iron bars and 7 wood at an anvil
Shadow Point
15 melee damage
Crafted with 14 demonite bars and 10 shadow scales at an anvil
Death's Spine
80 melee damage
10% critical strike chance
Crafted with 20 demonite bars and 20 chlorophyte bars at a mythril anvil or dropped by a corrupt mimic.
Crimspear
80 melee damage
10% critical strike chance
Crafted with 20 crimtane bars and 20 chlorophyte bars at a mythril anvil or dropped by a crimson mimic
Fury Glaive
90 melee damage
10% critical strike chance
very weak knockback
Crafted with 15 fury bars at a mythril anvil
100% KP
Luminite Spear
100 melee damage
25% critical strike chance
Crafted with 20 luminite bars at an ancient manipulator
Swords
Fury Katana
80 melee damage
30% critical strike chance
Very fast speed(use time 18)
100% KP
Floratana
70 melee damage
8% critical strike chance
very fast speed(use time 17)
very weak knockback
dropped by jungle mimic
100% KP
Harbringer
120 melee damage
10% critical strike chance
very slow speed (37 use time)
strong knockback
crafted from breaker blade and fury sword
40% KP
Fury Blade
100 melee damage
4% critical strike chance
fast speed (use time 26)
crafted with 11 fury bars at a mythril anvil
True Fury Blade
150 melee damage
4% critical strike chance
very fast speed (use time 20)
crafted with a fury blade and a broken hero sword at a mythril anvil
Right now, melee sucks. Why? because it's essentially like ranged or magic, except it's projectiles don't cost mana or ammunition and it gets WAY more defense than the other classes. this is my suggestion to fix that.
I'm going to seperate this into sections for ease of whatever.
Mechanics
So first off, the initial problem is that in hardmode, most enemies are resistant or immune to knockback. In earlygame, if you have a decent knockback weapon, like an iron sword, you can fend off zombies. However, even with a weapon that has insane knockback, some enemies are completely immune to knockback. My suggestion? Add knockback penetration.
Knockback penetration(KP) is how much knockback resistance a weapon will ignore. for instance, if you have a weapon with 50% KP and an enemy with 60% KR(knockback resistance), the KR will be reduced by 50%, down to 30%. Also, the titan glove and upgrades would not increase knockback itself, but knockback piercing.
Another problem is that with swords, they swing in whatever direction you're facing. this makes it very difficult to attack while fleeing.
My idea is that swords will swing in whatever direction the cursor is, so if the cursor is to the right of the player, the sword will swing to the right, and vice versa.
The Flairon is another problem. The main use is it's projectiles, but they home and deal tons of damage, making the Flairon phenomenally easy to use while devastating enemies. I suggest turning it into a true flail, making it drop to the player's feet when it retracts and requiring the player to click to use it again. Next, it would only shoot homing bubbles every 1/10th of a second as opposed to 1/20. also, the bubbles would only do 60% of the main damage.
Boomerangs would be classified as ranged or throwing, Except for the Paladin's Hammer, which works like a very fast flail. Also, projectiles shot by weapons deal the base unmodified damage of the weapon, and cannot be boosted by melee damage bonuses. Only generic damage bonuses will work, such as the Avenger Emblem.
Weapons
Another problem is that many good melee weapons don't have proper upgrades. For instance, the best spear in the game is the north pole(or obsidian swordfish, but that kind of sucks), which shoots tons of projectiles. Not very melee-ish.
Flails
Mace
10 melee damage
crafted with 10 iron and 3 chains at an anvil
Adamantite/Titanium Mace
60 melee damage
14% critical strike chance
Fury Flail(from my fury armor suggestion)
100 melee damage
crafted with 13 Fury bars at a mythril anvil
Spears
Spear
8 melee damage
Crafted with 3 iron bars and 7 wood at an anvil
Shadow Point
15 melee damage
Crafted with 14 demonite bars and 10 shadow scales at an anvil
Death's Spine
80 melee damage
10% critical strike chance
Crafted with 20 demonite bars and 20 chlorophyte bars at a mythril anvil or dropped by a corrupt mimic.
Crimspear
80 melee damage
10% critical strike chance
Crafted with 20 crimtane bars and 20 chlorophyte bars at a mythril anvil or dropped by a crimson mimic
Fury Glaive
90 melee damage
10% critical strike chance
very weak knockback
Crafted with 15 fury bars at a mythril anvil
100% KP
Luminite Spear
100 melee damage
25% critical strike chance
Crafted with 20 luminite bars at an ancient manipulator
Swords
Fury Katana
80 melee damage
30% critical strike chance
Very fast speed(use time 18)
100% KP
Floratana
70 melee damage
8% critical strike chance
very fast speed(use time 17)
very weak knockback
dropped by jungle mimic
100% KP
Harbringer
120 melee damage
10% critical strike chance
very slow speed (37 use time)
strong knockback
crafted from breaker blade and fury sword
40% KP
Fury Blade
100 melee damage
4% critical strike chance
fast speed (use time 26)
crafted with 11 fury bars at a mythril anvil
True Fury Blade
150 melee damage
4% critical strike chance
very fast speed (use time 20)
crafted with a fury blade and a broken hero sword at a mythril anvil
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