J Bame
Terrarian
Right now the Pirate Invasion has 3 big problems:
1- The event has unfair elements that make it a chore to get through compared to the Goblin Invasion.
Why isn't the Goblin army unfair? The tanky Goblin Warriors are very slow. Goblin archers/sorcerers have a slow firing speed and slow projectiles. On their own these enemies are very simple but together they are a threat: The slow bulky warriors tank for the frail ranged units.
Let's look at their pirate invasion equivalents: Pirate Corsairs are much, much faster than Goblin Warriors. Crossbowers shoot from afar, hit for hundreds of damage and inflict On Fire. Deadeyes shoot a fast bullet from afar. It's no wonder people always cheese this event with these guys all around.
And don't even get me started on the Pirate Captain, this enemy ruins the invasion for me. It has thousands of HP and almost no delay before it starts shooting. When it spawns you must keep it locked down with your weapons. Let him breathe for a fraction of a second and he will shoot tons of bullets with hundreds of damage each. Oh yeah, and he can instakill you with a cannonball with no warning if you get close. And he has thousands of HP. Have fun.
In short: Goblin army has loads of weak enemies. Pirate Invasions have lots of overpowered enemies. Let's change this.
2- There are not enough incentives to do the event.
Not to say there aren't any, but they also aren't too big. Cutlass isn't very strong, Coin gun is a gimmick and Pirate Staff will forever suck. Greedy Ring and its components are not bad at all, but skippable. Gold Furniture and the Pirate Sets are nice but ultimately they are just decoration.
But wait, There is an entire NPC from the event! An NPC that sells all Vanity and Decoration items...
Yeah. Let's give the Pirate NPC some extra items:
First off, the Pirate Captain has a cool gun. I can't use that gun. I wanna use that gun.
The Plunderer
Next up, a lot of us want a Hardmode upgrade to Obsidian Armor. We can kill two birds with one stone here, no new items needed:
Pirate Hat
Pirate Shirt
Pirate Pants
And now finally, two items with a new unique function:
Treasure Map
Dead Sea Scrolls
3- The event is very easy to cheese.
None of the enemies or their projectiles go through blocks. What a lot of people end up doing is build a floating box where the pirates wont reach and make a little hole to poke at them until the event ends. That's no fun. In a Goblin Army if yo try to do this Goblin Sorcerers end up forcing you out.
In 1.4 it seems the Pirate's Curse was created to alleviate this issue, but that enemy has problems of its own: It only spawns when killing a Pirate Captain, who is only an uncommon spawn at best and that you'll likely be cheesing to begin with. This makes the Pirate Curses uncommon spawns too, so you can hide safely and then only back out when one spawns. Second, it's really weak. It's just a Pirate Corsair with the ability to go through blocks. It won't be taking you out of cover for long.
Then we have the Flying Dutchman, the boss of the Event. Every single time that ship spawns it ends up getting stuck in one of my houses. It's not very good at its job. And of course its shots dont go through blocks either.
Let's get to fixin'
First off, change Pirate Curse's spawn conditions. Instead of always spawning from a Pirate Captain, it should have a 10% chance of spawning from any pirate killed during the event. If the Pirate killed didnt have line of sight with the player, this chance increases to 25%. Now the Pirate's Curse will be a more common, block piercing enemy the Invasion desperately needed.
Second nerf the HP from 1000/2000/3000 to 800/1600/2400. Just a little nerf to compensate for it being more common.
Now for the Flying Dutchman, give its cannonballs Star Wrath's block piercing mechanics; Star Wrath's stars go through blocks until reaching the height of their destination. With this change Flying Dutchman's cannonballs will go through blocks until being near the player. May not be necessary after the Pirate's Curse change, but just in case.
1- The event has unfair elements that make it a chore to get through compared to the Goblin Invasion.
Why isn't the Goblin army unfair? The tanky Goblin Warriors are very slow. Goblin archers/sorcerers have a slow firing speed and slow projectiles. On their own these enemies are very simple but together they are a threat: The slow bulky warriors tank for the frail ranged units.
Let's look at their pirate invasion equivalents: Pirate Corsairs are much, much faster than Goblin Warriors. Crossbowers shoot from afar, hit for hundreds of damage and inflict On Fire. Deadeyes shoot a fast bullet from afar. It's no wonder people always cheese this event with these guys all around.
And don't even get me started on the Pirate Captain, this enemy ruins the invasion for me. It has thousands of HP and almost no delay before it starts shooting. When it spawns you must keep it locked down with your weapons. Let him breathe for a fraction of a second and he will shoot tons of bullets with hundreds of damage each. Oh yeah, and he can instakill you with a cannonball with no warning if you get close. And he has thousands of HP. Have fun.
In short: Goblin army has loads of weak enemies. Pirate Invasions have lots of overpowered enemies. Let's change this.
- Reduce Crossbower's sight range (she will have to get closer to shoot), reduce damage from 80/160/240 to 65/130/195.
- Reduce Pirate Deadeye's bullet velocity.
- Reduce Pirate Corsair's spawn rate slightly
- Add a 1 second delay to Pirate Captain before he starts attacking; Cannonball attack has a 2 second delay, but much faster velocity.
2- There are not enough incentives to do the event.
Not to say there aren't any, but they also aren't too big. Cutlass isn't very strong, Coin gun is a gimmick and Pirate Staff will forever suck. Greedy Ring and its components are not bad at all, but skippable. Gold Furniture and the Pirate Sets are nice but ultimately they are just decoration.
But wait, There is an entire NPC from the event! An NPC that sells all Vanity and Decoration items...
Yeah. Let's give the Pirate NPC some extra items:
First off, the Pirate Captain has a cool gun. I can't use that gun. I wanna use that gun.
- 29 damage
- 11 Use time
- Minor spread
- Sold for 50 gold
Next up, a lot of us want a Hardmode upgrade to Obsidian Armor. We can kill two birds with one stone here, no new items needed:
- 9 defense
- 10% increased summon damage and whip range
- Cost increased from 5 gold to 35
- 11 defense
- 10% increased summon damage
- Increased maximum number of minions by 1
- Cost increased from 5 gold to 35
- 9 defense
- 10% increased summon damage
- 10% increased movement and whip speed
- Cost increased from 5 gold to 35
And now finally, two items with a new unique function:
Treasure Map
- Sold for 50 gold
- Consumable
- When used, reveals all chests in the map. The chests will be revealed on the map with full brightness; you will see a bunch of bright dots where chests are.
Dead Sea Scrolls
- Sold for 5 platinum after Plantera has been defeated.
- Consumable
- When used, reveals the entire map. Sections revealed by the item have lower brightness than those explored by the player.
3- The event is very easy to cheese.
None of the enemies or their projectiles go through blocks. What a lot of people end up doing is build a floating box where the pirates wont reach and make a little hole to poke at them until the event ends. That's no fun. In a Goblin Army if yo try to do this Goblin Sorcerers end up forcing you out.
In 1.4 it seems the Pirate's Curse was created to alleviate this issue, but that enemy has problems of its own: It only spawns when killing a Pirate Captain, who is only an uncommon spawn at best and that you'll likely be cheesing to begin with. This makes the Pirate Curses uncommon spawns too, so you can hide safely and then only back out when one spawns. Second, it's really weak. It's just a Pirate Corsair with the ability to go through blocks. It won't be taking you out of cover for long.
Then we have the Flying Dutchman, the boss of the Event. Every single time that ship spawns it ends up getting stuck in one of my houses. It's not very good at its job. And of course its shots dont go through blocks either.
Let's get to fixin'
First off, change Pirate Curse's spawn conditions. Instead of always spawning from a Pirate Captain, it should have a 10% chance of spawning from any pirate killed during the event. If the Pirate killed didnt have line of sight with the player, this chance increases to 25%. Now the Pirate's Curse will be a more common, block piercing enemy the Invasion desperately needed.
Second nerf the HP from 1000/2000/3000 to 800/1600/2400. Just a little nerf to compensate for it being more common.
Now for the Flying Dutchman, give its cannonballs Star Wrath's block piercing mechanics; Star Wrath's stars go through blocks until reaching the height of their destination. With this change Flying Dutchman's cannonballs will go through blocks until being near the player. May not be necessary after the Pirate's Curse change, but just in case.