NPCs & Enemies In my opinion, damage of many hardmode ranged enemies is very overturned

Jzh

Terrarian
(One thing i feel the need to mention is that i am a hardore mobile player that prefers higher difficulties (already one zenith seed and three FTWs under my belt) so my problems may heavily influence me specifically.)

Many, not all. I think the three things that make a high damaging projectile are the speed, visibility, and spamability.

For example, skeleton archer deals over a quarter of your health on master mode, but this attack is very telegraphed, has enough velocity where you both can dodge it and the archer is shooting at a reasonable pase.

Compare that to every shooting mob in a pirate invasion: they stack, so your screen is constantly filled with projectiles; the bullets are fast, so you may not even see them in time, and the bullets themselves are very hard to see (especially for me & my weak eyesight).

But by far the worst of the bunch are three ranged enemies that actually share three common attributes: The Nailhead, Pirate Capitan and the Nebula Floater.
These three monsters made me ragequit countless times because they are
1. very tanky (especially the Nailhead )
2. Have a lot of knockback resistance
3. Unpredictable (either blend in or teleport around)
4. Spam your whole screen (NF can spawn in multiples, nailhead spams with intervals of being hit, pirate has his buddies)
5. they deal ABSURD damage (on ftw NF and Nailhead can ONESHOT YOU)

(Also before anyone begins to act smart like "you can block off the pirates" my problem is that i HAVE to block the pirates and standing in a box for fifteen minutes because of a random event is not fun.)

Also ranged mobs on events like pumpkin & frost moons. The Everscream has an attack where barely visible in the dark of night projectiles fill the screen and fly unpredictability dealing 250± damage. Or Mourning Wood's flaming arrows that, though predictable, deal 300+ damage.
The problem i find with those attacks is that, again, those aren't the only attacks you can worry about as there are mobs, more projectiles and even more of the same boss.

Betsy and Maritan Sauser are great event bosses not only because even though each attack deals 100+ damage they are pretty telegraphed and can be dodged with enough finess, but also because the enemies that spawn with them can, for the most part be ignored as you can take them in the sky and mobs can't just spawn in the air to kill you (besides whyvers but they be whyvers)

So, in my opinion, the damage of certain ranged enemies needs to be re-examined, as many of attacks of such kind only lead to frustration and turtling in boxes for periods of time .
 
i can't say much for anything else, but Nebula Floaters deal absurd damage even on Classic, let alone any of the harder difficulties

they're the number 1 thing that makes Nebula one of the harder pillars (tied with Vortex and their damn Storm Divers) and yet somehow it's the Brain Sucklers — which i never found to be difficult at all — that got all the hate from what i remember
 
*Overtuned
With my grammatical and spelling nonsense out of the way,
Yeah. That high damage should be reserved for boss projectiles and melee enemies.
Especially with how small and generic some of the projectiles can be, I've had issues with getting hit by two projectiles that looked almost identical and taking wildly different amounts of damage, as well as nailhead shots being hard to see due to the solar eclipse background.
 
Skill issue
But in all seriousness, the problem with the harder difficulties, in my opinion, is the way that the normal enemies are scaled. It makes enemies that weren't designed to be heavy hitters to suddenly become ones. This causes an issue where the new heavy hitters don't have a telegraph move to help dodge, or a way to prevent them from attacking. Compared to bosses and most minibosses, where the heavy hitting moves have a telegraph that warns you of that move.
 
I came to disagree thinking it would be mobs like Skeleton Archer, but honestly you've got a point, those three enemies have borderline invisible projectiles, and a player shouldn't be expected to make their entire arena have white gemspark walls just to see things mid-fight.
 
*Overtuned
With my grammatical and spelling nonsense out of the way,
Yeah. That high damage should be reserved for boss projectiles and melee enemies.
Especially with how small and generic some of the projectiles can be, I've had issues with getting hit by two projectiles that looked almost identical and taking wildly different amounts of damage, as well as nailhead shots being hard to see due to the solar eclipse background.
Hi hello English isn't my first language, sorry for any mistakes
 
Hi hello English isn't my first language, sorry for any mistakes
Ah, understandable. That's more on me for caring about a simple spelling error.
 
I can't say I disagree with a single thing you said; initially I thought you were going to talk about Skeleton Archers and I was going to disagree but I honestly forgot about the rest of these  because of how hard I try to avoid them in my playthroughs for exactly the reasons you outlined. I don't fight Frost Moon, I box myself in for Pirates, and I usually don't play to endgame because I don't like Moon Lord.

I personally think Moss Hornets should be added to the list, their damage is absurd for how fast they can shoot and how many can be present at once, and their projectiles are incredibly difficult to see against the Jungle background. I have to dodge their projectiles based on sound cues because I can't see them, and if there are multiple hornets attacking from different angles, I feel like I cannot dodge them at all. They can also fire at you any time they face your direction, and while knockback can turn them around, they turn  back around the moment they collide with something, shooting again instantly even while being "stunlocked".

They thankfully die very quickly but if there are ever more than 2-3 of them at once I feel like I'm just guaranteed to die.
 
I'm honestly surprised how re-logic is clearly aware of this to some degree as they seem to recognize that many players just cover themselves with blocks to avoid these attacks. What's crazy however is that instead of actually doing something about the attacks, they just tried to add countermeasures to boxing yourself in, such as the pirate's curse or piercing phantasmal death ray. HOW is pirate captain allowed in the game along with unavoidable pirate invasions that can happen at the start of hardmode???
 
I'm honestly surprised how re-logic is clearly aware of this to some degree as they seem to recognize that many players just cover themselves with blocks to avoid these attacks. What's crazy however is that instead of actually doing something about the attacks, they just tried to add countermeasures to boxing yourself in, such as the pirate's curse or piercing phantasmal death ray. HOW is pirate captain allowed in the game along with unavoidable pirate invasions that can happen at the start of hardmode???
The crazy part is that the curse barely does anything, you just need a slightly bigger box so that you have time to kill it before it touches you. Not only does it not address the reason people box themselves in in the first place, it doesn't even preventing turtling anyway!
 
Last edited:
I’d add Dreadnautilus too, mostly because of the visibility issues. I might’ve gotten a Sanguine Staff instead of the same Blade Staff every play through if Dread’s projectiles weren’t dark red on a black sky.
 
Nailhead's projectile damage genuinely seems like a developer oversight, as it appears to be scaling way more than intended.
The nail does 30 damage on classic, 120 on expert, and 270 on master, so it seems to be scaling with the square of the difficulty modifier rather than the modifier itself.
90 damage nails on master would definitely feel a lot more reasonable with how many of them get shot out.

Upon looking up the damage numbers, I did find out that the pirate captain's cannonball does 600 damage on master (granted it's not an attack you are particularly likely to get hit by).

FTW shouldn't be increasing projectile damage at all, so those 2 should not be capable of one-shotting on legendary (at least with projectiles). I do know there are some exceptions (e.g. lunatic cultist's ancient doom), so they might be bugged (or you might have incorrect info).
 
I'm honestly surprised how re-logic is clearly aware of this to some degree as they seem to recognize that many players just cover themselves with blocks to avoid these attacks. What's crazy however is that instead of actually doing something about the attacks, they just tried to add countermeasures to boxing yourself in, such as the pirate's curse or piercing phantasmal death ray. HOW is pirate captain allowed in the game along with unavoidable pirate invasions that can happen at the start of hardmode???
literally.

we need a way to lose invasions. please.

but as for the original post, i dont see an issue with it. If you want to play higher difficulties, dont complain that its more difficult.
 
Last edited:
I’d add Dreadnautilus too, mostly because of the visibility issues. I might’ve gotten a Sanguine Staff instead of the same Blade Staff every play through if Dread’s projectiles weren’t dark red on a black sky.
1.4.4 made them a much brighter shade of red and made them start glowing.
 
1.4.4 made them a much brighter shade of red and made them start glowing.
They did it to only the blood squids and not the blood spray attack
 
They did it to only the blood squids and not the blood spray attack
They did it to both. There are a lot of dusts that don't glow that can overlap with projectiles behind the first few and obscure them though.
 
I personally think Moss Hornets should be added to the list, their damage is absurd for how fast they can shoot and how many can be present at once, and their projectiles are incredibly difficult to see against the Jungle background. I have to dodge their projectiles based on sound cues because I can't see them, and if there are multiple hornets attacking from different angles, I feel like I cannot dodge them at all. They can also fire at you any time they face your direction, and while knockback can turn them around, they turn  back around the moment they collide with something, shooting again instantly even while being "stunlocked".

They thankfully die very quickly but if there are ever more than 2-3 of them at once I feel like I'm just guaranteed to die.
oh, absolutely, how could i have forgotten
:red: MOSS HORNETS
 
They did it to both. There are a lot of dusts that don't glow that can overlap with projectiles behind the first few and obscure them though.
I’ve played the game myself and seen it… or not seen it in this case. Though I’ll try and double check when I can.
 
Back
Top Bottom