Dapling
Duke Fishron
Each bullet gets separate iframes instead of using the global ones. This would let fast guns and shotguns actually be able to use them.what does localimmunity mean?
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Each bullet gets separate iframes instead of using the global ones. This would let fast guns and shotguns actually be able to use them.what does localimmunity mean?
Ok, sounds fine to meEach bullet gets separate iframes instead of using the global ones. This would let fast guns and shotguns actually be able to use them.
Yes yes yes yes yes we NEED thatOne thing I personally would love to see added to the game (and I really hope leinfors sees this) is something to do with purification. I would love to see the player get a special reward from the dryad after purifying the entire world. Something really really cool that would incentivize doing so at least once in a players terraria career. Then at least we could have SOMETHING to do after Moon Lord is defeated. I agree that the endgame of terraria is a bit of a double edged sword on the fact that you do beat the moon lord and get all this amazing loot, but unfortunately have nothing to really use it on.
Each bullet gets separate iframes instead of using the global ones. This would let fast guns and shotguns actually be able to use them.
From a balance perspective, not using LocalNPCImmunity allows projectile damage to completely block players from dealing damage to an NPC for a short duration. Is there actually a situation where that is desirable? The game is designed around the player having iframes (Cross Necklace, etc), but I think the only reason for iframes for NPCs is to manage damage from penetrating projectiles. Isn't it correct that players get iframes when taking non-penetrating damage but NPCs do not?
From a balance perspective, not using LocalNPCImmunity allows projectile damage to completely block players from dealing damage to an NPC for a short duration. Is there actually a situation where that is desirable? The game is designed around the player having iframes (Cross Necklace, etc), but I think the only reason for iframes for NPCs is to manage damage from penetrating projectiles. Isn't it correct that players get iframes when taking non-penetrating damage but NPCs do not?
Wait a sec though. Those projectiles don't actually need global immunity. Weapons that are balanced around global immunity only need to block damage from projectiles of the same type. If enemies were switched from having one global immunity slot to several immunity slots for different projectile types, Bees would not always block damage from other sources that don't use Local Immunity. The number of immunity slots determines the number of projectile types without Local Immunity the player is allowed to use at a time, and that number is currently 1.... As Bame mentioned, if I were to add local immunity to Bees . . . well, I'd have to fundamentally balance re-assess every single Bee-based item in the game, and likely rebalance them all. Which is not so easy as simply changing a setting for their projectile. ...
Wait a sec though. Those projectiles don't actually need global immunity. Weapons that are balanced around global immunity only need to block damage from projectiles of the same type. If enemies were switched from having one global immunity slot to several immunity slots for different projectile types, Bees would not always block damage from other sources that don't use Local Immunity. The number of immunity slots determines the number of projectile types without Local Immunity the player is allowed to use at a time, and that number is currently 1
What I am proposing is substituting Projectile Type Immunity in place of Global Immunity.(for NPCs) All bees would share an immunity that would be independent from Cluster Rockets, Electrosphere Launcher, etc. Bees would still block damage from other bees.The issue isn't that Bees would allow other projectiles to hit, the issue is that every single bee would be able to deal damage to the same instead of lingering on the target for a while, which would massively increase their DPS.
Right now having, say, 100 bees on one target isn't all that different from having 10 due to the shared iframes, but with LocalImmunity their DPS would scale massively.
Hmm I wonder. Since Golem won't be getting buffed will cultist have the same treatment because that "boss" is even easier than golem imo due to how weak he is in every aspect
Ye you're probably right. It's probably too late now like you said. Cultist has always been kind of a joke (maybe even bigger than Golem) and will probably stay like that.It would make sense for Cultist to be stronger, having him act as a bit more of a wall before the Pillars and encouraging the players to gear up more, giving all the optional content between Golem and the Cultist more relevancy. Though I think it’s probably too late by now.
wouldn't that make the hallowed mimic's drop pool assymetric from the other biome mimics though?i think the Blade Staff needs to be moved to Hallowed Mimic drops, currently early hardmode for summoner is either, fighting the super hard dreadnatilus and hope to get a sanguine staff, or, killing 500 for a blade staff, so if it got moved to hallowed mimic drops it would be easier for summoners to have a better start in hardmode
wouldn't that make the hallowed mimic's drop pool assymetric from the other biome mimics though?
Welp, as much as I like the way this sounds, if the devs didn’t add it in to 1.4.1 by now, it’s not happening, it’s too late.Zenith does an insane amount of damage. It makes melee outshine all of the other classes. At this point in time, I feel that the only use for the other classes is to get zenith. This thing makes last prism look like a joke.
Comparing mage and melee:
Zenith does more damage
Melee has more defense
Zenith can go through walls while last prism can't
Last prism needs mana, which brings up stuff like mana potions and mana sickness
Last prism needs to charge before reaching its full power
As you can see, melee is far superior to mage, and any other class. In order to balance it out, you can nerf zenith and/or solar armor, buff last prism and/or mage armor, and/or add zenith equivalents to the other classes.
If 1.4.1 is in the bugfix phase, I may throw in one last suggestion that could be considered both bugfixing and balance: minion AI.
Minions are notoriously stupid, we all know that. I’m no programmer, so if I say something stupid or outlandish, ignore me, but I have a few ideas that could help fix minion AI that may or may not work based off my run as a summoner.
-Projectile minions should continue to fire at the enemy as they keep up with rhe player. A huge killing point for projectile minions is that the second the player gets too fast, the minions instantly disengage to follow the player. This isn’t as much of a problem with melee minions who tend to stick to the boss, but it’s a huge hit for ranged minions. By making minions continue to shoot while catching up with the player, it could potentially help fix this huge weakness in ranged minions.
-Disengaged minions should pass through blocks to reach the player. They do this if you get too far away, but too far away is usually 20-30 seconds of time in tight spaces. Otherwise they just get stuck. Minions like Deadly Spheres and Spazmamini are especially guilty of this. If the minion does not have a target, it should move through blocks until it reachrs the player.
I've never had issue with Terrapirsma's AI it may need LoS to start attacking things but once it does it completely disregards tiles until everything is dead.-Minions should use the player’s position to determine aggro rather than their own. I noticed that minions that had a set position near the player would not engage if the player had their back to a wall (Terraprisma) or their head to a cieling (Blades), etc. I imagine that this is the issue, and by changing this, not only would minions fail to attack sometimes but they would also be slightly more consistent. If I’m wrong, ignore this statement.
This is a bit more of a minor incovienience for me, I think the reason sentries are like this is because unlike minions there's no debuff to desummon them, there should be a proper way to de summon your sentries.-Not as much of a bugfix, but a glaring inconvenience that would probably take all of five seconds to fix. Sentries should last much longer before vanishing. I’d say 10-15 minutes. Currently, outside of Old One’s Army for some reason, I noticed that sentries disappear after a very short period, meaning they vanish mid boss and are practically garbage at the two things they should shine at: invasions and farming.
I believe all sentries last exactly 2 minutes, then they disappear instantly and without warning..... Sentries should last much longer before vanishing. I’d say 10-15 minutes. Currently, outside of Old One’s Army for some reason, I noticed that sentries disappear after a very short period, meaning they vanish mid boss and are practically garbage at the two things they should shine at: invasions and farming. ...
This right here is why people say summoner sucks and i have to agree with them (not saying the class is garbage in every stage of progression but compared to other classes its underwhelming). Minions are too slow, have isssues with immunity frames, some cant go through blocks which i guess isnt a problem most of the time but this adds in to the fact that minions don't even know what to do most of the time, they are also extremely inaccurate which is why summons like the UFO are so good. Adding everything together is basically enough said on why people don't usually play summoner. Almost every weapon except blade staff, sanguine staff and terraprisma have issues with aggro range, accuracy, speed or immunity frames. Whats probably the most infuriating thing about summons is when an enemy is on screen and relativly close to the player they would rather stay with the player rather than try to attack the enemy. This is probably the biggest reason why summoner also kinda struggles with boss fights accompanied by the fact that every single summoner armor has incredibly low defence.If 1.4.1 is in the bugfix phase, I may throw in one last suggestion that could be considered both bugfixing and balance: minion AI.
Minions are notoriously stupid, we all know that. I’m no programmer, so if I say something stupid or outlandish, ignore me, but I have a few ideas that could help fix minion AI that may or may not work based off my run as a summoner.
-Projectile minions should continue to fire at the enemy as they keep up with rhe player. A huge killing point for projectile minions is that the second the player gets too fast, the minions instantly disengage to follow the player. This isn’t as much of a problem with melee minions who tend to stick to the boss, but it’s a huge hit for ranged minions. By making minions continue to shoot while catching up with the player, it could potentially help fix this huge weakness in ranged minions.
-Disengaged minions should pass through blocks to reach the player. They do this if you get too far away, but too far away is usually 20-30 seconds of time in tight spaces. Otherwise they just get stuck. Minions like Deadly Spheres and Spazmamini are especially guilty of this. If the minion does not have a target, it should move through blocks until it reachrs the player.
-Minions should use the player’s position to determine aggro rather than their own. I noticed that minions that had a set position near the player would not engage if the player had their back to a wall (Terraprisma) or their head to a cieling (Blades), etc. I imagine that this is the issue, and by changing this, not only would minions fail to attack sometimes but they would also be slightly more consistent. If I’m wrong, ignore this statement.
-While minions were given their own hit frames and knockback stats, these weren’t carried over to projectiles fired by minions. I assume this is unintentional and was an oversight. It appears that Hornets and Imps and other minions have no knockback on their projectiles despite having advertised knockback stats. Imps and Retinamini also seem to be able to steal hit frames from each other.
-Whips getting shorter with speed modifiers. I know this is a known issue but it fit here so...
-Not as much of a bugfix, but a glaring inconvenience that would probably take all of five seconds to fix. Sentries should last much longer before vanishing. I’d say 10-15 minutes. Currently, outside of Old One’s Army for some reason, I noticed that sentries disappear after a very short period, meaning they vanish mid boss and are practically garbage at the two things they should shine at: invasions and farming.
Again, I’m not a programmer, and I was basing these off of my own observations after running a few summoner runs and trying certain staffs out against Queen Slime and Plantera. If I’m wrong about how something works, ignore my statements, but I figured I could try to help address some issues in a relevant thread before it gets closed.