CellarDoor96
Terrarian
I'm joking, I think he means stacking the melee speed buffs that some whips like Durendal give, alongside Terra Blade.But can we not talk about mods during the balance thread of the base game?
I'm joking, I think he means stacking the melee speed buffs that some whips like Durendal give, alongside Terra Blade.But can we not talk about mods during the balance thread of the base game?
Wow, never knew about that mechanic, that is weird. I Admittedly never tried to true melee wall of flesh, maybe next playthrough.It's easier than you think.
Night's edge swings in an arc so all the hungries are constantly knocked back. WoF's lasers deal pathetic damage, especially to a melee character with high defense.
You will never touch the wall itself. With lightning boots, by the time it becomes faster than you it will have mere seconds left to live.
The only risk is Hungries that come from below, in a blind spot that Night's Edge cannot hit, but even then most of the time you win the DPS race.
If I had to make any change, it wouldn't be ANOTHER Night's edge buff, but rather getting rid of this:
View attachment 353427
These "Super Hungries" with 150 feel like they just exist to over true melee. 30 more damage than the previous tier doesn't sound like that much, but with how defense works it's a much bigger jump than you'd think. Other classes shoot at the wall from far outside the Super Hungries' range, so getting rid of them will do nothing but make Night's edge more beginner friendly.
I tested DPS a while back, Queen Spider is generally underrated.
Deals a lot of damage, has inherent CC due to all the babies running around, and even spreads Acid Venom. I think it's the low velocity against bosses that makes people think it's a bad weapon (not like something obtainable 10 minutes into Hardmode should be good against a boss)
If a new player is struggling and needs help against Mech bosses & Plantera, there is no way they are going to be able to beat Duke Fishron at that stage of the game. I don't see how this is a problem.I know how unlikely this is to happen since this isnt a stat related thing but I say it anyway,
If you are good enough at the game, you can kill Duke Fishron at the start of hardmode due to the fact that truffle worms start spawning at the start of hardmode, and the problem
is his drops are so powerful that it makes the rest of hardmode up till Golem a breeze and I suggest a solution for it.
Change when truffle worms start spawning from the start of hardmode to post plantera (like prismatic lacewings), this is a example of progression jumping as
duke fishron's weapons (flailon, tsunami, bubble gun, razorblade typhoon and tempest staff) can tear through the mech bosses and plantera and while killing duke fishron
with pre mech boss gear is considered way tougher than the regular battle, I still think its noteworthy enough to take into account.
While this is true, it still makes no sense how prismatic lacewings require the defeat of Plantera to spawn but truffle worms can be found right after defeating the wall of flesh..If a new player is struggling and needs help against Mech bosses & Plantera, there is no way they are going to be able to beat Duke Fishron at that stage of the game. I don't see how this is a problem.
Anchor would be nice to have with the 1.4 flail mechanics, although it would look rather strange and we already have plenty of other functional flails. The only realistic change it could probably need is higher retraction speed after throwing.Okay, honestly? This.
There's a lot of items like the Golem Fist and Chain Knife that the game considers "flails", but I just call them "punchy launchers".
The Flairon is named like a flail, sprited like a flail... but it isn't an actual flail.
Flails are one of my favorite weapon types and I think having Flairon join its ranks (with the buffs the quoted user suggested) would make the subclass viable throughout the entire game.
Would be nice to see this treatment happen to the Anchor as well, but I won't ask for too much.
I have to vote against this. Many of Terraria's bosses are not strictly locked behind progression (viewing pre-hardmode and hardmode as two separate things) to give the player the freedom of choice. I once took on Queen Bee as my first boss in a run, for example. If a player is good enough to face Duke in early Hardmode and survive, by all means, reward them. It's only gamebreaking if those strong items are handed to them, but it's Duke we're talking about. That power is earned.I know how unlikely this is to happen since this isnt a stat related thing but I say it anyway,
If you are good enough at the game, you can kill Duke Fishron at the start of hardmode due to the fact that truffle worms start spawning at the start of hardmode, and the problem
is his drops are so powerful that it makes the rest of hardmode up till Golem a breeze and I suggest a solution for it.
Change when truffle worms start spawning from the start of hardmode to post plantera (like prismatic lacewings), this is a example of progression jumping as
duke fishron's weapons (flailon, tsunami, bubble gun, razorblade typhoon and tempest staff) can tear through the mech bosses and plantera and while killing duke fishron
with pre mech boss gear is considered way tougher than the regular battle, I still think its noteworthy enough to take into account.
I like this idea, I kinda had no idea that some potions weren't craftable since I don't play Mage as often as I should.Are potion recipes up for consideration? I've always felt that the health & mana potion ladder is a bit chaotic; you can't make lesser or greater mana, the upgrade from lesser to standard mana/health is the same, but the upgrade to super mana/health is completely different to one another. I also think that health potions found in smashed pots are a complete waste of an inventory slot when in hardmode.
It would make more sense that each potion is used to upgrade itself to the next level, as the lessers do into their upgrades.
So, I propose the following:
View attachment 353490
- Make lesser & greater mana potions craftable (see recipes below)
- Match the upgrade ladders of both health and mana potions on all levels, not just one
- Replace the water in the greater healing potions with standard healing potions (see recipe below)
Apologies if this isn't the type of input you're after, but if feels like a QoL issue.
This is a really creative idea for Hallowed armor, and easily the best suggestion I've seen in the thread for it.Also, an interesting direction would be nerfing the base offensive stats of Hallowed armor and adding offensive bonuses to the Holy Protection buff, so that taking damage while Holy Protection is on would actually cost you something
Uh.... what?I really don't know why people are complaining about Holy Protection. When it was available in Titan Armor as Shadow Dodge, it did not bother anyone, although it was available before. And now that it has actually been put in the right place, people are complaining that it is too strong.
I believe that Holy Protection should remain as it is, especially since we badly need dodging armor to fight the Empress during the day, for example.
As I explained in my post, the Holy Protection/Shadow Dodge is not OP on Classic mode. On the Expert mode, however, it becomes OP-ish, but back in 1.3, 30 seconds would have been fine for a balance between Classic and Expert. Now in 1.4, there is Master mode, in which almost all Hardmode bosses and enemies do around 150~400 per hit. Holy Protection is so OP in Master mode, it's like having additional Healing Potions that heals for 150~400 with a seperate cooldown of 30 seconds, let alone For The Worthy. Its HP saving potential is roughly equal to 5~13 HP/s which is much more than Valhalla Knight armor, and its effect is actually miles better than regeneration since it is an instant recovery. If you take two successive Giant Tortoise hits in Master Mode, you will die no matter how much your regeneration is, but Holy Protection will save your life.I really don't know why people are complaining about Holy Protection. When it was available in Titan Armor as Shadow Dodge, it did not bother anyone, although it was available before. And now that it has actually been put in the right place, people are complaining that it is too strong.
I believe that Holy Protection should remain as it is, especially since we badly need dodging armor to fight the Empress during the day, for example.
Uh.... what?
Back when it was Shadow Dodge on Titanium people complained MORE about it because it could last all the way up to Moon Lord, and because it made Hallowed and Chloro Armors (and by extent all the other HM ores) look useless in comparison.
There was never a time where Shadow Dodge/Holy Protection wasn't widely considered an overpowered set bonus.
Daytime Empress is an optional challenge for an optional boss with an overpowered reward. No gear should be balanced around its existence. And we also shouldn't expect something obtainable from your first mech kill to be useful against a late game boss.
As I explained in my post, the Holy Protection/Shadow Dodge is not OP on Classic mode. On the Expert mode, however, it becomes OP-ish, but back in 1.3, 30 seconds would have been fine for a balance between Classic and Expert. Now in 1.4, there is Master mode, in which almost all Hardmode bosses and enemies do around 150~400 per hit. Holy Protection is so OP in Master mode, it's like having additional Healing Potions that heals for 150~400 with a seperate cooldown of 30 seconds, let alone For The Worthy. Its HP saving potential is roughly equal to 5~13 HP/s which is much more than Valhalla Knight armor, and its effect is actually miles better than regeneration since it is an instant recovery. If you take two successive Giant Tortoise hits in Master Mode, you will die no matter how much your regeneration is, but Holy Protection will save your life.
Then there is daytime Empress, where Hallowed armor outclasses every single armor in the game, including the endgame ones.