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Star Cloak: The stars are only good for melee attackers since they always land near you, which is bad, since an increasing amount of enemies begin to use projectile attacks as you progress through the game. Additionally, the stars themselves deal a pitiful 30 damage and are prone to missing. At the very least, these stars need to deal tripled damage and should be able to home in to some degree.
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Cross Necklace: This initially seems super useful to prevent consecutive hits, but then I realized that the Cobalt Shield does that job better by keeping me from being a living volleyball and bouncing back and forth between enemies, which is pretty much the only situation that the
Cross Necklace would help in. In my opinion, this item needs a complete rework.
The extra invincibility frames could be given to the Cobalt Shield as an added bonus, actually; it's got the cross and everything.
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Mana Cloak: Mana Cuffs with a more offensive approach. I assume the comparatively abysmal mana restoration is due to the offense capabilities of the stars, but as I've said, said capabilities are not that great, and also 50 Mana that you have to
go pick up takes up a LOT more effort than the instantaneous 100+ Mana heal that you can get from the Mana Cuffs (and the Mana Cuffs are
good, by the way, not overpowered). All three stars should be able to be picked up and heal you, though perhaps the stars themselves should have better homing capabilities than my proposed Star Cloak change.
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Dunerider Boots/All base Running boot accessories: The Dunerider Boots are an objectively better version of the other boots, but only in the Desert, putting it in a really awkward spot. What makes things worse is that the increased sand mobility is LOST upon making the Spectre Boots. This is... a really strange design that both encourages you to get the Duneriders over other boots and makes the effort spent on them meaningless once you tinker them. To propose a potential fix, I'll be taking an idea from my Accessory Renovations suggestion:
Each Running boots accessory should have its own form of increased mobility on certain blocks while ALSO having a general mobility bonus. For example, my proposed Hermes Boots idea gave them further-increased speed on Forest Grass and Stone, with an additional bonus of 20% increased flight time; the Flurry Boots, meanwhile, increase mobility on Snow, Ice AND Slush while granting 50% increased deceleration. These differences should be able to carry over to the Lightning and Frostspark Boots in order to make the choice of which boots to use more meaningful.
This way, each pair of boots has its own reason to be picked over the others without making one better or worse than the others.
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Aglet: Movement speed bonuses aren't super noticeable to begin with, which fits an aglet a little TOO well. A single accessory with the Quick prefix basically gives the same bonus as the Aglet, so I propose that it grant +10% speed instead of +5% in order for it to actually have a reason to exist.
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Anklet of the Wind: I don't know why this existed before, but I can't believe nothing was done with it when 1.4 made Wind cool.
As-is, the Anklet is just a shoehorned material needed for the Lightning Boots that doesn't add anything that the Aglet could have. As such, I propose another idea from my suggestion: have the Anklet increase movement speed by 15-30%,
depending on Wind Speed. Makes it a little more interesting, even if still lackluster.
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Obsidian Rose: Lava Charm, Obsidian Skin Potion, Water Walking Potion, literally just building a bridge, hooks, and extra jumps; all items that do what the Obsidian Rose does in some way, but better. Prevention is the better option, as always.
This item may need either a rework or additional effects on top of the lava damage reduction. I have my own idea, but I don't want to give entirely new ideas unless that's what you're looking for, which is what my previously-mentioned suggestion is for.
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Molten Skull Rose: The Magma Stone felt like it was crammed in just because it's another Underworld item, but after some thinking, I realized that this is the perfect blend between defense and offensive. The problem is that, once again, On Fire does jack squat against anything and is completely useless in the biome where everything is immune to it.
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Fairy/Flower Boots: I... don't understand why you would want to make this. The Flower Boots are completely cosmetic, and the Spectre Boots have another tinker that actually grants
benefits. Perhaps if the wearer was healed a tiny amount for every flower they grew, it would be an interesting option.