yudgefudge
The Destroyer
Baghnaks, obviously.
Those Useless Treasure Items:
We all know the feeling of opening a chest to get a staff of regrowth or flare gun. Well, 1.4 added even more items like that. Introducing: the encumbering stone and the treasure magnet. These two arguably useless items take up space in 2 of the most valuable chests in the game. Shadow chests are few and far between, and now one of the most common items inside them is a useless magnet. On top of that, lava fishing for the items you want takes hours because of how unbelievably slow both fishing in general and lava fishing is. I suggest making these items a bonus in chests so players feel less cheated when they get 3 in a row. (Yes, this actually happened to me)
Blood Moon Fishing (I'll touch on fishing in general later) (Pre-hardmode)
Blood Moon Fishing, to me, is time consuming and not worth the effort. First, you wait around for a blood moon. It finally happens, you start fishing, and you manage to kill the 4 or 5 mermen/wandering eye fish that you catch. You get nothing, because of the absurd 1/45 drop chance of any item from these enemies. You also get no way to summon another blood moon, since bloody tears are also absurdly rare. So you wait around for years until finally, another blood moon! Now's your chance! You fish up another 4 or 5 enemies but...alas, the drop chance is too low, and you may not be able to get that beloved vampire frog staff for your entire playthrough. Now let's make the hypothetical even worse. You're playing as a summoner in expert mode! Now, you're essentially stuck with no way to progress your weaponry until the queen bee. I suggest lowering the drop chance of these items drastically and perhaps providing some way to get a bloody tear outside of blood moons.
Oh and, summoner still sucks.
*especially* minion AI
The Fetid Baghnakhs, which attack really quickly and are good against the destroyer, but I was too lazy to type it out Fetid Baghnakhswhat is a "baidie9ejfoefio", exactly?
True, although the underworld is a bit lacking in hardmode so there could be room for a mimic there.The devs said it would never be implemented because the Jungle already has enough unique loot
After finally trying this system with a new character i'm also having a second thought on Happines. While i again admit that my perspective is skewed by Master, today it feels like i'm being punished by NPCs for being unable to provide housing in places i can't realiably reach for. And NPCs punish me specifically by hiking their prices for items i need. Look, we now know that Redigit just wanted us to make bases around the world — not to breath life to NPCs, yet he choose existing lore on NPCs preferences (now with added biomes) as an ingame explanation for this decision. If that is so, and NPCs now have more agency (that's not bad), plus economy is now a thing as well (fine too), then i think some logic should be put into their behaviour. Because from in-game perspective today they voluntarily come to my town, i put them in shoebox block for a time being because this is the only safe plot of land on entire map, and then instead of, say, leaving, they sell me things at a premium specifically because i'm broke and can't build homes for them. Call me old-fashioned, but that sounds like an action against your own interest.You shouldn't be forced (don't even pretend that the massive price inflation is "optional") to build a bunch of separate housing in specific biomes
The Shadowbeam Staff was ruined by this treatment, and the Sergeant United Shield is currently being ruined by this treatment. Diminishing damage is not something I would advocate for any weapon, least of all the Razorblade Typhoon. Recall that the projectiles last for a very long time; with diminishing damage, the projectiles would be reduced to dealing 1 damage very quickly and persist for a long time after that. I could live with a velocity nerf and the removal of its double projectile, but not this.at this point think the most elegant solution would be to give it the shadowbeam staff treatment.
Eye of Cthulu could use a bit of a buff. Right now on Expert it hits so low that having Platinum armor and an ironskin can have it only killing a 200 hp player after 10 to 12 hits at it's strongest and only if they don't heal. With just standard healing potions this goes up to a whopping 18 hits with over 6 having to happen during potion sickness. Even with the minimum requirements for it to spawn on its own it still takes 6 to 9 hits for it to kill you, or as many as 14 with more than five all happening during potion sickness if you have just an ironskin and standard healing potions.
This doesn't even factor in natural regeneration, any level of Well Fed, a band of regen, Campfires, Heart Lanterns or the additional 5 defense someone could reliably get with a shackle and a warding yoyo string.
If the intended time to fight the Eye is as soon as it can spawn naturally it could stand to gain a bit of extra damage so people have to actually dodge it a bit more. If the intended time to fight it is with full gold or platinum gear then it could stand to have a sizeable buff or the higher tiers of ore armor could use a slight nerf. Probably the second considering it's possible to reach 38 or 42 defense purely with craft-able equipment and potions, Food, a Bast Statue, and a prefix-less Shackle before you fight a single boss, meet the Goblin Tinkerer, or even fish for the first time and still have an extra 3 or 4 accessory slots to use.
Because you unlock infinite money in Journey mode as soon as you obtain 1 silver coin...?Why not have an option to lock NPCs at 100% prices in Journey mode?
Because Journey mode is meant to be a teaching experience in addition to acting as the game's creative mode. Journey mode duplication is powerful, but it has also required me to demonstrate that I know how game mechanics work. I think it is important that all basic game mechanics work exactly the same in Journey mode. Everything that people learn in Journey mode should be applicable to other game modes. (well, except the pre-Hardmode bit where I was spamming Star Cannon constantly... that part might not be applicable to classic mode lol)Why not have an option to allow buying all Pylons in Journey mode from the Merchant, with no requirements other than correct biome?
Chik (Nerf)
- Damage decreased from 39 to 38
Amarok (Buff)
- Damage increased from 43 to 47
2. Bee Keeper was pretty strong for a pre-HM sword, arguably one of the best.
Angry Tumbler
- Defense decreased from 10 to 6
- Health decreased from 60 to 50
- Max speed decreased from 4 to 3
- Money drop value decreased from 1.3 Silver to 1 Silver
- Sandstorms are now significantly less common, particularly in the early game
- Reduced the intensity of Mighty Wind, pushing you less
Blood Feeder, a hardmode enemy, has only 20 health. I think this might be a typo.
Treasure magnet can be very useful but it’s largely situational, and I don’t feel it belongs in shadow chests of all things.The treasure magnet item is incredible. Have you tried using it? It makes collecting rare items so much easier since you're less likely to miss them. Less jumping into water/lave, etc.
I agree that a way to get bloody tear outside of blood moons would be great.
But you can control minion AI with the whip now, right? I felt bad playing classic mode summoner because I wanted to test out my firecracker whip but couldn't because all of my minions would kill every hardmode mob before I had a chance to hit them.
Because Journey mode is meant to be a teaching experience in addition to acting as the game's creative mode. Journey mode duplication is powerful, but it has also required me to demonstrate that I know how game mechanics work. I think it is important that all basic game mechanics work exactly the same in Journey mode. Everything that people learn in Journey mode should be applicable to other game modes. (well, except the pre-Hardmode bit where I was spamming Star Cannon constantly... that part might not be applicable to classic mode lol)
Honestly, god mode is the odd one out. It is the only Journey mode mechanic that actually allows you to brute-force your way past the game's intended progression, so I wouldn't mind seeing it locked behind the first Moon Lord kill (which shouldn't be too hard at 0.5x difficulty). The other Journey mode mechanics simply save time or allow you to use limited resources more aggressively.This is demonstrably not the case because god mode exists