my most immediate thoughts i want to adress concern the reaver shark and meteorite, and a suggestion that might be a god solution.
first of all allow meteorites to spawn before defeating the eater of worlds, it is a very common game machanic to introduce game elements before players can actually make use of it,
and thats for good reason, it makes it so players can encounter it and even though they cant interact with it it will add environmental flair, and then later on when they can interact with it, it will have that much more impact.
the only important thing to note is to cimmunicate this progression to the player, for example the tooltip of the nightmare pickaxe states that it can mine hellstone.
(my old suggestion now for my suggestion to be complete, my idea is to allow the reavershark to mine meteorite. this would make it so you can still mine meteorite before eater of worlds, and would give the reavershark some more utility, to achieve this a difference in required mining power is needed between meteorite and hellstone, and the tooltip of the reavershark needs to be updated to reflect this capability, it wont change much since you still need to beet the EoW, but it would introduce some variance in the paths that are available.
new suggestion: apparently it already can mine meteorite, so it makes even more sense to reflect this in the tooltip to make players aware of it, my suggestionbecomes, increase the mining speed of the reavershark and update the tooltip to make it so it states can mine meteorite, and make meteorites able to fall before defeating the EoW again. then disallow all pickaxes except gold and platinum and the reavershark to mine meteorite to make it more meaningful, and to also reward collecting early ores.
secondly a minor concern: i feel like desert fossil armor is over nerfed, it is a lot of work to acuire the needed fossils in a biome that is probably the second hardest to explore, and even though it is intended to give ranged classes an early armor option, it is in armor value entirely outclassed by what you get from EoW but also all the metal armors except the lowest tiers, a small buff in its armor value would be enough i think.
my third idea is to allow the slime staff to spawn from king slime as a reasonably common drop, it would make kingslime a bit more interesting, since the slime staff it entirely obsoleted as soon as you defeat the queen bee, allowing the slime staff to be required reasonably reliable would ensure it shows up in more games which would fill the gap in the lack of summoning items throughout the early game as well as make the king slime a more interesting meaningful boss, whereas the slimestaff would otherwise go unused or unseen for most players until very late into the game if ever, which is both a disservice to the item as well as it would give it a meaningful spot in the beginning of the game where it belongs.
someone else in this thread already mentioned how currently the early ores go mostly to waste, both in armor as well as in weapons these ores are mostly skipped, while i wouldnt suggest something as radical as requiring the lowest tier of early ore before you can mine the next one, and so forth, i would suggest equalizing the armor rates a bit, for example making gold armor a little bit more close to its platinum counterpart in defense rating while still being slightly worse.
my fifth concern is that fallen stars drop way too often, it litters the screen literally, and it doesnt only feel wrong it also turns collecting mana stars into something meaningless, it takes away from the game mechanic that is mana, in my opinion collecting your way up to maximum mana should be a meaningful accretion similar to collecting life hearts, lowering fallen stars dropping seems the best way to achieve both, while additionally i would suggest a hardmode mana item similar to lifefruits, altough i do know you wont be able to add new items into the game.
6th on the list is allowing an terragrima s a viable substitute for enchanted swords in the zenith recipe, it makes sense because it is part of the zenith animation and they are required the same way, a player shouldnt be punished for getting a terragrim.
some statements for which i dont have any arguments or that are too minor:
-nights edge and beekeeper could use a small buff because it is hard to aquire and is restricted to melee range while doing poor damage compared to ranged weapons of the same tier.
-i feel like enchanted sword was nerfed unnecessarily, since the nerf didnt achieve anything, for such a rare drop it should be pretty strong, but i dont have convincing arguments on this one.
increasing the damage a bit again would be enough
-since the celebration mk2 outmatched the drill containment unit greatly in mining speed i feel like this shouldnt be the case since they are the same tier and the drill containment unit is solely a mining tool whereas celebration is also a weapon
- the flower boots really lost their only use, so pls undo the nerf , because now they are meaningless
- make the gi part of the ninja armor, in the sense that it becomes a possible substitute
a suggestion you probably cannot implement anyway but i want to mention it anyway
flamewaker boots should have an effect if they can be combined into an accesory, maybe leaving a flametrail behind that sets enemies on fire?
also a lot of the moonlord drops are better versions of previously existing weapons with the exception of meowmere and the magic weapons, it would feel better if they required a crafting process that includes the previous interation, but that might also make the immediate drops potentially less exciting. but i think the end result would feel better because you both have to do more effort while also including the effort you had to do to get the previous version you probably are using at that point, making it feel less like a discarding your old weapon and instead makes it feel like you are building on top of it which would be more satisfying if implemented correctly
first of all allow meteorites to spawn before defeating the eater of worlds, it is a very common game machanic to introduce game elements before players can actually make use of it,
and thats for good reason, it makes it so players can encounter it and even though they cant interact with it it will add environmental flair, and then later on when they can interact with it, it will have that much more impact.
the only important thing to note is to cimmunicate this progression to the player, for example the tooltip of the nightmare pickaxe states that it can mine hellstone.
(my old suggestion now for my suggestion to be complete, my idea is to allow the reavershark to mine meteorite. this would make it so you can still mine meteorite before eater of worlds, and would give the reavershark some more utility, to achieve this a difference in required mining power is needed between meteorite and hellstone, and the tooltip of the reavershark needs to be updated to reflect this capability, it wont change much since you still need to beet the EoW, but it would introduce some variance in the paths that are available.
new suggestion: apparently it already can mine meteorite, so it makes even more sense to reflect this in the tooltip to make players aware of it, my suggestionbecomes, increase the mining speed of the reavershark and update the tooltip to make it so it states can mine meteorite, and make meteorites able to fall before defeating the EoW again. then disallow all pickaxes except gold and platinum and the reavershark to mine meteorite to make it more meaningful, and to also reward collecting early ores.
secondly a minor concern: i feel like desert fossil armor is over nerfed, it is a lot of work to acuire the needed fossils in a biome that is probably the second hardest to explore, and even though it is intended to give ranged classes an early armor option, it is in armor value entirely outclassed by what you get from EoW but also all the metal armors except the lowest tiers, a small buff in its armor value would be enough i think.
my third idea is to allow the slime staff to spawn from king slime as a reasonably common drop, it would make kingslime a bit more interesting, since the slime staff it entirely obsoleted as soon as you defeat the queen bee, allowing the slime staff to be required reasonably reliable would ensure it shows up in more games which would fill the gap in the lack of summoning items throughout the early game as well as make the king slime a more interesting meaningful boss, whereas the slimestaff would otherwise go unused or unseen for most players until very late into the game if ever, which is both a disservice to the item as well as it would give it a meaningful spot in the beginning of the game where it belongs.
someone else in this thread already mentioned how currently the early ores go mostly to waste, both in armor as well as in weapons these ores are mostly skipped, while i wouldnt suggest something as radical as requiring the lowest tier of early ore before you can mine the next one, and so forth, i would suggest equalizing the armor rates a bit, for example making gold armor a little bit more close to its platinum counterpart in defense rating while still being slightly worse.
my fifth concern is that fallen stars drop way too often, it litters the screen literally, and it doesnt only feel wrong it also turns collecting mana stars into something meaningless, it takes away from the game mechanic that is mana, in my opinion collecting your way up to maximum mana should be a meaningful accretion similar to collecting life hearts, lowering fallen stars dropping seems the best way to achieve both, while additionally i would suggest a hardmode mana item similar to lifefruits, altough i do know you wont be able to add new items into the game.
6th on the list is allowing an terragrima s a viable substitute for enchanted swords in the zenith recipe, it makes sense because it is part of the zenith animation and they are required the same way, a player shouldnt be punished for getting a terragrim.
some statements for which i dont have any arguments or that are too minor:
-nights edge and beekeeper could use a small buff because it is hard to aquire and is restricted to melee range while doing poor damage compared to ranged weapons of the same tier.
-i feel like enchanted sword was nerfed unnecessarily, since the nerf didnt achieve anything, for such a rare drop it should be pretty strong, but i dont have convincing arguments on this one.
increasing the damage a bit again would be enough
-since the celebration mk2 outmatched the drill containment unit greatly in mining speed i feel like this shouldnt be the case since they are the same tier and the drill containment unit is solely a mining tool whereas celebration is also a weapon
- the flower boots really lost their only use, so pls undo the nerf , because now they are meaningless
- make the gi part of the ninja armor, in the sense that it becomes a possible substitute
a suggestion you probably cannot implement anyway but i want to mention it anyway
flamewaker boots should have an effect if they can be combined into an accesory, maybe leaving a flametrail behind that sets enemies on fire?
also a lot of the moonlord drops are better versions of previously existing weapons with the exception of meowmere and the magic weapons, it would feel better if they required a crafting process that includes the previous interation, but that might also make the immediate drops potentially less exciting. but i think the end result would feel better because you both have to do more effort while also including the effort you had to do to get the previous version you probably are using at that point, making it feel less like a discarding your old weapon and instead makes it feel like you are building on top of it which would be more satisfying if implemented correctly
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