Trashbox Bobylev
Terrarian
Change the sell price for Stained Glass to differ between gems, it makes no sense than amethyst and diamond glass have same profit despite diamonds being more valuable than amethysts.
I think this would be a pretty decent change, especially since even without Blade Staff summoners can still get Crystal Assassin armor and the Gelatinous Pillion from Queen Slime, meaning there is still a reason to fight her as a summoner.If Queen Slime were to remain as she is despite the item nerfs, then I earnestly ask that the Pillion be untouched so that players get adequately rewarded for their struggles. On top of that, I propose that the Blade Staff be relocated to the Hallowed Mimic. Speaking from a Summoner's perspective, the Blades were the most reliable choice against Queenie back in 1.4's release. Ever since they were gated behind the Queen herself, I've had trouble figuring out a reliable strategy that doesn't rely on cheese. I'm aware that Re-Logic specifically didn't design the Blade Staff for the Hallowed Mimic. However, considering it shares the color scheme of all its other drops, and considering the Hallowed Mimic only has 4 unique items compared to the Corrupt Mimic's 5, it only makes sense to re-tier the Blade Staff. Its armor piercing bug is getting fixed which is an indirect nerf anyway, so, why not?
I'm actually not sure about Bone Helm getting a Master Mode damage buff. All of the other Expert-exclusive damaging accessories (Bone Glove, Spore Sac, and Volatile Gelatin) don't scale by world difficulty like things like the Star Cloak do, so why should Bone Helm specifically get stronger in Master Mode? I think a better solution might be to simply buff the Bone Helm's damage as a whole, either by increasing the damage it deals from 20 to maybe 25 or 30, or maybe giving it some armor penetration like Bone Glove has? Both are around similar tiers, so it makes sense for both of them to have roughly the same damage. At the moment, Bone Glove deals 25 damage with 25 AP, so maybe Bone Helm could deal 20 damage with 20 AP? That would buff it a little bit, while keeping it slightly weaker than Bone Glove to compensate both for it being theoretically available early on and the fact that its projectiles are more accurate than those of the Bone Glove. Also, should Deerclops cheese get removed in this update (either by Deerclops despawning if the player dies, or by it regenerating health when the player dies like it does in Don't Starve), then Bone Helm definitely needs a major buff, because it would no longer be obtainable super early on by cheesing it.Additionally: I still vouch for the Bone Helm getting a slight damage boost in Master Mode. It's nifty, but it doesn't see much use other than keeping weak enemies away (and said enemies are tankier on Master anyway).
And finally, make the Flairon a "true" flail, and make the Sharknado minions chase more aggressively. That would greatly increase their potential and keep them on par with the Tsunami and Razorblade Typhoon. And in the Tempest Staff's case, there'd be more competition between it and the Xeno Staff, which is roughly on the same tier but far more consistent.
Today I learned/remembered that the Bone Glove ignores 25 defense. The more you know.I think this would be a pretty decent change, especially since even without Blade Staff summoners can still get Crystal Assassin armor and the Gelatinous Pillion from Queen Slime, meaning there is still a reason to fight her as a summoner.
I'm actually not sure about Bone Helm getting a Master Mode damage buff. All of the other Expert-exclusive damaging accessories (Bone Glove, Spore Sac, and Volatile Gelatin) don't scale by world difficulty like things like the Star Cloak do, so why should Bone Helm specifically get stronger in Master Mode? I think a better solution might be to simply buff the Bone Helm's damage as a whole, either by increasing the damage it deals from 20 to maybe 25 or 30, or maybe giving it some armor penetration like Bone Glove has? Both are around similar tiers, so it makes sense for both of them to have roughly the same damage. At the moment, Bone Glove deals 25 damage with 25 AP, so maybe Bone Helm could deal 20 damage with 20 AP? That would buff it a little bit, while keeping it slightly weaker than Bone Glove to compensate both for it being theoretically available early on and the fact that its projectiles are more accurate than those of the Bone Glove. Also, should Deerclops cheese get removed in this update (either by Deerclops despawning if the player dies, or by it regenerating health when the player dies like it does in Don't Starve), then Bone Helm definitely needs a major buff, because it would no longer be obtainable super early on by cheesing it.
As for the Flairon and Sharknado buffs, I think those make a good bit of sense! Giving the Flairon the potential to be a devastating close-combat option without removing its longer range capabilities sounds really fun, and would make the weapon stand out a lot better against other melee weapons of its tier like Flying Dragon or Influx Waiver, which are both mostly good for long range. And as scientistB already brought up, the Xeno Staff is really good because it's consistently able to attack unlike the Sharknadoes. The Sharknado's biggest problem is that its AI doesn't keep up with faster enemies very well, and if it gets too far from the player it stops attacking entirely. My suggestion would be to increase the speed at which Sharknadoes chase enemies, increase their projectile velocity, AND make them able to go further from the player without returning. This might be a bit too powerful of a buff, so maybe their damage could be reduced slightly to compensate.
Absolutely agree on the 'locking all viable aerial minions to bossfights' being stupid. You want something that can fly for the Mechs, but both sources want some minion that can fly ... Outside Dreadnautilus cheese (which should remain if Dread isn't reworked entirely) the best one i found was that Queen Slime flies at the exact speed required for post-nerf Black Spot to be viable as a kiting tool, so you can either farm Pirates and skip an arena or farm Unicorns and make an arena. Combine that with Cool Hwip spam and you'll take her out eventually.stuff
Well, as far as the Twins boss goes, Spider minions can deal with them fairly well since the Twins have periods where they move slowly enough for minions to attack them. On that note, Optic Staff minions are pretty good at dealing with the other two mechs as well, due to their multiple parts. But in faster fights, they fall flat.Absolutely agree on the 'locking all viable aerial minions to bossfights' being stupid. You want something that can fly for the Mechs, but both sources want some minion that can fly ... Outside Dreadnautilus cheese (which should remain if Dread isn't reworked entirely) the best one i found was that Queen Slime flies at the exact speed required for post-nerf Black Spot to be viable as a kiting tool, so you can either farm Pirates and skip an arena or farm Unicorns and make an arena. Combine that with Cool Hwip spam and you'll take her out eventually.
Also why tf do y'all wanna nerf Frog Legs, you try fishing for it for multiple runs. Odds are really low for average fishing power and fishing speed. And even if they are nerfed it isn't going to stop boosting Wing mobility with Featherfall potion - thing's underrated like crazy for boosting subpar wings to supreme efficiency. I have beaten Destroyer and Twins with Fledgling wings because of it. Terraria has a ridiculous amount of mobility mechanics, i think we should buff existing ones like making Quick actually do something when paired with any standard mobility option, or making Frog Legs craftable so i dont have to stare into the void for a few hours. I'm lazy and would rather have mobility to not require arenas at all. Plantera is annoying as is.
Absolutely agree on the 'locking all viable aerial minions to bossfights' being stupid. You want something that can fly for the Mechs, but both sources want some minion that can fly ... Outside Dreadnautilus cheese (which should remain if Dread isn't reworked entirely) the best one i found was that Queen Slime flies at the exact speed required for post-nerf Black Spot to be viable as a kiting tool, so you can either farm Pirates and skip an arena or farm Unicorns and make an arena. Combine that with Cool Hwip spam and you'll take her out eventually.
Guys, you forget about one particular aerial minion, which proves to be good against QS and Dread (cheese, slightly worse if fought normally)Well, as far as the Twins boss goes, Spider minions can deal with them fairly well since the Twins have periods where they move slowly enough for minions to attack them. On that note, Optic Staff minions are pretty good at dealing with the other two mechs as well, due to their multiple parts. But in faster fights, they fall flat.
You might be onto something in terms of making the "Movement speed" stat more viable. At least that way, the Frog Leg isn't the end-all-be-all for flight mobility. I'll add that to my wall of text.
Frog Leg by itself is fine (and frankly I don't think it needs to be nerfed). The problem is that Terraspark Boots- which are intended to be a later tier than AmphiBoots- are so difficult to get that Amphibian Boots (and Frog Leg by proxy) are just better than them. You can get AmphiBoots right away by just gathering up bait and fishing for a while. Meanwhile, Terraspark Boots require a lot more materials, and all of them are much more dangerous or time consuming to obtain than anything you need for AmphiBoots:Also why tf do y'all wanna nerf Frog Legs, you try fishing for it for multiple runs. Odds are really low for average fishing power and fishing speed. And even if they are nerfed it isn't going to stop boosting Wing mobility with Featherfall potion - thing's underrated like crazy for boosting subpar wings to supreme efficiency. I have beaten Destroyer and Twins with Fledgling wings because of it. Terraria has a ridiculous amount of mobility mechanics, i think we should buff existing ones like making Quick actually do something when paired with any standard mobility option.
I personally think it should be a little easier to get because it's just way too frustrating to get right now, especially when compared to the ease of Amphibian Boots. I don't think it needs to be made too much easier, it's mostly just the Obsidian Rose that I personally have problems with. Others can feel free to chime in with their opinions of course, but I think the Obsidian Rose is far too rare and should be made at least a little more common. Maybe its drop rate could be increased from 2% to something like 4%? Alternatively, it could get a doubled drop rate in Expert Mode like most other rare accessories like it (namely the Ankh Shield components) instead of having its base drop rate increased.I still see it's uses in exploration or lava farming. But I don't think it has to be obtained easier to compete with Amphibian Boots.
Though I agree it's movement speed bonus can be increased once you got the Terraspark Boots, I think that would be a nice bonus after getting through making it.
It makes sense for this mimic to drop this weapon. It fits the color theme + it already drops an item that is pretty much a melee equivalent of the blade staff and it's really similar (the Flying Knife)On top of that, I propose that the Blade Staff be relocated to the Hallowed Mimic.
And Golden Platforms! Always a bummer to try to farm Pirate Invasion for money and not get any cash for these.Also, it seems like a lot of vanity items need to have sell values added to them. Like Mummy vanity, Sailor Vanity, and Eye Patch.
It's possible to dodge that spinny dash but it's extremely precise. I hope this video can be of help.Now, I'm very late to this, because I just found out this thread exists and is open until today, but I hope my ideas might still add something for you.
First of all, The dreaded Dreadnautilus. The main thing I notice regarding this boss is that players seem to have difficulty how to fight it. And I don't mean that as in "how to summon it", but rather how to react to its attacks/not die. Considering the fact that it's not the easiest miniboss to summon, it's not so surprising that it's pretty hard to learn the nautilus' attack patterns. On top of this, it's spinning attack is a pretty odd attack for most of Terraria's monsters. I can think of few attacks that can't be dodged by simply evading an enemy. The length and speed of the attack makes it so that you can't just dodge past it, like you most players do to evade most other dashing bosses, such as Spazmatism. Running away also doesn't work because the attack is just so fast. None of the wings I have tried for the stage at which the Dreadnautilus seems to generally be fought seem to be fast enough. The only way I have found to reliably dodge it is the slime queen mount. On top of this, the fact that a lot of monsters spawn during the blood moon make it difficult to stand still to evade the attack, even with a suitable arena (A small note, I don't like making arena's for my boss fights, so perhaps this may be incorrect/slightly biased).
My suggestions: I think the attack could use a reduction in length, which would make it less difficult to dodge for its entire duration. This would make putting enough distance between you and the Dreadnautilus a viable option. The risk of this is that, when the length of the attack is still quite long, players may wish to put so much distance between them and the Dreadnautilus that they may consistently despawn it. That's why I would suggest considering implementing this change along with making the Dreadnautilus slower during its charging attack. How much slower it should be really would be up to experimentation. Maybe bumping down the damage would also work, but the damage that the Dreadnautilus deals seems to be okay if that attack were more balanced (as someone who has only died to the Dreadnautilus more than 20 times and not killed one, I do feel confident in saying that its damage does seem fair, it really is just the difficulty in dodging that attack)
A small additional change that could help specifically the Dreadnautilus and the Hemogoblin Shark; their projectiles are extremely difficult to see due to the extreme filter of the Blood Moon. I don't know if this is possible given your alloted time, but giving them even a faint glow would make these attacks feel a lot better, I think. Currently, they are pretty difficult to notice.
I'm gonna have to split these posts up...
You can't post if you're the last one who's posted in this thread. That means that you should try to put all of your ideas in one post while making it easy for Leinfors to read.Now, I'm very late to this, because I just found out this thread exists and is open until today, but I hope my ideas might still add something for you.
First of all, The dreaded Dreadnautilus. The main thing I notice regarding this boss is that players seem to have difficulty how to fight it. And I don't mean that as in "how to summon it", but rather how to react to its attacks/not die. Considering the fact that it's not the easiest miniboss to summon, it's not so surprising that it's pretty hard to learn the nautilus' attack patterns. On top of this, it's spinning attack is a pretty odd attack for most of Terraria's monsters. I can think of few attacks that can't be dodged by simply evading an enemy. The length and speed of the attack makes it so that you can't just dodge past it, like you most players do to evade most other dashing bosses, such as Spazmatism. Running away also doesn't work because the attack is just so fast. None of the wings I have tried for the stage at which the Dreadnautilus seems to generally be fought seem to be fast enough. The only way I have found to reliably dodge it is the slime queen mount. On top of this, the fact that a lot of monsters spawn during the blood moon make it difficult to stand still to evade the attack, even with a suitable arena (A small note, I don't like making arena's for my boss fights, so perhaps this may be incorrect/slightly biased).
My suggestions: I think the attack could use a reduction in length, which would make it less difficult to dodge for its entire duration. This would make putting enough distance between you and the Dreadnautilus a viable option. The risk of this is that, when the length of the attack is still quite long, players may wish to put so much distance between them and the Dreadnautilus that they may consistently despawn it. That's why I would suggest considering implementing this change along with making the Dreadnautilus slower during its charging attack. How much slower it should be really would be up to experimentation. Maybe bumping down the damage would also work, but the damage that the Dreadnautilus deals seems to be okay if that attack were more balanced (as someone who has only died to the Dreadnautilus more than 20 times and not killed one, I do feel confident in saying that its damage does seem fair, it really is just the difficulty in dodging that attack)
A small additional change that could help specifically the Dreadnautilus and the Hemogoblin Shark; their projectiles are extremely difficult to see due to the extreme filter of the Blood Moon. I don't know if this is possible given your alloted time, but giving them even a faint glow would make these attacks feel a lot better, I think. Currently, they are pretty difficult to notice.
I'm gonna have to split these posts up...
Oh, that's a pretty cool way of dodging it!It's possible to dodge that spinny dash but it's extremely precise. I hope this video can be of help.
I can agree on the projectiles being hard to see though.
Just use spoiler tags for your paragraphs to make it easier to read instead of posting multiple times.Now, I'm very late to this, because I just found out this thread exists and is open until today, but I hope my ideas might still add something for you.
First of all, The dreaded Dreadnautilus. The main thing I notice regarding this boss is that players seem to have difficulty how to fight it. And I don't mean that as in "how to summon it", but rather how to react to its attacks/not die. Considering the fact that it's not the easiest miniboss to summon, it's not so surprising that it's pretty hard to learn the nautilus' attack patterns. On top of this, it's spinning attack is a pretty odd attack for most of Terraria's monsters. I can think of few attacks that can't be dodged by simply evading an enemy. The length and speed of the attack makes it so that you can't just dodge past it, like you most players do to evade most other dashing bosses, such as Spazmatism. Running away also doesn't work because the attack is just so fast. None of the wings I have tried for the stage at which the Dreadnautilus seems to generally be fought seem to be fast enough. The only way I have found to reliably dodge it is the slime queen mount. On top of this, the fact that a lot of monsters spawn during the blood moon make it difficult to stand still to evade the attack, even with a suitable arena (A small note, I don't like making arena's for my boss fights, so perhaps this may be incorrect/slightly biased).
My suggestions: I think the attack could use a reduction in length, which would make it less difficult to dodge for its entire duration. This would make putting enough distance between you and the Dreadnautilus a viable option. The risk of this is that, when the length of the attack is still quite long, players may wish to put so much distance between them and the Dreadnautilus that they may consistently despawn it. That's why I would suggest considering implementing this change along with making the Dreadnautilus slower during its charging attack. How much slower it should be really would be up to experimentation. Maybe bumping down the damage would also work, but the damage that the Dreadnautilus deals seems to be okay if that attack were more balanced (as someone who has only died to the Dreadnautilus more than 20 times and not killed one, I do feel confident in saying that its damage does seem fair, it really is just the difficulty in dodging that attack)
A small additional change that could help specifically the Dreadnautilus and the Hemogoblin Shark; their projectiles are extremely difficult to see due to the extreme filter of the Blood Moon. I don't know if this is possible given your alloted time, but giving them even a faint glow would make these attacks feel a lot better, I think. Currently, they are pretty difficult to notice.
I'm gonna have to split these posts up...