Hey, just wanna say, good job on this balance patch. I'm happy with the Cool Whip and Hornet buffs (especially now that Wall of Flesh is weak to poison), on top of the immunity adjustments to other staves.
I'm also glad to see the Desert Tiger being reworked so it can take on more than just grounded enemies; I've noticed that it does a good job staying on top of airborne targets.
...Maybe too good though.
Basically I did a test run with the new Tiger and noticed that he just floats over airborne enemies and rarely ever does damage unless he performs the pouncing homing attack. I'm not sure if it was intended for him to act this way, so I just wanted to jot this down here.
The Tiger however did perform very well against a horde of Pillar enemies. It seems he excels in crowds because he has more targets to jump to; against a single boss though, he doesn't know what to do.
Regardless, it's still an improvement to what we had before. I just find this behavior rather funny.
I'm not seeing anything about the imp staff in there, so I'm asking for posterity : what kind of iframes are the imps' fireballs using now?
So in this case, I decided to go with Static, because Local would have been a very substantial potency buff that I was not prepared to balance for.
However, what I DID do was reduce their immune frame count to 6, which is substantially lower than the default of 10.
Honestly drill containment unit just needs a buff. It's so expensive and slow compared to explosives.small thing, make all explosives that destroy blocks launched from the celebration mk 2 have the capability to destroy all blocks, including blocks like jungle temple stuff