I think we can get into the topic of enemies a little bit here. There’s a few non-boss enemies I want to bring up that would hopefully be easy to fix.
-Snow Flinxes only spawn in the snow biome on non-frozen tiles. This didn’t matter when they had no importance, but now they do, and their spawn mechanics are weird and unintuitive. I’ve seen a lot of players on Terracord struggling to get flinx gear because this mechanic isn’t inherently obvious. They should probably spawn regularly, perhaps with a slightly lower spawn rate to compensate.
-Giant Antlions have way too much defense, most preHardmode weapons will be reduced to 1 damage. Tomb Crawlers aren’t much better there either. They honestly have HM amounts of defense, and I doubt it would hurt anything to tone them back.
-Jungle Creepers as a whole were a bit overbuffed in 1.4.1 in my opinion. Web Spit in the UG jungle is already lethal, and they hit like a train on top of that. But the most annoying detail is that they have more defense than Giant Tortoises. I wouldn’t mind if they were toned down a bit in damage and defense.
-Clown damage is wack. In Normal Mode, they deal 200 damage, which is… fair enough, but in Expert they’ll deal 400 and in Master they deal 600, which is almost guaranteed to be a one-shot kill. I’ll suggest 200 / 300 / 300, or 120 / 240 / 360. Something along those lines. Just don’t forget about chattering teeth too if this is changed.
-Enemy bullets in general have to be a bit more visible. Frost Moon has the right idea, but Pirates didn’t seem to get the same treatment, and it’s also really bad on Snowman Gangstas. It often feels like I’m being hit out of nowhere by Pirates.
-I think Wave 15 of Pumpkin Moon could be toned down a little bit. It’s pretty easy to reach with on tier gear, and the amount of minibosses is absolutely overwhelming. Either that or Pumpkin Moon should progress slower.
-Necromancers are unfair. I don’t expect a telegraph is in scope for their laser, so the next best world might be to make them wait longer after teleporting for attacking so you can realistically interrupt them and keep them from getting a free hit.
-Skeleton Snipers are hard to detect, basically impossible to dodge and are probably going to one-shot kill you. My idea has always been a red laser sight leading toward the player when they’re preparing a shot, but I imagine that’s out of scope, so I’ll suggest a velocity nerf instead.