Please remove destroying gravestones spawning ghosts. My friend and I are playing Expert and it is making an endess cycle of us dying, destroying our gravestones, getting killed by spawned ghosts, destroying the new gravestones, getting killed by even more ghosts, etc.
Speaking of that weapon, I think I can safely say during my pre-hard mode playthrough of master mode that the Finch staff is really bad.I also think the Finch Staff should be more common to make starting as a summoner easier.
I honestly don't understand the problem with Ghosts. They seem to be weaker than Zombies to me, and that's on Master.
Now this is weird. What is your base layout? I have shoebox on flat terrain, no basement, and they always come from the side, like Wraithsand wait on them to come out of the floor, which is getting tedious.
Those people are mistaken, defence is pretty valuable since it has a 1.0 multiplier on damage reduction in Master. Pretty good if you ask me.I've heard lots of people say that defense is a useless stat in master mode, so here's a thought experiment:
What if instead of granting +X defense, accessory modifiers instead granted a +X% reduction in damage taken? Would that make a defensive approach worth considering? Warding would grant +3%, Armored would grant +2%, Guarding would grant +1%, and Hard would be removed.
Speaking of that weapon, I think I can safely say during my pre-hard mode playthrough of master mode that the Finch staff is really bad.
It doesn't really fly into enemies that well often missing its target, hit it a few times, and then fly away.
It results in a very low and inconsistent DPS that doesn't do a good job at doing what it is supposed to.
But that's not all, it could also fly right behind the enemy and hit it right towards you.
I lost count the number of times that happened, which resulted in me dying more often than not.
This thing isn't a good early summon a weapon, it's a liability that hurts you more often than not.
I would suggest making it more accurate at hitting the enemy and lower the knock back a bit to prevent it from hitting enemies back towards me.
The Slime Staff should have a higher drop rate than it does now. I find it rather absurd that one of the few pre-hardmode summon weapons has a drop rate of 1 in 10,000. Realistically, you're rarely going to get it. It should have a more solid place in the progression. This could be solved by increasing its drop chance to something like 1 in 500 (0.2%), or making it a consistent drop from King Slime.
Also, there are some slime enemies that don't currently drop it: Lava Slime, Dungeon Slime, Umbrella Slime, Corrupt Slime, Crimslime, and Rainbow Slime. These should probably gain it as a drop, for consistency's sake.
It would be interesting if there were an option on world creation to enable or disable NPC happiness and Pylons. That way, you could decide if you wanted to use the new system or the old system for that world.It's not a huge deal, but I would like to see happiness not negatively affect prices, at least not to the extent that they do now. Punishing players for building the way they want in a sandbox game with fleshed out building mechanics seems kinda silly to me and goes against a lot of the game's appeal.
Edit: fixed an error
It would be interesting if there were an option on world creation to enable or disable NPC happiness and Pylons. That way, you could decide if you wanted to use the new system or the old system for that world.
Also, I feel you the restrictions on how many NPCs you can have together in one place should be more lax. Maybe if the ceiling before overcrowding starts to affect NPC happiness could be increased by two. And overcrowding really shouldn't affect the Party Girl (or she should at least have a much higher tolerance).
Yeah, happiness would be a lot better if the overcrowding didn't start happening until you have five or more NPCs close together.It would be interesting if there were an option on world creation to enable or disable NPC happiness and Pylons. That way, you could decide if you wanted to use the new system or the old system for that world.
Also, I feel you the restrictions on how many NPCs you can have together in one place should be more lax. Maybe if the ceiling before overcrowding starts to affect NPC happiness could be increased by two. And overcrowding really shouldn't affect the Party Girl (or she should at least have a much higher tolerance).
I don't know because I haven't gotten it yet. But it better not be for the amount of grinding it takes to get it.Doesn't the Sanguine Staff have a similar issue?
There’s a lot of posts here so I’m not sure if this has already been suggested, but can something be done about dashing being locked to double tapping the forward button? Like it’s impossible for me to use the shield of Cthulhu or the master ninja gear. It’s way too easy to dash by accident like this. I would really like if I could map dashing to a single button to fix this.