I had no idea that this was a thing, glad to know it is though.
Do hope that this won't be too tiring for you and the team, Leinfors.
With that said, I feel like I'll have a lot to say which will probably be posted in multiple posts (not all at once of course) I hope that's alright.
(Should also make it easier for members to like posts that they agree with)
Pssst . . . this is already a thing under certain conditions
Glad to know that this is possible now.
Can solutions potentially get the same treatment?
Getting the opposite solution or just getting the evil ones can be a bit of a pain, unless you want to waste a solar tablet on it.
Speaking of which, I always found those really expensive at 25 Silver (the Clentaminator being 2 Platinum doesn't help either) as you'll be spending a lot of money on them which you'd rather want to keep for weapon and accessory reforges.
Honestly it's the worst with Green Solution as missing a single block of Hallow/Corruption/Crimson can undo all your hard work (the same won't happen with Blue/Purple/Red Solution though)
Wire has always been rather expensive at 5 Silver per piece as well, with the common suggestion being to go to the Dungeon/previously visited Caves/Lihzhard Temple, which should give you enough unless you do something complex with wiring.
u wot? Such a tease.
Hopefully the condition isn't self-requiring, like being in that biome.
What about mimics? I suppose they could naturally spawn, but it would be nice to have a dedicated key item you could make for the opposite evil.
I actually totally forgot they could even naturally spawn until I came across one. It's been far too long...
I do agree with this, especially now with the new accessory tinkers.
Although the issue is that the key is crafted with Souls of Night, which is something the Crimson doesn't have a counterpart of.
(That's the issue of not having counterparts for everything, Soul of Night always seemed to fit the Corruption more)
On the other hand, is it that much of an issue if a player could craft a Key of Night/"Key of Blood/Flesh?" out of Souls of Night?
(As in, making it available in both worlds since the drops were supposed to be interchangeable)
The Hooks are equal and the ever popular Stormbow is available in both worlds via the Hallow.
The Dart Rifle and Dart Pistol are about equal (different fire rate and damage like the Musket and Undertaker)
Flesh Knuckles/Putrid Scent depends on the player/class but are also about equal.
Clinger Staff/Life Drain, I believe that many prefer the Life Drain even if it's been more of a Mana Drain (also the Destroyer's debuff immunity made it not work on him, possible fix?)
Chain Guillotines/Fetid Baghnakhs... Think everyone will still prefer the latter.
Ugh this isn't looking as good as I thought it would...
Any thoughts on this Leinfors?
Scarab Bombs are super useful, but they can't be purchased. And the cost to make them is something that is in very limited supply: Sturdy Fossil. A world only has so much Fossil after all.
Perhaps they could be purchased in Hardmode? Or maybe you can craft 10-20 Bombs into Scarabs for every Fossil used.
I agree, honestly I think it would be better if you got 5 from them (I thought that was the case but I thought of Sticky Grenades)
Note that in Hardmode, Basilisks have a 33% chance to drop one Sturdy Fossil, although I'd also like if Sturdy Fossils were renewable in prehardmode, given that they can be used for throwing weapons which are eventually used up.
Perhaps something for the Antlions to drop?
Anyways, what I wanted to bring up:
Flower/Fairy Boots
I've read about the change of the Flower/Fairy Boots, correct me if I'm mistaken, but the following got changed:
1. Flowers only generate when moving
2. Critters don't drop from ANY grass broken while wearing Flower Boots/Fairy Boots
I don't mind 1, but I don't like 2 as it can affect the wrong players without them even knowing and doesn't address the issue properly.
Imagine if a player likes the Flower Boots and actually crafts and uses the Fairy Boots due to that.
Said player will never get bait from grass due to 2 and probably not notice it until reading about it.
On the other hand, a player can just run on the grass, take off the boots and then destroy the grass tiles with something simple, a basic gun or even the blowpipe will work while Guide To Critter Companionship ensures that they won't be hurt.
And honestly?
Bait obtained from normal grass is somewhat uncommon, mostly just giving Grasshoppers which only have 10% Bait Power, the Jungle on the other hand gives you plenty of Grubbys (15% Bait Power, same as Apprentice Bait), some Sluggys (25% Bait Power, same as Worms) and a few Buggys (40% Bait Power, second highest) plus it's rather easy to farm:
Just break down all the trees and bushes in your jungle and keep breaking the bushes when you travel though it, you'll get plenty of bait from doing this.
If a player was really dedicated, they could easily create a horizontal setup of mud blocks with Jungle Grass every 4 vertical blocks to farm the bushes and I do feel that running around and farming bait with the Flower Boots would quickly get tiring.
I've found that the best way to farm bait is being near a Town while it's raining, lots of worms which can be upgraded into Enchanted Nightcrawlers.
It's not up to me to decide if this item should have any use in bait farming though, if it shouldn't, I'd rather like a change to the flower tiles, with those no longer dropping bait if broken.
(that way the Flower Boots no longer need the second change as you won't get bait from those blocks, yet can still obtain bait from naturally grown grass)
Ore Armor
As some other players have noted before, Ore Armor (especially Gold/Platinum)'s kinda difficult to craft and by the time you can obtain it, you're already past it's usefulness.
When I usually play Terraria I recommend getting Silver/Tungsten Armor before taking on any boss, Iron/Lead if you're confident enough, and lower if you're actually good at the battle.
Gold/Platinum Armor takes 90 Gold Bars (Iron and Silver are 75 in comparison) and it's also the rarest out of the 4 starting ores, meaning you get less and need more.
In my recent playthrough I actually got more Tungsten than Iron and as such skipped from Tin to Tungsten.
(something I've had happening in 1.1 with Silver Armor as well, might have to do with iron being needed for other things like crafting stations,chests and possibly tools)
When I finally got Gold (did draw the bosses out due to not finding heart crystals/movement accessories) I realized that it only gave one single point of defense over Tungsten, making it really useless in that case.
(Note that I'm a completionist and as such still liked obtaining it)
This is inconsistent with the other ore armors though, Tin to Iron and Lead to Silver both give you +2 defense with the new armor having +1 defense in the Chest and Legs.
Gold only has a +1 defense in the Legs compared to Tungsten.
Given that Platinum armor has four more defense, (Copper->Tin has 1, Iron ->Lead & Silver->Tungsten have 2) I believe that it's defense could also be upgraded by an additional point, giving it 18 total defense, thrus making it more worthwhile to craft.
From what I've seen in Terraria playthroughs (as far back as 1.1 & 1.0.6) people usually craft one piece of one ore and another piece of the other, ignoring the set bonus (especially in multiplayer due to the lack of resources)
Granted, that's more of a issue of the players not being aware of that, it would be better if Player 1 got Copper while Player 2 got Iron, with Player 1 getting Silver next and so on or "inheriting" armor once you no longer need it.
The other issue though is that they take on the Eater of Worlds with that set, generally having a easy time due to it being multiplayer and still having somewhat decent defense and after a few kills advance to Shadow/Crimtane Armor, being generally easy to craft, giving 19 Defense and other bonuses on top of that.
I've seen this done many times before with people also not bothering to get Molten, but I wouldn't consider the Shadow Armor the issue.
It's more the fact that armor takes a lot of bars, which could be spent wisely on Tools as 62 bars are enough to get all tools out of that material:
12 Pickaxe
10 Hammer
10 Gem Staff
9 Axe
8 Broadsword
7 Shortsword
56 total for everything
Unlike the Armors those also don't increase in the amount of bars required (60 for Copper/Tin, 75 for Iron/Lead/Silver/Tungsten, 90 for Gold/Platinum)
I don't want to make it too easy to get armors, but given that so many players are skipping over it, it would maybe be a good idea to reduce the bar requirements.
Meteor and Molten Armor used to be in a similar spot until 1.2 addressed this.
Fossil Armor
I feel like this set simply doesn't give enough of a boost to justify getting it and is too weak in the area that it's found in.
The set gives 8 defense which is one more than Tin, yet one less than Iron.
9% Ranged Critical Strike Chance
20% Chance to not consume ammo
While I do understand moving the chance to not consume ammo to this set (kinda keeping the throwing spirit/legacy) it seems basically outclassed by the Ninja Armor:
9 defense (+1)
9% Critical Strike Chance (Universal instead of Ranged)
20% Movement Speed
Besides this, isn't the Underground Desert supposed to be like the Underground Jungle?
Difficult Area (although I feel a little too difficult with the amount of damage the boulders do) with unique loot and a unique armor set obtainable from the enemy drops/unique ore (fossils) which can also be used to get enough ore for the higher ore armors (Silver/Tin/Gold/Platinum)
Mages get two armor choices at around the same time, Jungle Armor (I hope that it's still fine that this can be obtained "right away" without defeating a Boss? The Underground Jungle's dangerous and I'd say you need at least silver armor and a silver bow to survive at first) and Meteor Armor:
17 Defense
12% Magic Critical Strike
+80 Mana
-16% Mana Usage
16 Defense
21% Magic Damage
Space Gun costs no Mana
Meteor might seem to have less at first but it's a larger damage boost and the Space Gun bonus can be a quite powerful set bonus (before the redesign in 1.0.3 it used to be a weaker version of Cobalt(Jungle) Armor)
Melee gets Shadow Armor (Not sure if you'd really count Crimson) and Molten Armor, the former being more the usual DPS focused one, a solid set, while the latter is more of the Tank type, giving a good increase in Melee Damage.
Molten's harder to obtain and later in the game so I do believe that it's higher defense and damage bonus is justified.
(On Paper the stats seem a bit lackluster compared to 6 less defense, 21% Melee Speed and 15% Movement Speed though)
Taking Necro Armor's stats in mind:
16 Defense
+15% Ranged Damage
+15 Ranged Critical Strike chance
I feel like this set should have at least 13 Defense (Silver Armor, also the same it had before) if not 14 and have the Critical Strike Chance per piece increased to 4, giving it 12% Ranged Critical Strike Chance.
(This essentially turns it into Necro Armor pre 1.3.1 minus having a bit less defense)
Ninja Armor could potentially do with a little increase in defense as well.
Honestly, it feels like the Team still had a bit of a "Glass Cannon" aspect in mind when making those, similar to how the Summoner and the Throwing Class both lack defense.
Gem Robes
I've seen the Gem Robes mentioned in this thread and how they can give you a very powerful combo if paired with either magic legs.
I haven't fully thought about it's stats but I did want to mention that I wouldn't mind if the Robe was split into two armor pieces (Robe & Pants) just like the Spectre Armor (completely unrelated to healing or anything the like)
That way it could be a proper set, have uses in vanity and maybe be an alternative early mage/Glass Cannon setup.
Unfortunately that would require new items and I'd recommend splitting up the stats as well as adding a few points of defense to the leg pieces.