Hey, so I have a few points that I'd like to mention. Keep in mind I play Master Mode, classic (Not journey mode) and am streaming it.
Medusa Head
Medusa Head is far less useful now than it was before.
Before, even though it was underpowered, at least you could use it defensively; hide, charge, and then pop out with a big blast and go back into hiding.
Now, even in the reveal gif you guys posted, weak enemies like common eyeballs weren't defeated until they already rammed the player, 9 hits later, with absolutely no option for defensive use, since you have to be in the face of the enemy to even use it. Testing the weapon myself, I've found literally no way to use this weapon without being really close to an enemy and letting it ram you for free, since this thing does not knock anything back, and requires constant prolonged use up in their face with no defensive options whatsoever.
The limit to 3 enemies does not make things better. The weapon is currently worse than most pre-hardmode items.
For the Medusa Head to be useful at all in its current design, it would need a substantial range increase (At least double or triple current reach), as well as a removal of the limit of 3 enemies.
My suggestions for how to buff it (either or):
- Increase the range to be just about 3x or 4x.
- Add in the old charged-up behaviour in addition to the current damage-over-time, and make both have more range, but the megahit at the end has the most range, and hits more than 3 enemies. Maybe even give the last hit a chance to petrify mobs.
- Or buff the knockback, as well as remove enemy limit completely, so the player can use it to stop incoming enemies with relative ease, despite having to be close.
- Or you could make the weapon usable only by charging first, but effectively petrify enemies instead. They take strong falling damage, but can also deal damage upon falling onto the player (meaning it can't cheese airborne enemies easily) by falling also horizontally, akin to a flail. I understand if this kind of overhaul is too much.
Option 2 is my favorite.
I would lovingly accept a heavy buff of Medusa herself in order to justify the weapon being stronger; currently, I just grapple onto the ceiling above her and face the other way, and she can't really do anything whatsoever. She also won't petrify me if I hit her, so I can just face the other way and wait for her to approach, then attack and stun her. She's weak, even prehardmode. Her hoplites were far more threatening, but those were nerfed, so..
Perhaps let her climb her biome walls, and be able to still try to petrify while taking damage?
Mage Progression
I have three issues to explain here:
- There are no good armor replacements for Space Armor until Titanium Armor
- Jungle has no value for Mages, and is better skipped entirely, along with most of Dungeon
- Underworld is trivial to survive, yet yields Demon Scythe from a common enemy
In every single playthrough I've had these past years, as a Mage, it makes no sense for me to enter the jungle for any reason. The Jungle is the hardest biome to survive in prehardmode, even compared to the Underworld, and the armor in there does nothing for mages that the Meteor Armor doesn't do better.
Mana potions exist, and mana stars are easy to get especially now after 1.4. I can be constantly drinking potions, and the 21% magic damage increase from the Meteor Armor is actually good enough that it makes me do more damage even during mana sickness, than any other armor does by saving mana and not using any potions.
That's ontop of it already giving me 100% free mana for the Space Gun and Orange Zapinator anyway, meaning I actually never run out of mana and get to deal loads of DPS even when low on mana, also making it useful post-hardmode due to Zapinators.
The jungle armor does not stack up at all, and is ridiculously hard to get due to its biome, whereas Meteor Armor requires just a smack on a single Crimson/Corruption Orb, and some careful mining while minding the little meteor heads, who die automatically if I face them while mining, due to my pickaxe hitting them. Space Gun is obtainable at the same time.
There is no armor in Hardmode that I could find before Titanium, that does anything of value to beat out the Meteor Armor, unless you ditch all your DPS for Molten defense. I'm saying this because I literally couldn't ditch my Meteor Armor until I actually got Titanium.
Additionally, I feel like the Dungeon isn't really necessary to even loot, due to how there are much stronger counterparts in the Underworld, and the Underworld is not that hard to survive if I am to be honest. Jungle is far worse. And Underworld has the easiest-to-find loot chests, a relatively low enemy spawn rate, and buildings that you can use to cheese demons and bats from the inside.
Imps don't rectify this because they're so incredibly bad that they mirror Dungeon mages; you can literally just chip away their HP slowly with a copper shortsword without them moving, and their projectiles don't even bother you while you're under lava mining with Obsidian Skin, because your pickaxe destroys their projectiles. They're so trivial it's not even funny.
Underworld lights everything up and puts fire on the bats for maximum visibility, and Bone Serpents are super easy to spot and avoid by just hanging in the ceilings or jumping above them.
Demon Scythe also kills them pretty fast.
Because of this, my best bet as a Mage is just to get the Meteor Armor and Space Gun, dig down to the Underworld, cheese a few Demons from the buildings, and get myself a Demon Scythe. If I already picked up a Magic Missile, I can just shoot through platforms, doors or small holes and be completely unconcerned, especially since doors auto-close and open now. Otherwise I'll just pop in and out under the platforms to fire.
Then I can use Demon Scythe on Skeletron, pick up only the Shadow Key, and loot Underworld chests for their better counterparts.
This Demon Scythe strat is exactly what I've done on nearly every playthrough, including my current Master Mode playthrough, and previous Expert ones. It simply is far easier to survive in the Underworld, even with trash gear, than to deal with Jungle Hornets that fly around and fire aggressively (even while taking hits), hard-to-see bats, wallhacking maneaters and thorns obstructing every path.
I really wish things were balanced so that Underworld was far harder compared to these other ones. Perhaps buff Imps to make their projectiles indestructible or deal explosion damage when hit, make them teleport more rapidly and randomly, and NOT just sit there and stare at you when you get a hit in.
And perhaps in Master Mode, make regular Demons able to fire through Hellstone Brick and Obsidian Brick, or at least compensate for how easily you cheese them from inside those stupid buildings.
I would also like a buff to the Jungle Armor, so it actually makes sense to get it over the Meteor Armor. Perhaps give it slightly higher damage output than Meteor, and some mana reduction while Meteor Armor only makes Space Gun free. That would justify Jungle Armor, but only if you use anything else than Space Gun or Orange Zapinator. So it depends a little bit on luck and preference.
I also save more mana, and do more DPS, by spamming Demon Scythe and Space Gun, and whenever I run low on mana, spam Space Gun instead for constant DPS, than I do by using Jungle Armor and having to stop and do nothing when I run out of mana, or waste my (already terrible) DPS on a mana potion.