Dungeonbubble
Skeletron
Had a full moon + blood moon. All the warewolfs and other monsters ran right past me.You're givin' us a lot of mob farm scenarios, here; what about in literally any other situation?
Had a full moon + blood moon. All the warewolfs and other monsters ran right past me.You're givin' us a lot of mob farm scenarios, here; what about in literally any other situation?
I think the whole point of adding whips though was to give Summoners a viable Sidearm to use alongside minions that is boosted by summoner stats instead of them just relying on guns or swords. Buffing whips could fix this and make pure summoner viable.Probably because Everyone thinks that now that there are whips, it's viable to go pure summoner, when it isn't. The summoner class is plenty strong but not if you limit your options so much. Minions are extra dps on top of whatever main weapon you're using and whips are best used every once in a while to boost your minions.
summoner's already have the papyrus scarab that's basically what is supposed to be their version... it involes an item that is basicly a summoner emblem.The fact that the Avenger Emblem builds into an item for each of the main classes except for Summoner is saddening. Again this isn't a new item suggestion post, but still..
summoner's already have the papyrus scarab that's basically what is supposed to be their version... it involes an item that is basicly a summoner emblem.
Flower/Fairy Boots, again: The Fairy Boots suffer from the same issue as the Hellfire Treads: "Why cut myself off from the Terraspark Boots when I can just equip the Flower Boots in a Vanity slot?" Except that the Flower Boots don't function in the Vanity Slot this time, so the Flower/Fairy Boots are required to be equipped over another accessory in order to even be used. Neither the Hellfire Treads nor the Fairy Boots should logically exist, as their design encourages you to waste useful items on a tiny little visual effect. My solution:
• Allow the Flower Boots to produce flowers even while in the Vanity Slot. As mentioned, they do nothing in the Vanity slot despite being confirmed as a Vanity accessory.
• Allow the Flower Boots' flowers to continue producing critters, but only when no players in the world have them equipped in any Accessory or Vanity slot, so as to prevent easy bait farming. Perhaps add a small delay before flowers begin to grow from the boots as a preventative measure.
• The Fairy Boots, again, should be removed.
While, as you said, shooting suggestions far out of the range of this thread... I've always thought it would be neat to have (or perhaps just have a chance for) the opposite evil to the one the world started with spawn in the hardmode transformation. (Imagine starting in a Corrupt world and starting hardmode and having the rotted Corruption suddenly bursting into bloody, Crimson life... or vice versa, the living fleshy Crimson withering into Corruption. Delightfully gross either way. X3 I don't ever expect anything like this to be implemented, but I always wanted to try a playthrough this way, using an editor to change the default world evil after the world had been generated.)Going off of the evil biome suggestion above, honestly, just give us the option to spawn both in a world, it's clearly possible with that easter egg seed. Make it so you select one as the primary and one as the secondary so the world knows what EoC should drop and which one to spread for hardmode. And while I'm shooting suggestions far out of the range of this thread, for the love of god please finally add corrupt/crimson/hallowed variants for the jungle, they don't even need unique enemies, just have the blocks for the sake of conservation..
Yeah, the cost thing is definitely a lot less of a problem with the Fairy Boots; it’s more of a Hellfire Treads problem (you basically have to fish for the Water Walking Boots and Lava Charm in most worlds, they’re so uncommon in their chests, and that can be its OWN issue if you’re unlucky enough). I haven’t used Flower Boots much in the past two years, but I typically just swap out another non-Running Boots accessory for the Flower Boots when I need them. That basically just does what you claim the Fairy Boots are made for, except that I sacrificed the Mechanical Glove‘s melee bonuses for a few moments, during a moment of calm, to grow some flowers. Now, if a player doesn’t HAVE any running boots equipped in the first place, then, yeah, I can see the Fairy Boots’ use, but I feel like we’d be a little more hard-pressed to find somebody who doesn’t wear Frostspark or Terraspark now.I cannot disagree with this enough. While you might be right that there's no real reason to have these over Terraspark Boots, you make the mistake of thinking that a player can only ever have one of those things. These are fun things to do with extra boots. Keeping them in hurts absolutely nothing -- even if you didn't know about Terraspark Boots and made one of them and then regret it, you can always get more components for them. The Spectre Boots only require the buyable Rocket Boots and one of the four variations of Hermes Boots.
My main problem with boots before this update was having to constantly remember to stop and swap them around when I found myself needing extra functionality -- the Fairy Boots are lovely convenience items, and I was really excited to make them. Creating permanent flowers is more than a vanity function, so I can understand why they don't work in vanity slots. I still swap them around, but being able to run while wearing them alleviates a huge source of frustration for me personally.
I can't speak to Flame Wakers yet, as I haven't gotten a pair. I can see what you mean about just putting them in a vanity slot and making Terraspark boots. So perhaps they need a little more functionality -- maybe a Magma Stone could be added to the recipe for the Hellfire Treads, to either incorporate its functionality or upgrade the vanity fire effect to a real one. (Maybe lighting enemies that touch you on fire? That's new functionality, I know, which is probably outside the scope of this thread.)
It is a little odd that in an update wich was ment to balance the gabe a weapon was addded that just made melees get the highest damage. This shoun't be because melee weapons don't use ammo or mana and you have the highest damage an hp regen. They were supposed to have the worst damage as a tradeoff.
I personally like never use the Band of Starpower in my mage playthroughs, even its upgrades. I actually don't use any mage accessories except the Mana Flower.My usual class of choice in prehardmode is the mage and one of the best early game accessories for mages is the Band of Starpower as it can be combined with the Band of Regeneration and further on with the Shackle to create the Magic Cuffs, for an extremely useful accessory for mages though out the whole game. My complaint comes with the fact that it's impossible to get the Band of Starpower on a world with Crimson as its world evil.
A way most people get around this is by either creating a seperate Corruption world to get a Band of Starpower or by creating an artificial Corruption in their Crimson world and fish for the Band, and while both options are ok, they both require going into a seperate world, something I (and a lot of other people) don't like doing in a playthough.
The Band of Starpower doesn't have a Crimson counterpart, the closest thing it has is the Band of Regeneration which isn't a Crimson item, but what if it was?
My full proposal is that the Band of Starpower should still be a Shadow Orb item with the Band of Regeneration becoming a Crimson Heart item (or at least an item you can get from the Crimson) with the opposite band to the one your world evil provides being able to be found underground where the Band of Regeneration is now. (If your world is Corruption, the Band of Regen will be underground whereas if your world is Crimson, the Band of Starpower will be underground). This way, it'd be possible to get the Magic Cuffs on both kinds of worlds natively.
Wow, that is a much more intelligent solution than whatever I could have mustered. The Panic Necklace remains unaddressed, but I think your solution is the best one I've seen yet.My full proposal is that the Band of Starpower should still be a Shadow Orb item with the Band of Regeneration becoming a Crimson Heart item (or at least an item you can get from the Crimson) with the opposite band to the one your world evil provides being able to be found underground where the Band of Regeneration is now. (If your world is Corruption, the Band of Regen will be underground whereas if your world is Crimson, the Band of Starpower will be underground). This way, it'd be possible to get the Magic Cuffs on both kinds of worlds natively.