Attack pattern of *enraged* Duke Fishron is too simple without randomness and need to be tweaked. Check my thread for examples with figures included:
Just some simple tracks and wooden minecart (see image below). He can never hit (even in expert phase 3)! Since truffle worm can be farmed before defeating any of the mechanical bosses, this method provide an easy way to get OP weapons immediately after Wall of Flesh, without any skill or gear...
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Here is what I wrote there:
Just some simple tracks and wooden minecart. He can never hit (even in expert phase 3)!
Since truffle worm can be farmed before defeating any of the mechanical bosses, this method provide an easy way to get OP weapons immediately after Wall of Flesh, without any skill or gear requirement. IMO it should be buffed with more complex attack patterns. (or some randomized attacks?)
Added more examples of abusing enraged duke fishron. #1. Anti-gravity hook. Simply grapple and keep spinning. #2. Long platforms. Jumping practice and muscle memory are required for fixed lunging patterns.
I'm posting here because of two reasons. First, they changed Reaver Shark and Meteorites, and these two are popular gear boosting strategies in expert mode. Duke fishron after Wall of Flesh should be the third. Second, the boosting effect of defeating duke fishron is super significant (than previous two). One can easily take all three mechanical bosses together with fishron weapons, essentially RUIN other players' experience in multiplayer.
I'm not sure if devs know this or not. Simply moves truffle worm spawn after plantera will work, but it may be a 'punish' for those who can really defeat duke fishron with gears before any mechanical bosses in ocean biome, which requires much more patience, skill and practice than just copying a rigid minetrack design.
The original problem is duke fishron doesn't obey the rule - "enraged boss should be significantly harder to kill". I've tried most enraged boss fights and find out his enraged mode could be an obvious weakness. I believe devs think "ok we just give it infinite superfast lunge and it should wipe out any player in a matter of seconds" and I'm proving they're wrong.
Listing the possible consequences like getting op weapons doesn't change the fact that this enrage pattern is a lazy and bad design that does not suffice.