Journey's End 1.4.4: Balance Feedback and Discussion Thread

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One major issue multiple people have with the Old One's Army is that unless you farmed the previous tier extensively, it is not worth attempting because clearing the event is nearly impossible without the tier-appropriate sentry, and most of the medal rewards are locked to the later waves. The current bandaid solution is to make a new world and farm OOA there, and I think we can agree that players shouldn't be forced to do this. In the past I have thought of different ways to fix this problem, but the easiest solution right now is to award more medals on earlier waves so you can get a sentry even without making it all the way to the end.
 
Just gonna post a bunch of smaller ideas into a large post. Hopefully at least some of these should fit the scope of this update, I'm not suggesting any new items or anything *too* big, though it's understandable if most of these aren't feasible. Anyways...

It's great that life crystals are renewable in some way now in 1.4, but I still feel that they are too rare for what they are. I have a few solutions that could make them a bit easier to get.

1.) Increase drop rate from gold/titanium crates, maybe around ~10%.

2.) Make them drop from more crate types/make gold/titanium crates more common.

3.) Add a crafting recipe. Wouldn't want it to be cheap, maybe 15-25 rubies and 50 glass per life crystal per example, and they could only be crafted at a hellforge or something.

Thankfully, most blocks in Terraria are already renewable, though there are some common blocks which I still feel could use a renewable source.

Ice blocks could be crafted with bottles of water at an ice machine.

Marble blocks could be crafted with stone and some kind of white ingredient. (cobwebs, snow, etc)

Hive blocks could drop from Queen Bee.

Sandstone could be crafted with sand and stone.

Hardened Sand could be crafted with sand and dirt.

Clay could be crafted with dirt at a furnace.

I'm sure most of these could be implemented in a better way, but it would be nice to see these common blocks have a renewable source, I am also aware that I am leaving many blocks out, I'm not sure how to address things like dungeon/lihzahrd bricks.

One other 'block' I would like to see be made renewable is hellforge. Simply make it craftable with hellstone and a furnace, but make it craftable at a hardmode anvil to prevent sequence breaking. Alternatively, hellforge could drop from obsidian/hellstone crates, but gate the golden bug net behind EOW/BOW, once again to prevent sequence breaking.

I feel that many of the NPCs could have slight changes to their shops, drops, etc.

Starting with NPC drops, these are way too rare for what they actually do. Make all of them a 1/4 drop except the resonance scepter, that can stay.

As for NPC spawning, the only change I can recommend is to make the party girl more common. I don't see a reason to have her be such a rare spawn. Even increasing the spawn rate to 5% per day would make a huge difference, though perhaps that could be even higher.

As for NPC shops, there are a lot of changes I have to suggest:

Merchant: Move disco ball to party girl, move gold dust to pirate. I feel that those NPCs are more appropriate for those respective items.

Zoologist: Move the digging molecart to 50% completion, I don't feel this would break balance in any way really, since the cart is reliant on your current pickaxe. Would give it a bit more use than gating it behind hardmode.

Dryad: Jungle walls and potted plants moved to prehardmode. Don't see a reason for these to be hardmode as they are just decorations. Add jungle grass seeds to her shop after Queen Bee is defeated, and while she is in the jungle. Allow the opposite evil grass wall to be purchased in a graveyard at any time. Corrupt and crimson seeds being sold in a graveyard could be moved to post skeletron, to allow the player some more time to set up those biomes before hardmode. Same could potentially apply to vile/vicious powder.

Painter: Move shadow and negative paint to prehardmode.

Party girl: Bubbles moved to post skeletron.

Wizard: Music boxes moved to mechanic. I think it would be fun if music boxes were accessible a little earlier, and because music boxes can be wired up. However, music boxes are magical in some way, understandable if this doesn't change.

Tax collector: Max gold capacity increased. Could be 1 platinum, or even higher IMO, this NPC really doesn't serve much value considering how easy it is to get 10 gold in hardmode.

Pirate: Now sells explosive bunnies again. Unless bunnies can be farmed in a more reliable method (more on that below), I feel that they should be purchasable again. Would make bunny cannon a bit more viable.

Steampunker: Now sells the opposite evil solution when in a graveyard during a blood moon or solar eclipse. If you are in a crimson world, she sells corrupt solution in a graveyard during a blood moon or solar eclipse for example.

Skeleton merchant: Change bone torches/torches to be sold at an hourly interval. I don't really understand why this item changes every minute, afaik there is no other item that behaves like this in an NPCs shop. Move yo-yo glove to post skeletron. I've heard many others speak of this, and I agree. Would be another viable option for wall of flesh for melee, wouldn't be too powerful IMO.

Traveling merchant: Either increase his chance of spawning every day, or increase chance of certain items appearing. Speaking of those items:

Move celestial magnet and pulse bow to uncommon/rare instead of very rare. I've also seen great suggestions that could make these craftable, that could be an alternative solution.

Move black counterweight to very rare instead of extremely rare, don't see a reason for this inconsistency. They could both be realistically moved to rare or uncommon to be honest, they are just counterweights after all.

Move zapinators and sergeant united shield to rare, these items rarely see any use because of their rarity.

Move sitting duck's fishing pole to rare, especially since this item is gated behind skeletron now.

Angler: Bottomless water bucket and super absorbant sponge moved to prehardmode. Since the lava equivalents are prehardmode, I don't see a reason not to do this.

Move hotline fishing hook to post skeletron. Would give it a bit more value having it obtainable earlier, and gating it after skeletron would prevent sequence breaking. Chance to obtain could be slightly increased as well, perhaps up to 2% at most.

Move golden bug net to post EOW/BOC to prevent sequence breaking, especially if hellstone/hellforge is added to obsidian/hellstone crates.

All of the angler's secondary loot pool items should have their drop chance increased (except for potions), or one could be guaranteed to get a furniture item alongside a "rare" item. Ever since the 1.4 change to the angler not resetting his quest drop rate increases, these items are too rare. These items could also be sold by an NPC or crafted in some way, but I think the most elegant solution would be to make these items always drop alongside a rare item, even if its after a certain number of quests.

Statues need a bit of love, most of them are quite hard to obtain in their current state, and even when you do obtain them, many of them don't offer much value when compared to just farming the enemies normally.

I think that all statues should be craftable. As for vanity statues (ex: axe, boot, angel, etc) they should all be craftable with 50 stone, just like the armor statue. Perhaps the crafting station could be changed from workbench to heavy workbench.

All function statues should be craftable. As for enemy statues, 50 stone and a banner would do. It would reward farming/keeping banners. Bomb, heart, star and mushroom statues could be crafted with 50 stone and a bomb, life crystal, mana crystal and ~50 glowing mushrooms for example. Bast statues don't need a crafting recipe as there is already a renewable way of obtaining them. Lihazhrd statues could also be crafted with 50 lihzahrd bricks at a lihzahrd furnace.

As for function statues, I feel that some of them could use a buff/change.

First, critter statues. I feel that at least some of them could allow you to catch critters with the bug net again. If the pirate isn't going to sell explosive bunnies, then perhaps the bunny statue could function like it did pre 1.3.1. If critter statues were to regain their pre 1.3.1 functionality, they should have their sell values nerfed (same with their products). Not sure of many other ways to balance this though, besides buffing critter spawn rates as a whole.

As for hostile creature statues, some of them have been nerfed too heavily in my opinion, and could use a bit of a buff to make them more useful.

I think that foods should be able to be obtained from statues, considering that most statues already have reduced drop rates. Some of the changes below could be ignored if this change is implemented.

Imp statue should have drop rates reduced only by a factor of 5 IMO. If there isn't going to be another way to farm obsidian rose more easily, this change should be made to make the terraspark grind a bit easier.

Goblin statue could have its drop rate increased as well, grinding for tattered cloth is a bit of a pain, why not make the alternative with statues a bit more viable. Maybe have the drop rate be 2% instead of 1%.

I don't see a reason for armed zombie, bat, and skeleton to have their drop rates reduced, their items don't sell for much and aren't too useful anyways.

Wraith, eyeball, corrupt, harpy, hoplite, hornet, medusa and pigron should have their drop rates be reduced by a factor of 5 instead of 20. I don't see a reason for these statues to be nerfed so heavily, their items aren't that valuable, and this change would make them more useful for farming crafting materials, etc.

Ever since 1.3.1, farming critters has become quite a bit more difficult. 1.4 did help with towns, but I still feel that some critters need to be made more common.

An obvious solution would be to make statue spawned critters catchable instead. You could decrease sell value or make them spawn once every 10 seconds or something to balance this, though even with those changes I don't know if this is the right solution.

Notably, golden critters should have their spawn rates increased to 1.3 levels again, especially since they now have more uses with golden delight. Their sell values could be decreased as a result, or the duration of golden delight slightly nerfed. I just think that gold critters are too rare right now, and make people more hesistant to use them as food.

Seahorses need to be more common. Even regular seahorses are extremely rare and hard to get to spawn.

All gem critters could be crafted with 1 gem and 1 of the respective critter. Sell values could be rebalanced as result of being craftable.

Sea turtles and dolphins should be killable with the Guide to Critter Companionship. These critters get in the way of other more valuable critters spawning and being able to rid them would be great since they serve no purpose.

Maggots and rats could probably be made a bit more common, considering the conditions to get them to spawn.

The rarer butterflies could probably be made a little more common, especially Tree Nymphs.

Change mice to spawn more often near NPCs, just like other critters. Would make gold mice much easier to come by.


Wooden crates could drop herb bags and can of worm, and perhaps the other surface chest items. I find it weird how the umbrella of all things can be obtained, whereas the blowpipe and wand of sparking cannot be obtained from wooden crates.

I hope at least a few of these changes are in the scope of this update!
 
It's great that life crystals are renewable in some way now in 1.4, but I still feel that they are too rare for what they are. I have a few solutions that could make them a bit easier to get.

1.) Increase drop rate from gold/titanium crates, maybe around ~10%.

2.) Make them drop from more crate types/make gold/titanium crates more common.

3.) Add a crafting recipe. Wouldn't want it to be cheap, maybe 15-25 rubies and 50 glass per life crystal per example, and they could only be crafted at a hellforge or something.
What about making them a Divine Crate loot item with a chance like 20% or 50%? By the time you get to Hardmode, Life crystals hardly matter anymore, it fits thematically with the Hallowed biome, and Divine Crates already have a really boring loot pool compared to all other crates. Biome crates are less rare than Titanium crates (according to the wiki).
 
What about making them a Divine Crate loot item with a chance like 20% or 50%? By the time you get to Hardmode, Life crystals hardly matter anymore, it fits thematically with the Hallowed biome, and Divine Crates already have a really boring loot pool compared to all other crates. Biome crates are less rare than Titanium crates (according to the wiki).
Great idea!
 
Wait wait wait!
Look, I know I said I was done, I had that heartfelt goodbye and everything, but I had this one idea pop in my head and, uh...

J-just one more post, okay?

Alright, Hallowed Armor, really strong set bonus. Really strong, get's stronger the later in the game you are,
or the higher the difficulty is, unlike basically every other set bonus in the game.

So I've thought of this:
Holy Protection has a base cooldown of 30 seconds, same as before.
And it stays that way, unless you get hit by an attack that would deal more than 50 damage, with defense included.
You'll still dodge the attack as normal, however, Holy Protection will incur one additional second of cooldown per 2 points of damage dodged, up to a max of 100 seconds.

So, for example if you were hit with an attack that would deal 100 damage, it will be dodged, and 25 seconds will be added to the cooldown of Holy Protection,
totaling 55 seconds with the base cooldown included, with this current formula it would take an attack with 190 damage or more to max out the cooldown at 100 seconds.
This would make it so Holy Protection does actually care about the damage being dealt to the player, becoming weaker as enemies deal more damage.
It also means you can sacrifice the normally worry free on Hallowed Armor damage accessories and modifiers for defensive ones to partially counteract this change.

Hallowed Armor will still be very strong with these changes, these numbers might've been too generous, a one to one ratio might be better.
But, it would at least somewhat encourage swapping armor post-Plantera, and discourage it's abuse with Daytime Empress.



Right then, I'll give you that to think about.
This is my true last post, on this thread at least.
I've been thinking about getting into Terraria modding recently, Maybe I'll be back again, but I'm not banking on it, interaction still makes me feel uncomfortable.


Anyway, I've got to catch up on Wand of Sparking's 3 block wide Terraria playthrough.

Oh wait.
I said I was gonna compile some of my old posts a while ago, forgot about that.
I Spose' I'll do that now.
Here ya go, made a couple changes too, if you can even find them. That is.



Well, Since I'm here, I may as well make a few adjustments.
...On second thought, maybe not. That sounds like way too much work.
Maybe just a few.

Idea List Version 2.1: Journey's End*​

*Author still suffers from smooth brain, and also laziness. Changes will likely be silly and unbalanced, and most probably don't really even reflect his current feelings.
There are also way too many changes for the scope of this update. Obviously, I mean just look at this monster I created.


Buffs:​

Pre-Hardmode Weapons:

Suggested Change(s):
Increase damage from 8 to 12
Decrease use time from 31 to 29

- Bad wooden chest drop, bad.

Suggested Change(s):
Increase damage from 14 to 25
Decrease use time from 31 to 21

- Make it a little better than the swordfish at least

Suggested Change(s):
Increase damage from 12 to 16

- It's weak, it's rare, and the same enemy drops an item that's better than it.

Suggested Change(s):
Increase damage from 10 to 27
Increase use time from 16 to 25
Increase knockback from 0 to 4
Increase cost from 5 gold to 10 gold, I guess?

- The Flintlock is comically bad. By the time you even have the privilege to buy this weapon you already have a better one. That's not even an exaggeration, you literally need a gun or ammo to get the Arm's Dealer, and loose ammo always comes with the guns obtainable, and who is gonna grind for party bullets for the Flintlock? Just save up for the Minishark or the Quad-Barrel man.

Suggested Change(s):
Increase damage from 13 to 16
Increase use time from 15 to 19
Increase both initial and return velocity

Ice Boomerang:
Increase damage from 16 to 27
Increase use time from 15 to 18
Increase velocity to be more than the Buffed Enchanted Boomerang
Now inflicts Frostburn
Now called the Freezerang

Fruitcake Chakram:
Increase damage from 14 to 26
Increase use time from 15 to 17
Increase velocity to be more than the Buffed Enchanted Boomerang
Still won't see much use because it's a Christmas item.

Thorn Chakram:
Increase damage from 25 to 30
Increase use time from 15 to 19

Shroomerang:
Increase damage from 14 to 26
Increase use time from 15 to 17
Now pierces enemies
Increase velocity to be more than the Buffed Ice Boomerang but less than the Thorn Chakram

Flamarang:
Increase damage from 32 to 50
Increase use time from 15 to 17
Increase velocity to be more than the Thorn Chakram

- Boomerangs are extremely undertuned right now, flails and yoyos do mid/long range better, broadswords do short range better. They need a pretty big damage buff to keep up.
I also Increased the use time so they aren't too strong at point blank, to make them more of a long range specialist of the Melee Class.
Isn't it weird how most of them have the same use time?

Suggested Change(s):
Increase damage from 10 to 13

- While the Vilethorn is adequate, it pales in comparison to the Ball O' Hurt and jester arrows, and enemies with even just ten defense can greatly reduce it's effectiveness, three points of damage would go a long way honestly.

Suggested Change(s):
Increase damage from 14 to 29
Decrease use time from 31 to 26

- The Crimson got the short end of the fork in terms of orb weapons, it seems. The Rotted Fork is way under par, losing out to the Swordfish of all things. give it some love.

Suggested Change(s):
Increase damage from 15 to 19
Can now autofire

- A musket this is not, giving it a leg up would be greatly appreciated.

Suggested Change(s):
Increase damage from 25 to 33
Remove or reduce Immunity frames from projectile to prevent it from clipping through enemies when fired at close range

- The harpoon is weird man, it's got okay DPS at point blank range, but the use time becomes so low it can phase right through foes, forcing you to wait for it's long return time. makes the thing more trouble than it's worth. Which is a shame, because it's a unique weapon that's just... really undertuned.

Suggested Change(s):
Increase damage from 29 to 43

- Once the cream of the crop of pre-hardmode weapons, power creep has not treated the Dark Lance and it's other spear brethren well, falling behind all other shadow chest loot by a fair margin. A 50%-ish damage buff might not make it meta(Who knows, maybe it will?) but it will at least make it good, I think.

Suggested Change(s):
Increase item size by 15%

- Honestly, the Night's Edge isn't that bad. It's just a bit on the small side. Making it a little bigger would help a lot. I don't really like how it loses relevance almost immediately,
but I guess that's just hardmode for ya'.

Suggested Change(s):
Increase damage from 27 to 30
Decrease use time from 35 to 29

- This obscure weapon has incredibly low stats, you can do so much better than this after queen bee. It needs some serious help.

Suggested Change(s):
Now has autofire

- Honestly the Phoenix Blaster is fine, it just suffers from a high use rate with no autofire meaning you have to spam click it a lot, which gets tiring. If the freakin' Musket gets autofire I don't see why a handgun can't.

Suggested Change(s):
Increase damage from 16 to 22

- The aqua Scepter has some stiff competition, and it does not hold up compared to them. A damage buff would be nice. Probably not enough but it's somethin'.

Suggested Change(s):
Houndius Shootius:

Increase damage from 24 to 27
Increase velocity of Projectile

Basically All Sentries:
Now attacks immediately if an enemy enters it's range and if the sentry's attack is off cooldown
Now attacks immediately after being summoned or re-summoned

- I always wondered why the Old one's army towers felt more responsive than the other sentries, and now I think I know why, when you summon a Ballista Tower or a Flameburst Tower if an enemy is in it's range it will attack immediately, you can even use these sentries as inefficient magic weapons this way, it feels a lot better like this. Makes it feel like micromanaging isn't just a waste of your time. Other sentries like the Frost Hydra or this one wait a second or two before doing anything after getting summoned. If this is a bug, I'd say make it a feature of every sentry.

Suggested Change(s):
Lightning Aura Rod:

Increase damage from 4 to 7

Flameburst Rod:
Increase damage from 17 to 21

Explosive Trap Rod:
Increase damage from 24 to 31

- Compared to the Ballista Rod, the other sentries fall behind in use.

Hardmode Weapons:


Suggested Change(s):
Increase damage from 43 to 50

- In it's current state the Breaker blade is a serviceable, if slightly underwhelming weapon that can keep hardmode enemies at bay decently, With a damage buff it'll be able to use it's double damage ability more effectively, which would be nice.

Suggested Change(s):
Increase damage from 42 to 60
Decrease number of crystal shards to craft from 50 to 25

- Fifty shards is a lot to ask for something that isn't even as good as a tier three ore sword.

Suggested Change(s):
Increase damage from 49 to 52
Decrease use time from 18 to 17

- This thing is kinda underwhelming for an invasion drop. A little buff for a little sword couldn't hurt.

Suggested Change(s):
Decrease damage from 52 to 49
Reduce cooldown of beam from 1 second to 0.5 seconds
Now has autoswing

- Another underpowered early hardmode melee to add to the list, Thought I'd give it a beam themed buff, it is the Beam Sword after all.

Suggested Change(s):
Increase damage from 100 to 115
Decrease number of souls of light & night to craft from 7 to 5

- The Dao of Pow is too difficult to craft for it's power level.

Suggested Change(s):
Increase damage from 32 to 33
Increase Velocity from 16 to 19

- Crystal storm is pretty bad, definitely the worst of the three craftable books. The crystal shards lose speed so fast they have almost no range, the damage is good, but not enough to warrant the risk using it entails.

Suggested Change(s):
Increase damage from 40 to 46
Increase use time from 8 to 10
Now has autoswing

- The Magic Dagger is too fast for it's own good, often suffering from immunity frame issues from it's blazing fast use time, other than that and it's lack of autoswing it's pretty decent.

Suggested Change(s):
Increase damage from 40 to 65
Increase max tile range from 17 blocks to 20
Change drop from a 1/1000 chance from any hardmode enemy during a blood moon to a significantly more reasonable drop rate from Clown's

- The KO Cannon is pretty neat, but it's also pretty weak, and really rare. The Chain Guillotines are much better and more obtainable, the Chain Guillotines aren't exactly a knockout performer either but they're certainly an upgrade. Plus Clown? Giant boxing glove cannon? It just makes sense.

Suggested Change(s):
Increase damage from 59 to 61

- These things aren't too bad, just a little love will make them real good.

Suggested Change(s):
Increase damage from 66 to 68
Decrease use time from 20 to 17

- Truthfully all of the hardmode ore swords need a buff, but that's a lot of random numbers to throw out there so I'm not gonna bore you with all that. For now getting Ol' Excal stats closer to the true version would be nice.

Suggested Change(s):
Increase damage from 42 to 67
Decrease use time from 22 to 20

- Hardmode ore swords need a buff, hardmode ore spears doubly so. I'm not gonna type all that out so have these Gungnir buffs instead.

Suggested Change(s):
Chlorophyte Saber:

Increase damage from 57 to 61
Decrease use time from 16 to 15
Projectile now inflicts poison
Tooltip now states "Shoots a toxic spore cloud"

Chlorophyte Claymore:
Decrease use time from 26 to 24

Chlorophyte Partisan:
Increase damage from 49 to 61
Decrease use time from 23 to 22
Projectile now spawns earlier and closer to the player
Projectile now inflicts poison
Tooltip now states "Shoots a toxic spore cloud"

- With True Excalibur and True Night's Edge on the same tier these serve little purpose now, making them at least somewhat comparable would be nice.

Suggested Change(s):
Now only stops being active if hit by another player with another jousting lance

- Jousting Lances are awkward, they probably aren't meant to be intuitive but to have them un-deploy after getting hit goes against pretty much everything else in the game.
Make it players only, so you can still host a jousting tourney but don't have to worry about losing your charge from a stray slime or something.

Suggested Change(s):
Lightning Aura Cane:

Increase damage from 11 to 18

Lightning Aura Staff:
Increase damage from 34 to 35

Flameburst Cane:
Increase damage from 42 to 51

Flameburst Staff:
Increase damage from 88 to 97

Ballista Cane:
Increase damage from 67 to 73

Explosive Trap Cane:
Increase damage from 59 to 68

- For post mech-boss weapons the tier two Old One's sentries feel underpowered, and tier three's often struggle to keep up with the Ballista's set bonus.

Suggested Change(s):
Increase Velocity from 14 to 19

- In retrospect, I didn't really explain why I didn't like this thing(Mostly salt from a pure summoner playthrough). It's not exactly bad, it's just not very good either. It suffers from really short range, with projectiles that are greatly affected by gravity, they linger for a bit afterwards but that doesn't really help too much. You really have to go out of your way to use it, constantly repositioning the sentry causing it to undergo a cooldown state(See Houndius Shootius) or hugging around the sentry just so it can get a clean shot.
It's better than nothing, at least.

Suggested Change(s):
Increase damage from 130 to 150

- Despite being post-Plantera, the Flower Pow barely beats out the Drippler Crippler, a Pre-mech boss flail, in damage, it just needs a little boost to help it compete with other melees.

Suggested Change(s):
Flamethrower:

Increase damage from 35 to 50
Now inflicts hellfire instead of on fire

Elf Melter:
Increase damage from 60 to 100
Now inflicts hellfire instead of on fire

- It's no secret that the flamethrowers have been living in the shadow of their competitors since they came out, they lack the damage output to compensate for the range they lose over other options. They're not even the best at crowd control because of the various ammo types regular guns have. It's rather sad...

Suggested Change(s):
Increase damage from 31 to 42
Increase knockback from 0 to 0.1
Decrease mana cost from 10 to 8
Increase max enemies pierced from 3 to 4

- Plantera's worst drop, easily. It's lacking on all fronts, damage, knockback, mana consumption, the wasps are a little on the slow side too. That can stay, I guess. As long as everything else gets buffed.

Suggested Change(s):
Increase damage from 44 to 52
Increase velocity from 10 to 13
Increase max enemies pierced from 2 to 4

- While not bad per say, the Candy Corn Rifle is rendered obsolete by the Stake Launcher, which is also found in the pumpkin moon event, and is restricted neither by gravity nor number of enemies pierced, with superior damage to boot.

Suggested Change(s):
Increase damage from 65 to 80
Increase velocity from 7 to 9
Increase blast radius of Explosive Jack 'O Lanterns

- The Jack 'O Lantern Launcher is a mediocre explosive weapon held back by it's ammo. With middling damage, as well as poor range due to low velocity projectiles, it just doesn't really have a huge amount going for it. At least ammo is cheap.

Suggested Change(s):
Increase damage from 45 to 55
Decrease use time from 30 to 28

- The Rocket Launcher feels really underwhelming. Even with double damage on a direct hit the grenade launcher does just as fair if not better. More damage pls.

Suggested Change(s):
Increase damage from 67 to 70

- Almost really good, Just needs a bit more damage.

Suggested Change(s):
Increase damage from 85 to 92

- Yet another explosive weapon with slightly below average DPS, I'm starting to sense a pattern here.

Suggested Change(s):
Increase damage from 45 to 47

- Just a little bit more DMG so it can keep up with all the other explosive weapons I've just buffed.

Suggested Change(s):
Increase damage from 45 to 50

- Needs more damage to keep up with the other explosive weapons and the other martian weapons.

Suggested Change(s):
Increase damage from 46 to 51
Decrease mana cost from 30 to 17
Slightly increase velocity of projectile
Now inflicts poison, it is a toxic flask after all
Now has autofire

- 30 mana cost is very punishing for a hard to use weapon like this. It's got potential, but requires very large crowds to be worth it. Autofire and a slashed mana cost should make it really good, actually.

Suggested Change(s):
Increase damage from 120 to 130
Greatly increase velocity of sparks

- The Butcher's Chainsaw suffers from the same situation as the Candy Corn Rifle, it's not bad, but there's a weapon that's just objectively better in the same event, the sparks effect is barely even noticeable, maybe increasing the range of the sparks will make them more impactful? A little bird told me about giving it global immunity, whatever that means.
I'm sure it means making a weapon really good or something.

Suggested Change(s):
Increase damage from 85 to 86(hehe)
Stealth mode is now activated and deactivated manually by double tapping the armor set bonus key like Vortex Armor, stealth mode is still lost automatically under the same conditions

- The Psycho Knife's stealth mode is potentially very powerful but is too slow to be very practical in it's current state, the ability to manually activate it would turn it from a gimmick to a powerful ability, giving it an even higher risk reward factor on an already high risk high reward weapon. Which would be fun.

Suggested Change(s):
Decrease use time from 30 to 29
Decrease mana cost from 18 to 14
Increase velocity from 8 to 9
Now has autoswing

- Don't know why this couldn't have autofire, autoswing? Whatever it's called. Anyways, this magic item tends to be a lil' light on power compared to Resonance Scepter, give it a bit of sauce.

Suggested Change(s):
Increase damage from 85 to 90
Decrease use time from 20 to 18

- The Keybrand does too little damage to justify using it over the Psycho Knife, plain and simple. If it did notably more than the Psycho Knife on low health targets then it would be worth using.

Suggested Change(s):
Decrease use time from 36 to 35
Increase critical chance from 29% to 35%
Now has autofire

- The Sniper Rifle needs a great deal of investment into highly specialized builds to compete with more straightforward options like the Chain Gun and Xenopopper,. With how punishing missing is, it's generally just too hard to use for a normal playthrough. A little bit more crit will go a long way to make this devastating without having to wear so many crit boosting accessories. Also autofire would be nice, considering every other gun at this point has that.

Accessories:

Suggested Change(s):
Aglet:

Increase move speed bonus from 5% to 10%

- The Aglet is extremely weak even for a starting accessory, more move speed early game couldn't hurt.

Anklet of The Wind:
Increase move speed bonus from 10% to 20%
Acceleration and deceleration is increased by 50% while equipped

- Magiluminescence makes this accessory a glorified crafting material, even more than it already is at least.

Lightning Boots(And upgrades):
Increase base speed from 34 MPH to 37 MPH
Acceleration and deceleration is increased by 50% while equipped

- Lightning boots have been power crept by Amphibian Boots. And honestly? The 4 MPH boost the lightning boots gave over Hermes Boots always felt a little unimpactful, and every upgrade after that is pretty much quality of life, these buffs might make them more worth using over their froggy counterpart.

Suggested Change(s):
No longer has a cooldown between gravity flips
Now increases max fall speed by 25%
Now gives immunity to fall damage

- Remember this thing? probably not. It's pretty much just a novelty post-Moon Lord accessory, A unique effect might make it at least slightly appealing?

Armor:

Suggested Change(s):
Set bonus now gives a boost to whips maybe?
Maybe the set could give summons life steal? Just a tiny bit of course.
Maybe taking damage could give a damage bonus to all minions for a short time, wrath of nature and such

- Tiki Armor is in a bad spot, I know it needs something, it's lacking right now and needs a boost to compete with Hallowed, I just don't know what that something is.

Tier Changes I guess?:​

Hardmode Weapons:

Suggested Change(s):
Increase use time from 20 to 24
Now crafted from iron/lead bars, souls of fright, and Chlorophyte

- Currently, Explosive weapons feel densely packed. With a large selection at the start of the game, one more unlocked after queen bee, then nothing at all until after Plantera.
Pushing the Grenade launcher back to post mechs might help spread it out a bit, right now you can only craft one weapon exclusively with souls of fright. This would bring it up to two.
All of Plantera's drops are either directly connected to Plantera, or connected to the jungle aesthetic. The Grenade Launcher sticks out in this regard with no connection other than a little bit of green. I don't know, I think It might work. Would help with the crowded loot pool, and getting Cyborg.

Nerfs(Yes there was only one I could bother with at this point my brain is smooth):​

Accessories:

Suggested Change(s):
Decrease ascent speed bonus from 48% to 10%
Acceleration bonus now only applies to flying and falling, reduce the bonus, however much it is

- This thing is a can of worms, there's so much you can do with infinite flight. But, that's not why it's here, for the most part, It's here because of how much more it does than just infinite flight. Let's start with it's misleading tooltip, in it. It states it gives increased flight and jump mobility. This is true, but inaccurate. What it actually does is give you greatly increased acceleration on your jumping, flying, walking, and even falling. No other accessory gives you falling acceleration, these buffs are substantial too, and immediately noticeable if you equip just the Insignia, it also increases your move speed by about 2 MPH, which works like most other move speed increases. Next, stacking with Amphibian Boots. I've done some basic testing with a few sets of wings, here are my results.
All tests were conducted in-game with no move speed increasing modifiers or accessories other than the Soaring Insignia & Amphibian Boots, diagonal speeds are taken from a standstill for non infinite flight tests, numbers acquired from in-game stopwatch accessory and may be inaccurate:


Angel/Demon Wings​

Steampunk Wings​

Jetpack​

Max Speed Vertically​

38 MPH​

46 MPH​

38 MPH​

Max Speed Diagonally​

47 MPH​

59 MPH​

50 MPH​

Max Vertical Speed W/Accent Speed Boost,​

If Applicable​

N/A​

N/A​

70 MPH​

Max Speed Vertically:​

Insignia​

57 MPH​

68 MPH​

57 MPH​

Max Speed Diagonally:​

Insignia​

65 MPH​

78 MPH​

66 MPH​

Max Vertical Speed W/Accent Speed Boost:​

Insignia​

N/A​

N/A​

114 MPH​

Max Speed Vertically:​

Insignia + Boots​

75 MPH​

91 MPH​

75 MPH​

Max Speed Diagonally:​

Insignia + Boots​

82 MPH​

98 MPH​

82 MPH​

Max Vertical Speed W/Accent Speed Boost:​

Insignia + Boots​

N/A​

N/A​

150 MPH​



Now, you may be thinking, "Why these wings in particular?" Well it's because I'm lazy and these are the wings I had on hand at the time, but also to give a measure on how effective a set of early hardmode wings like Demon Wings is compared to a set of late hardmode wings like the Steampunk wings. Keep in mind these aren't even the best wings in the tier they're in.
Standing out in particular is the Jetpack, normally the faster ascent speed barely goes to 70 MPH before running out of fuel, with infinite flight such weaknesses are negated.
Allowing triple digit flight speed on post one-mech wings! Incredible, other move speed accessories don't even compare. How could they? Master Ninja gear is good, but why bother grinding when you can get a 100% drop with so much more to offer than just a dash. Dashing gives better horizontal direction swapping but not better horizontal speed, even with just Insignia your mobility on average will be better than Master Ninja Gear's dashes, I've already shown how crazy Insignia + Boots is, it gets even crazier if you use a slime mount to fall faster, you can use your grappling hook to supplement direction swapping anyway, I could go on, but I think I've made my point.

Soaring Insignia is the best non-wing mobility accessory in the game, without question.
While you don't necessarily need it, you can beat the game just fine without it, you can forgo movement accessories entirely stack damage and use a mount and still be able to dodge every attack if you are skilled enough.
But that doesn't change that if you need a movement accessory, any movement accessory after your wings, this will always be the most optimal choice,
other movement accessories may be picked, but this will always be the best first choice. Yes, better than boots.
Even with just Demon Wings tapping the jump key to hover around the ground is about 40 MPH, faster than Lightning boots 34 MPH.
I Think that's enough for now...

Misc Changes that probably won't happen:


Suggested Change(s):
The Traveling Merchant is now guaranteed to have at least one Random weapon or non-cosmetic accessory in His shop pool

- The Traveling Merchant has a plethora of interesting items to sell, but hardly any ever get to see the light of due to how rare they are. If at least one of them is guaranteed to show up every time, they would see more use, and you would always have something to look forward to when the Traveling Merchant arrives.

No seriously:
Why?
100 mini nukes per shroomite bar is pretty pricey for some explosive radius and a damage upgrade of ten
Cluster rocket 1s are 7.5 silver, like 75 gold for a stack!
Dry rockets are fifty silver! W H A T?
Rockets also don't have an item for infinite basic rockets like guns and bows do, which feels weird.



Suggested Change(s):
Increase damage from 12 to 13
Remove worm tooth from crafting recipe, now requires one Demonite or Crimtane bar, recipe now requires 200 Wooden Arrows and produces 200 Unholy Arrows, up from 5

- I bet you didn't even know these were even craftable eh? Turns out they are, and the recipe is really bad. And also corruption exclusive for some reason?
It gives five arrows per worm tooth, c'mon man. This recipe must've been completely lost to time. As for the arrow itself it's just kinda weaker than Jester, a small buff couldn't hurt.

Suggested Change(s):
Reduce damage from 16 to 11
Recipe now produces 300 Chlorophyte Arrows, up from 150
Can now bounce off of enemies once

- Chlorophyte Arrows are better than they where, but still are just kinda too expensive, Nano Bullets serve as budget Chlorophyte Bullets better due to how cheap they are.
This would go twofold in making them less prohibitively expensive and more useful when compared to heavy hitters like Holy Arrows.

Suggested Change(s):
Venom Arrows:

Increase damage from 19 to 26
Venom Bullets:
Increase damage from 15 to 24

- Making venom flasks post-Plantera didn't really make these already subpar ammo types any better, venom buffs didn't help them much when so many other ammo types have more flashy and useful effects than a flat fifty damage a second. Making them have the highest base damage of all ammo types by a moderate margin would at least give them some merit.

Suggested Change(s):
Cursed Arrows:

Increase damage from 17 to 23
Cursed Bullets:
Increase damage from 12 to 19

- What I said for Venom Basically applies to Cursed as well, the flat damage just doesn't cut it. They'll still fall behind other options like Crystal Bullets and Holy Arrows even with the buffs, but at least they'll still be an option with upsides, sorta?

Suggested Change(s):
Reduce damage from 15 to 10
Increase max bounces from 1 to 4
Can now bounce off of enemies once

- This isn't super necessary, but making them work like my proposed Chlorophyte Arrows change would be kinda cool, more viable and unique ammo types are always nice.

Suggested Change(s):
Now causes an increased chance to drop items on death when applied to an enemy, similar to about +0.2 in luck

- This one is admittedly a silly idea, and likely beyond the scope of this update, but I think this would be a nice. Giving more power to Golden Bullets and Midas Flasks than just making gold farming more effective.



*Yawn* y'know what?

Why not? Let's do it again, again:​


Suggested Change(s):
Increase damage from 14 to 20
Decrease use time from 21 to 19
Can now autoswing

- It's come to my attention that Gladius is not any better than a Platinum Shortsword. Now that's just plain not acceptable, and must be rectified post-haste!

Suggested Change(s):
Decrease use time from 20 to 17
Can now smart bounce, they already look like Nano Bullets anyway, just yoink that code and call it a day.
I Heard the suggestion of making it craftable with shroomite, which would make sense aesthetically. I'd be okay with keeping it to the Traveling Merchant as well,
oh if only the Traveling Merchant weapons weren't so gosh dang rare!

- Poor Pulse Bow, sitting on it's lonely pedestal as the only post-Plantera Traveling Merchant weapon, yet completely upstaged by the Stake Launcher. Let's fix that.

Suggested Change(s):
Decrease use time from 10 to 9

- Heat Ray's a pretty good pick right now, but it needs just a bit more juice to stand up to heavy hitters like Razorblade Typhoon and Nightglow.

Suggested Change(s):
Increase damage from 40 to 44
Now slightly homes in on enemies

- The Hex Doll's projectiles often struggle to be consistent at longer ranges with it's aggressive curving. having the tentacles follow foes would not only help a lot to solve this,
it would also look really cool.

Suggested Change(s):
Increase damage from 48 to 51
Double velocity from 1.2 to 2.4
Increase max duration of orb from 7 seconds to 9 seconds
Increase max tile range of orb from 52 tiles to 70 tiles

- Magnet Sphere got bonked pretty hard in an old 1.3 patch, it's certainly not looked on as fondly as it was back on release, so I see no reason not to buff it.

Suggested Change(s):
Now fires a 6 shot volley of projectiles, similar to the Clockwork assault rifle
Probably needs other changes to compensate

- I Shall Repost this idea once more, because right now it's just another non autofire gun that's a slightly weaker Musket, this change is both flavorful, powerful, and uses recycled code!

Suggested Change(s):
Now fires a 6 shot volley of projectiles, similar to the Clockwork assault rifle
Now has autofire because late Hardmode reasons
Probably needs other changes to compensate

- Imagine having to click over ten times a second just to achieve optimal DPS, well you don't have to because that's what this is right now, what I said about the revolver changes applies here as well. Though honestly the Magnum is pretty good right now, just not fun to use.

Suggested Change(s):
Decrease use time from 34 to 32
Decrease spread of projectiles

- This things pretty good, but it's also not really good enough to compare to the Xenopopper or Chain Gun,
It will still fall behind with this change, but at least it will have a tighter spread than them, I guess?

Suggested Change(s):
Ninja Hood:

Increase defense from 2 to 4
Increase critical chance bonus from 3% to 4%

Ninja Shirt:
Increase defense from 4 to 5
Increase critical chance bonus from 3% to 5%
Added 5% damage bonus

Ninja Pants:
Increase defense from 3 to 4
Decrease critical chance bonus from 3% to 2%
Added 10% movement speed bonus

Set Bonus:
Removed 20% movement speed bonus
Added dash, same stats as the The Shield of Cthulhu's dash, just without the damaging hitbox.

Misc.:
Ninja Shirt is interchangeable with the Gi, doesn't make a huge amount of sense but maybe it would be cool? Just throwing it out there.

- Pros to Ninja Armor: It's a post boss generalist set.
Cons to Ninja Armor: It's terrible.
As you can clearly see here the cons outweigh the pros, Then I thought "How do I make this armor worth grinding King Slime for?"'
That's when it hit me,
just make it Pre-Hardmode Crystal Assassin, finally! A Pre-Hardmode dash other than The Shield of Cthulhu!

Suggested Change(s):

Full Set:

Increase drop chance from 0.67% to 5%, the same as Rain Armor

Snow Hood:
Increase defense from 1 to 2

Snow Coat:
Increase defense from 4 to 5

Snow Pants:
Increase defense from 1 to 3

Set Bonus:
Added immunity to the Frostburn Chilled and Frozen debuffs
Added the Ice Skates effect, no more falling through thin ice or slipping on ice of any kind
Now gives a 30% damage bonus to hammers(Haha funny Ice Climbers reference, this is a joke of course, unless?)
Now gives a 10% damage bonus to Snowballs and the Snowball Launcher(also a joke, maybe)

Misc.:
Pink Snow armor is interchangeable with the regular Snow armor and receives the same changes as mentioned above
Change names from Snow Hood and Snow Coat to Parka Hood and Parka Coat. I dunno, it's clearly a parka, and Snow Armor is, weirdly vague?
There's already a Snow Hat item too. Snow Pants sorta makes sense, but I've never heard anyone call a parka a snow coat, a lot of people just call em' hoodies where I live.
maybe it's a regional dialect thing. Doesn't matter much at the end of the day.

- The armor set that's really only an armor set by technicality, this stuff won't make it super useful or really matter to most players but hey.
Why not? These are just for fun changes really.

Suggested Change(s):

Rain Hat:

Added 3% fishing power bonus

Rain Coat:
Added 3% fishing power bonus

- The other armor set that's really only an armor set by technicality, fishing power makes sense, yeah? Better early game fishing will hurt no one.

Suggested Change(s):

Gladiator Helmet:
Added 4% ranged damage bonus

Gladiator Breastplate:
Added 4% melee damage bonus

Gladiator Leggings:
Added 3% critical chance bonus

- Gladiator Armor is decent, but I think turning it into a sorta ranged melee hybrid set might make it really appealing.
There's none of those in Pre-Hardmode, and it makes sense considering the enemy it drops from.

Suggested Change(s):
Change damage formula from 75/150/225 to 60/120/180 + 50% of damage dealt to player
Added 3 second cooldown to falling star effect
Can be activated with self damage again

- The Star Cloak is extremely exploitable with the self damage from Exploding Bullets right now, it's also disproportionately good on Master Mode.
A cooldown will prevent insane setups with self damage again, with a small damage nerf when less than 15 damage is dealt to the player for good measure. It'll scale late game better when used in it's more intentional manner too.

Suggested Change(s):
Honey Comb + Variants:

Change damage formula of small bees from 13/18/26 to 10/20/25 + 50% of damage dealt to player
Change damage formula of large bees from 18/27/36 to 15/30/37 + 50% of damage dealt to player
Bee damage increases in Hardmode to 15/30/37 for small bees and 22/45/56 for large bees
Added 25 armor penetration to bees
Added 3 second cooldown to bee effect

Hive Pack:
on top of the above changes to bees:
Now generates two bees when hit, this stacks with Honey Comb accessories
No longer has a 33% chance to generate an additional bee from Honey Comb accessories
All bees generated will be large bees instead of only half
Added 3 second cooldown to bee effect

- The bee accessories have a pretty underwhelming counter effect right now, with low damage and no armor penetration. The hive pack's boost is poor, also.
And they fall off almost immediately after Hardmode, hopefully this will address both problems.

Suggested Change(s):
Change damage formula from 100% of damage dealt to player to 125% of damage dealt to player + 10/20/25
Added 25 armor penetration to effect
Effect damage increases in Hardmode to 15/30/37
Now properly stacks with Turtle Armor and Dryad's Blessing
Remove one ingredient from the crafting recipe, It doesn't matter which one, just remove one of them

- The Thorns Potion is ironically the worst "thorns" effect in the game, this should make it a little better.



Ah yes, Eater of Worlds.
Let's talk about that.
Currently Eater of Worlds is extremely easy to thwart for multiple reasons, starting with it's low contact damage, on Classic, it's head deals 22 damage, upped to 48 on Expert, respectable. However, it's middle segments deal a measly 13, only upped to 20 on Expert. This is way lower than Brain of Cthulhu, which deals 30 from contact and 20 on the Creepers, these are Classic Mode stats even. The Eye of Cthulhu has 30 contact damage in phase 1 in Expert Mode, for reference.

That's one piece of the puzzle, but there's still more.
It's low per segment health causes a unique weakness, when a segment is killed it loses much of it's speed, this is fine on it's own but when combined with it's low segment health it allows for an extremely easy strategy of just waiting for Eater to line up horizontally and blasting em' with a piercing weapon down the long corridors of the Corruption, Eater of Worlds will get stuck in a feedback loop of getting it's head destroyed and trying to follow you but failing due to it's gimped speed, with this repeating till death.

And one more thing, Eater of World has a mechanic in Expert+ where it gains move speed and shoots more Vile Spit when fought aboveground, which actually makes it much more threatening. It's unfortunate that this does the boss no favors underground.

So, what to change?
Let's start with the damage, 22/48/72 is decent. But not good enough to deter just standing still and wailing on it, you'll only be getting hit by the head a few times before the boss dies usually. Let's go up to something like 30, which is the Same contact damage as Queen Bee and Brain of Cthulhu, keeping the multiplier about the same it would be 30/66/99.
Making it a good incentive not to stand still and take it. Let's say 23 for Middle segments, so 23/34/55. Tail can be 20 or something, it doesn't matter as much as the first two.

Here's the most radical change, let's revert the segment count from 67/72 back to 50, but in exchange it shall gain a health buff on all segments from 150 to 210,
making the formula 210/294/373. This gives Eater a new total base health from 10,050 to 10,500, In addition, give a buff of 2 base defense on each segment giving it 4/6/10 in Classic and 6/8/12 in Expert+.

Finally, let's remove the aboveground speed boost and make it the base Expert+ speed, same for vile spit firerate, now being the same aboveground as underground,
with all these other buffs though let's nerf Vile Spit some, with a firerate decrease, and cutting the damage from 64/96 to 50/75.

With these buffs Eater of Worlds should turn from a pushover to a slightly genuine threat.
Whew.

With all that said though, that's a lot of changes.
I've been making so many fake patch notes, lists, and suggestions...
I think it's time I stepped back and just... Thanked the team behind this game.



So. Thank you. Thank you to Lienfors, Red, Cenx, and everyone else on the team.
This game means a lot to me, I may not have started playing till much later on. But I was watching videos from back when 1.0 first released, when I was just a stupid kid.
I'm sorry if I've come across as overly demanding, making all these tedious to read textwalls.
And thanks to the community, for putting up with me, social events aren't usually my thing. Hopefully I at least had some good ideas to share.
I meant what I said in this. Ya'll are great, truly.

Well, there I go, ruining the impact of my thank you/goodbye with a dumb takesy backsy post just because my stupid perfectionist brain can't leave any loose ends.
Sounds about right, honestly.
 
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Thankfully, most blocks in Terraria are already renewable, though there are some common blocks which I still feel could use a renewable source.

Ice blocks could be crafted with bottles of water at an ice machine.

Marble blocks could be crafted with stone and some kind of white ingredient. (cobwebs, snow, etc)

Hive blocks could drop from Queen Bee.

Sandstone could be crafted with sand and stone.

Hardened Sand could be crafted with sand and dirt.

Clay could be crafted with dirt at a furnace.

I'm sure most of these could be implemented in a better way, but it would be nice to see these common blocks have a renewable source, I am also aware that I am leaving many blocks out, I'm not sure how to address things like dungeon/lihzahrd bricks.

One other 'block' I would like to see be made renewable is hellforge. Simply make it craftable with hellstone and a furnace, but make it craftable at a hardmode anvil to prevent sequence breaking. Alternatively, hellforge could drop from obsidian/hellstone crates, but gate the golden bug net behind EOW/BOW, once again to prevent sequence breaking.
While I do agree with making some generic blocks more renewable, I am a little unsure whether a renewable hellforge is really "necessary", per se? I can see why it would be needed for something like skyblock or similar challenge playthroughs, but for an ordinary world, Hellforges aren't particularly difficult to obtain or anything. I'm certainly not against the idea of making hellforges craftable or obtainable from crates (maybe just having it as a Hellstone Crate drop would be better, as it prevents sequence breaking and is slightly more thematically fitting than just the Obsidian Crate), but I'm not sure if it's necessarily needed for ordinary gameplay.

I feel that many of the NPCs could have slight changes to their shops, drops, etc.

Starting with NPC drops, these are way too rare for what they actually do. Make all of them a 1/4 drop except the resonance scepter, that can stay.

As for NPC spawning, the only change I can recommend is to make the party girl more common. I don't see a reason to have her be such a rare spawn. Even increasing the spawn rate to 5% per day would make a huge difference, though perhaps that could be even higher.

As for NPC shops, there are a lot of changes I have to suggest:

Merchant: Move disco ball to party girl, move gold dust to pirate. I feel that those NPCs are more appropriate for those respective items.

Zoologist: Move the digging molecart to 50% completion, I don't feel this would break balance in any way really, since the cart is reliant on your current pickaxe. Would give it a bit more use than gating it behind hardmode.

Dryad: Jungle walls and potted plants moved to prehardmode. Don't see a reason for these to be hardmode as they are just decorations. Add jungle grass seeds to her shop after Queen Bee is defeated, and while she is in the jungle. Allow the opposite evil grass wall to be purchased in a graveyard at any time. Corrupt and crimson seeds being sold in a graveyard could be moved to post skeletron, to allow the player some more time to set up those biomes before hardmode. Same could potentially apply to vile/vicious powder.

Painter: Move shadow and negative paint to prehardmode.

Party girl: Bubbles moved to post skeletron.

Wizard: Music boxes moved to mechanic. I think it would be fun if music boxes were accessible a little earlier, and because music boxes can be wired up. However, music boxes are magical in some way, understandable if this doesn't change.

Tax collector: Max gold capacity increased. Could be 1 platinum, or even higher IMO, this NPC really doesn't serve much value considering how easy it is to get 10 gold in hardmode.

Pirate: Now sells explosive bunnies again. Unless bunnies can be farmed in a more reliable method (more on that below), I feel that they should be purchasable again. Would make bunny cannon a bit more viable.

Steampunker: Now sells the opposite evil solution when in a graveyard during a blood moon or solar eclipse. If you are in a crimson world, she sells corrupt solution in a graveyard during a blood moon or solar eclipse for example.

Skeleton merchant: Change bone torches/torches to be sold at an hourly interval. I don't really understand why this item changes every minute, afaik there is no other item that behaves like this in an NPCs shop. Move yo-yo glove to post skeletron. I've heard many others speak of this, and I agree. Would be another viable option for wall of flesh for melee, wouldn't be too powerful IMO.

Traveling merchant: Either increase his chance of spawning every day, or increase chance of certain items appearing. Speaking of those items:

Move celestial magnet and pulse bow to uncommon/rare instead of very rare. I've also seen great suggestions that could make these craftable, that could be an alternative solution.

Move black counterweight to very rare instead of extremely rare, don't see a reason for this inconsistency. They could both be realistically moved to rare or uncommon to be honest, they are just counterweights after all.

Move zapinators and sergeant united shield to rare, these items rarely see any use because of their rarity.

Move sitting duck's fishing pole to rare, especially since this item is gated behind skeletron now.

Angler: Bottomless water bucket and super absorbant sponge moved to prehardmode. Since the lava equivalents are prehardmode, I don't see a reason not to do this.

Move hotline fishing hook to post skeletron. Would give it a bit more value having it obtainable earlier, and gating it after skeletron would prevent sequence breaking. Chance to obtain could be slightly increased as well, perhaps up to 2% at most.

Move golden bug net to post EOW/BOC to prevent sequence breaking, especially if hellstone/hellforge is added to obsidian/hellstone crates.

All of the angler's secondary loot pool items should have their drop chance increased (except for potions), or one could be guaranteed to get a furniture item alongside a "rare" item. Ever since the 1.4 change to the angler not resetting his quest drop rate increases, these items are too rare. These items could also be sold by an NPC or crafted in some way, but I think the most elegant solution would be to make these items always drop alongside a rare item, even if its after a certain number of quests.
Honestly, I think I would love for most of these changes to be implemented into the game. Juggling some items between more thematically fitting npcs, changing when/how some items are sold, making certain items obtainable from relevant NPCs... That all sounds pretty good! If I had to choose, my favorite suggestions here are the changes to the Merchant, Painter, Party Girl, Skeleton Merchant, Steampunker, and Angler. That said, I would like to bring up something in regards to the Traveling Merchant:
I can't really speak for all the rare traveling merchant wares, but in regards to the Zapinators in particular, I can say with absolute certainty that they need to be made more common. I once did a playthrough where my goal was to only use electricity-themed magic weapons (Thunder Zapper, Zapinators, Magnet Sphere, etc.) and in that playthrough, I killed a boss (I believe Eye of Cthulhu) with the Thunder Zapper, and figured I could just go and get the Orange Zapinator from the Traveling Merchant, right?
Well... Even with Journey Mode time speed up and bed sleeping, I spent probably several irl hours waiting for Traveling Merchants to show up, only for them to never have the Zapinator. I can't tell you how many Traveling Merchants I got, probably close to 20 or 30, but I never once got the Zapinator. At that point I just gave in and used an inventory editor to give it to myself. Either the Eye of Cthulhu specifically doesn't count as "a boss" for the purposes of the Traveling Merchant selling the Zapinator (which wouldn't make sense to me because EoC does count for the Dryad) or the item is far too rare in its current state and needs to be made more common.
That being said, I think the best way to fix the traveling merchant's issues of items the player wants (often times weapons) never being available is not to make the merchant himself more common or have the items have a greater chance of showing up, but instead to guarantee at least one weapon per visit, as I believe other users have suggested in this thread previously. This may be outside the scope of this balance fixing update, but something similar to how crates work if they would give no items could work: If a Traveling Merchant's stock does not contain any weapons/accessories, and there is at least one weapon or accessory available, choose one of them at random for him to sell. I understand if this is beyond the scope of this update (and honestly, it probably is...) but it would be a great change to see in my opinion.
 
While I do agree with making some generic blocks more renewable, I am a little unsure whether a renewable hellforge is really "necessary", per se? I can see why it would be needed for something like skyblock or similar challenge playthroughs, but for an ordinary world, Hellforges aren't particularly difficult to obtain or anything. I'm certainly not against the idea of making hellforges craftable or obtainable from crates (maybe just having it as a Hellstone Crate drop would be better, as it prevents sequence breaking and is slightly more thematically fitting than just the Obsidian Crate), but I'm not sure if it's necessarily needed for ordinary gameplay.


Honestly, I think I would love for most of these changes to be implemented into the game. Juggling some items between more thematically fitting npcs, changing when/how some items are sold, making certain items obtainable from relevant NPCs... That all sounds pretty good! If I had to choose, my favorite suggestions here are the changes to the Merchant, Painter, Party Girl, Skeleton Merchant, Steampunker, and Angler. That said, I would like to bring up something in regards to the Traveling Merchant:
I can't really speak for all the rare traveling merchant wares, but in regards to the Zapinators in particular, I can say with absolute certainty that they need to be made more common. I once did a playthrough where my goal was to only use electricity-themed magic weapons (Thunder Zapper, Zapinators, Magnet Sphere, etc.) and in that playthrough, I killed a boss (I believe Eye of Cthulhu) with the Thunder Zapper, and figured I could just go and get the Orange Zapinator from the Traveling Merchant, right?
Well... Even with Journey Mode time speed up and bed sleeping, I spent probably several irl hours waiting for Traveling Merchants to show up, only for them to never have the Zapinator. I can't tell you how many Traveling Merchants I got, probably close to 20 or 30, but I never once got the Zapinator. At that point I just gave in and used an inventory editor to give it to myself. Either the Eye of Cthulhu specifically doesn't count as "a boss" for the purposes of the Traveling Merchant selling the Zapinator (which wouldn't make sense to me because EoC does count for the Dryad) or the item is far too rare in its current state and needs to be made more common.
That being said, I think the best way to fix the traveling merchant's issues of items the player wants (often times weapons) never being available is not to make the merchant himself more common or have the items have a greater chance of showing up, but instead to guarantee at least one weapon per visit, as I believe other users have suggested in this thread previously. This may be outside the scope of this balance fixing update, but something similar to how crates work if they would give no items could work: If a Traveling Merchant's stock does not contain any weapons/accessories, and there is at least one weapon or accessory available, choose one of them at random for him to sell. I understand if this is beyond the scope of this update (and honestly, it probably is...) but it would be a great change to see in my opinion.
Yeah I was mostly talking about skyblock when referring to making the hellforge renewable. Making it obtainable from hellstone crates would make sense, but it would be nice to have hellforges be obtainable PHM in another way than world gen, if you don't have them. This only applies to skyblock of course.

The suggestion to make the traveling merchant always sell a weapon, accessory, etc is one I did not think about, and that would be a great change if it could be implemented, like you said.
 
Yeah I was mostly talking about skyblock when referring to making the hellforge renewable. Making it obtainable from hellstone crates would make sense, but it would be nice to have hellforges be obtainable PHM in another way than world gen, if you don't have them. This only applies to skyblock of course.
Ah, alright; I figured it was primarily a skyblock thing. Still very much a nice quality of life change nonetheless, but probably not as high of a priority for this update as something that would apply to more than just a type of world that the game wouldn't normally generate by itself!
I think out of the two options (making Hellforges craftable, or making them a lava crate loot item) the better option would probably be crate loot, because I think lava is more accessible than hellstone in a Skyblock world. (Feel free to correct me on that, though!) And I would imagine having Hellstone Crates (but not Obsidian Crates) be able to contain Hellforges would be easier for the devs to code than updating the methods of lava fishing to all be post-evil boss (though I'm not a game developer, so for all I know that might not be right at all)
Edit: Another potential option could be making Hellforges drop from Obsidian Crates if EoW/BoC have been slain, but then players could theoretically hoard Obsidian Crates before killing an evil boss, then open them afterwards like what used to happen with pre-1.4 crates and Hardmode loot (although this case would probably a little less extreme)
 
So making the Travellung Merchant’s inventory similar to how treasure bags and boss drops work in that you are guaranteed 1 item of each category group?

Theorizing, it could be:

1 useful accesory (Stopwatch, Lifeform Analyzer, DPS Meter, Presserator, Portable Cement Mixer, Brick Layer, Extendo Grip, etc)

1 building block (Team Block, Dynasty Wood)

1 Weapon (rarity determines likelihood of each)

1 Food Item

1-3 decoration item

0-1 Pet (only when he has expanded inventoey)

1 Clothing or cosmetic accessory


Honestly, this sounds complicated to program easily considering how the Travelling Merchant works currently.
 
I have a suggestion ahout the accessory modifiers of movement speed .
Honestly, I think that "+1%, +2%, +3%, +4%" of movement speed is too low as to the "+25%" in the swiftness potion and "+40%" in the exquisitely stuffed buff.
The suggestion is to change "+1%, +2%, +3%, +4%" to "+2.5%, +5%, +7.5%, +10%" .("+2.5%, +5%, +7.5%, +10%" movement speed compares to "+25%" in the swiftness potion,just as "+1%, +2%, +3%, +4%" damage compares to "+10%" in the wrath potion)
A problem about this suggestion is that this change makes it easy to obtain "+100%" movement speed after the party girl arrives in pre-hardmode (swiftness potion, exquisitely stuffed buff from bacon, slice of cake, and two "Quick" modifiers ), making early game boots (especially amphibian boots )kind of useless.
 
Arent the spore undead surface mushroom biome monsters? Isnt that why you arent getting any?
That used to be the case with the zombies, but since 1.4 they can spawn underground, and the skeletons are only underground.
Also, Sandstorm enemies DO spawn below you. But they can only spawn on sand blocks if theres 5-6 sandblocks below it. I know because I made an artificial Sandstorm farm and had quite some difficulty getting it to work initially.
I'll try that out, thanks. Although, I use a collection tunnel every 30 seconds, so I might have to stick with the left/right farm after all.
 
I have a suggestion ahout the accessory modifiers of movement speed .
Honestly, I think that "+1%, +2%, +3%, +4%" of movement speed is too low as to the "+25%" in the swiftness potion and "+40%" in the exquisitely stuffed buff.
The suggestion is to change "+1%, +2%, +3%, +4%" to "+2.5%, +5%, +7.5%, +10%" .("+2.5%, +5%, +7.5%, +10%" movement speed compares to "+25%" in the swiftness potion,just as "+1%, +2%, +3%, +4%" damage compares to "+10%" in the wrath potion)
A problem about this suggestion is that this change makes it easy to obtain "+100%" movement speed after the party girl arrives in pre-hardmode (swiftness potion, exquisitely stuffed buff from bacon, slice of cake, and two "Quick" modifiers ), making early game boots (especially amphibian boots )kind of useless.
I think a 2%/4%/6%/8% movement speed increase on speed-enhancing modifiers would be a little better. This might just be me, but I don't really like the idea of prefixes adding half a percent of increased speed to the player. I also think nerfing swiftness potions and the well fed buffs might help with +100% movement speed being "too easy" to acquire in pre-Hardmode.
Maybe Swiftness Potions could be nerfed to +20% increased movement speed, and Well Fed/Plenty Satisfied/Exquisitely Stuffed could be nerfed to 10%/20%/30% respectively? This doesn't take into account speed boosts from armor, though, so those would probably have to be looked at as well.
Alternatively, there could be some kind of speed cap in pre-Hardmode, such that the player is unable to have more than 50% increased movement speed in pre-Hardmode or something. However, I don't think this is the best approach to this, especially if it isn't explained to the player that there is a speed cap in pre-Hardmode. Slight nerfs to the speed-buffing potions paired with buffing speed modifiers would probably be the best approach, at least in my opinion.
 
I think a 2%/4%/6%/8% movement speed increase on speed-enhancing modifiers would be a little better. This might just be me, but I don't really like the idea of prefixes adding half a percent of increased speed to the player. I also think nerfing swiftness potions and the well fed buffs might help with +100% movement speed being "too easy" to acquire in pre-Hardmode.
Maybe Swiftness Potions could be nerfed to +20% increased movement speed, and Well Fed/Plenty Satisfied/Exquisitely Stuffed could be nerfed to 10%/20%/30% respectively? This doesn't take into account speed boosts from armor, though, so those would probably have to be looked at as well.
Alternatively, there could be some kind of speed cap in pre-Hardmode, such that the player is unable to have more than 50% increased movement speed in pre-Hardmode or something. However, I don't think this is the best approach to this, especially if it isn't explained to the player that there is a speed cap in pre-Hardmode. Slight nerfs to the speed-buffing potions paired with buffing speed modifiers would probably be the best approach, at least in my opinion.

Is speed really that high in pre-hardmode that it would require nerfing it in any way?

Even with the best, its kinda hard to outrun WoF, and the other bosses don’t really need speed as much except skeletron. Both EoC and EoW are best fought with vertical movement rather than speed and SK and BoC its best to fight strategically rather than running due to teleportation.

A cap to speed PH would only make WoF harder, nothing else right? Quite unnecessary…
 
Is speed really that high in pre-hardmode that it would require nerfing it in any way?
A cap to speed PH would only make WoF harder, nothing else right? Quite unnecessary…
I was just suggesting potential solutions to Frankyang mentioning that their proposed change to the speed-boosting prefixes would make it "too easy" to get +100% move speed in pre-Hardmode. Their reasoning was not because doubled movement speed would be too strong, but because it would make accessories directly based on speed (namely Hermes Boots and its tinkers) obsolete. I'm not sure if it really "needs" nerfing or not, I was just brainstorming possible solutions based on what Frankyang was suggesting
 
I may be wrong, but I think that right now most movement modifiers don't 'seem' good because they don't take effect when you use boots or wings, which is almost the entire game. (The sprint and flying effects have speeds not affected by modifiers and accessories). So basically they currently do nothing (which is why no one gets them).

The 'don't starve' update added a 'real' movement item with the Magiluminescence. It even affects Hermes boots, and it's really, really good. It makes some boss fights noticeably easier (especially Eye of Cthulhu). Seeing how strong magiluminescence is, I think that 'fixing' movement modifiers to affect boots and wings could easily make them 'meta' even at the 4% level they are now. Boosting it even higher would break the game completely (you could just kite everything on a skybridge, like what happened with the pirate mount before it was nerfed).
 
I was just suggesting potential solutions to Frankyang mentioning that their proposed change to the speed-boosting prefixes would make it "too easy" to get +100% move speed in pre-Hardmode. Their reasoning was not because doubled movement speed would be too strong, but because it would make accessories directly based on speed (namely Hermes Boots and its tinkers) obsolete. I'm not sure if it really "needs" nerfing or not, I was just brainstorming possible solutions based on what Frankyang was suggesting
+100% movement speed is probably difficult enough to obtain that Hermes and its tinkers remain useful. Also, Movement Speed stat only affects ground movement which means that Amphibian and Spectre Boots still aren’t useless.
 
I may be wrong, but I think that right now most movement modifiers don't 'seem' good because they don't take effect when you use boots or wings, which is almost the entire game. (The sprint and flying effects have speeds not affected by modifiers and accessories). So basically they currently do nothing (which is why no one gets them).

The 'don't starve' update added a 'real' movement item with the Magiluminescence. It even affects Hermes boots, and it's really, really good. It makes some boss fights noticeably easier (especially Eye of Cthulhu). Seeing how strong magiluminescence is, I think that 'fixing' movement modifiers to affect boots and wings could easily make them 'meta' even at the 4% level they are now. Boosting it even higher would break the game completely (you could just kite everything on a skybridge, like what happened with the pirate mount before it was nerfed).
Ooh, that's something I didn't consider. Giving the speed prefixes a boost to acceleration and movement speed would make them more useful! Maybe +5% acceleration and deceleration per "tier" of prefix could work, since Magiluminescence itself gives doubled (+100%) acceleration and deceleration according to the wiki, on top of its 20% movement speed increase. So I think +5% acceleration and +1% movement per "tier" should be balanced enough to work well without being outright overpowered.
 
Agree with those saying that movement speed bonuses should be applied when flying or, at the very least, running with boots. If this isn't possible for this update, either because it's too difficult to implement or because it would affect the balance of the game too much (though I don't think it really would), then doubling the bonus of every +speed prefix would be my next choice.
 
VERY IMPORTANT CHANGE
despite it's off-topic nature
sorry for caps but


PLEASE REBALANCE THE TAVERNKEEPER START CREDIT RESPECTFULLY TO CURRENT ARMY TEAR.
IT'S A REAL SEX TO FARM MEDALS FOR STARTING WEAPON (I'M NOT EVEN TALKING ABOUT ARMOR) IF YOU
DIDN'T FARM IT BEFORE IN PREVIOUS TIERS . IT'S INSANELY TOUGH (even with special arenas with utilizing holes like crystal dropping) AND SO TIMECONSUMING TO REACH HIGHER WAVES WITHOUT DAMN GRINDING OF MEDALS ESPECIALLY WHEN IN SINGLE PLAYER. AND JUST FOR WHAT?! FOR THE WEAPON that IS NOT EVEN AS THAT POWERFULL AS IT SHOUD BE AND SO CAN BE SIMPLY SKIPPED!!!
I'M WRITING THIS HERE CAUSE WE ALL KNOW THAT @Leinfors IS NOT ABLE TO DO SUCH TREMENDOUS AMOUNT OF WORK LIKE BUFFING ALL WEAPONS THIS EVENT OFFERS SO LITTLE CHANGE LIKE GIVING BIGGER STARTING CREDIT IS TRULY JUSTICE FOR EVERYONE.
FOR INSTANCE: GIVE SAME AMOUNT OF MEDALS REQUIRED FOR BUYING EACH TIER WEAPON AND SO HE WILL GIVE A PLAYER 5-25-100 MEDALS RESPECTFULLY (maybe if tavernkeeper was not spoken on previous tiers).

@Leinfors sorry again for off-topic messages

Most players found Golem not that much harder than King Slime (not counting bad rng when lizard dungeon or altar's room are small) so what if You could make his fists be immune to knockback (he is The Golem, post Plantera boss by the way) and maybe somewhat buff his stats?! Or add\speed some attack for second phase (personally I see that tricky flame trap as that attack (it's range is nice enough for it's place (so people will build block shield against him again)))
 
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