Before I get into my rant, I want to say I enjoy the mod for the most part, but it's balance is lacking as many have pointed out. Specifically in late-game.
Does anyone know which mod has the Stunned Debuff?
https://prnt.sc/hbkxdz I didn't have it before installing this mod and haven't found anything on Calamity, Tremor, or Thorium for this debuff. It says it halts movement, but it does far more than just that: It makes fighting certain bosses nearly impossible because if you get hit and the boss is constantly charging at you (many of the late game Calamity bosses do this) you can't dash, fly, or run at any decent speed, you cannot attack, cannot heal, the Rod of Discord is unusable, and grappling doesn't work when this debuff is active. You are effectively dead the moment this buff hits you and an enemy sits on your face.
While it's duration never reaches even 1 second, if the enemy is sitting on top of you the debuff never goes away so you're pinned in place and just waiting to die.
The chilled debuff (from Calamity) does a similar thing, but you can still use the RoD and grapple to get away. I've also noticed that enemies will apply the chilled effect to me even if I dodge the attack, and more commonly because I put chilled on them(because of cold element damage?) with my weapon and then they touched me. Also accessories/armor that say they make you immune to the chilled debuff don't seem to work most of the time, though that might be on Calamity's end. Though maybe it's from the way your cold resistance applies?
HP problems:
The heath and damage increase for enemies to compensate for the high HP and fairly high damage this mod brings is also too much. Signus, Envoy of the Devourer from Calamity is suppose to have 400k HP in expert mode, yet he has 2.2M HP. Providence, The Profaned god has almost 1M hp when he's suppose to have 432k (I didn't find this one too problematic though) but his guardians you must beat before fighting him have ~200k, ~400k, and ~850k hp each, when they're suppose to have 47.6k, 70k, and 192k respectively (in expert mode). The guardians also suffer from the same possibility of being locked in place from the stunned debuff; however it didn't manage to kill me in my fights with them.
I remember my last run after killing Yharon in my previous modpack, Mothron had 1.5M hp which was quite the health pool, but felt doable. I can only imagine that Mothron will have something like 5M hp, making a single kill far more tedious than hard. That is assuming he won't one shot me by dealing 3000+ damage.
Tremor mod's post Moonlord robot things that drop Carbon Steel, Eye of Oblivion, Doomstones, etc, have much higher HP too, but the bigger issue is that they deal over 2000 contact damage which is enough to kill my instantly. I'm level 109 and while I haven't been putting everything into HP (I've been doing roughly an even split, favoring agility for the dodge [the only way to survive most of the time] and high crit chance) even if I did every point put into HP each point only adds like, maybe 30 hp. That is no where near enough when enemies hit for 500+ consistently.
The Lifeforce potion also does nothing.
Defense seems like it also does nothing. Even if it's 1:1 on damage reduction, when the enemies do 500-2000 damage, 150 armor is negligible.
This HP problem makes the newest iteration of Devourer of Gods super hard to kill as in the 2nd phase (after respawn) his segments can only take a certain amount of damage before getting so much armor you can only deal damage in the 20's. When he has something like 4M hp+, that's going to take ages and if you get hit by his head once and don't get saved by the dodge/avoid, you're almost certainly dead on the spot. Though that's the actual intention, as the head is suppose to be a near if not instant kill.
Crit problems:
One way to compensate for the insane HP buff on the enemies is to make it so your crit multiplier isn't applied to the base damage, but your damage after the increase from your damage multiplier. My current damage bonus is 274% and crit multiplier of 944%. However my crits only deal ~3x my usual damage because both are being calculated based on the base damage of my weapon. The crit's bonus damage should be calculated based on the 274% increased damage. While this is probably overdoing the damage, so many enemies are just bullet sponges that if the HP buff isn't nerfed, this could be a slight fix to make the game more playable.
Also do enemies have a chance to crit as well? If so what's their multiplier, 300%? It seems like some enemies will do not too much damage most of the time (Nova pillar from tremor namely) and then all of a sudden I'll be hit for 2.2k and instantly die.
Also, I have a gun that has 106% crit chance, yet I only crit ~10% of the time? My stats say I have +47% chance yet not every shot I fire is a crit, even against a dummy.
Modifier problems:
Do your modifiers override the base game's modifiers? I have gotten weapons that have Unreal on them, or any vanilla prefix for that matter, and don't even have close to the bonuses that I would expect from those prefixes. I'm using and armor prefix mod, so I would be fine if this issue was just on armor, but it seems to be on just about everything.
Attributes problems:
My main issue with the attributes is that I don't really know what they do. Your wiki page is lacking currently (it's a new mod, I understand) but without swapping accessories back and forth (on and off) to increase and decrease wits, resilience, quickness, or potency, I don't know what they actually do because there's no tool tip when I hover over them in my stats page. It doesn't help that most of the time I also have some other modifiers on the trinkets so more stats change than are associated with that attribute.
The resistances are also pretty opaque. What does having 5 cold resist do? 10? 100? It doesn't change anything for the chilled debuff I mentioned before. If it's only for enemies' elemental damage that's fine, though I can never tell when an enemy has elemental damage. There's no name change (not that it's easy to hover over an enemy long enough to read the name usually) or change to their looks that I've noticed. Though most of the times the enemies are just completely cloaked in smoke from their dodge chance. This also makes seeing what enemies are around when you have a whole bunch of them on screen (farming or using something like a war or zerg potion) next to impossible.
How does the elemental damage on weapons work? If I have a 400 damage weapon, and it says I have 100 lightning damage, do I do 500 damage? Do I do 400 and then 100 lighting over 1 second? Or do I do 300 damage + 100 lightning?
The jump bonus from agility is also a little much. I currently have an 8x on jump, but because I have wings it doesn't bother me too much, unless I want to go up only about 10 blocks instead of 25+. Early game though, the sandstorm's jump was so strong it was almost uncontrollable. The speed increase is capped at 160%, so why not cap the jump bonus at 3x or 4x? While attempting the DoG I often jumped so high that I was hitting the boss even though he wasn't on my screen when I first jumped. My monitor is 1600x900, so I can see about 25 blocks above me.
XP comments:
I don't mind the XP rates, even though one level takes quite a while past level 90 or so. But what are they based on? HP is what it seems, but I don't think it's linear, logarithmic maybe?
Anvil/upgrading comments:
Is upgrading more of a mid to late game thing? It seems unimportant early game to me. The upgrading does add a lot of damage, I'm not sure the difference from +0 to +8, but it seemed to add about 10% more damage per level.
Early and mid game it feels much simpler to just farm for another weapon, or a better version of your current one than to upgrade the one I currently have. Crowns don't appear very often, and I can easily seeing it taking 20+ crowns to get a +7/8. Do the purple crowns(won't destroy if fail) and blue crowns(allows for +8) have a higher chance to drop from certain enemies or just any enemy with a % chance? Having spent very few crowns, I have accrued 273 purple and 86 blue crowns. This means that blue crows are 3x as rare, or purple 3x as common, as the other. Is this correct?
Do weapons have different base damage values? I have a summon item that does 954 damage (and 296 lightning) at +5 (with +5% damage modifer), while the same item with +4 that I got from a drop has 1146 damage (+10% damage modifier).
Isolating for the +% damage, they do 908 and 1041 base damage. So the +4 does more raw damage, But my +5 does more actual damage because of the lightning? I don't know because I'm not sure how the elemental damage applies.
Minor issue: Buffs don't line up:
http://prntscr.com/hblomf