Yousef the H
Terrarian
Mage is a generally beloved class by the community, a little more on the lesser side in comparison to other classes according to multiple polls i've seen online, but still a generally enjoyed class.
Why is it on the lesser side though? Well, a couple issues, I'll try going over them and hopefully give a good enough fix, or at least spark an idea. This'll be a long one.
I'll mark issues with colors along the way, RED being a big issue GREEN being an issue with no need to fix if red is fixed. blue is a not so severe issue but needs fixing. Yellow is a semi issue that doesn't need discussion, just a small buff or nerf usually is enough. Purple is a boon that might need a change if all of this is changed (small nerf, a little rework, etc)
Space gun.
space gun is a great weapon! Its stats are compareable to ...flintlock pistol... why.
space gun has:
17 damage, 17 usetime.
flintlock pistol has:
13 damage (+bullet damage, 20 with just musket balls), 16 usetime.
"space gun has 3 pierce!!!!" i'd like to see that pierce be useful when it has very little knockback, and is still lacking true DPS
"it costs no mana with full meteor armor!!!" and musket balls cost 7 copper
space gun would be a great early game weapon, if not for the fact it's completely locked behind eater of world/brain of cthulhu, heck it would actually be able to use its 3 pierce on those bosses much more effectively than others, but alas, locked behind them and... remind me why it got nerfed in 1.4.1?
"just get demon scythe or gray zapinator!!"
that's my second issue
Demon scythe:
demon scythe is a great weapon that can be gotten at pre boss with a little bit of harsh farming in the underworld, a little rough but it's possible, the weapon has a little lower accuracy because of its ability to pierce many times, and attack in a somewhat successive manner.
That seems good, why is it a problem? Demon scythe is the definitive best mage weapon in pre hardmode, which means let's say you got to post evil and decided to go to the underworld for hellstone not knowing/forgetting it's not useful for mage or wanting to sell it for quick and good money, you got a demon scythe and suddenly you don't even need to fight skeletron, your current gear is strong enough to completely beat WoF, infact you get almost no upgrades from the dungeon, just generally weapons that could rival the demon scythe, which in my opinion is not great design, you CAN not nerf the demon scythe, it staying as a pre-boss option available to those who are willing to grind, but the issue is that there are no available options to rival it in the post evil boss stage, i wonder why
Gray zapinator: good weapon, horrible obtainment method, but it's not that bad... why can i get a weapon with 42 base damage, 36 usetime but damage bonuses are multiplicative with base damage and it still gets the bonus from meteor armor's set bonus (0 mana) before space gun, it's like a slap to the face, why is that weapon so hated?
Gem staves.
gem staves are cool weapons, somewhat hard to get without a spelunker but still an easy find early game
No. They are not. Gem staves are horrible to get in the true early game phase without being lucky, getting a ruby/amber staff is an OK grind, could take a bit but is generally do-able, but man the diamond staff is horrible to get, diamond is super rare and platinum can frick you over and have you go fishing if you don't get it in your world the gem staves before emerald are generally terrible, while you can argue for worth, wand of frosting shouldn't be comparable to any of them, yet here we are.
Jungle armor has a really high base defense for being the first mage armor, currently i'm doing a mage playthrough (not the bees though) and jungle armor is really strong defensively, and slightly good offensively, with meteor armor's buff in 1.4.4, it actually makes this armor balanced, but i would also like to talk about how the gem robes exist and provide really good damage with a not so great amount of defense but you can use warding
The dungeon.
Dungeon is great for mage, you get water scepter, water bolt, access to flame lash... oh, you have demon scythe/gray zapi? well suddenly the dungeon weapons are underwhelming.
aside from water scepter, the other two aren't so great (i hear flame lash is pretty useful, but i personally don't find its mechanic all that cool/good)
of course, you can ignore demon scythe/gray zapi, and rely entirely on space gun/gem staves/idk book of skulls for skeletron/WoF, but you're still ignoring some of the best weapons for the class willingly to change around the playthrough, which leads me to my final problem.
Repetitiveness
Mage as a whole just sometimes feels repetitive, you might look at summoner but i'll cut it some slack, it got whipsonly 4 years ago, and seems to be getting a whole lot extra stuff in 1.4.5, so i'd like to focus a little more on the class that had many times to change
for me, mage is a single progess line with barely any options for different feeling for a run, aside from the post plantera stage which has 200 options for every class. The progression usually goes like this:
Wand of sparking -> wand of frosting/tier1/2 gem staff -> Gray zapi if lucky/Demon scythe grind if i feel like it/tier 3 gem staff -> actually get gray zapi/demon scythe because as discussed space gun is not worth, meteor armor is worth though -> laser gun if lucky/meteor staff/orange zapinator -> orange zapinator (for plantera this time) -> options. (usually razorblade until pillars)
Why is it on the lesser side though? Well, a couple issues, I'll try going over them and hopefully give a good enough fix, or at least spark an idea. This'll be a long one.
I'll mark issues with colors along the way, RED being a big issue GREEN being an issue with no need to fix if red is fixed. blue is a not so severe issue but needs fixing. Yellow is a semi issue that doesn't need discussion, just a small buff or nerf usually is enough. Purple is a boon that might need a change if all of this is changed (small nerf, a little rework, etc)
Space gun.
space gun is a great weapon! Its stats are compareable to ...flintlock pistol... why.
space gun has:
17 damage, 17 usetime.
flintlock pistol has:
13 damage (+bullet damage, 20 with just musket balls), 16 usetime.
"space gun has 3 pierce!!!!" i'd like to see that pierce be useful when it has very little knockback, and is still lacking true DPS
"it costs no mana with full meteor armor!!!" and musket balls cost 7 copper
space gun would be a great early game weapon, if not for the fact it's completely locked behind eater of world/brain of cthulhu, heck it would actually be able to use its 3 pierce on those bosses much more effectively than others, but alas, locked behind them and... remind me why it got nerfed in 1.4.1?
"just get demon scythe or gray zapinator!!"
that's my second issue
Demon scythe:
demon scythe is a great weapon that can be gotten at pre boss with a little bit of harsh farming in the underworld, a little rough but it's possible, the weapon has a little lower accuracy because of its ability to pierce many times, and attack in a somewhat successive manner.
That seems good, why is it a problem? Demon scythe is the definitive best mage weapon in pre hardmode, which means let's say you got to post evil and decided to go to the underworld for hellstone not knowing/forgetting it's not useful for mage or wanting to sell it for quick and good money, you got a demon scythe and suddenly you don't even need to fight skeletron, your current gear is strong enough to completely beat WoF, infact you get almost no upgrades from the dungeon, just generally weapons that could rival the demon scythe, which in my opinion is not great design, you CAN not nerf the demon scythe, it staying as a pre-boss option available to those who are willing to grind, but the issue is that there are no available options to rival it in the post evil boss stage, i wonder why
Gray zapinator: good weapon, horrible obtainment method, but it's not that bad... why can i get a weapon with 42 base damage, 36 usetime but damage bonuses are multiplicative with base damage and it still gets the bonus from meteor armor's set bonus (0 mana) before space gun, it's like a slap to the face, why is that weapon so hated?
Gem staves.
gem staves are cool weapons, somewhat hard to get without a spelunker but still an easy find early game
No. They are not. Gem staves are horrible to get in the true early game phase without being lucky, getting a ruby/amber staff is an OK grind, could take a bit but is generally do-able, but man the diamond staff is horrible to get, diamond is super rare and platinum can frick you over and have you go fishing if you don't get it in your world the gem staves before emerald are generally terrible, while you can argue for worth, wand of frosting shouldn't be comparable to any of them, yet here we are.
Jungle armor has a really high base defense for being the first mage armor, currently i'm doing a mage playthrough (not the bees though) and jungle armor is really strong defensively, and slightly good offensively, with meteor armor's buff in 1.4.4, it actually makes this armor balanced, but i would also like to talk about how the gem robes exist and provide really good damage with a not so great amount of defense but you can use warding
The dungeon.
Dungeon is great for mage, you get water scepter, water bolt, access to flame lash... oh, you have demon scythe/gray zapi? well suddenly the dungeon weapons are underwhelming.
aside from water scepter, the other two aren't so great (i hear flame lash is pretty useful, but i personally don't find its mechanic all that cool/good)
of course, you can ignore demon scythe/gray zapi, and rely entirely on space gun/gem staves/idk book of skulls for skeletron/WoF, but you're still ignoring some of the best weapons for the class willingly to change around the playthrough, which leads me to my final problem.
Repetitiveness
Mage as a whole just sometimes feels repetitive, you might look at summoner but i'll cut it some slack, it got whips
for me, mage is a single progess line with barely any options for different feeling for a run, aside from the post plantera stage which has 200 options for every class. The progression usually goes like this:
Wand of sparking -> wand of frosting/tier1/2 gem staff -> Gray zapi if lucky/Demon scythe grind if i feel like it/tier 3 gem staff -> actually get gray zapi/demon scythe because as discussed space gun is not worth, meteor armor is worth though -> laser gun if lucky/meteor staff/orange zapinator -> orange zapinator (for plantera this time) -> options. (usually razorblade until pillars)