NPCs & Enemies Make golem and lunatic cultist significantly harder

Cobaltrix

Terrarian
Pre plantera, every boss feels like something you have to prepare for, and get some on tier gear to beat that boss, but after you beat plantera, its very easy to just immediately beat golem, and the lunatic cultist, and then get a pillar weapon that can easily carry you to moon lord. This basically renders all the other post plantera content (frost moon, pumpkin moon, martian madness, empress of light, hardmode dungeon, etc.) mostly pointless to do. So I suggest to:

1. Buff golem to where you basically need to interact with the at least some content between plantera and it, such as the hardmode dungeon, solar eclipse, pumpkin and frost moon (only the early waves though) etc. to get the weapons, accessories, and armor, required to beat golem

2. Buff cultist to be unfeasible to beat without gear from post golem content such as martian madness, weapons from the later waves of moon events, empress of light, and duke fishron (I know those last 2 technically aren’t post golem, but most people fight them around then)

3. Make it so the gear dropped from plantera and golem aren't so good that they allow you to immediately challenge the next boss in progression, and instead are just good enough to fight an event/optional boss to get that better gear needed for the next boss.

This would encourage people to fight these events and bosses more, since their gear would actually be necessary to beat the game (unless you have the skill to beat the much more difficult golem and cultist).
 
Cultist is the best boss in the game if you let him do his circle. Just let him clone himself and the boss will be great.

Golem needs to be balanced around not having Post-Plantera gear for both newbies and Melee.
 
Pre plantera, every boss feels like something you have to prepare for, and get some on tier gear to beat that boss, but after you beat plantera, its very easy to just immediately beat golem, and the lunatic cultist, and then get a pillar weapon that can easily carry you to moon lord. This basically renders all the other post plantera content (frost moon, pumpkin moon, martian madness, empress of light, hardmode dungeon, etc.) mostly pointless to do. So I suggest to:

1. Buff golem to where you basically need to interact with the at least some content between plantera and it, such as the hardmode dungeon, solar eclipse, pumpkin and frost moon (only the early waves though) etc. to get the weapons, accessories, and armor, required to beat golem

2. Buff cultist to be unfeasible to beat without gear from post golem content such as martian madness, weapons from the later waves of moon events, empress of light, and duke fishron (I know those last 2 technically aren’t post golem, but most people fight them around then)

3. Make it so the gear dropped from plantera and golem aren't so good that they allow you to immediately challenge the next boss in progression, and instead are just good enough to fight an event/optional boss to get that better gear needed for the next boss.

This would encourage people to fight these events and bosses more, since their gear would actually be necessary to beat the game (unless you have the skill to beat the much more difficult golem and cultist).
I agree and hope that in either the next or a future update re logic decide to fix the post plantera progression
 
While I wholeheartedly agree with 2, golem is imo in a decent place balance-wise (since the 1.4.4 HP buff) and doesn't need to be made harder. Pumpkin and frost moons are intended to be done post-golem anyways, and solar eclipse and/or hardmode dungeon are decent enough power boosts if you need them, which you very well might.

Cultist absolutely needs to be made harder since pillar weapons basically obsolete everything before them, and cultist is a fair bit easier than the optional content before it.
 
While I wholeheartedly agree with 2, golem is imo in a decent place balance-wise (since the 1.4.4 HP buff) and doesn't need to be made harder. Pumpkin and frost moons are intended to be done post-golem anyways, and solar eclipse and/or hardmode dungeon are decent enough power boosts if you need them, which you very well might.

Cultist absolutely needs to be made harder since pillar weapons basically obsolete everything before them, and cultist is a fair bit easier than the optional content before it.
I think removing the ability to stop his circles would fix it. Sure, you could still damage the real one, but the Ancient Vision or Phantasmal Dragon will still spawn alongside the clones.
 
Cultist should receive a massive HP buff, and enrage at night, forcing you to get weapons with high enough DPS to deal with him
 
Cultist should receive a massive HP buff, and enrage at night, forcing you to get weapons with high enough DPS to deal with him
I'm personally not a fan of bosses enraging at night tbh. Feels like an arbitrary DPS check rather than skill.
 
I'm personally not a fan of bosses enraging at night tbh. Feels like an arbitrary DPS check rather than skill.
Yes, but if you don't have a DPS check, then you can rush him with the weapons you already have, allowing you to skip most if not all post Golem content
 
Yes, but if you don't have a DPS check, then you can rush him with the weapons you already have, allowing you to skip most if not all post Golem content
Just make it so he's more difficult then. Imagine if Duke enraged during the day just to make him harder pre-Mech.
 
Just make it so he's more difficult then. Imagine if Duke enraged during the day just to make him harder pre-Mech.
Thats a good point, just make the cultist duke difficulty and he will be perfect
 
Thats a good point, just make the cultist duke difficulty and he will be perfect
Cultist should technically be the second hardest boss in the game! He needs major buffs.
 
Ancient Cultist is intended to be more of gate to the pillar event and nothing more. He's less of a boss and more of a miniboss.
Golem, he will be buffed every version lol.
 
Cultist? Sure.
Golem? No.


Golem honestly is already poorly designed, it's something I've realized after doing my no hit challenge run. He is underhated.
 
Cultist? Sure.
Golem? No.


Golem honestly is already poorly designed, it's something I've realized after doing my no hit challenge run. He is underhated.
Can you explain how he's poorly designed? Also, what does being poorly designed have to do with making the boss harder?
 
Can you explain how he's poorly designed
Room size is complete RNG. And the fight is mostly a projectile spam overall too, which made it quite difficult to no hit the guy.
 
Room size is complete RNG. And the fight is mostly a projectile spam overall too, which made it quite difficult to no hit the guy.
I don't think that makes the boss insanely bad. It's two reasons. And anyway, what does this have to do with making the boss harder?
 
I don't think that makes the boss insanely bad. It's two reasons. And anyway, what does this have to do with making the boss harder?
Not to mention he's available RIGHT after, and easier than, the boss right before him.
 
Cultist desperately needs a buff while Golem is fine. You either make him too easy or an unfair brick wall; I rather him too easy.
 
I feel like the Temple needs a massive overhaul alongside golem
Maybe the fight room should be something you drop into suddenly instead of descend into, and take up half the temple? This would allow for several major Golem buffs without having to worry about not having enough space
Currently Golem feels like Ocram but instead of being based off of EoC AI, King Slime Ai.
He hops around just like king slime, just with projectiles.
Plus for a golem, he feels tiny. Maybe double or even triple his size?
Here's a small sketch of how I think the temple should look
New Piskel-1.png (7).png

Yellow means door/trapdoor. The additional room, due to not having as much room for random chests, is a chest room filled with like 8 chests
 
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