Game Mechanics Make yo-yo progression more horizontal

IThinkQueenSlimeIsBad

Martian Saucer
Despite having 21 weapons across all most stages of the game, yo-yo progression is ridiculously vertical. By this, I mean that each one is just objectively better than last, so despite having so many options per stage of the game, there's always just one best choice.
So, let's get into the meat of this suggestion. I'm going to attempt to rebalance and give gimmicks to yo-yos so the progression isn't a vertical line and you have actual choices for each stage of the game.

EXTREME EARLY-GAME
I'd say there's only one yo-yo here: the Wooden Yo-yo. Seeing as it's the first one and your introduction to the subclass, I'd say it's fine as is.

PRE-BOSS
The Rally is discarded almost immediately due to the Malaise/Artery being better in every way. Thus, I suggest upping its reach to 14 or 15 and its spin duration to 8. This makes it a lower DPS but more controllable side grade to the evil yo-yos.

MID PRE-HARDMODE
The Amazon is outclassed in every way by the Code 1 other than a negligible amount of extra knockback. This is despite it weirdly enough having a higher sell price and rarity. I suggest making it inflict Poison, like basically every other Jungle weapon, for 2 seconds at a 1/4 chance on hit. This makes it have a chance to deal a good chunk more damage than the Code 1, but with less consistency than it.

LATE PRE-HARDMODE
While the Hive-Five is perfect as is, the Cascade is better in every way, other than having 1 less damage, to the Valour. The gap isn't particularly large, so I just suggest giving the Valour 8 armour piercing, making it better against enemies with high defence.

EARLY HARDMODE
There are a ridiculous amount of yo-yos in this stage of the game, and yet there's only 2 viable options: the Amarok and the Gradient.
For some inexplicable reason, Format: C, despite being acquired in the exact same way as the Gradient, just on different moon phases, is far worse. Thus, I suggest raising the reach of the Format: C to 18, the spin time to 13.5, and the damage to 42. This makes it a more controllable but weaker alternative to the Gradient. Next, lower the damage of the Hel-Fire to 32 but make it create explosions on hit for half damage. This gives it a crowd control aspect; this is rare amongst yo-yos. Finally, make the Chik instantly teleport to your cursor. This makes it much easier to control and also gives it a greater ability to pass walls.

POST-MECH
Honestly, this bit's fine. You can either go for consistency with the Code 2 or damage with the Yelets. No real complaints here.

POST-PLANTERA
There is quite literally no reason to grind for the Kraken, as even with its bonus crit chance it has less average DPS than the Eye of Cthulhu, as well as having overall worse stats, other than a negligible amount of extra knockback. Thus, I suggest leaning into the extra crit chance with a bonus 33% crit damage, if possible.

DEV SETS
The Red's Throw and Valkyrie have the exact stats, which is fine, if a bit boring. Thus, I would say that the Valkyrie should have 20 armour piercing and the Red's Throw should have damage boosted to 80. Of course, I don't really care that much, but it would be nice.

POST-MOONLORD
Make the Terrarian use local I-frames. This isn't an issue with yo-yo progression, I just think it's ridiculous that its DPS is being limited using such arbitrary methods just so the Zenith doesn't even come close to having a rival.
 
Despite having 21 weapons across all most stages of the game, yo-yo progression is ridiculously vertical. By this, I mean that each one is just objectively better than last, so despite having so many options per stage of the game, there's always just one best choice.
So, let's get into the meat of this suggestion. I'm going to attempt to rebalance and give gimmicks to yo-yos so the progression isn't a vertical line and you have actual choices for each stage of the game.

EXTREME EARLY-GAME
I'd say there's only one yo-yo here: the Wooden Yo-yo. Seeing as it's the first one and your introduction to the subclass, I'd say it's fine as is.

PRE-BOSS
The Rally is discarded almost immediately due to the Malaise/Artery being better in every way. Thus, I suggest upping its reach to 14 or 15 and its spin duration to 8. This makes it a lower DPS but more controllable side grade to the evil yo-yos.

MID PRE-HARDMODE
The Amazon is outclassed in every way by the Code 1 other than a negligible amount of extra knockback. This is despite it weirdly enough having a higher sell price and rarity. I suggest making it inflict Poison, like basically every other Jungle weapon, for 2 seconds at a 1/4 chance on hit. This makes it have a chance to deal a good chunk more damage than the Code 1, but with less consistency than it.

LATE PRE-HARDMODE
While the Hive-Five is perfect as is, the Cascade is better in every way, other than having 1 less damage, to the Valour. The gap isn't particularly large, so I just suggest giving the Valour 8 armour piercing, making it better against enemies with high defence.

EARLY HARDMODE
There are a ridiculous amount of yo-yos in this stage of the game, and yet there's only 2 viable options: the Amarok and the Gradient.
For some inexplicable reason, Format: C, despite being acquired in the exact same way as the Gradient, just on different moon phases, is far worse. Thus, I suggest raising the reach of the Format: C to 18, the spin time to 13.5, and the damage to 42. This makes it a more controllable but weaker alternative to the Gradient. Next, lower the damage of the Hel-Fire to 32 but make it create explosions on hit for half damage. This gives it a crowd control aspect; this is rare amongst yo-yos. Finally, make the Chik instantly teleport to your cursor. This makes it much easier to control and also gives it a greater ability to pass walls.

POST-MECH
Honestly, this bit's fine. You can either go for consistency with the Code 2 or damage with the Yelets. No real complaints here.

POST-PLANTERA
There is quite literally no reason to grind for the Kraken, as even with its bonus crit chance it has less average DPS than the Eye of Cthulhu, as well as having overall worse stats, other than a negligible amount of extra knockback. Thus, I suggest leaning into the extra crit chance with a bonus 33% crit damage, if possible.

DEV SETS
The Red's Throw and Valkyrie have the exact stats, which is fine, if a bit boring. Thus, I would say that the Valkyrie should have 20 armour piercing and the Red's Throw should have damage boosted to 80. Of course, I don't really care that much, but it would be nice.

POST-MOONLORD
Make the Terrarian use local I-frames. This isn't an issue with yo-yo progression, I just think it's ridiculous that its DPS is being limited using such arbitrary methods just so the Zenith doesn't even come close to having a rival.
Rally
Could fire piercing jacks

The evil yo-yos are good but could get a bit of a change maybe add a spinning vile spit spiral to malaise when using it artery it could spawn lightly homing creeper projectiles

Valor will inflict 2 seconds of broken armor and does a armor smashing bash every 4 spins

Format C could delete 5% of enemy hp every 12 spins as a reference to the format C command computers
 
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Rally
Could fire piercing jacks

The evil yo-yos are good but could get a bit of a change maybe add a spinning vile spit spiral to malaise when using it artery it could spawn lightly homing creeper projectiles

Valor will inflict 2 seconds of broken armor and does a armor smashing bash every 4 spins
Those are sick ideas, but I tried to keep unique gimmicks to a minimum to keep them feeling fresh and cool when they do crop up
 
i think what we really need is more of them in general, there's only like 20 of them so there isn't a lot to use to begin with

adding more would make for smoother (less "steppy") progression and allow more gimmicks to be added, such as lower damage in exchange for shooting a homing projectile, or a boulder-themed mega-sized yoyo, etc.
 
i think what we really need is more of them in general, there's only like 20 of them so there isn't a lot to use to begin with
Fair
adding more would make for smoother (less "steppy") progression and allow more gimmicks to be added,
Very true
such as lower damage in exchange for shooting a homing projectile,
funiye.jpg

or a boulder-themed mega-sized yoyo, etc.
peak
 
speaking of the Hive-Five, it's the only one that has been added (1.4.4) after the initial (1.3) addition of yoyos 😂
just shows how utterly dry the subclass is
 
speaking of the Hive-Five, it's the only one that has been added (1.4.4) after the initial (1.3) addition of yoyos 😂
just shows how utterly dry the subclass is
Yup.
I might have to make a complementary suggestion to this for new yo-yos
 
I'll probably start tomorrow or overmorrow
In the meantime, got any ideas?
feel free to add my "boulder yoyo" to that btw
my idea for it was the following:
somewhere around late prehardmode to early hardmode, roughly the size of a boulder (duh) and deals pretty good damage, but is sluggish to move around and doesn't stay out for very long
 
Pretty good suggestion overall. I do think that every yoyo from skeletron-onward should have a gimmick though. Doesn't really make sense for Eye of Cthulhu and Wooden Yoyo to play in an extremely similar way, and it becomes significantly easier to balance things as sidegrades when there are more complex factors going on.
Also, lifetime isn't particularly valuable after 1.4.4 added an option which frame perfectly automates re-throwing them, so probably keep that in mind with buffing yoyos.
 
Pretty good suggestion overall. I do think that every yoyo from skeletron-onward should have a gimmick though. Doesn't really make sense for Eye of Cthulhu and Wooden Yoyo to play in an extremely similar way, and it becomes significantly easier to balance things as sidegrades when there are more complex factors going on.
Also, lifetime isn't particularly valuable after 1.4.4 added an option which frame perfectly automates re-throwing them, so probably keep that in mind with buffing yoyos.
I agree Ive been doing that
 
How about code 2 has glitchy properties and can be unstable. It can have unpredictable and random effects when used. Kind of like a melee Zapinator, referencing it being called “code” and it could be tapping into your reality.
 
How about code 2 has glitchy properties and can be unstable. It can have unpredictable and random effects when used. Kind of like a melee Zapinator, referencing it being called “code” and it could be tapping into your reality.
Yesss
 
I agree that yoyo progression is really bad, and this suggestion fixes it very nicely. Full support!
 
feel free to add my "boulder yoyo" to that btw
my idea for it was the following:
somewhere around late prehardmode to early hardmode, roughly the size of a boulder (duh) and deals pretty good damage, but is sluggish to move around and doesn't stay out for very long
Idk how, but if this was added to the game, it would be cool if it was somehow obtained from the 1.4.5 boulder rain event.
 
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