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.
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.