Other Master mode changes

Move the boss changes from the For the Worthy seed to the master mode, make it so that items and money have higher drop chances, make the extra accessory slot a drop from beating a boss, and add some new accessories to bosses.
 
dont see why not
support
 
I feel like this might work better as a secret seed combination of some sort
 
I feel like this might work better as a secret seed combination of some sort
We are getting plenty of secret seeds in the next update and mastermode sucks :red: at the moment. It needs some changes as it just makes the game more grindy without adding much of consequence. The bosses need to have more differences to have different tricks than expert mode to make them tougher, there needs to be more reward for picking a higher difficulty (higher drop rates), and there needs to be interesting and powerful items exclusive to mastermode just like people are encouraged to play expert mode due to the powerful expert-exclusive accessories that are available.
 
Move the boss changes from the For the Worthy seed to the master mode, make it so that items and money have higher drop chances, make the extra accessory slot a drop from beating a boss, and add some new accessories to bosses.
It's not happening.
 
yeah this is quite a lot of work for what can only be presumed to be a "small" update ("coming in 2023" they said), while ANY changes to mastermode to make it feel more than "oh we multiplied HP and damage by 2, oh here are some relics and pets" would be good, it's just generally not feasible, honestly creating an expert world on the FTW seed is a better option than playing on mastermode sometimes...
 
For The Worthy has a ton of memey low effort changes that would not fit a proper difficulty

They would make Master Mode a lot worse, this isnt a matter of "oh any change is better than no change", FTW Golem is by far the worst boss battle in the entire game, Skeletron/Wall of Flesh cheaply spam minions, and a lot of bosses only have extremely basic acceleration/max speed/proj cooldown changes that in practice barely change the boss fight
 
The bosses need to have more differences to have different tricks than expert mode to make them tougher
they honestly don't, the bosses are fine enough on expert

they aren't 'easy' on master you're just better at the game than you think you are if you aren't having problems

there needs to be more reward for picking a higher difficulty (higher drop rates),
your reward is infinite flight at the start of hm from the dutchman mount (which had to be nerfed at one point for being a little too good at its job)

the problem is people were disappointed by master mode's relative lack of rewards compared to expert mode but people also complained that expert mode had rewards that classic mode couldn't get. the middle ground was adding otherwise optional pet drops for completionism farmers

for what it is (a mode for people bored of expert mode) it's good enough, albeit it can seem lazy. more than anything else i think people are starting to get too comfortable with treating modded terraria as the 'standard' for difficulty now
 
Most of For the Worthy's changes to bosses are either generally inconsequential or intentionally very frustrating, and I do not think they belong anywhere outside of a joke seed.

Master Mode doesn't change the behavior of bosses, and while I do think that's a bit boring, I definitely prefer that boredom over the nonsense For the Worthy adds to some of them. Adding these mechanics to Master Mode wholesale is a terrible idea; if you want to play with these changes, just go play the secret seed!
 
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Master mode should definitely have new stuff like attack patterns and items, not the ridiculous stuff in ftw
 
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