Fortanono 🌳
Retinazer
(NOTE: This opinion may change when new stuff is discovered, but right now, I felt like I had to make this.)
First of all, the calm before the storm. You guys really outdid yourself with this update! The Underground Desert, Granite and Marble biomes, the entire Lunar Event is freakin' amazing. And dat Moon Lord... wow. But there is one thing that presents itself to a glaring flaw for me: The weapon diversity, or lack thereof. Not talking about added new weapon types, those are amazing too, but old weapon types that have not been brought back. This isn't a new problem; The Flairon, a weapon that's obviously a flail, is basically a chain weapon masquerading as a flail. Arrow weapons were not useful at all compared to bullets and rockets; the Tsunami and Pulse Bow were the only two good endgame ones compared to the large amount of artillery weapons. And the Summoner had to get lucky with a Slime Statue or even worse, not find one and their playthrough basically ends without the ability to kill anything. But in 1.3, it's been brought to a whole new level of lack of diversity.
In Melee, there are only 2 types of melee weapons that are consistent across the whole playthrough. Swords... and yo-yos. There are already more yo-yos than flails, or spears, or boomerangs, and there is more stuff related to yo-yos than the other 3 weapons combined plus melee chain weapons! They are extremely fun to use, I can say that, but why yo-yos? Has Red's yo-yo obsession been taken to the level of forgetting about other melee weapon subtypes? While there is the North Pole and Paladin's Hammer, those things are not new, and there should at least be some new stuff. And there still aren't any flails beyond the Flower Pow, a weapon that is a drop from Plantera, which is the beginning of a tier that is obsolete now. Finally, the Solar stuff seems like a tease, as we have a lookalike flail and a lookalike spear, neither of which work as you'd think. (Solar Eruption is actually really cool, but at least introduce something.) The Daybreak could've easily been a projectile spear too, it doesn't have any mechanics that say it shouldn't be unlike the Solar Eruption.
Rangers, as far as I know, get one endgame bow. Nothing's changed there. Not much i can say since I don't know much. Mage weapons are all unique, there are no subclasses there.
And then we get to the Summoner. The problem here isn't endgame weaponry, summoner's been brought up to a better level there. But the early game is something I felt that I need to discuss. Not sure about this, but I think that there aren't any early-game summoner weapons introduced. I dunno, this is something that people are still discovering, but if there aren't any, that is a pretty major problem. The summoner in 1.2 has quite the rocky start. If they ever do find a Slime Statue, they need to ing kill Queen Bee with a single baby slime that only does 8 damage and is grounded. Or they could kill Eow/BoC to get a pick to mine for the Imp Staff, both of which won't be easy to kill with a single baby slime. Yeah. And if they don't find one, they can't move on since they can't kill slimes with anything other than summoner weapons, which they have none of. The sheer fact that the single best Terraria player in the game had to call a magic weapon a summoner weapon to progress on is saddening.
And that concludes my rant. Or so you'd think. Because as far as I know there is another class that needs fleshing out. The Throwable class. Why is it that they get new damage but (or so I think) only weapons and armor pre-Hardmode? What the actual . Yes, there isn't enough space for five pillars, but is that necessary? Because I see two (count that, TWO) different opportunities to add new throwing gear. Martian Conduit Plating, which is only used for decoration and will probably rot in your chests if you don't like the look, and the Lunatic Cultist, who is harder than the pillars and is the gateway to them. Yeah, I thought you learned your lessons with the Summoner class. But introducing a new damage type means you are pretty much introducing a new playstyle and that needs to be respected, not tossed to the wayside past a certain point in the game.
Sorry about the anger present in this rant, but I just want to get my point across.
First of all, the calm before the storm. You guys really outdid yourself with this update! The Underground Desert, Granite and Marble biomes, the entire Lunar Event is freakin' amazing. And dat Moon Lord... wow. But there is one thing that presents itself to a glaring flaw for me: The weapon diversity, or lack thereof. Not talking about added new weapon types, those are amazing too, but old weapon types that have not been brought back. This isn't a new problem; The Flairon, a weapon that's obviously a flail, is basically a chain weapon masquerading as a flail. Arrow weapons were not useful at all compared to bullets and rockets; the Tsunami and Pulse Bow were the only two good endgame ones compared to the large amount of artillery weapons. And the Summoner had to get lucky with a Slime Statue or even worse, not find one and their playthrough basically ends without the ability to kill anything. But in 1.3, it's been brought to a whole new level of lack of diversity.
In Melee, there are only 2 types of melee weapons that are consistent across the whole playthrough. Swords... and yo-yos. There are already more yo-yos than flails, or spears, or boomerangs, and there is more stuff related to yo-yos than the other 3 weapons combined plus melee chain weapons! They are extremely fun to use, I can say that, but why yo-yos? Has Red's yo-yo obsession been taken to the level of forgetting about other melee weapon subtypes? While there is the North Pole and Paladin's Hammer, those things are not new, and there should at least be some new stuff. And there still aren't any flails beyond the Flower Pow, a weapon that is a drop from Plantera, which is the beginning of a tier that is obsolete now. Finally, the Solar stuff seems like a tease, as we have a lookalike flail and a lookalike spear, neither of which work as you'd think. (Solar Eruption is actually really cool, but at least introduce something.) The Daybreak could've easily been a projectile spear too, it doesn't have any mechanics that say it shouldn't be unlike the Solar Eruption.
Rangers, as far as I know, get one endgame bow. Nothing's changed there. Not much i can say since I don't know much. Mage weapons are all unique, there are no subclasses there.
And then we get to the Summoner. The problem here isn't endgame weaponry, summoner's been brought up to a better level there. But the early game is something I felt that I need to discuss. Not sure about this, but I think that there aren't any early-game summoner weapons introduced. I dunno, this is something that people are still discovering, but if there aren't any, that is a pretty major problem. The summoner in 1.2 has quite the rocky start. If they ever do find a Slime Statue, they need to ing kill Queen Bee with a single baby slime that only does 8 damage and is grounded. Or they could kill Eow/BoC to get a pick to mine for the Imp Staff, both of which won't be easy to kill with a single baby slime. Yeah. And if they don't find one, they can't move on since they can't kill slimes with anything other than summoner weapons, which they have none of. The sheer fact that the single best Terraria player in the game had to call a magic weapon a summoner weapon to progress on is saddening.
And that concludes my rant. Or so you'd think. Because as far as I know there is another class that needs fleshing out. The Throwable class. Why is it that they get new damage but (or so I think) only weapons and armor pre-Hardmode? What the actual . Yes, there isn't enough space for five pillars, but is that necessary? Because I see two (count that, TWO) different opportunities to add new throwing gear. Martian Conduit Plating, which is only used for decoration and will probably rot in your chests if you don't like the look, and the Lunatic Cultist, who is harder than the pillars and is the gateway to them. Yeah, I thought you learned your lessons with the Summoner class. But introducing a new damage type means you are pretty much introducing a new playstyle and that needs to be respected, not tossed to the wayside past a certain point in the game.
Sorry about the anger present in this rant, but I just want to get my point across.