Eddieboi
Terrarian
This post was made to cover the way the Tavernkeep/Eternia armors interact with the classes they belong to.
Many if not most Terraria players don't even try the old one's army event, why is that? for me there's two main reasons.
1. It feels disconnected to the rest of the game.
2. Most items only interact with sentries, the ones that don't are somewhat lackluster.
I will suggest ideas that might fix these issues.
1) Flowing better with the rest of the game.
To make the event flow better with the rest of the game we need to move the place of the Tavernkeep NPC in the game's progression.
The Tavernkeep NPC is found somewhere in the world after beating the eater of worlds/brain of Cthulhu, at this stage of the game most players will have full hp, a whip and good armor, this means that there isn't an incentive to go around caves looking for stuff, so players speeding through the game might not even want to interact with him since they'll need to build more houses and new players or players doing a blind playthrough might not even find him.
To solve this I suggest being able to find the Tavernkeep after beating king slime or the eye of Cthulhu (This change can also encourage beating the king slime, since right now the only reason to do it is the slime saddle), this is because at this stage of the game exploring underground is still encouraged, so more players will find him while doing something else. This also means sentries and the ale tosser can help the player against the evil biome bosses (Assuming the need to do the event to use the sentries is removed).
2) Giving ideas to rework old one's army items.
We'll go through every item that I personally think that needs some kind of buff or rework, I will start with boss drops and then go to the Tavernkeep armors.
Stage 1:
Squire's Shield (Buff).
-Add a knockback immunity.
Most players don't use this accessory due to being outclassed by the pygmy necklace after the queen bee and by the summoner emblem after the wall of flesh, before the queen bee this event is extremely difficult so making it an alternative to the cobalt/obsidian shield can make summoner players choose it due to role compression.
Apprentice's Scarf (Buff).
-Magic weapons mark enemies similarly to whips (marks deal tag damage equal to 1/4 of the weapon's damage, this is only dealt once due to magic weapon's greater range).
This change is made so mage players can make use of summons without needing to use whips.
Dark Mage's Tome (Rework).
-Changed into a consumable items that permanently increases max number of sentries by 1 (Only usable once).
-Expert and master mode guaranteed dark mage drop.
This is to encourage sentry use due to them being more limited and needing to be used more offensively.
Stage 2:
Huntress's Buckler (Buff).
-+10% ranged damage.
-+5 defense.
This change is made so the item can work better with the armor it belongs with.
Monk's Belt (Buff).
-+10% melee speed.
-+10% Whip range.
This is to increase summoner offensive capabilities when not using obsidian/tiki armor.
Brand of the Inferno (Rework).
-Now has a similar effect to the Excalibur increasing its range.
-Increased firing speed.
-Buff after parry decreased from 400% to 200% but now lasts 5 seconds instead of a single swing.
Sleepy Octopod (Rework).
-Now has a similar effect to the Excalibur but all around the player, increasing its range.
-The explosion now deals double base damage every 1.5 seconds (This was made so the weapon can fight enemies while in the air).
Ghastly Glaive (Buff).
-Increased firing speed and range.
Stage 3:
Sky Dragon's Fury (Buff).
-Increased range during primary fire.
-Alt fire angle tightened (So it can be used better as a ranged weapon).
Tavernkeep Armors:
Monk Armor and Shinobi Armor (Buff).
-Increased whip damage and range.
-Increases whip tag damage by 150% (Full set).
Squire Armor and Valhalla Knight Armor (Buff).
-Each summon and sentry slot grants +3 defense (Full set).
Huntress Armor and Red Riding Armor (Buff).
-Oiled enemies receive 150% damage from fire ranged and summon weapons (Full set).
Apprentice Armor and Dark Artist Armor (Buff).
-Magic weapons mark enemies similarly to whips (marks deal tag damage equal to 1/4 of the weapon's damage, this is only dealt once due to magic weapon's greater range) (Full Set).
-Sentries and summons can now also grab blue mana stars (Full set).
Yeah! Those are all of my suggestions so make sure to reply with any constructive comment so I can make my posts even better!
Also, make sure to share your opinion, any idea to make the old one's army better is welcome.
Many if not most Terraria players don't even try the old one's army event, why is that? for me there's two main reasons.
1. It feels disconnected to the rest of the game.
2. Most items only interact with sentries, the ones that don't are somewhat lackluster.
I will suggest ideas that might fix these issues.
1) Flowing better with the rest of the game.
To make the event flow better with the rest of the game we need to move the place of the Tavernkeep NPC in the game's progression.
The Tavernkeep NPC is found somewhere in the world after beating the eater of worlds/brain of Cthulhu, at this stage of the game most players will have full hp, a whip and good armor, this means that there isn't an incentive to go around caves looking for stuff, so players speeding through the game might not even want to interact with him since they'll need to build more houses and new players or players doing a blind playthrough might not even find him.
To solve this I suggest being able to find the Tavernkeep after beating king slime or the eye of Cthulhu (This change can also encourage beating the king slime, since right now the only reason to do it is the slime saddle), this is because at this stage of the game exploring underground is still encouraged, so more players will find him while doing something else. This also means sentries and the ale tosser can help the player against the evil biome bosses (Assuming the need to do the event to use the sentries is removed).
2) Giving ideas to rework old one's army items.
We'll go through every item that I personally think that needs some kind of buff or rework, I will start with boss drops and then go to the Tavernkeep armors.
Stage 1:
Squire's Shield (Buff).
-Add a knockback immunity.
Most players don't use this accessory due to being outclassed by the pygmy necklace after the queen bee and by the summoner emblem after the wall of flesh, before the queen bee this event is extremely difficult so making it an alternative to the cobalt/obsidian shield can make summoner players choose it due to role compression.
Apprentice's Scarf (Buff).
-Magic weapons mark enemies similarly to whips (marks deal tag damage equal to 1/4 of the weapon's damage, this is only dealt once due to magic weapon's greater range).
This change is made so mage players can make use of summons without needing to use whips.
Dark Mage's Tome (Rework).
-Changed into a consumable items that permanently increases max number of sentries by 1 (Only usable once).
-Expert and master mode guaranteed dark mage drop.
This is to encourage sentry use due to them being more limited and needing to be used more offensively.
Stage 2:
Huntress's Buckler (Buff).
-+10% ranged damage.
-+5 defense.
This change is made so the item can work better with the armor it belongs with.
Monk's Belt (Buff).
-+10% melee speed.
-+10% Whip range.
This is to increase summoner offensive capabilities when not using obsidian/tiki armor.
Brand of the Inferno (Rework).
-Now has a similar effect to the Excalibur increasing its range.
-Increased firing speed.
-Buff after parry decreased from 400% to 200% but now lasts 5 seconds instead of a single swing.
Sleepy Octopod (Rework).
-Now has a similar effect to the Excalibur but all around the player, increasing its range.
-The explosion now deals double base damage every 1.5 seconds (This was made so the weapon can fight enemies while in the air).
Ghastly Glaive (Buff).
-Increased firing speed and range.
Stage 3:
Sky Dragon's Fury (Buff).
-Increased range during primary fire.
-Alt fire angle tightened (So it can be used better as a ranged weapon).
Tavernkeep Armors:
Monk Armor and Shinobi Armor (Buff).
-Increased whip damage and range.
-Increases whip tag damage by 150% (Full set).
Squire Armor and Valhalla Knight Armor (Buff).
-Each summon and sentry slot grants +3 defense (Full set).
Huntress Armor and Red Riding Armor (Buff).
-Oiled enemies receive 150% damage from fire ranged and summon weapons (Full set).
Apprentice Armor and Dark Artist Armor (Buff).
-Magic weapons mark enemies similarly to whips (marks deal tag damage equal to 1/4 of the weapon's damage, this is only dealt once due to magic weapon's greater range) (Full Set).
-Sentries and summons can now also grab blue mana stars (Full set).
Yeah! Those are all of my suggestions so make sure to reply with any constructive comment so I can make my posts even better!
Also, make sure to share your opinion, any idea to make the old one's army better is welcome.