Weapons & Equip Old one's army items rework ideas.

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.
 
Very well written and detailed! I believe you have come up with creative changes and buffs that would definitely motivate more people to acquire these items.

I agree that the Old One's Army is often overlooked. Perhaps this is partly because it is so unique, but the fact that it's unique is totally fine. What I do agree with is that this event would be more memorable if the items were less lackluster, and I think you have come up with great ideas!
 
I do agree, but the War Table needs to be dropped by the Ogre too.
 
I do agree, but the War Table needs to be dropped by the Ogre too.
Oh! I thought about that before writing the post, I must have forgot about it.
 
Very well written and detailed! I believe you have come up with creative changes and buffs that would definitely motivate more people to acquire these items.

I agree that the Old One's Army is often overlooked. Perhaps this is partly because it is so unique, but the fact that it's unique is totally fine. What I do agree with is that this event would be more memorable if the items were less lackluster, and I think you have come up with great ideas!
Thank you! I'm really confident that this will entice people into doing the event, specially people that like to go multiclass, but the one that I like the most is the magic tag damage, I just feel like it can lead to a whole new playstyle.
 
-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.
You say this (and by extension all Ogre drops) is outclassed by Summoner emblem, but this is actually only loses a mere 5% damage in exchange for a full sentry. I am down for reworking all of these accessories to differentiate them, but calling them bad is just wrong.

The only reason this isn't better than summoner emblem is that Sentries are inherently limited to CC/Mobbing and need a lot of specific investment to contribute more DPS than your minions. This leads to my next point...

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.
... that buffing the hell out of sentry builds like this is a bad idea.

You are going to end up with a polarizing situation where Sentries end up contributing a ton of DPS but need very aggressive playstyle to work at all. If you want to make sentries better increase their range/velocity so they can hit bosses, don't handing out free buffs to sentry gear (in some cases completely unrelated to sentries themselves) because "not enough people use them"
-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).
Handing out a ton of flat damage (Even 25% damage can very easily amount to over 20 damage, higher than kaleidoscope) is asking for trouble

Effects that vary massively in efficiency depending on build and weapon used are asking for trouble (imagine a razorpine and blade staff)

Doing both at once is a bad idea
Squire Armor and Valhalla Knight Armor (Buff).

-Each summon and sentry slot grants +3 defense (Full set).
Valhalla and especially Squire armor are extremely strong already. They dont need to have more defense than Beetle shell on top of all their regen and melee stats
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).
See above for the first effect
The second is probably going to be more annoying than helpful, Celestial emblem is enough for grabbing all the stars you need with ease, this may just lead you to waste Mana Stars because your minions grabbed them too early.
-Increased whip damage and range.
-Increases whip tag damage by 150% (Full set).
You'd be surprised at how good they already are as whip sets. Shinobi armor already has 60% summon damage, 30% melee speed and 54 defense. That's extremely good and only held back by the lack of minion slots for bosses

Huntress Armor and Red Riding Armor (Buff).

-Oiled enemies receive 150% damage from fire ranged and summon weapons (Full set).
1.5x DPS from your enemy being hit ONCE by your explosive trap? You sure about that?

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.
5% less damage than ranger emblem but you get a sentry, summon damage and defense. Too much.
Monk's Belt (Buff).

-+10% melee speed.
-+10% Whip range.
This is to increase summoner offensive capabilities when not using obsidian/tiki armor.
This may be fine without the 10% summon damage
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.
The parry is still practically unusable but that striking moment rework is much better than what it has right now
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).
The explosion is going to need a full rework for this to ever be usable
 
You say this (and by extension all Ogre drops) is outclassed by Summoner emblem, but this is actually only loses a mere 5% damage in exchange for a full sentry. I am down for reworking all of these accessories to differentiate them, but calling them bad is just wrong.

The only reason this isn't better than summoner emblem is that Sentries are inherently limited to CC/Mobbing and need a lot of specific investment to contribute more DPS than your minions. This leads to my next point...


... that buffing the hell out of sentry builds like this is a bad idea.

You are going to end up with a polarizing situation where Sentries end up contributing a ton of DPS but need very aggressive playstyle to work at all. If you want to make sentries better increase their range/velocity so they can hit bosses, don't handing out free buffs to sentry gear (in some cases completely unrelated to sentries themselves) because "not enough people use them"

Handing out a ton of flat damage (Even 25% damage can very easily amount to over 20 damage, higher than kaleidoscope) is asking for trouble

Effects that vary massively in efficiency depending on build and weapon used are asking for trouble (imagine a razorpine and blade staff)

Doing both at once is a bad idea

Valhalla and especially Squire armor are extremely strong already. They dont need to have more defense than Beetle shell on top of all their regen and melee stats

See above for the first effect
The second is probably going to be more annoying than helpful, Celestial emblem is enough for grabbing all the stars you need with ease, this may just lead you to waste Mana Stars because your minions grabbed them too early.

You'd be surprised at how good they already are as whip sets. Shinobi armor already has 60% summon damage, 30% melee speed and 54 defense. That's extremely good and only held back by the lack of minion slots for bosses


1.5x DPS from your enemy being hit ONCE by your explosive trap? You sure about that?


5% less damage than ranger emblem but you get a sentry, summon damage and defense. Too much.

This may be fine without the 10% summon damage

The parry is still practically unusable but that striking moment rework is much better than what it has right now

The explosion is going to need a full rework for this to ever be usable
I really like your ideas, to be honest I didn't think just damage alone would solve the problem but I couldn't think about anything else, I might change my stances on some of the items and compare them in game with other weapons at the same stage of progression.
 
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