Big O' feedback wall of text!
And divine mushrooms are unobtainable. Or are they?
Considering you can make a cheat item with them, very much likely.
And for the matter, why is mind god more enjoyable than gatekeepers, is there any wat i can improve the gatekeepers?
Not super sure, since I was playing thrower it just may have been me, but things did happen.
First off, for "some reason" this fight is VERY laggy, my FPS will completely plummet during it. (This happens again when Mind God summons a gatekeeper)
again it may have been my class but I lacked decent means to deal considerable damage to the boss, this combined with the lag led up to the fight taking like 20 minutes to win.
They just have too much defense on their body segments which means damaging their heads is pretty much the only harm to do any real harm without specific builds, this combined with the 150K HP (and more for phase 2) really drags this fight on much longer than it should be. 150HP is alot for a pre-moonlord boss and again with the worm's defense on the body segments it might as well not be a worm boss... Let alone 2 at once. The general pacing is off VS other bosses in the mod due to this. By the time you fight the Mind God you have a weapon (as thrower maybe, I was using Joost's Lunar Cactus set... Thrower equipment is hard to find in mods) that can kill the guardian gatekeeper fairly easily so the pacing doesn't get thrown off during that fight.
Extremely armored bosses are not fun and having worm bosses where only the head can really take damage is extra not fun (cough DoG cough). I don't like being told to "stop playing thrower and play this other class so you can make use of this weapon that'll destroy the gatekeepers". I think overall the boss just has too much HP to defeat without a specialized loadout; something you can beat the Mind God without as any general class.
AI and offense wise, the boss plays pretty well (if not the intended Touhou levels of bullet hell difficulty), my problem is on the boss's defensive side.
But it's not very easy to balance worm bosses, since it's been inbeded since day one that piercing weapons will naturally be good against them. And considering no such bosses appear in the base game after the destroyer it gets a bit hard to balance them out properly. (Simliar story with post-moonlord balance and how many mods are just all over the place)
I'd really have to try fighting it as a different class to properly judge if thrower is just weak here or if the boss really is busted without a specific build.
This might not be the best feedback, but it's all I got really from the mind of someone else who can make bosses in Terraria (who also makes really die-hard bosses)
and when I make bosses, I always use vanilla content against them to see if they are beatable at that point in progression, if they are not I nerf them until they are just-barely beatable; this is to compensate for the fact that players are going to using items from them mod as well that'll make the fight easier.
I'm sorry if this feed is not helpful, I tried.
Other feedback would have to be that it's pretty clear that alot of effort went into this mod, there's alot of fresh content, new mechanics here and there. And a lot of personality and quirky jokes on the tooltips of most of the items (this adds so much character to a mod even if it's a small detail) and very challenging boss fights that give Calamity a run for their money. (Again, I LOVE a challenging fight, just not as a somewhat gimped class like thrower) and the hidden backstory hinted and told as you play the mod.
I am going to be returning to this one for sure... As a different class