Toxophilite [East]
Terrarian
I mean, I've already tried & failed to explain to so many that Summoner was already busted, so I won't bother trying to do that now. The new additions are certainly fun, if nothing else, but the devs are gonna have their hands full trying to balance it. I honestly can't wait to see what else gets discovered 6 months to a year from now.@Toxophilite [East]
I'm not quite sure though if summoner got heavily buffed, more like, it actually turned out to be quite an useful class as pure as well, whivh it originally wasn't very good with, especially early game. I still combine it with magic weapons though, because some minions just have problems with some bosses.
Well that & the fact that each, separate Minion is technically a newer buff, which means a person can break the limit on purpose, just to prove a point. It doesn't mean it needs to be adjusted, it just means they're using your available slots poorly. It's not like this limitation is debilitating & can't be easily circumvented, it just means that players who wanna Metagame will have to learn what that means & adapt, which I think is the healthier alternative.But I think, as for alchemy, the thing that might makes it more likely that this issue appears is, as you said too, journey mode. I don't think summoner is relevant there at first - it only becomes that, because they have more buffs (summons) and are most likely will notice it right away, if the game de-summons their minions.
So, it's that, some might use buffs for everyday adventuring.
I'm not against using Potions at all, but it's like you said, a person who actually crafts them by hand, would likely never pop twenty-four (24) buffs in one sitting, so casually, because they're extremely expensive to make & the resources aren't easy to come by. As a person who creates engines, I could tell that this issue was a false flag almost immediately. It's not debilitating enough to devote attention to & I'd rather the devs devote their resources to actual problems that needs attention.But while I wouldn't do that, because on non-journey, it's a hassle to brew them, I think it's perfectly fine for anyone to use them, if they want.
And otherwise, especially on higher difficulty, and especially late-game bosses... it can be very tough, so I think it's justified if you wanna go all out on buffing yourself as much as possible. and if you actually went through the trouble of getting the ingredients and brewing the potions, then it's not quite fair, if you can't use them because of buff cap, or the game will cancel some of them, because of a random zombie banner or something.
Because there's a difference between allowing a player certain freedoms & assuring a certain level of challenge remains. The same reason the devs are careful about buffing defense in this game, allowing too many Accessory Slots or taking the time to nerf & buff certain Weapons & Armor, is the same reason allowing more slots for buffs is a bad idea.I don't think buffs would break the game. and if you actually go as far to get all those potions, why to punish you for it by you're not allowed to use all of them? Yes, it could get to ridicolous levels, but who cares? Terraria can be played in so many ways! If someone wants to get a bajillion buffs because that makes them more confident that they can tackle a certain boss, then why not?
I don't know, that sounds like a recipe for disaster, adding eleven (11) more buff slots!? I mean, I don't know, I've been trying to explain the fragility of Terraria's balance for quite a while, with no success, I doubt it'll be any different now.By the way, another observation is, that almost all cases here with stuff exceeding the buff limit are almost always like like 2-3 additional buffs/debuffs. so, adding something like, one more row - how many buffs a row has? 11? adding something like one more row would likely solve the issue.
To begin with, this almost never appears on non-journey mode, and almost always appears only, at a few late-game boss fights/events. something like one more row of buffs/debuffs would be plenty, and likely never push the buffs to that limit again (with the exception of, if you wanna use a bajillion buffs on journey "because it's free anyway") - that still can be an issue, but the other issues most likely would be solved.
I did mentioned it above but, a person can now Summon up to nine (9) different Minions, on purpose, just to prove that the limit is "broken", when in reality, it'd just be an example of them using their slots poorly. I'm describing the exact thing that's actually happening, but to an extreme degree. All that's happening is that players are overindulging in their buff usage & should focus on only using what's essential for the task they're doing. Let me put into perspective what people who want the limit increased are really asking...I don't really get the reasoning behind arguing against increasing buff/debuff slots. If implemented correctly it has no negative consequences for those who weren't exceeding them before. If it is specifically a potion thing, potions could have their own cap. As I said before, the balance is all messed up right now because so many different systems all share one set of slots.
- Campfire Buff
- Heart Lantern Buff
- Honey Buff
- Mana Lantern Buff
- Cat Statue Buff
- Sharpening Buff
- Crystal Ball buff
- Bewitching table Buff
- Ammo box buff
- Sunflower Buff
- Peace Candle Buff
- Water Candle Buff
- Enemy Banner Buff
- Poison Debuff
- Venom Debuff
- Chilled Debuff
- Slow Debuff
- On Fire! Debuff
- Darkness Debuff
- Silence Debuff
- Bleeding Debuff
- Cursed Inferno Debuff
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