arcane_azrael
Terrarian
This is basically just going to be a completely random suggestion storm about things I've had complaints in regards to for years.
#1: The hardness problem. I've never understood why certain blocks, such as (for one example) dungeon brick, have a back wall variant, but the back wall variant doesn't share the same explosively indestructible properties as the block. If it's just supposed to be the regular block but, in the background, shouldn't it share the same durability and properties? Same with things like jungle brick, it's the strongest block in the game, but you can break its back wall variant with a wooden hammer. It simply makes no sense to me that all background walls have the same durability. Also, I feel like it makes zero sense for jungle brick to be the strongest block in the game, when you can literally craft bricks out of God metal (Luminite) and they have the same durability as regular stone.
#2: The zenith problem. The addition of the zenith has ruined essentially everything about class balancing. From the time that classes were added, it was meant to add different caveats, buffs, and nerfs to certain classes, making them specialize in one specific type of task. For example, summoner is a good support that can focus on more concentration-based things, having the bulk of its damage done by its minions, additionally serving well as a guard. Melee is supposed to do decent damage but also have extremely high defense, all with the drawback being that you have to get close to the enemy and take bulk of the damage. Ranger is supposed to be good for its versatility, being able to use a wide variety of weapons with any combination of bullets to execute certain tasks. And mage is supposed to have low defense in return for its high damage. Giving melee an "ultimate weapon" and not giving any other class an "ultimate weapon" completely ruined everything. The zenith perfectly fills in the gaps of melee's perfection, making it so that it doesn't need to get close, and additionally making it to significantly more damage than endgame mage. There should be "Zenith" weapons for every other class added as well, ones that fulfil a similar role to what melee's did, completing the class, and removing any weaknesses they may have had. The ranger zenith could remove ammo penalties, still allowing the use of different bullets at the same time. The summoner zenith could be a whip rather than an actual summon since whips do summoning damage now and make your summons target one enemy, doing exceptional damage, so that you have both summons and a way to defend yourself directly. And the mage zenith could deal outrageous damage, whilst also mostly protecting the player while it's in use.
#3: The perma-buff problem. This one's not as notable as the others, just thought I'd throw it in. Most stats get set perma-buff, for health it's heart crystals, for mana it's mana crystals, etc. But when life fruit were added, no additional buff was added for mana crystals. I think it would be fun if, after you defeat Plantera, when the dungeon becomes harder and upgrades, literal purple crystals made of mana began growing from the walls of the dungeon, formed by solidified magic, similar to the ones you see in the hallowed biome, but allot rarer. They would serve the purpose of upgrading your mana similarly to how life fruit upgrades your health, turning your mana stars purple, and giving you slightly more mana.
I understand this is probably never going to reach the light of day, and if it does, it'll probably be ignored like 90% of the other suggestions made to the terraria forums, understandably so, there's hundreds of thousands of them. I just thought, if there's a chance this gets seen and implemented somehow before terraria stops updating, I might as well try.
(Edit I thought I'd include): There's a terraria mod on Tmodloader called Psychedelic prism, which essentially adds an upgraded last prism that shoots several beams that coalesce into a focal point at the location of the cursor. I think that would be really fun as the mage zenith if it ever gets added.
#1: The hardness problem. I've never understood why certain blocks, such as (for one example) dungeon brick, have a back wall variant, but the back wall variant doesn't share the same explosively indestructible properties as the block. If it's just supposed to be the regular block but, in the background, shouldn't it share the same durability and properties? Same with things like jungle brick, it's the strongest block in the game, but you can break its back wall variant with a wooden hammer. It simply makes no sense to me that all background walls have the same durability. Also, I feel like it makes zero sense for jungle brick to be the strongest block in the game, when you can literally craft bricks out of God metal (Luminite) and they have the same durability as regular stone.
#2: The zenith problem. The addition of the zenith has ruined essentially everything about class balancing. From the time that classes were added, it was meant to add different caveats, buffs, and nerfs to certain classes, making them specialize in one specific type of task. For example, summoner is a good support that can focus on more concentration-based things, having the bulk of its damage done by its minions, additionally serving well as a guard. Melee is supposed to do decent damage but also have extremely high defense, all with the drawback being that you have to get close to the enemy and take bulk of the damage. Ranger is supposed to be good for its versatility, being able to use a wide variety of weapons with any combination of bullets to execute certain tasks. And mage is supposed to have low defense in return for its high damage. Giving melee an "ultimate weapon" and not giving any other class an "ultimate weapon" completely ruined everything. The zenith perfectly fills in the gaps of melee's perfection, making it so that it doesn't need to get close, and additionally making it to significantly more damage than endgame mage. There should be "Zenith" weapons for every other class added as well, ones that fulfil a similar role to what melee's did, completing the class, and removing any weaknesses they may have had. The ranger zenith could remove ammo penalties, still allowing the use of different bullets at the same time. The summoner zenith could be a whip rather than an actual summon since whips do summoning damage now and make your summons target one enemy, doing exceptional damage, so that you have both summons and a way to defend yourself directly. And the mage zenith could deal outrageous damage, whilst also mostly protecting the player while it's in use.
#3: The perma-buff problem. This one's not as notable as the others, just thought I'd throw it in. Most stats get set perma-buff, for health it's heart crystals, for mana it's mana crystals, etc. But when life fruit were added, no additional buff was added for mana crystals. I think it would be fun if, after you defeat Plantera, when the dungeon becomes harder and upgrades, literal purple crystals made of mana began growing from the walls of the dungeon, formed by solidified magic, similar to the ones you see in the hallowed biome, but allot rarer. They would serve the purpose of upgrading your mana similarly to how life fruit upgrades your health, turning your mana stars purple, and giving you slightly more mana.
I understand this is probably never going to reach the light of day, and if it does, it'll probably be ignored like 90% of the other suggestions made to the terraria forums, understandably so, there's hundreds of thousands of them. I just thought, if there's a chance this gets seen and implemented somehow before terraria stops updating, I might as well try.
(Edit I thought I'd include): There's a terraria mod on Tmodloader called Psychedelic prism, which essentially adds an upgraded last prism that shoots several beams that coalesce into a focal point at the location of the cursor. I think that would be really fun as the mage zenith if it ever gets added.
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