a bit sad about the update name but hey, it's a whole new thing to explore and it means more hours of fun with my friends, i can't thank you enough for the times of fun this game me and my friends has given me.
It's basically the mode that getting hit once kills you.Great. Now we need an impossible mode. When you spawn, 10 dungeon guardians spawn and you get a message after death:
"When we told you that this mode is impossible we didn't mean that it's something very hard, we meant that it's impossible".
But master mode means that I will play on the 3rd easiest difficult and people will laugh at me even moreIt's basically the mode that getting hit once kills you.
Did you see that 370 damage from the Moon Lord's Death Ray?
It's like "okaaaay sure, whatever I guess."
It's for those people who can do frame-perfect inputs over and over again.
Better them put a Master Mode in, rather than screwing the game up for the rest of us filthy casuals. They can make Master Mode as impossible as they like, doesn't mean I have to play it.
Well, still, you don't have to TELL people you play on Normal. And if you don't tell them..... then they don't have to know and they can't judge you for it. The only way you know I play Normal is because I said it, because I don't give a flying *bleeeeeeeeeeeep* about what they think of me or my gaming skills, or lack thereof.That would be amazing, but I can't see it ever happening. People desire status, and the only objective way to understand what status you have is to decide who you're above.
Outside of the usability improvements, this is probably the thing that has me the most cautiously excited. Ever since Terraria 1.3 introduced Yoyos, Flails just stopped making sense. Yoyos are more controllable, can be crafted from basic materials, do more damage, can have longer range, can be guided around obstacles more readily, and have a bunch of cool accessories to improve all of these. By contrast, Flails... exist? Oh sure, one or two flails give interesting status debuffs (the Dao of Pow still has a place due to its confusion debuff alone), but overall, they just don't matter anymore.Terraria: Journey’s End includes a full re-visit to all elements of Terraria. Over time, some things may have felt left behind or made obsolete by newer content. No more! Old things made new and new elements added to flesh out the overall experience – think you know all there is to know about Terraria? Think again!
The only problems I see with fishing now, is the ridiculously low chance of getting rewards (especially ones that aren't duplicates) from the Angler's turn-ins.Oh, and if fishing could be made not to be horribly boring (or to at least not require constantly going back to base), that'd be good.
The tally counter already keeps track of your 1.3 kills, why couldnt they work for 1.4?The drop chances were already confirmed to happen, but I don't know if it tracks your 1.3 kills...
Considering Master Mode wasn't on the worldgen screen, I think you have to kill Expert Moonlord to unlock it...
They said you had to work for the creative mode and not just have it handed to you... maybe it's locked behind the same thing as Master Mode?
Sorry, I can't see them doing this, at least TerraCustom will probably update more quickly then TML...
Actually, if you look at the trailer again, each of those Master Mode clips starts with the player somewhere between half health and 1/4 health, and (at least in the case of the EoW and Moon Lord clips) the killing blow doesn't come until the player is down to single digits in health.I'm really concerned about "Master Mode". If it's just doubling the stats again I think it will be the opposite of fun- we already saw a player get essentially one-shotted by Moonlord in the trailer, a boss which is already criticized for having too many cheap attacks.
It dealt over 350 damage in one hitActually, if you look at the trailer again, each of those Master Mode clips starts with the player somewhere between half health and 1/4 health, and (at least in the case of the EoW and Moon Lord clips) the killing blow doesn't come until the player is down to single digits in health.