Xylia
Terrarian
This is the exact reason why melee either needs ridiculous reach (Solar Flare Eruption, which remains one of the better weapons) or projectiles (every other "viable" "melee" weapon).
And this late in the game's development, a combat rework is simply not happening, period. Not to be mean or anything, but ya.
Now, maybe if this problem was foreseen and tackled earlier in development, we could have done something about it. Maybe Starbound-style shields (tho I doubt those would work either, not with how much movement there is in this game compared to that one), or more/better damage reduction buffs, or a rework to how Defense works.
I've always been of the opinion that games that do a hybrid Damage Reduction (reducing damage by X amount) and Damage Absorption (you take % less damage) is usually the best way to do it.
Usually, it's "Both, whichever is better" as DR is better at early-game (where DA barely functions at all) and late-game, DA is going to help far more.
You could even use it as a class bonus, too. Such as mages only get DR, and only melee get DA. We kinda have that with some armors such as Beetle and Solar Flare Armor, but it doesn't really go far enough as you take way more hits than the speed of the armors can recharge in normal boss combat.
Also, a bigger health scale could have worked better here, too -- adding 100 health won't change anything as I listed earlier, however, increasing maximum HP to 1,000 or even 5,000 and re-working the damage scales appropriately would have given more wiggle-room to play with the numbers. Dying in 20 hits with best defense instead of dying in 5 hits with no defense would feel a lot better than having the best armor in the game only let you take an extra 2-3 hits.
But all of this is a moot point -- too late to do much now.
And this late in the game's development, a combat rework is simply not happening, period. Not to be mean or anything, but ya.
Now, maybe if this problem was foreseen and tackled earlier in development, we could have done something about it. Maybe Starbound-style shields (tho I doubt those would work either, not with how much movement there is in this game compared to that one), or more/better damage reduction buffs, or a rework to how Defense works.
I've always been of the opinion that games that do a hybrid Damage Reduction (reducing damage by X amount) and Damage Absorption (you take % less damage) is usually the best way to do it.
Usually, it's "Both, whichever is better" as DR is better at early-game (where DA barely functions at all) and late-game, DA is going to help far more.
You could even use it as a class bonus, too. Such as mages only get DR, and only melee get DA. We kinda have that with some armors such as Beetle and Solar Flare Armor, but it doesn't really go far enough as you take way more hits than the speed of the armors can recharge in normal boss combat.
Also, a bigger health scale could have worked better here, too -- adding 100 health won't change anything as I listed earlier, however, increasing maximum HP to 1,000 or even 5,000 and re-working the damage scales appropriately would have given more wiggle-room to play with the numbers. Dying in 20 hits with best defense instead of dying in 5 hits with no defense would feel a lot better than having the best armor in the game only let you take an extra 2-3 hits.
But all of this is a moot point -- too late to do much now.