Weapons & Equip Rework Cobalt -

Heath04🌳

Pumpking
Cobalt out of all the hardmode ore armors is the worst, the set bonuses don't match up enough to be more useful than the other armor sets and the set bonus doesn't offer anything than just stats. Instead make it buff subclasses ex: melee buffs yoyo, ranged buffs specialist, mage buffs tomes
 
I'm in favour of reworking the entire hardmode ore system, though I don't know how to go about it. I don't think just buffing equipment is enough to make non-titanium/adamantite gear relevant.
 
I'm in favour of reworking the entire hardmode ore system, though I don't know how to go about it. I don't think just buffing equipment is enough to make non-titanium/adamantite gear relevant.
Well the thing is all of em are pretty relevant, palladium being the only one that isn't really so. Palladium offers great regen which is extremely useful early hardmode. Orichalcum is really good vs destroyer keeping a consistent amount of DPS. Lastly, Myhril has the highest damage out of all the hardmode ores being a good glass cannon set
 
Well the thing is all of em are pretty relevant, palladium being the only one that isn't really so. Palladium offers great regen which is extremely useful early hardmode. Orichalcum is really good vs destroyer keeping a consistent amount of DPS. Lastly, Myhril has the highest damage out of all the hardmode ores being a good glass cannon set
My problem with the system is that it encourages people to just skip all that lower tier ore gear and go straight for titanium/adamantium/frost/forbidden armour, regardless if they're the strongest of hardmode ore sets in theory only, or even just skipping all the mining and getting Spider Armor. As I see it, this system seems to have been thought of as a way to re-introduce the early pre-hardmode experience in early hardmode, where you go underground to explore and mine for ores, climbing up the ore tiers and upgrading your gear.

Which would have been fine, even if I'm not too fond of whole mining experience myself, except that by early hardmode you have many, many good options for gear that don't involve mining ores at all, you can even fish for crates if don't want to break any altars, and there's basically no reward for exploring underground in hardmode, compared to early game where going underground is one of the best options.

My point is that this attempt to replicate the whole early game experience (of exploring the bowels of the earth and mining for resources) in early hardmode just feels way too lackluster as it is.
 
My problem with the system is that it encourages people to just skip all that lower tier ore gear and go straight for titanium/adamantium/frost/forbidden armour, regardless if they're the strongest of hardmode ore sets in theory only, or even just skipping all the mining and getting Spider Armor. As I see it, this system seems to have been thought of as a way to re-introduce the early pre-hardmode experience in early hardmode, where you go underground to explore and mine for ores, climbing up the ore tiers and upgrading your gear.

Which would have been fine, even if I'm not too fond of whole mining experience myself, except that by early hardmode you have many, many good options for gear that don't involve mining ores at all, you can even fish for crates if don't want to break any altars, and there's basically no reward for exploring underground in hardmode, compared to early game where going underground is one of the best options.

My point is that this attempt to replicate the whole early game experience (of exploring the bowels of the earth and mining for resources) in early hardmode just feels way too lackluster as it is.
I mean you explore early game prehm for the accessories and materials, not to slowly upgrade your armor through each tier. Copper and iron armor are way less viable and not worth the craft compared to making like silver or gold. Even then you don't need to make silver n gold since jungle has more defense, gold has no set bonus besides some extra defense and with the set bonus it's not as good as jungle. The other early prehm armors would be gladiator or ancient shadow. Both can just be got by setting up an afk farm next to a statue if you're lucky to find one or the usual grinding. Anyway, you're still doing the same in hardmode just for less resources. There's crystals, cursed flames/ichor, souls of light/night, mimics, biome mimics there is still a lot of value for exploring underground in hardmode especially past 1 mech because you need life fruits
 
I agree that the cobalt ore doesn't provide a unique reward that would make it preferable over some of the other hardmode ores. I support that this aspect needs to change, possibly by making the armor excel in certain subclasses, as you suggest. In fact, I believe that cobalt, mythril, and adamantite are simply direct upgrades to each other, lacking much variety in playstyle.

As discussed earlier, this issue also pertains to pre-hard mode ores. Perhaps, as suggested by @Depressed 0wl, giving them all unique features would incentivize players more to craft them and explore the possibilities they offer. Perhaps making mining ores more exiting and feel less of a grind.
 
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