Weapons & Equip Rework Yoyos

SimeaseKitten

Duke Fishron
Introduction
Wall of Text incoming and well, I guess a suggestion since I am awake. My problem with yoyos is that there is almost absolutely no reason not to use them over any other melee weapon. Most of their damage is absurd, range is amazing and is only outshined by very late game weapons, and finally their DPS is very CONSISTENT which is often one of the biggest flaws of melee- dealing high damage up close to enemies like eater of world and destroyer while when fighting a more ranged boss like twins who often puts distance between the players requiring the player to use boomerangs... only if yoyos didn't exist. With that being said, reworking yoyos entirely is not easy.

The big three pointers yoyos have that overshadow almost all other melee weapons is:
- High Damage
- Consistent Damage
- Long Range

To put the cherry on top, getting the best yoyo accessory is almost too easy along with it only taking up one slot.
I might be a bit dramatic saying that yoyos overshadow most melee weapons when I find myself using others in various scenarios but again, the main three points I put down stand in front of various other weapons- completely overshadowing them like boomerangs. Boomerangs will often hit a target then immediately come back. A yoyo can stay on a target for a long time, multi hitting, then can easily return. Additionally, it can be maneuvered around.


Rework Suggestions
So my concluding statement being that Yoyos need a rework on their way of damage. So a few recommendations?

- Weakening Over Use: Maybe when being used, it deals a high amount of damage when thrown but gradually loses damage until having to return in which said damage timer resets. This could even add some strategy on when to bring the yoyo back and throw out again. Of course to compensate for this, yoyos would need a buff in all but not to big of one. Maybe even for some yoyos that many players pass up such as the rally or such are unaffected by this as a special ability.

- Special Abilities for Each Yoyo and Compensation for a Nerf: Not all equipment need to have something quirky about them such as a silver longsword or wood armor but at least the more stronger yoyos having some odd quirks about the way they do their damage or ways to compensate for a nerf could really work. Maybe for example, cascade would do double it's current damage but when hitting a target, it immediately comes back to the user with a slow use speed. Another thing that could work is eye yoyo could maybe deal less damage unless the player is below 50% health which it gets a small damage boost and fast use speed.

- Yoyo Movement Rework: Instead of clicking and yoyo simply staying on that point until a timer is let up, maybe 'tricks' can exist. It makes the yoyo path a lot more interesting instead of 'Get Cool Yoyos > Buy Easy to Get Yoyo Bag > Get More Cool Yoyos' which honestly needs some work on it's own. Maybe it starts out as it flies forward, slows down as it reaches it's peak distance (cut short if hitting an enemy), does a powerful multi-hit spin, and simply returns. 'Ok, now that sounds more so like fancy boomerang but better, which is what you complained about earlier.' Wrong. Note how when I said it hits an enemy, it does a multi hit spin before returning. Due to not having as high base damage to a boomerang, you could risk a boss or enemy simply moving out of the multi hit spin before the maximum damage is dealt. Even worse, missing a throw could risk it flying out, spinning, then finally coming back as opposed to a boomerang simply flying back to you risking a chunk of your DPS. 'Ok, now you just made a worse boomerang' and well, that's not far off- only if I wasn't about to introduce tricks.
As in real life, there are millions of yoyo tricks that can be done of course. Incorporating them into terraria would be dope. On how you go about obtaining these tricks could be various ways such as boss drops/crafting a tricks to which can go in a book you must keep in your inventory, accessories that allow the tricks, tricks come with certain yoyos, etc etc... Tricks are meant to build off of the one fundamental throw done. Anyway, imma put some trick examples down below. Note how some of the trick names are not correct to their real life counterpart, I am a bit rusty and don't feel like looking them up- hopefully Red could teach the staff a few lol. Also counter weights would spin around the yoyo rather than the player being much more useful. When the yoyo base spins, the counterweight would spin as well increasing it's hitbox and maybe even doing extra damage.
-- Walk the Dog: The yoyo does a lot more multi hitting with more damage but is greatly affected by gravity.
-- Around the World: Drop the multi hit as the yoyo spins around you at a fast speed, when hitting a solid surface it simply rebounds the opposite way
-- Rally: The yoyo works almost fundamentally the same as a whip but attempting multi hit only when hitting a target, still moving while spinning
-- Snipe: A charge up trick done with unresponsive yoyos where its swung around like a flail to then throw the BASE of the yoyo outwards like a projectile having absurdly slow use speed
-- Recoil: The yoyo drops multi hit acting in a consistent punching forward motion sort of like a golems fist but can be charged.
-- Bounce: After a hit, it would bounce off near the closest enemy aside from the just hit one (in a random direction if none), and attempt a multi strike spin


Finishing Note
Honestly I always loved yoyos in terraria- heck, it was what inspired me to learn yoyo tricks back then. Hopefully I can get some good opinions on this and maybe even catch the wind of a developer with this cause a yoyo rework would be awesome. Anyway I just wanted to spurt out some ideas for my inactivity here kicks back in again. Hope yall like the suggestion
 
I don’t even think that yoyos need nerfs I just think that other true melee weapons need some way of doing good damage without so much of a risk that is getting close to enemies with contact damage
 
Back
Top Bottom