MegaByte
Skeletron
The armor sets you can buy for defender medals are interesting, there are some interesting buffs like Valhalla knight's greatly increased regen, allows playing hybrid tanky melee summoner, I used that set to kill Moon Lord in my first ever master mode playthrough when master mode was added and It was a really good set.
The problem is set bonuses which buffs a certain sentry type, their set bonuses aren't that useful in boss fights which is fine but you'd expect them to be good at crowd control but they aren't that good at it either in comparison. I recently did getfixedboi legendary, I had 400+ medals from grinding for Betsy wings used Valhalla knight armor set so I could use buffed ballista to take care of underground pillars but they aren't very effective compared to spooky armor or Tikki armor with a good summon both armor sets are much better. And easier to obtain specially Tikki. This is because sentries are too weak they need bigger buffs.
If you use one of these armor sets for boss fights you'd likely mix it to get better stats since set bonuses are useless, for an example a summoner melee hybrid would replace Valhalla knight helmet to spooky helmet for extra summon damage and a summon slot. Which is good in my opinion because armor mixing is interesting opens up a lot of possibilities but still set bonuses needs a better use. keep in mind I'm talking about post-golem sets since crowd control becomes more important at that stage.
Suggestion
My suggestion is to simply buff their set bonuses for crowd control without benefiting too much on boss fights or tier 3 old one's army (I'll explain). simply increasing some numbers on things like fire rate, knockback on right staffs should work just fine or if developers decide this is worth spending more time on they can add some more special effects.
The reason these buffs shouldn't help too much in old one's army is, lightening aura already does well enough job on clearing almost every enemy at the last wave up to master mode, if they buff the staff making OOA too easy with the armor sets that would encourage players to grind tier 2 old ones army until they collect enough medals (215 medals) to buy both staff and armor set to do OOA tier 3 easily for sweet betsy drops as soon as golem is defeated, that's not good encouraging player to repeat it 9 times, that is assuming you win every time.
here's what I suggest as new additions for set bonuses (on top of the ones they already have)
I know this suggestion only interests 3 other people who likes Old One's Army but here it is. Judging by 1.4.4 changes despite being unpopular devs seem to care about making OOA better that's why I posted this, and for others give OOA a few tries it's not as difficult as you might think with right strats. Makes things like rainbow gun nimbus rod, running tree mount and clinger staff more useful, plus drops are useful, every Betsy drop and some others.
The problem is set bonuses which buffs a certain sentry type, their set bonuses aren't that useful in boss fights which is fine but you'd expect them to be good at crowd control but they aren't that good at it either in comparison. I recently did getfixedboi legendary, I had 400+ medals from grinding for Betsy wings used Valhalla knight armor set so I could use buffed ballista to take care of underground pillars but they aren't very effective compared to spooky armor or Tikki armor with a good summon both armor sets are much better. And easier to obtain specially Tikki. This is because sentries are too weak they need bigger buffs.
If you use one of these armor sets for boss fights you'd likely mix it to get better stats since set bonuses are useless, for an example a summoner melee hybrid would replace Valhalla knight helmet to spooky helmet for extra summon damage and a summon slot. Which is good in my opinion because armor mixing is interesting opens up a lot of possibilities but still set bonuses needs a better use. keep in mind I'm talking about post-golem sets since crowd control becomes more important at that stage.
Suggestion
My suggestion is to simply buff their set bonuses for crowd control without benefiting too much on boss fights or tier 3 old one's army (I'll explain). simply increasing some numbers on things like fire rate, knockback on right staffs should work just fine or if developers decide this is worth spending more time on they can add some more special effects.
The reason these buffs shouldn't help too much in old one's army is, lightening aura already does well enough job on clearing almost every enemy at the last wave up to master mode, if they buff the staff making OOA too easy with the armor sets that would encourage players to grind tier 2 old ones army until they collect enough medals (215 medals) to buy both staff and armor set to do OOA tier 3 easily for sweet betsy drops as soon as golem is defeated, that's not good encouraging player to repeat it 9 times, that is assuming you win every time.
here's what I suggest as new additions for set bonuses (on top of the ones they already have)
- Ballista (Valhalla Knight set) - Massively increases it's knockback and 100% armor penetration, it has to be 'massively' increased to keep enemies away because fire rate is very slow plus enemies who takes knockback are already too weak in old one's army even a clinger staff can block them knockback resistant ones like those shadowflame dinosaurs are the problem so it wouldn't be OP in old one's army, it doesn't benefit too much from 100% armor penetration because it has a slow fire rate, if enemy has 50 defense (most has lower defense than 50), then it simply does 25 more damage on each hit. more interesting than simply increasing damage in my opinion.
- Flameburst (Dark Artist set) - Slightly homing projectiles and causes shadowflame debuff instead of hellfire, I didn't bother making it useful on crowd control because unlike other 3 staffs it's not a crowd control weapon. it's probably the best one to get support during a boss fight, so slightly homing and shadowflame would be helpful without making it op. I know shadowflame is exclusive to goblins but name is "Dark Artist armor" so it kinda makes sense to have shadowflame right? also projectiles and fiery part of the staff should become purple when wearing the armor set to match with shadowflame. if you're stacking damage over time debuffs on fishron or something, this would be useful wihout being OP.
- Explosive trap (Red Riding set) - Increased explosion range massively increased knockback massively decreased attack rate and gives nearby targets(or just player) warmth effect, currently it explodes every 0.6 seconds when wearing the armor set nut we reduce it to once every 7 seconds maybe increase damage but most importantly, the explosion should be massive, massive enough to give warmth buff or a variation of it to stack with the warmth potion. Why warmth effect? to make it effective against frost moon, you can drink a potion but if you die you lose the effect but if you wear this and place some explosive traps around they'll keep refreshing your debuff.
- Lighting Aura (Shinobi Infiltrator set) - Simply Increased knockback and attack rate, remove crit chance from set bonus to balance, enemies who walks into the aura takes enough knockback to be slowed down, would be useful against pillars or any crowd control situation except against OOA since most difficult ones are 100% or around 90% knockback resistant. it's the best one for OOA at least in my experience(haven't tried explosive trap on OOA tho) so should be careful when buffing it.
I know this suggestion only interests 3 other people who likes Old One's Army but here it is. Judging by 1.4.4 changes despite being unpopular devs seem to care about making OOA better that's why I posted this, and for others give OOA a few tries it's not as difficult as you might think with right strats. Makes things like rainbow gun nimbus rod, running tree mount and clinger staff more useful, plus drops are useful, every Betsy drop and some others.