Portfolio/Multi-Topic Smoothing out progression: Weapon balancing, Hardmode ore balancing, Buff to base movement speed and also World generation options.

muovd🌳

Official Terrarian
This post is a combination of everything I would change about the game to make it more enjoyable in certain points in progression.



To start, let's talk about weapon balancing. I will be giving examples on how to buff/nerf these weapons. These weapons are unbalanced for the point in progression you get it, compared to other weapons.

Harpoon
Annoying way to fire makes missing a shot very punishing. This could be balanced by increasing the damage, increasing the fire rate or letting the projectile return faster. Another way to buff it would be to let it stick inside enemies, dealing constant damage, much like the piranha gun.

Chain knife
Way too short of a projectile travel distance compared to other flails available in the same point. Funtions very similar to spamming a boomerang up close, without the damage that boomerangs at this tier do, like the shroomerang for example. Chain knife is not worth the grind as a better melee weapon can be found by killing the spore bat, at a much higher rate. Can be balanced by increasing the projectile travel distance and maybe buffing the damage by 1.

The meatball
Does not compare to the corruption version in terms of obtaining it. The ball of hurt deals 30 damage and is a pre boss weapon. The meatball deals 34 damage and is post-Brain of Cthulhu. Other melee weapons in this tier are way better.

The artery/Malaise
These Yo-Yo's are underpowered compared to the Amazon which is relatively easier to obtain. I would suggest buffing the damage and/or adding a damage-over-time debuff to them.

Pew-matic Horn
This weapon is unreliable due to the luck needed to get good damage. The dropoff of the projectiles makes the weapon underpowered against bosses compared to other weapons in the same Point of progression. You have to be closer to your target, without much reward for doing so. A buff for this weapon could be to make the picked projectiles based on player luck, firing more gem projectiles when the player has more luck. I would also increase the fire rate, to make it more chaotic and fun.

Houndius Shootius
The damage of this sentry is not worth it to use this over the old ones army sentries. Its lack of piercing makes it inferior to the ballista, which is obtainable earlier. I would suggest buffing the damage and fire rite or making the projectile pierce. @Alfieboris🌳 thinks it would be great if the projectile homed in on enemies as a buff.

Bone arrows should be craftable with 100 wooden arrows and a bone.

All ore swords and spears
All ore swords and spears are not worth to craft. A wooden boomerang can deal more damage spamming it up close to an enemy. I would suggest buffing all of their damage by 5 and making their size way bigger so they can hit enemies better. This applies to the hardmode ore swords as well, they could receive a 10 damage bonus instead.

Starfury
The most broken pre-boss weapon in the game. Can be used all the way to the wall of flesh. I would suggest nerfing the damage and making a buffed version available after skeletron. (Just like the good ol' days) This could be in form of a locked golden chest on sky islands that only spawns once in your world. This would be a balance between getting the accesiories early and the buffed starfury after skeletron. The nerfed starfury would still spawn in unlocked sky chests like normal.

Flamarang
With the introduction of the trimarang, the flamarang has lost some of its usefulness and coolness. A solution to this would be to include it in the recipe for a new quad boomerang, or to make it have a explosion like the volcano sword when it hits an enemy.

Obsidian Swordfish
This spear is very underpowered for the time you can get it. A damage and size buff would help this a lot.

Optic staff
A very underpowerd summon when it comes to fast moving enemies and bosses. The attack range and movement of this summon falls short compared to other summon acquired at around the same time, like Blade staff and Sanguine staff. This summon can also not go through blocks naturally, making it annoying to use in caves. I would suggest increasing the attack range and movement speed, and letting the minions go through blocks. A cursed flame attack from the spazmini would also be cool to add.

Tempest Staff
This staff is underpowered compared to the other progression-breaking items that duke fishron drops. It has a bad accuracy and range, which makes it bad to fight fast moving bosses like empress of light. Even the Sanguine staff, which is obtained way easier/earlier, is better at hitting these types of bosses. A buff for the Tempest staff would be to increase the speed of the projectile, so it hits the enemies more consistently. The attack range and damage can also be buffed.

Bladetongue
Not worth it to fish in its current state. Does not compare to other melee weapons available at this stage. A damage and size increase could benefit this weapon and make it worth the time spent fishing for it. It could also be reworked like the other swords like excalibur and the horsemans blade.

Enchanted sword
Harder to find than the Starfury, yet deals less damage and has fewer uses (Starfury can be used to light up caves). The nerfs from the 1.4 update should be reverted, as this weapon did not deserve it. The sword damage and size should be increased for it to compare against other weapons available. Right now it is a dissapointment to find if you have a better melee weapon already (the blade of grass, starfury etc.). Could also use a full rework if you have time @Redigit🌳 At least one sword shrine should be guaranteed to generate.

Sleepy Octopod

Very underpowered weapon for the point of progression you can get it in. The main use of the weapon, the ground slam, is very situational. You are required to be very close to your enemy to even do damage, and for you to be doing good damage, you have to be on the ground as well. It is useless against most boss fights and there are still better weapons to use against events. The smash should be applied when you hit an enemy as well, to increase its usefulness. A size increase is also needed to make you hit enemies reliably. A swing speed buff would help this out a lot.

Pirate Staff
The pirate staff is VERY rare, yet very bad at killing bosses or flying enemies. This means it is only good against the destroyer, which is very bad. For such a rare drop, it needs a buff to its jump height and speed. It could also have its drop chances buffed. EVEN better: make them attack from a mini flying dutchman when far from the ground.



There are no pre-boss sentries, making a sentry only playthrough impossible. I would suggest adding one, to add more versatility to the early game summoner. There could also be utility sentries which give your minions a attack speed/damage buff when in the radius of the sentry.
There are also no whip-based summoner armors before the tiki armor in hardmode. I would suggest adding one for the pre-mech boss stage and the pre-plantera stage.

There are no whip-specific accessories. The only accessories for whips are melee speed accessories. There are no whip range bonus accessories. This makes the player too reliant on whip based armor sets, which are absent in hardmode, pre-plantera. I would add at least one accessory that buffs the whip size. This could be combined with the feral claws for a great whip based accessory. Another good accessory would be one that gives whips a special effect when minions hit the affected enemy, like the passive effect of the firecracker, but in an accesory that makes it applicable to other whips.



Demonite/Crimtane weapons and most Dungeon weapons are rendered useless.
Why would you even make the majority of the Demonite/Crimtane weapons if you can just make way better versions by mining some hellstone from hell? Why would you want to use the dungeon chest weapons if you can find better ones with the shadow key? I usually only loot the chests for the murmasa, cobalt shield and the shadow key and maybe the phoenix blaster. All other items have no use as there is no boss or event stopping you from getting the way better weapons in hell. There are 2 ways to combat this: There could be a boss that has to be slain to be able to open the shadow chests. This would give a use for the dungeon weapons.
The other way is to give the dungeon weapons a damage bonus against hell enemies. It makes a lot of sense that a WATER bolt would do more damage to fire enemies. This would also be the case for the aqua scepter. The same damage bonus could be applied to the Demonite/crimtane weapons, but these could instead do more damage against skeletons, so they have a better use in the skeletron fight and raiding the dungeon with them.



Yo-Yo's suck.
The Yo-Yo progression is flawed, and Yo-Yo's are especially too underpowered against the wall of flesh. Yo-Yo's do not have enough range, speed and firepower to be reliable against fast-moving bosses. Yo-Yo's are boring to use. All the 1.3 Yo-Yo's besides the terrarian have no effects added to them to make them stand out. I would suggest adding effects to at least some Yo-Yo's to make them stand out a little. I would also suggest adding a Yo-Yo to use before the Moon lord that has a longer reach than the eye of Cthulhu, or one that has effects that also more useful. The same would go for fighting the Wall of flesh, the Hive-Five barely lets you kill it. I would add an accessory that lets you throw the Yo-Yo out for double the range, but you would be able to keep it thrown for half as long for balance. This would give you a fun way to make Yo-Yo's viable for bosses without being too overpowered.
This video is a good example of how to fix Yo-Yo progression:
This video is a good example of how to make Yo-Yo's fun and an all-round good video analyzing the state of Yo-Yo's:



Hardmode ore balancing
Starting off your hardmode world by doing the same thing every time. Smash all the altars and die to wraiths. Mine the first tier of ore. Make the first tier ore pickaxe. Mine the second tier ore. Make the second tier pickaxe and anvil. Mine the third tier ore. Make the third tier pickaxe and forge. There is no reason to make Cobalt or Mythril weapons or armor, as you will only make the next tier pickaxe and make the last tier armor. This can be fixed like how calamity does it, but an easier way would be to give a reason to make the first 2 tiers of armor. This can be done by giving cobalt and mythril a unique set bonus. The weapons can get the buffs i mentioned in the ore swords weapon balance.
I personally dispise this part of the game, and would wish there was a way to get the mythril anvil and adamantite forge without having to mine or fish for them for 30 hours. A solution for this would be to let Queen slime drop these crafting stations or the materials needed for them, to give the players that do not need the ore armors a way to get the anvil and forge without having to mine/fish anyway.



Movement accessories balancing Buff to base movement speed and acceleration
Movement accessories are very frustrating to get when you just start your world. The first thing you want to get are hermes boots and a cloud in a bottle, but you get 2 magic mirrors, 2 maces and 2 shoe spikes instead. This can be fixed by making the first 2 golden chests that you open always have a cloud in a bottle in the first and hermes boots in the second chest. This will make the pre-boss stage much more enjoyable and quick, now that you dont have to search for chests at base speed without a double jump. If this seems too broken, this could also be a new feature of the Celebration Mk10 seed.

EDIT: Based on community feedback, I have proposed a different way to rebalance movement accessories. Many have pointed out that guaranteed items in the chests is too reliant on those items, and that the Hermes boots and cloud in a bottle (and alternatives) are too good for when you can get them. To make a middle ground for this, I thought about nerfing the acceleration speed of the Hermes boots and cloud in a bottle, and nerfing the max speed of the Hermes boots. This would make them less overpowered in the early game. This would also make other accessories such as the magiluminesence, shield of Cthulhu and hooks more essential for quick directional movement. This would also make the movement more skillful. For players that do not want to manage the hooks: the nerfed acceleration speed becomes weaker after combining it with other accessories at the tinkerers' workshop, so it would become more like the old acceleration towards the end of pre-hardmode.

EDIT 2: Based on more community feedback, i have come to the realisation that the issue is simple: The base movement speed is too slow and needs a buff. This makes the early game very slow and unbearable untill you get the Hermes boots. This makes you very reliant on the Hermes boots, more than any other accesory. Dapling has come with this solution: The boots are far too critical to many people’s experience in the first place simply because the player’s starting movement doesn’t feel good at all. It constantly feels like you’re walking on ice and the starting movement speed is ever so slightly too low. Therefore I propose increasing basic acceleration by a significant amount and swapping out the Blinkroot in swiftness potion’s recipe for a Daybloom. The former is a massive improvement to earlygame which also makes dashes less of a requirement for playing the game without mounts later on, and the latter makes swiftness potions easier to obtain early on, which makes basic movement 3.75 mph faster which actually feels pretty nice with your low starting velocity and even stacks with well fed. You could also remove the cactus from the recipe but that feels like a bit much as it would make Swiftness the cheapest potion in the game.

Shoe Spikes: For a gold chest item, this accessory is underpowered, as it does the same as the climbing claws, which are a surface chest item. The shoe spikes could be moved to the surface chest pool. Another way to balance it would be to increase the player's running acceleration when on the ground. This would make it useful as a gold chest item and make it different from the climbing claws in utility.



World generation options
I would love to have an option to have just the wavy caves of The constant without the rest of the features like taking damage from cactus. There could be an option for world generation to separate the world changes and other features that the seed adds. This could easily be done for all the seeds if world generation and tweaks for secret seeds are coded in separately, but i do not know if that is already the case.
 
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Thank you for taking the time to share your detailed feedback and suggestions on how to enhance the progression experience. I think that you have made good points throughout, although I'm a bit hesitant about making the first golden chests have fixed items that you can receive, as this would remove the element of not knowing what you might get. I do think that there has been a change to the harpoon, if I'm not mistaken, in the upcoming update.

There has been a lot of criticism surrounding the current state of yo-yos in the game, and there have been some suggestions on how to improve them. These include adding new, unique yo-yos and enhancing the counterweight system to make it more detailed and varied. However, as you mentioned, there might also be a need for further rebalancing.

Keep up the great work
 
Thank you for taking the time to share your detailed feedback and suggestions on how to enhance the progression experience. I think that you have made good points throughout, although I'm a bit hesitant about making the first golden chests have fixed items that you can receive, as this would remove the element of not knowing what you might get.
This is not a really big point in Terraria though, as the dungeon chests have a fixed order of what you are going to get: Muramasa first, cobalt shield next, etc. Smashing shadow orbs gives a guarenteed musket on the first one, so you know what you are going to get. These 2 things make these areas of the game more realiable and less luck- dependant. Just making only the first 2 chests have guarenteed drops would still give you the feeling of not knowing what you are going to get in the other chests.
 
This is not a really big point in Terraria though, as the dungeon chests have a fixed order of what you are going to get: Muramasa first, cobalt shield next, etc. Smashing shadow orbs gives a guarenteed musket on the first one, so you know what you are going to get. These 2 things make these areas of the game more realiable and less luck- dependant. Just making only the first 2 chests have guarenteed drops would still give you the feeling of not knowing what you are going to get in the other chests.
Tbh I had no idea that this was the case for the shadow orb and the dungeon chests. If the shadow orb gives the musket first does the crimson heart also give the undertaker first?

Now that I know this I'm not apposing the idea of giving the hermes boots and clound in a bottle in the first two chests as much. Actually it would make new players feel like they got a great reward the first times they found golden chests
 
Tbh I had no idea that this was the case for the shadow orb and the dungeon chests. If the shadow orb gives the musket first does the crimson heart also give the undertaker first?

Now that I know this I'm not apposing the idea of giving the hermes boots and clound in a bottle in the first two chests as much. Actually it would make new players feel like they got a great reward the first times they found golden chests
Yes, the crimson hearts also always give the undertaker first. I don't know how you never noticed this about the shadow orbs/crimson hearts, I thought that was common knowledge in the Terraria community. That you would not know the dungeon chest drop order is reasonable though, i myself only found that out like a month ago, and I have been playing this game for 9 years…
 
Houndius Shootius: The damage of this sentry is not worth it to use this over the old ones army sentries. Its lack of piercing makes it inferior to the ballista, which is obtainable earlier. I would suggest buffing the damage and fire rite or making the projectile pierce.
I think it would be great if this weapon could home in on enemies. No other sentry shoots homing projectiles and if they buffed the damage a little it could be a great air defense.
 
I think it would be great if this weapon could home in on enemies. No other sentry shoots homing projectiles and if they buffed the damage a little it could be a great air defense.
Yes, this would be a great way to buff it. This, paired with a faster projectile speed, would make for a great sentry.
 
I agree with what you said about pre-hardmode ore swords. My standard pre-hardmode sword progression pretty much comes down to this: copper shortsword, cactus sword, ice blade, starfury, night’s edge.
 
I agree with what you said about pre-hardmode ore swords. My standard pre-hardmode sword progression pretty much comes down to this: copper shortsword, cactus sword, ice blade, starfury, night’s edge.
Or you could rope up to a sky island and use the Starfury for the rest of pre-hardmode. This sword desperately needs a tier change, which I also mentioned in the weapon balancing.
 
FYI, dungeon chests are not based off of the order you open them, but instead the order they are generated in the world (roughly top to bottom for the first 2 chests, then it's hard to predict). Also, I think starfury is fine. Melee just kind of lacks good pre-hardmode weapons so it seems to overshadow things, but stuff like blade of grass, volcano, and hive five are also useful on the journey to night's edge + sunfury. Starfury is just worse than stuff like demon/tendon bow (and especially molten fury), and the snapthorn + flinx staff combo.
 
FYI, dungeon chests are not based off of the order you open them, but instead the order they are generated in the world (roughly top to bottom for the first 2 chests, then it's hard to predict). Also, I think starfury is fine. Melee just kind of lacks good pre-hardmode weapons so it seems to overshadow things, but stuff like blade of grass, volcano, and hive five are also useful on the journey to night's edge + sunfury. Starfury is just worse than stuff like demon/tendon bow (and especially molten fury), and the snapthorn + flinx staff combo.
Yeah, I know that the dungeon chests are generated in the world in order, that is what I meant when typing that message. I wanted there to be a similar mechanic to the first shadow orb, but that you get the guaranteed Hermes boots and double jump in the first 2 chests you open. This is done via a special chest in the Starlight river mod, where it is executed perfectly to give you a headstart in the pre-boss stage.
 
This post is a combination of everything I would change about the game to make it more enjoyable in certain points in progression.

To start, let's talk about weapon balancing. I will be giving examples on how to buff/nerf these weapons. These weapons are unbalanced for the point in progression you get it, compared to other weapons.

Harpoon: Annoying way to fire makes missing a shot very punishing. This could be balanced by increasing the damage, increasing the fire rate or letting the projectile return faster.
Chain knife: Way too short of a projectile travel distance compared to other flails available in the same point. Funtions very similar to spamming a boomerang up close, without the damage that boomerangs at this tier do, like the shroomerang for example. Chain knife is not worth the grind as a better melee weapon can be found by killing the spore bat, at a much higher rate. Can be balanced by increasing the projectile travel distance and maybe buffing the damage by 1.
The meatball: Does not compare to the corruption version in terms of obtaining it. The ball of hurt deals 30 damage and is a pre boss weapon. The meatball deals 34 damage and is post-Brain of Cthulhu. Other melee weapons in this tier are way better.
The artery/Malaise: These Yo-Yo's are underpowered compared to the Amazon which is relatively easier to obtain. I would suggest buffing the damage and/or adding a damage-over-time debuff to them.
Pew-matic Horn: This weapon is unreliable due to the luck needed to get good damage. The dropoff of the projectiles makes the weapon underpowered against bosses compared to other weapons in the same Point of progression. You have to be closer to your target, without much reward for doing so. A buff for this weapon could be to make the picked projectiles based on player luck, firing more gem projectiles when the player has more luck. I would also increase the fire rate, to make it more chaotic and fun.
Houndius Shootius: The damage of this sentry is not worth it to use this over the old ones army sentries. Its lack of piercing makes it inferior to the ballista, which is obtainable earlier. I would suggest buffing the damage and fire rite or making the projectile pierce. @Alfieboris🌳 thinks it would be great if the projectile homed in on enemies as a buff.
Bone arrows should be craftable with 100 wooden arrows and a bone.
All ore swords and spears: All ore swords and spears are not worth to craft. A wooden boomerang can deal more damage spamming it up close to an enemy. I would suggest buffing all of their damage by 5 and making their size way bigger so they can hit enemies better. This applies to the hardmode ore swords as well, they could receive a 10 damage bonus instead.
Starfury: The most broken pre-boss weapon in the game. Can be used all the way to the wall of flesh. I would suggest nerfing the damage and making a buffed version available after skeletron. (Just like the good ol' days) This could be in form of a locked golden chest on sky islands that only spawns once in your world. This would be a balance between getting the accesiories early and the buffed starfury after skeletron. The nerfed starfury would still spawn in unlocked sky chests like normal.
Flamarang: With the introduction of the trimarang, the flamarang has lost some of its usefulness and coolness. A solution to this would be to include it in the recipe for a new quad boomerang, or to make it have a explosion like the volcano sword when it hits an enemy.
Obsidian Swordfish: This spear is very underpowered for the time you can get it. A damage and size buff would help this a lot.
Optic staff: A very underpowerd summon when it comes to fast moving enemies and bosses. The attack range and movement of this summon falls short compared to other summon acquired at around the same time, like Blade staff and Sanguine staff. This summon can also not go through blocks naturally, making it annoying to use in caves. I would suggest increasing the attack range and movement speed, and letting the minions go through blocks. A cursed flame attack from the spazmini would also be cool to add.

There are no pre-boss sentries, making a sentry only playthrough impossible. I would suggest adding one, to add more versatility to the early game summoner. There could also be utility sentries which give your minions a attack speed/damage buff when in the radius of the sentry.
There are also no whip-based summoner armors before the tiki armor in hardmode. I would suggest adding one for the pre-mech boss stage and the pre-plantera stage.
There are no whip-specific accessories. The only accessories for whips are melee speed accessories. There are no whip range bonus accessories. This makes the player too reliant on whip based armor sets, which are absent in hardmode, pre-plantera. I would add at least one accessory that buffs the whip size. This could be combined with the feral claws for a great whip based accessory. Another good accessory would be one that gives whips a special effect when minions hit the affected enemy, like the passive effect of the firecracker, but in an accesory that makes it applicable to other whips.

Demonite/Crimtane weapons and most Dungeon weapons are rendered useless.
Why would you even make the majority of the Demonite/Crimtane weapons if you can just make way better versions by mining some hellstone from hell? Why would you want to use the dungeon chest weapons if you can find better ones with the shadow key? I usually only loot the chests for the murmasa, cobalt shield and the shadow key and maybe the phoenix blaster. All other items have no use as there is no boss or event stopping you from getting the way better weapons in hell. There are 2 ways to combat this: There could be a boss that has to be slain to be able to open the shadow chests. This would give a use for the dungeon weapons.
The other way is to give the dungeon weapons a damage bonus against hell enemies. It makes a lot of sense that a WATER bolt would do more damage to fire enemies. This would also be the case for the aqua scepter. The same damage bonus could be applied to the Demonite/crimtane weapons, but these could instead do more damage against skeletons, so they have a better use in the skeletron fight and raiding the dungeon with them.

Yo-Yo's suck. The Yo-Yo progression is flawed, and Yo-Yo's are especially too underpowered against the wall of flesh. Yo-Yo's do not have enough range, speed and firepower to be reliable against fast-moving bosses. Yo-Yo's are boring to use. All the 1.3 Yo-Yo's besides the terrarian have no effects added to them to make them stand out. I would suggest adding effects to at least some Yo-Yo's to make them stand out a little. I would also suggest adding a Yo-Yo to use before the Moon lord that has a longer reach than the eye of Cthulhu, or one that has effects that also more useful. The same would go for fighting the Wall of flesh, the Hive-Five barely lets you kill it. I would add an accessory that lets you throw the Yo-Yo out for double the range, but you would be able to keep it thrown for half as long for balance. This would give you a fun way to make Yo-Yo's viable for bosses without being too overpowered.
This video is a good example of how to fix Yo-Yo progression:
This video is a good example of how to make Yo-Yo's fun and an all-round good video analyzing the state of Yo-Yo's:

Hardmode ore balancing
Starting off your hardmode world by doing the same thing every time. Smash all the altars and die to wraiths. Mine the first tier of ore. Make the first tier ore pickaxe. Mine the second tier ore. Make the second tier pickaxe and anvil. Mine the third tier ore. Make the third tier pickaxe and forge. There is no reason to make Cobalt or Mythril weapons or armor, as you will only make the next tier pickaxe and make the last tier armor. This can be fixed like how calamity does it, but an easier way would be to give a reason to make the first 2 tiers of armor and accesiories. This can be done by giving cobalt and mythril a unique set bonus. The weapons can get the buffs i mentioned in the ore swords weapon balance.
I personally dispise this part of the game, and would wish there was a way to get the mythril anvil and adamantite forge without having to mine or fish for them for 30 hours. A solution for this would be to let Queen slime drop these crafting stations or the materials needed for them, to give the players that do not need the ore armors a way to get the anvil and forge without having to mine/fish anyway.

Movement accessories balancing
Movement accessories are very frustrating to get when you just start your world. The first thing you want to get are hermes boots and a cloud in a bottle, but you get 2 magic mirrors, 2 maces and 2 shoe spikes instead. This can be fixed by making the first 2 golden chests that you open always have a cloud in a bottle in the first and hermes boots in the second chest. This will make the pre-boss stage much more enjoyable and quick, now that you dont have to search for chests at base speed without a double jump. If this seems too broken, this could also be a new feature of the Celebration Mk10 seed.
Shoe Spikes: For a gold chest item, this accessory is underpowered, as it does the same as the climbing claws, which are a surface chest item. The shoe spikes could be moved to the surface chest pool. Another way to balance it would be to increase the player's running acceleration when on the ground. This would make it useful as a gold chest item and make it different from the climbing claws in utility.

World generation options
I would love to have an option to have just the wavy caves of The constant without the rest of the features like taking damage from cactus. There could be an option for world generation to separate the world changes and other features that the seed adds. This could easily be done for all the seeds if world generation and tweaks for secret seeds are coded in separately, but i do not know if that is already the case.
I feel like some things like the chain knife are irrelevant. Why would you bother going for the chain knife there’s so many other options? For some things to be good other things have to bad. And that’s a pretty small list of bad. But that’s litterally the only thing I can think of not being able to agree with. I’d say you have a great point and you’re right all the classes need upgrading. I really want to see what they can do with yo-yo and sentry progression now. Thank you very much
 
I feel like some things like the chain knife are irrelevant. Why would you bother going for the chain knife there’s so many other options? For some things to be good other things have to bad. And that’s a pretty small list of bad. But that’s litterally the only thing I can think of not being able to agree with. I’d say you have a great point and you’re right all the classes need upgrading. I really want to see what they can do with yo-yo and sentry progression now. Thank you very much
I dont think anyone is planning on getting the chain knife. How it is now, I feel like most of the time the player get chain knife, they just think "oh cool I got something" and then become rather disappointed because they probably have something better. Perhaps buffing them in some uniqe way would make them more useful in more scenarios.

As for "some things need to be bad for others things to be good". This is absolutely the case, but I think that the things that should be bad should be the things that are cheap, easy to get and common. I would say that the chain knifes to not fall under this.
 
I'm gonna label my responses, likewise to your categories, so they're easier to follow. I'm sorry to say that, but that text wall of yours, damn.

- Weapon Balancing -
1. I couldn't agree more about the harpoon's biggest handicap. It's a shame to get a flail-like weapon and have to toss it, sell it or store it forever, because of its flaws.
2. The Chain Knife is a niche item at this point. I feel it should be craftable and get some buffs to it too.
3. The Meatball could benefit with a minor damage buff and speed up. Maybe, it could get the blood butchered debuff.
4. Artery could get the blood butchered debuff for contact or give a little health on-hit (in line with the Crimson armor effect around healing). Malaise: speed, damage, and range buff (corruption stuff seem to be speed related, like the armor).
5. Bone arrows, absolutely become craftable. Great idea. 👍
6. All ore weapons do feel underpowered by everything else. While a damage buff would be viable for pre-hardmode weapons, maybe the hardmode weapons can dawn special abilities (i.e. increased melee speed based on HP, dealing bonus damage based on number of buffs or debuffs on player, etc.).
7. Good ideas with nerfing Starfury before Skeletron. Or maybe add it to Skeletron's drop table. Or since it's available after Skeletron, make enemies in the sky biome drop it at a very rare chance.
8. Hey, I had a similar idea with the Flamarang added to the Trimarang to make the Quadrarang. I also find it odd that the Trimarang doesn't apply Frostburn on-hit with the inclusion of the Ice Boomerang. Having the Flamarang's damage buffed and the explosion added would be a nice touch too.
9. Optic Staff could have the laser eye shoot an occasional Orange Blaster laser, since the summons represent the Twins, alongside the cursed flames one.
[I haven't played on the Constant seed or gotten the weapons before, so I have no comments on them.]

- Whip Specifics -
I haven't played all that much with the whips, so I never knew there weren't any specific accessories lacking for whips. I only know of the Power Glove and Berserker's Glove affecting whips (since I was looking up this stuff for some of my ideas). Maybe a Bullwhip accessory for range and speed, glove accessories for damage or effects. I feel like I've seen these before though.

- Demonite/Crimtane & Dungeon Gear -
Outside of crafting the mandatory weapon for the Night's Edge, you do have a valid point for the remainder of items from those metal tiers. It does make sense that they'd do slightly more damage to pre-hardmode dungeon enemies. The same for the dungeon rewards doing more damage to hell enemies.

- Yo-yos -
Thanks for sharing the videos. I'm glad to see the appreciation toward Yo-yos, because I can sympathize to a certain degree with the topic. I like the idea of their inclusion, but they are so underwhelming until you get the Terrarian. I made a suggestion for a Yo-yo to be craftable before the Moon Lord using a combination of all four fragment (called it: Galactic) and I got :red: on for it.

- Hardmode Balancing -
I do like your suggestions for hardmode weapons and ores. I had a similar idea, locking the progression of ores behind boss completion. And as I stated at the end of my Yo-yo response; I got :red: on for my idea. A lot of people would say it's not right or allowed cause it's in a mod and that's where it stays. BS like that.
 
I'm gonna label my responses, likewise to your categories, so they're easier to follow. I'm sorry to say that, but that text wall of yours, damn.

- Weapon Balancing -
1. I couldn't agree more about the harpoon's biggest handicap. It's a shame to get a flail-like weapon and have to toss it, sell it or store it forever, because of its flaws.
2. The Chain Knife is a niche item at this point. I feel it should be craftable and get some buffs to it too.
3. The Meatball could benefit with a minor damage buff and speed up. Maybe, it could get the blood butchered debuff.
4. Artery could get the blood butchered debuff for contact or give a little health on-hit (in line with the Crimson armor effect around healing). Malaise: speed, damage, and range buff (corruption stuff seem to be speed related, like the armor).
5. Bone arrows, absolutely become craftable. Great idea. 👍
6. All ore weapons do feel underpowered by everything else. While a damage buff would be viable for pre-hardmode weapons, maybe the hardmode weapons can dawn special abilities (i.e. increased melee speed based on HP, dealing bonus damage based on number of buffs or debuffs on player, etc.).
7. Good ideas with nerfing Starfury before Skeletron. Or maybe add it to Skeletron's drop table. Or since it's available after Skeletron, make enemies in the sky biome drop it at a very rare chance.
8. Hey, I had a similar idea with the Flamarang added to the Trimarang to make the Quadrarang. I also find it odd that the Trimarang doesn't apply Frostburn on-hit with the inclusion of the Ice Boomerang. Having the Flamarang's damage buffed and the explosion added would be a nice touch too.
9. Optic Staff could have the laser eye shoot an occasional Orange Blaster laser, since the summons represent the Twins, alongside the cursed flames one.
[I haven't played on the Constant seed or gotten the weapons before, so I have no comments on them.]

- Whip Specifics -
I haven't played all that much with the whips, so I never knew there weren't any specific accessories lacking for whips. I only know of the Power Glove and Berserker's Glove affecting whips (since I was looking up this stuff for some of my ideas). Maybe a Bullwhip accessory for range and speed, glove accessories for damage or effects. I feel like I've seen these before though.

- Demonite/Crimtane & Dungeon Gear -
Outside of crafting the mandatory weapon for the Night's Edge, you do have a valid point for the remainder of items from those metal tiers. It does make sense that they'd do slightly more damage to pre-hardmode dungeon enemies. The same for the dungeon rewards doing more damage to hell enemies.

- Yo-yos -
Thanks for sharing the videos. I'm glad to see the appreciation toward Yo-yos, because I can sympathize to a certain degree with the topic. I like the idea of their inclusion, but they are so underwhelming until you get the Terrarian. I made a suggestion for a Yo-yo to be craftable before the Moon Lord using a combination of all four fragment (called it: Galactic) and I got :red: on for it.

- Hardmode Balancing -
I do like your suggestions for hardmode weapons and ores. I had a similar idea, locking the progression of ores behind boss completion. And as I stated at the end of my Yo-yo response; I got :red: on for my idea. A lot of people would say it's not right or allowed cause it's in a mod and that's where it stays. BS like that.
Wow, this is an amazing response. Thank you for your time. When doing suggestions, you want to stay as vanilla friendly as possible to not get backlash. The ore progression behind bosses is part of the calamity mod for example. All 4 lunar fragment are not used for 1 weapon, so this would most likely not be added. The yoyo could be part of the solar weapons though.
 
Hardmode ore balancing
Starting off your hardmode world by doing the same thing every time. Smash all the altars and die to wraiths. Mine the first tier of ore. Make the first tier ore pickaxe. Mine the second tier ore. Make the second tier pickaxe and anvil. Mine the third tier ore. Make the third tier pickaxe and forge. There is no reason to make Cobalt or Mythril weapons or armor, as you will only make the next tier pickaxe and make the last tier armor. This can be fixed like how calamity does it, but an easier way would be to give a reason to make the first 2 tiers of armor. This can be done by giving cobalt and mythril a unique set bonus. The weapons can get the buffs i mentioned in the ore swords weapon balance.
I personally dispise this part of the game, and would wish there was a way to get the mythril anvil and adamantite forge without having to mine or fish for them for 30 hours. A solution for this would be to let Queen slime drop these crafting stations or the materials needed for them, to give the players that do not need the ore armors a way to get the anvil and forge without having to mine/fish anyway.

Idea: Cobalt Arrows & Bullets. Their one gimmick is they fire 2 bullets/arrows at a time. This gives people reasons to mine cobalt.
 
Idea: Cobalt Arrows & Bullets. Their one gimmick is they fire 2 bullets/arrows at a time. This gives people reasons to mine cobalt.
That would be pretty overpowered, the damage of the bullets/arrows would have to be like 2 or something for it not to be overpowered
 
Pew-matic Horn
This weapon is unreliable due to the luck needed to get good damage. The dropoff of the projectiles makes the weapon underpowered against bosses compared to other weapons in the same Point of progression.
Did you know that every single weapon in the game can deal anywhere from 85% to 230% of its base damage in a hit, thanks to damage variation and critical strike chance? And the minimum goes down to 0% if the shot misses? Yet every time you do a kill time test against a boss you will get very similar results with any weapon, aiming will throw off results more than RNG damage ever will.

The same is true for Pewmatic Horn, the RNG effect ends up being negligible because it always averages out to a good DPS.
Bone arrows should be craftable with 100 wooden arrows and a bone.
You can buy unholy arrows and that is the first reason why this doesnt affect literally anything, out of many.
Optic staff
A very underpowerd summon when it comes to fast moving enemies and bosses. The attack range and movement of this summon falls short compared to other summon acquired at around the same time, like Blade staff and Sanguine staff. This summon can also not go through blocks naturally, making it annoying to use in caves. I would suggest increasing the attack range and movement speed, and letting the minions go through blocks. A cursed flame attack from the spazmini would also be cool to add.
1.4.4 buffed them significantly and now the Staff can stand up to blade and sanguine, even be better in some cases
There are no whip-specific accessories. The only accessories for whips are melee speed accessories. There are no whip range bonus accessories. This makes the player too reliant on whip based armor sets, which are absent in hardmode, pre-plantera. I would add at least one accessory that buffs the whip size. This could be combined with the feral claws for a great whip based accessory. Another good accessory would be one that gives whips a special effect when minions hit the affected enemy, like the passive effect of the firecracker, but in an accesory that makes it applicable to other whips.
Support more whip accessories and armors but you gotta be very lenient with range increases, else I feel we'll get a whip meta where Summoner can whip things from a kilometer away in late hardmode.
Why would you even make the majority of the Demonite/Crimtane weapons if you can just make way better versions by mining some hellstone from hell?
This is ridiculous, you can get 1 Evil Ore item with some luck in preboss and craft a full kit after the First Boss, Hellstone is designed for Late Prehardmode and at the earliest needs you to down the evil bosses.
Another way to balance it would be to increase the player's running acceleration when on the ground.
I like this, actually. Its hard to buff these two climbing items because they craft into MNG later, but acceleration is basically the reason you use a dash, so MNG is barely affected with this change

That would be pretty overpowered, the damage of the bullets/arrows would have to be like 2 or something for it not to be overpowered
This is always overpowered and basically impossible to balance. Crystal Bullets caused enough trouble already.
 
I'm personally against getting cloud in the bottle and hermes boots as fixed loot, managing slow movement is the point of all early game terraria, it would completely trivialise that part of the game.
In fact I'd argue that it would make it annoying to go through this part of the game coz like what player imput is left, what decisions to make. You're just on a timer of "mine and look for closest gold chest"

Musket/undertaker is not a good argument as getting them very early when you most likely don't have any anti fall dmg, movement, good weapon is a challenge and thus a reward is needed
(We could erase 100% chance for guns if other weapons from loot table were any good)
 
Did you know that every single weapon in the game can deal anywhere from 85% to 230% of its base damage in a hit, thanks to damage variation and critical strike chance? And the minimum goes down to 0% if the shot misses? Yet every time you do a kill time test against a boss you will get very similar results with any weapon, aiming will throw off results more than RNG damage ever will.
And that is affected by luck, which is a weird mechanic in itself.
You can buy unholy arrows and that is the first reason why this doesnt affect literally anything, out of many.
So just because you can buy another ammo type, it shouldn't be craftable? Unholy arrows are also craftable, earlier than the point you can buy them. The bone arrows are weaker though, so a fix would be to buff the damage to ~13 after skeletron is defeated.
1.4.4 buffed them significantly and now the Staff can stand up to blade and sanguine, even be better in some cases
No they can't, they still go poorly against fast-moving bosses, from my experience. The lasers still often times miss the fast target.
Support more whip accessories and armors but you gotta be very lenient with range increases, else I feel we'll get a whip meta where Summoner can whip things from a kilometer away in late hardmode.
Why wouldn't you want that? I want there to be options for the people that want to choose the way they want to play summoner. It should definitely not be like the pre-nerf obsidian armor, though.
This is ridiculous, you can get 1 Evil Ore item with some luck in preboss and craft a full kit after the First Boss, Hellstone is designed for Late Prehardmode and at the earliest needs you to down the evil bosses.
I'm talking about the weapons that are craftable with tissue samples/shadow scales. Those become irrelevant right away as you can get the better alternatives right away by mining hellstone, which is available right now. That is why they need a buff, specifically in the way i mentioned.
I like this, actually. Its hard to buff these two climbing items because they craft into MNG later, but acceleration is basically the reason you use a dash, so MNG is barely affected with this change
Thanks
This is always overpowered and basically impossible to balance. Crystal Bullets caused enough trouble already.
Yeah, I realized that, imagine a tsunami bow that shoots 10 arrows per shot instead of 5:eek:
 
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