Weapons & Equip Spinning Tops: The Cousin of the Yo-Yo

let me rephrase that. no. we don't need to change yoyos to throwing weapons. the devs made them melee wepons. that's that.
Okay, but the devs also made boomerangs melee weapons even though you're throwing them. There's no two ways about it, they're more of a throwing weapon than a melee weapon no matter how you look at it. I'm pretty sure the reason that a lot of things in the game aren't throwing weapons is simply because they were made before the throwing class was a thing, then it got shoehorned in slightly but it still isn't fully implemented.
 
Okay, but the devs also made boomerangs melee weapons even though you're throwing them. There's no two ways about it, they're more of a throwing weapon than a melee weapon no matter how you look at it. I'm pretty sure the reason that a lot of things in the game aren't throwing weapons is simply because they were made before the throwing class was a thing, then it got shoehorned in slightly but it still isn't fully implemented.
we better not change the damage type of boomerangs, the possessed hatchet and the paladins hammer are extremely important in my melee build.
 
Sounds nice and all but, i don't agree with the fact after spinning time you just plop the item. That can be a pain in the but for some reasons.
1)You can't really hotkey a weapon if it keeps dropping,or you pick up an item that is now replacing the inventory space the top was in
2)In servers your PvP/Boss fighting and you drop your weapon leaving you completely defenseless
Moonlight being the only exception i find this quite annoying even with a accessory that increases duration.

Besides it seems just like another yoyo type weapon except the fact it does the whole pick it up thing
Perhaps it could be done so it doesn't drop as an actual item. Follow me on this because my wording is terrible. Instead of dropping like an actual item (where the possibility of loss is...er...possible) have the item that's dropped on the ground simply be a power up type thing to reset the time until you can use the weapon again.

Also it doesn't operate like a yoyo for a couple reasons.
A) You don't control it after you start using it.
B) It pierces causing the piercing weapon invincibility timer but it makes it better for crowd control.
 
Idea: From presents, the Dreidel could be dropped. Even though it is from Hannukah, it still fits with the holiday theme of the Christmas event. Also, there are other present-tier weapons, so its a good way to add a little extra one.
However, I do not think they should be completely based off of yoyos, and instead they should have different directions that the crafting/droppage goes in.
 
i dunno, am i the only one who thinks it might be a bit cooler if these were throwing weapons instead? the throwing class is pretty dead right now and this seems like a pretty cool way of bringing it to life.



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Anyway, here's the sprites i've made so far. i apologize for my horrible spritework.
The smaller ones are obviously the thrown spinning top, AKA the world sprite, and the larger ones are the inventory icons.
They all follow the order of the list you made, starting with the wooden spintop and ending with the moonlight. I can also change the sprites if you feel like one doesn't really look the way you wanted it to.
If I could suggest a few things, first would be to find a new mechanic to replace the item pickup after spin time.
Imagine if you farmed for the moonlight, ended up using it, losing track of where it landed, and had to farm for another one?
Second, make them more boss friendly? i mean, some of them like the gyroscope and maw might be really good for some bosses, but most of the others don't seem like they would help much in boss fights.
AKA, try going against the EoC with the royal flush.
Overall though, i really support this suggestion.
i'll also end up updating this with the full spritesheet whenever i get to finishing it.
 
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it's focused on the melee playstyle
This sounds like a really good way to flesh out thrower
am i the only one who thinks it might be a bit cooler if these were throwing weapons instead?
I made them Melee because my definition of a melee weapon is something that is powered only by the player's physical strength

I agree that this seems more befitting throwing damage than melee, also doesn't the same apply to objects thrown by the player? A sword, sharp metallic and does damage one propelled, a throwing knife is sharp, metallic and does damage when propelled, both dealing more the stronger the thrust behind them. The fact that this is very comparable to spiky balls would logically make this seem more like a thrown type of deal.

Visualise this; you have a sort of string you wrap around these spinning tops, the more force you throw these whilst keeping hold an end to this string the faster-spin and further these tops will go.

have a set range, and fly from the player towards the ground directly below the cursor-

-unlike yo-yos, they do not return to the player after their time is finished

This also justifies having a stack of them and using some kind of Bone Glove equivalent with the ability to retrieve these similar to other thrown weapons. Besides, spiky balls don't exactly rely on a player's straight as it were to deal their damage once tossed, I see no reason to think differently of a tossed spinning top.
 
Hey, I think this amazing so I used in my suggestion of a few mid hardmode hallow weapons and wanted to make sure that was okay
 
This is a really cool idea that I'm sure myself and most other people would like to see added in to Terraria, but I feel like there are some flaws, especially where you have to pick the top up to get it back instead of it automatically returning. What if the player looses it?
All in all, I think this is a really good idea and that you should keep working on it. :)
 
Hey hey hey, everyone! It's me, your best friend, Red H2O! I'm back once again to make another large suggestion, and as is semi-typical of me, it's focused on the melee playstyle. This is a comprehensive suggestion spanning from the start of the game to the end, so strap in and get ready!

Now, I may not speak for everyone here, but the instance I picked up my first Yo-yo, I fell in love. I mean this in terms of both Terraria and real life. That said, something else always struck me as an appropriate addition to our beloved game: spinning tops of all shapes and sizes! Allow me to explain.

Basics:

The simple premise of tops is to apply a sort of damage-over-time, semi-minion object on the ground. Obviously as the game progresses they gain special abilities and traits, but they all usually pierce at least one enemy, have a set range, and fly from the player towards the ground directly below the cursor. Every top sill spin for a set amount of time before they stop spinning and stop moving and doing damage. This means that other items and weapons can be used while a top spins. However, unlike yo-yos, they do not return to the player after their time is finished. Instead, the player must pick them up by walking over them. Certain tops also stop spinning after hitting a certain number of enemies; these are mostly early-game tops.

As mentioned, tops span the entire game, meaning that there's a lot to get through. So let's jump right in!

Tops:

Wooden Top
Crafting: 15 Wood + 2 Iron Bars at a Work Bench
Type: Melee weapon, Crafting Material
Damage: 10
Knockback: 3
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 4 seconds or 3 enemies
Range: 10 tiles

Royal Flush
Crafting: 8 Gold or Platinum bars + 3 Rubies at an Anvil
Type: Melee Weapon
Damage: 13
Knockback: 3.5
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 4 Seconds or 5 Enemies
Range: 12 Tiles

Sorrow
Crafting: 12 Demonite Bars at an Anvil
Type: Melee Weapon
Damage: 16
Knockback: 4
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 5 seconds or 7 Enemies
Range: 16 Tiles

Ulcer
Crafting: 12 Crimtane Bars at an Anvil
Type: Melee Weapon
Damage: 17
Knockback: 4
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 6 Seconds or 7 Enemies
Range: 16.5 Tiles

Flora
Crafting: 3 Stingers + 5 Jungle Spores + 9 Rich Mahogany at an Anvil
Type: Melee Weapon
Damage: 21
Knockback: 4.5
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 8 Seconds or 7 Enemies
Range: 17 Tiles
Special: 25% Chance to inflict the Poison debuff for 1-3 seconds

Koma
Bought from Traveling Merchant after the Eye of Cthulhu has been defeated
Type: Melee Weapon
Damage: 22
Knockback: 5.5
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 8 Seconds or 8 Enemies
Range: 18 Tiles

Incarceration
5% drop from any enemy in the dungeon
Type: Melee Weapon
Damage: 23
Knockback: 6
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 9 Seconds or 10 Enemies
Range: 19 Tiles

Pyro
May appear in Shadow Chests
Type: Melee Weapon
Damage: 30
Knockback: 7
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 10 Seconds or 11 Enemies
Range: 20 Tiles
Special: 33% Chance to inflict the On Fire! debuff for 1-3 seconds.

Bloodlust
Bought from Skeleton Merchant in Hardmode
Type: Melee Weapon
Damage: 35
Knockback: 5
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 3 Seconds or 20 Enemies
Range: 21 Tiles

Patience
Bought from Skeleton Merchant
Type: Melee Weapon
Damage: 31
Knockback: 7
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 20 Seconds or 15 Enemies
Range: 21 Tiles

Omen
Crafting: 1 Wooden Top + 15 Cursed Flames + 10 Souls of Night at a Mythril or Orichalcum Anvil
Type: Melee Weapon
Damage: 40
Knockback: 8
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 14 Seconds or 15 Enemies
Range: 21 Tiles
Special: 50% Chance for inflict the Cursed Inferno debuff for 2-6 seconds

Infection
Crafting: 1 Wooden Top + 15 Ichor + 10 Souls of Night at a Mythril or Orichalcum Anvil
Type: Melee Weapon
Damage: 38
Knockback: 7.5
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 13 Seconds or 14 Enemies
Range: 22 Tiles
Special: 50% Chance to inflict the Ichor debuff for 2-6 seconds

3rd Degree
1.5% Drop from any Underworld enemy in Hardmode
Type: Melee Weapon
Damage: 42
Knockback: 8
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 15 Seconds or 17 Enemies
Range: 22 Tiles
Special: For every enemy killed, a flaming ember identical to the ones produced by a Molotov Cocktail is released.

Numb
1.25% Drop from any Tundra enemy in Hardmode
Type: Melee Weapon
Damage: 44
Knockback: 8.5
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 16 Seconds or 17 Enemies
Range: 23 Tiles
Special: After it finished spinning, a shockwave of ice is released that applies the Frostburn debuff to all enemies within a 7 tile radius.

Beigoma
Bought from Traveling Merchant after any Mechanical Boss is defeated
Type: Melee Weapon
Damage: 48
Knockback: 10
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 17 Seconds or 18 Enemies
Range: 24 Tiles

Savage
0.5% Chance to drop from any Jungle or Underground Jungle enemy after any Mechanical Boss has been defeated
Type: Melee Weapon
Damage: 64
Knockback: 8
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 19 Seconds or 21 Enemies
Range: 25 Tiles
Special: Upon damaging an enemy, a stinger is fired in a 180 degree arc randomly from the top, dealing 60 damage to anything it hits.

Maw
1/8 Chance to drop from Plantera. All other weapon drops now also 1/8
Type: Melee Weapon
Damage: 93
Knockback: 9
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 20 Seconds or 22 Enemies
Range: 26 Tiles
Special: Can cling to back walls if they are available at the cursor's location.

Gyroscope
10% Drop from Martian Saucers. All other drops now 10% as well
Type: Melee Weapon
Damage: 121
Knockback: 9.5
Crit. Chance: 4%
Use Time: 24
Velocity: 16
Duration: 21 Seconds or 24 Enemies
Range: 28 Tiles
Special: Floats in the air, regardless of back walls.

Moonlight
10% Drop from the Moon Lord. All other drops now also 10%
Type: Melee Weapon
Damage: 190
Knockback: 10
Crit. Chance: 14%
Use Time: 24
Velocity: 16
Duration: 30 Seconds. Infinite enemy capacity.
Range: 35 Tiles
Special: Chases enemies. While it cannot fly, the Moonlight is capable of jumping as high as the Spider minions.

Phew! That's a lot of spinning little death toys right there! But we still have accessories to discuss before this is all said and done!

Accessories:

Precision Chain
Bought from the Mechanic on Full Moons after a mechanic boss has been defeated
Tops spin for 15 Seconds longer
Crafting Material

Snap-on Blades
Bought from Merchant on Blood Moons
Tops can kill an extra 5 enemies
Crafting Material

Electromagnetic Arm Band
Bought from the Cyborg, any time.
+10 Tile range when picking up stopped tops
Crafting Material

Duelist's Gauntlet
Precision Chain + Snap-on Blades + Electromagnetic Arm Band
Effects of all components
Crafting Material

Bionic Shoulder Implant
Duelist's Gauntlet + Yoyo Bag
Effects of both Accessories
"Spin to win!"

Aaaand that's it! As always, if you have any questions, comments or concerns, please let me know below. See you next time!
I'm sorry, but you simply CANNOT add another melee Moon Lord drop, unless you get rid of the Meowmere or the Star Wrath. There is already 1 more melee drop than any other class, so this would make the drops even more unbalanced than they already are. That would be like being able to make one out of Solar Fragments. It's a shame too, because then they ca't be a complete yoyo-counterpart...
 
This sounds like a really good way to flesh out thrower. Melee already has way more weapons than the other classes, they don't need even more. Come to think of it, why on earth aren't YoYos thrower?!

I also agree that yo-yos should be thrower class. I also agree that these tops should be throwing as well. It would make sense too. Just add some more throwing armors and you will finally be able to do a throwing playthrough! :D
 
Oh my goodness I want this in the game now. 1.3.4 right now everyone! These tops and yo-yos should definitely be thrower class, though.
 
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