Orithan
Eye of Cthulhu
Note: This suggestion originated from before 1.3, but this suggestion is still relevant to the current game.
Disclaimer: This needs balancing.
One major issue I have with the game is that the normalmode armor is useless. In between the grindfest required to obtain Silver/Gold tiers and their lack of perks power compared to the next tier up (Shadow Tier), it is useless and makes for a boring first few hours of the game for a newcomer that may very well turn them away. This suggestion comes in two parts: Cutting down on the grinding, making them more attractive to experienced players and rebalancing the alternative ore armor.
Part 1: Cutting down on the grinding
As we all know, Gold and Silver Tier Armor currently have very high bar requirements. It is 75 for Silver Tier, which translates into 300 ore. This is pretty bad considering that this is the main way to obtain Silver. However, Gold Tier is even worse: 90 bars, which translates to 360 ore to create the set. On addition, there are no other reliable ways to obtain the ore required: Fishing is doable if you have patience to gind in one spot while underground chests yield on average 2-3 bars of Silver (Gold only in Cavern chests) per chest discovered. That's asking for a lot, given their rarity.
New armor requirements:
Gold tier:
The new armor requirements puts the Silver and Gold tiers directly on par with Copper and Iron Tiers respectively as far as ore requirements go, the only lingering difference is the rarity of the ores themselves. This greatly cuts down on the boring grindfest for the inexperienced players, leaving them to only continue looking for any more Heart Crystals (and discover more of the wonders of the world of Terraria while they are at it) if they need it. However, experienced players will still end up skipping these two tiers anyway. This is why I have a second part of the suggestion.
Part 2: Making the armor more attractive to more experienced players
As they currently are in this state, experienced players will most likely end up skipping the Gold/Silver tier armor and go straight to Shadow tier anyway. This is where my second suggestion will come into play: Give them some perks and rebalance the alternative ores to provide niches over other armor.
First up, the ores are unbalanced statistically. The alternative ore armor is considerably stronger than their original counterparts, often nearly as strong as the next tier defense-wise. But how do we deal with this issue, as they are supposed to be generic armor without lots of flashy effects? My solution is this: Alter the set bonuses and rebalance the armor defense values to make up for it, like what the Pumpkin Armor did:
What I propose is altering the set bonuses of one set of armor from each tier to something small, but different, while leaving the other with alternate ore tier defense. So therefore here are my supposed changes:
Copper Tier:
Copper Armor:
Tin Armor:
Iron Tier:
Iron Armor:
Lead Armor:
Silver Tier:
Silver Armor:
This debuff duration does not apply to infinite debuffs or any self-inflicted debuffs.
Tungsten Armor:
Gold Tier:
Gold Armor:
Note: This stacks with Flask of Gold and Lucky Coin, allowing for even more insane money drops in Hardmode.
Platinum Armor:
Bonus Part: Rebalancing armors post ore tiers
With the ore tiers out of the way, I figured that the next thing to do would be to rebalance the weaker armors that crop up past the early ore tiers. In this part of the suggestion, I will propose to buff the Gladiator, Obsidian and Pearlwood armors and nerf the Crimson armor. The three armors I wish to buff are armors that are useless for the tiers they are found at whereas Crimson armor is an overpowered classless armor that works well into Hardmode as opposed to a previous stage of Molten Armor like what Shadow Armor is.
Gladiator Armor:
A rare drop from Hoplites in the Marble Biome (5% chance for a piece to drop), Gladiator Armor's only purpose as a set of armor is for vanity despite looking like a valid set of armor. The defense bonus is decent, but by the time you can readily kill the Hoplites that drop it; the armor is useless and only serves as vanity. This suggestion aims to change that by changing it into a sidegrade for the Ninja Armor.
Here's the proposed changes:
Obsidian Armor:
Obsidian armor looks like a decent western gunslinger outfit. But much like Gladiator Armor, it merely serves as vanity (and, according to the devs, it was originally vanity but it was changed to proper armor at the last minute). Since it is now armor, let's give it more purpose than just for looks. As its appearance as well as a lack of a second set of prehardmode Ranged armor (whereas all other classes except Summoner gets two) suggests, lets turn it into some Ranger armor then.
Here's the proposed changes:
Unlike Necro Armor, this armor focuses on shooting fast and hard instead of buffing damage and conserving ammo. This lends to damage boost comparable to Necro's, with added movement speed to assist in evasion. The lower defense and lack of the ability for shots to not consume ammo serve as the armor's main drawbacks compared to Necro.
Crimson Armor:
Crimson Armor is overpowered as an armor and is a prime example of alt imbalance. What should be a decent mid-tier prehardmode Melee armor that lasts until you get Molten Armor turns out to be a very powerful prehardmode classless armor that can last you decently into Hardmode. Why is that? Crimson Armor has a very powerful bonus regeneration ability. To fix this imbalance, I propose a heavy nerf to Crimson Armor's regeneration ability and buffing its melee damage increase. I expect my solution to require balancing changes
Pearlwood Armor
Last but not least, Pearlwood Armor also needs major buffs. At the moment, it is completely outclassed in every way except vanity and I would like to see that changed. Instead of a full-scale stat revamp of the armor, I would like to give it one special feature:
And with that concludes my suggestion. I hope you enjoyed reading this suggestion and please leave comments and suggestions as you see fit.
Disclaimer: This needs balancing.
Fixing up Earlygame Armor
One major issue I have with the game is that the normalmode armor is useless. In between the grindfest required to obtain Silver/Gold tiers and their lack of perks power compared to the next tier up (Shadow Tier), it is useless and makes for a boring first few hours of the game for a newcomer that may very well turn them away. This suggestion comes in two parts: Cutting down on the grinding, making them more attractive to experienced players and rebalancing the alternative ore armor.




As we all know, Gold and Silver Tier Armor currently have very high bar requirements. It is 75 for Silver Tier, which translates into 300 ore. This is pretty bad considering that this is the main way to obtain Silver. However, Gold Tier is even worse: 90 bars, which translates to 360 ore to create the set. On addition, there are no other reliable ways to obtain the ore required: Fishing is doable if you have patience to gind in one spot while underground chests yield on average 2-3 bars of Silver (Gold only in Cavern chests) per chest discovered. That's asking for a lot, given their rarity.
New armor requirements:
Total:
Gold tier:
Total:
The new armor requirements puts the Silver and Gold tiers directly on par with Copper and Iron Tiers respectively as far as ore requirements go, the only lingering difference is the rarity of the ores themselves. This greatly cuts down on the boring grindfest for the inexperienced players, leaving them to only continue looking for any more Heart Crystals (and discover more of the wonders of the world of Terraria while they are at it) if they need it. However, experienced players will still end up skipping these two tiers anyway. This is why I have a second part of the suggestion.




First up, the ores are unbalanced statistically. The alternative ore armor is considerably stronger than their original counterparts, often nearly as strong as the next tier defense-wise. But how do we deal with this issue, as they are supposed to be generic armor without lots of flashy effects? My solution is this: Alter the set bonuses and rebalance the armor defense values to make up for it, like what the Pumpkin Armor did:
What I propose is altering the set bonuses of one set of armor from each tier to something small, but different, while leaving the other with alternate ore tier defense. So therefore here are my supposed changes:
Copper Tier:
Copper Armor:
- Total: +5 Defense, +8% Movement speed
Tin Armor:
- Total: +7 Defense
Iron Tier:
Iron Armor:
- Total: +8 Defense, +8% Knockback
Lead Armor:
- Total: +11 Defense
Silver Tier:
Silver Armor:
- Total: +11 Defense, 15% Reduced Debuff duration.
This debuff duration does not apply to infinite debuffs or any self-inflicted debuffs.
Tungsten Armor:
- Total: +15 Defense
Gold Tier:
Gold Armor:
- Total: +17 Defense, Enemies drop 10% more coins.
Note: This stacks with Flask of Gold and Lucky Coin, allowing for even more insane money drops in Hardmode.
Platinum Armor:
- Total: +23 Defense








With the ore tiers out of the way, I figured that the next thing to do would be to rebalance the weaker armors that crop up past the early ore tiers. In this part of the suggestion, I will propose to buff the Gladiator, Obsidian and Pearlwood armors and nerf the Crimson armor. The three armors I wish to buff are armors that are useless for the tiers they are found at whereas Crimson armor is an overpowered classless armor that works well into Hardmode as opposed to a previous stage of Molten Armor like what Shadow Armor is.
Gladiator Armor:
A rare drop from Hoplites in the Marble Biome (5% chance for a piece to drop), Gladiator Armor's only purpose as a set of armor is for vanity despite looking like a valid set of armor. The defense bonus is decent, but by the time you can readily kill the Hoplites that drop it; the armor is useless and only serves as vanity. This suggestion aims to change that by changing it into a sidegrade for the Ninja Armor.
Here's the proposed changes:
- Total: +7 Defense, +30 Throwing Knockback, +12% Throwing Damage, +12% Throwing velocity, +20% chance to not consume ammo.
Obsidian Armor:
Obsidian armor looks like a decent western gunslinger outfit. But much like Gladiator Armor, it merely serves as vanity (and, according to the devs, it was originally vanity but it was changed to proper armor at the last minute). Since it is now armor, let's give it more purpose than just for looks. As its appearance as well as a lack of a second set of prehardmode Ranged armor (whereas all other classes except Summoner gets two) suggests, lets turn it into some Ranger armor then.
Here's the proposed changes:
- Total: +13 Defense, +15 Shoot Speed, +10% Ranged Damage, +5% Ranged Critical Strike Chance, +5% Movement Speed.
Unlike Necro Armor, this armor focuses on shooting fast and hard instead of buffing damage and conserving ammo. This lends to damage boost comparable to Necro's, with added movement speed to assist in evasion. The lower defense and lack of the ability for shots to not consume ammo serve as the armor's main drawbacks compared to Necro.
Crimson Armor:
Crimson Armor is overpowered as an armor and is a prime example of alt imbalance. What should be a decent mid-tier prehardmode Melee armor that lasts until you get Molten Armor turns out to be a very powerful prehardmode classless armor that can last you decently into Hardmode. Why is that? Crimson Armor has a very powerful bonus regeneration ability. To fix this imbalance, I propose a heavy nerf to Crimson Armor's regeneration ability and buffing its melee damage increase. I expect my solution to require balancing changes
- Total: +19 Defense, Killing mobs with Melee attacks spawns Heart Fragments, +3% Melee Damage, +3 Melee Speed, +3% Melee Critical Strike Chance.
Pearlwood Armor
Last but not least, Pearlwood Armor also needs major buffs. At the moment, it is completely outclassed in every way except vanity and I would like to see that changed. Instead of a full-scale stat revamp of the armor, I would like to give it one special feature:
- Total: +10 Defense, Amplifies light sources, immunity to Blindness and Blackout.
And with that concludes my suggestion. I hope you enjoyed reading this suggestion and please leave comments and suggestions as you see fit.
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