Terraria Bad Ideas

make the Terrarian get sunburns and maybe even skin cancer if they stay in the sun too long.
Or make sunlight make players catch on fire. Something like that would never get added to the game though. :P
 
When you die in game, you die in real life
 
When you get robbed by the Goblin :redspin:er, I mean tinkerer you get robbed in real life
 
🎯😶‍🌫️🎯🤓🦅🤓🤓👿👀🙏🎯🤓🤺
Typing this string of emojis crashes the game
 
🎯😶‍🌫️🎯🤓🦅🤓🤓👿👀🙏🎯🤓🤺
Must be used to start the game too
 
if the seed is not getfixedboi legendary mode then every terraria creepypasta is active in your world
 
Arm Goblin Tinkerer with the Coin Gun what is directly connected to all storages both world's and player's and will use coins from them to feed itself. If there is no coins in the storages than all items, including equipped ones, are being automatically sold to get the coins. After those are gone it will use all the player made blocks. And in the end any blocks in the large area around Tinkerer.
 
you die in real life if you mention m**ecraft while doing anything terraria
 
If you die in the game you die in real life
 
Every Time you take damage Metal Gear Rising: Revengence opens (there's already a mod that does it but you need to own MGRR)
 
Rolling cactuses now have 500% more spines.
When they bounce anything in their room gets coated with high velocity needles.
 
If you die in real life, you die in real life.

You can now get a concussion by being hit in ðe head.

Drinking too many of any one potion gives you a wiþdrawl debuff when you stop.

Poop furniture.

Fighting any boss ðat's killed you before gives you PTSD.
 
If you die in real life, you die in real life.

You can now get a concussion by being hit in ðe head.

Drinking too many of any one potion gives you a wiþdrawl debuff when you stop.

Poop furniture.

Fighting any boss ðat's killed you before gives you PTSD.
that last one should be the Horrified Debuff.
 
A crossover with the hit 2016 video game rec room
 
A balance for the Lunatic Cultist: Now, instead of having HP or Defense, their health is instead dependent on how many hits you have done, and how fast the weapon you're using is. The Zenith has its own tier due to its gimmick of ignoring I-frames.
For instance:
Snail: 100 hits
Extremely slow: 225 hits
Very slow: 345 hits
Slow: 425 hits
Average: 500 hits
Fast: 600 hits
Very fast: 750 hits
Insanely Fast: 1000 hits
The Zenith: 2000 hits
At the beginning of the fight, they use a strange form of Telekinesis to grab their health bar, and break around 70% of it off. This 70%, is then directly thrown at you, and will do 300 damage if it hits. It's very easy to dodge it though, just move once it's thrown. This just makes it hard to tell his HP. Now, the fight begins.
His attacks stay the same as usual, but now, he has a strange form of Telekinesis, where he will rip chunks of dirt and stone out of the ground, and throw them at you. He can also rarely grab enemies.
Now, it's time to talk about the main balance: The second phase.
Now, once you've finished off the 70% of his HP, leaving only the unbroken part of his health bar left, his cloak and flesh will rip, revealing his ribcage and heart. His eye will glow brightly in 4 different colors, each resembling a pillar.
The two new gimmicks? You have to pay attention to his heart beat & glowing eye color. The old gimmick of not using the ordinary health system stays.
Each pillar-eye color corresponds to a weapon type:
Solar: Melee
Vortex: Ranger
Nebula: Mage
Stardust: Summoner
He's always vulnerable to classless gear, which gives those few and far between weapons a use.
And when his eye color is corresponding to a certain weapon type, he does more damage using attacks of that type. (For instance, if his eye corresponds to Summoner, Phantasmal dragons & Ancient Visions will deal double damage.)
If you use a weapon type corresponding to the color, you do more damage! (The Zenith does NOT count.)
If its a normal heartbeat, attacking him does nothing, but if you use a weapon corresponding with the eye color, it does 1 hit per hit.
If its a quick heartbeat, do not attack. It will restore his health, but if you use a weapon corresponding with the eye color, it does nothing.
If his heartbeat stops, attack. He is vulnerable and can be hurt, and if you use a weapon corresponding with the eye color, it does double damage, doing 2 hits per hit.
Here's the new hits requirement to finally slay him:
Snail: 74 hits
Extremely slow: 149 hits
Very slow: 224 hits
Slow: 349 hits
Average: 424 hits
Fast: 549 hits
Very fast: 624 hits
Insanely Fast: 799 hits
The Zenith: 1599 hits
Now, to explain the reason why they're one hit off of far more smooth numbers: To finish him off, he must reach one hit remaining. Once he reaches 1 hit left, he will float upwards a slight bit, cover his not-glowing eye, before channeling the fragments that make up his eye's glow, forming them into balls of energy, before releasing them outwards in 4 directions (Each corresponding to a pillar's location), by exploding, which ends the battle.
"Celestial creatures are invading!"
 
Make the moonlord drop TWO different weapons every time instead of one! ...oh wait
 
Have and option in the main menu that sends you to a world that runs Doom via wiring.
 
Make the moonlord drop TWO different weapons every time instead of one! ...oh wait
True! That is a terrible idea, I absolutely want to fight the worst boss in the game twice as much as I need to for the weapon I want, all in the most sandbox tier of the game, please!
 
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