It has always been a thing. This thing is beyond you.
Interesting.Rewatched meowmere video and only now noticed that Cenx is floating in air with some sort of hook latched to the ground without pulling her to it. Special hook!
1.3 will have a new expert modeI agree with Sarasala, Hardmode was the big thing for Terraria. There's been nothing bigger or better since, and I personally crave for more difficulty and another "mode".
I'd also like difficulty settings that primarily decrease invincibility time after hit. That'd make the game a lot harderGonna make a balancing thread soon if I remember.
1.1 also had a direction to it. The later updates were more or less to fill in more stuff, but 1.1 felt like it advanced a story, by causing the world to change and become a threat in itself. Imo Terraria needs more story-feel like this, more actual advancement beyond just ores and bosses.
1.3 will have a new expert mode
elaborateNot the same thing. At all.
elaborate
people will still complain about the game being easy
A difficulty slider is not the same as a major content update.
The problem right now is that due to the game design of Terraria, it's difficult to do what you're asking for without just simply hashing all values to be higher.
For instance, platforming is no longer an issue. Wings + Hookshot is everything you need to avoid letting the environment be a falling hazard, and you can navigate anywhere.
Due to invincibility time + healing combo, you are capable of facetanking just about any boss and horde.
The only way difficulty is being increased now, is by increasing enemy damage. That means balancing, so you give the player better armor and DPS inflicting gear. You're just changing the values in all areas to be higher, achieving virtually nothing but moving things up another tier.
If invincibility time is removed, you can't facetank high DPS enemies. Period.
If invincibility time is removed, rapid-fire actually serves a purpose in enemies, and they can trade off "high damage numbers" in favor of high frequency fire. More variation.
If invincibility time is removed, you can't use cheap tricks like dungeon spikes to stay immortal in every battle.
Take a look at other games out there of the Terraria-esque nature. Plenty of them allow you to take damage from rapid fire, have no invincibility time but simply cap the amount of damage you can take from any given "damage source". Invincibility time isn't in every game out there.
And it's not like the games who don't have it, cause you to instantly die due to the fact that you're taking damage every frame, and playing at 120 FPS makes you take 120*30 if 30 is the damage.
Invincibility time is sometimes a lazy way to avoid proper damage frequency calculation, and it causes problems in the long run, like the ones with healing.
If you don't understand how healing and damage works in a larger gameplay perspective, you're gonna have major issues and need to balance all other things to compensate for these mechanics not being properly implemented. Like in this case, where the game has turned into a simple race between healing fast enough, and taking high enough damage.
Due to quick weapons like the Razorpine, and the fact that you can set up Nimbus and other elements to constantly heal you, you can pretty much heal at an extreme pace. Lowering the health output you receive per healing "cloud" does not help.
It just punishes those players who fight fairly and without pro skill, who suddenly discover that they're receiving too little HP to survive.
This is, again, why lowering the amount of HP you can receive does not help. I told @Cenx this, I asked her to just simply cap the frequency you heal on to like 3x a second. She said she she had already tried that, afterwards I went and facetanked Frost Moon and proved that I healed far more than 3x a second on my Twitch livestream.
I'm not blaming her, we might as well have been miscommunicating, but my point is the game balancing. If you can't take damage in varying frequencies from varying sources (The code to achieve this can be very round, and not what it sounds like, by the way) you will essentially resort to the simplest method possible: Universal invincibility towards any damage, which is what's currently in place. This makes room for a ton of exploitation, temporary immortality and issues with healing that isn't frequency capped.
Honestly, if temporary immortality was removed, even healing wouldn't need much of a nerf if you were hit by more than one enemy. Sure, you can survive one Pumpking. Can you survive five?
Cause currently, it doesn't matter how many pumpkings are inside you. Might as well be 50 and that'll just give you more points and loot, the difficulty is capped to "whoever manages to get a hit" while you're still vulnerable, and how high that DPS is. Or actually, not DPS, just simply Damage in one hit. Currently, that guy is called dungeon spike, and his damage output is poor.
I probably don't need to tell you that while you can upgrade damage output, introducing more powerful versions of the immortality necklace won't be doable without major cutbacks on all other stats. And then people will abuse that too.
This is why you need to do damage debounce per damage source, and not on the player itself. So that a machinegun can still hit you 20 times a second, but standing inside a zombie will not damage you that insanely fast.
Standing inside 2 zombies will damage you per individual zombie, because they are individual sources of damage.
An individual mob can damage you in multiple ways though. Imagine walking into a spiky mob that also fires things, like a spiked slime. You need to take damage for both types of attacks independently.
So that's what expert mode is. Thanks for the infoI'm worried that the Expert Mode may be more and more elaborated on (Which is a good thing), but to the point that Redigit doesn't want to "exclude" non-elite players to the point where he'll have to balance it similarly to normal mode, in which case it won't be hard enough and we'll end up at the old problem - people will still complain about the game being easy, but this time, Redigit will say they have already been heard. Even though the implementation completely loses focus of what it was supposed to be - something extra and satisfying for the pro's to specifically address the game not being super hard for the ones who truly want that.
The reason I worry this will happen, is because he's adding a lot of content. It would seem unfair to add that much, and just rule out everyone who's not very good at the game from all the fun. This is why Expert Mode needs a lot of consideration.
1.1 added a complete revamp of the entire game, 2 new biomes, every biome redone with new mobs and hazards, harder game difficulty, twice the amount of items, new types of accessories, new NPCs. By adding all this after the end boss, he more than doubled the length of the game.
Expert Mode enhances the game difficulty and introduces some slightly better rewards so it doesn't feel pointless.
Please don't compare those two concepts and tell me they look on par. This should have been obvious. A difficulty slider is not the same as a major content update. If Redigit makes it a large content update, the problem I mentioned at the top of this post will be even more significant. I seriously hope that he prioritizes difficulty with Expert Mode, even if he wants to add tons of content.
My philosophy on Expert Mode:
Sooner or later, if you truly care to play the game enough to experience all its riches, you will reach Expert Mode just like any other player, and you will get good. There should be rewards for all tiers of people, even some that are near impossible to get. There should be a pride in it, and a sense of entitlement and accomplishment.
Don't be afraid to make the game too hard. Be afraid not to make the effort worth it.
No offense, but your post seems more like an opinion than anything else. I'm among the players that found Terraria to be easy early on, and I can safely say the Destroyer is the easiest of the Hardmode bosses to me. It's been made even easier after 1.2 came out.
So that's what expert mode is. Thanks for the info
I also need to restate that the 'it's not possible to make it harder' was said in conjunction with the relevance to skills and gear. It can't be made much harder without making people rely on 'cheesy tactics'.
You state that people deal with these bosses easily because they use tactics like asphalt and such.
In the old days, games would force you to die over and over and over again, until you learned the patterns of a boss.
Sooner or later, if you truly care to play the game enough to experience all its riches, you will reach Expert Mode just like any other player, and you will get good. There should be rewards for all tiers of people, even some that are near impossible to get. There should be a pride in it, and a sense of entitlement and accomplishment.
I've been wondering: we were told that 1.3 is going to focus more on midgame than endgame content, if I'm not mistaken. So I ask, is it possible that this Lunar event, along with its weapons and armor, do not come after the Duke and Moons, but instead a little further back? I know it's a long shot, considering the insane new weapons with high damage as well as the SDMG to back it up. But it was just a random thought I had earlier.