Now I'm confused. Your initial post suggested that you wanted to (for example) add moves that make knockback-based builds (or however you define "simple Melee cheese") less viable, but you now seem to recognize that Expert Mode already makes knockback-based builds less viable. So... what are you asking for?
Like I explicitly stated, "melee cheese" and "charging attack" and all of that were arbitrary examples, not specific things I want. I want a new and refreshing experience; new enemy attacks and behaviours help that.
So to examplify with your statements, that could mean that if ranged cheese is a problem like you said, then introduce a mechanic or attack or something that makes ranged cheese harder. Do whatever it needs to balance things so that cheesing in general isn't possible. And that the gameplay is refreshing and more tactical, rather than any form of "cheese", whether it be via Melee or ranged or magic, or simply hookshotting to a ceiling to avoid enemies.
If you want a mode that makes Terraria really hard, step one is to get rid of most of those mobility powers. Because as long as those are options, ranged-and-run will always be able to trivialize most combat.
That's a fairly good point, and I've remarked in the past how I miss early game because the terrain was actually dangerous. Lategame, we have wings that negate all fall damage, make us able to glide around and basically have no issues, whereas anyone who plays Minecraft knows how dangerous it is to just enter a cave in general, or dig a block below you.
I for sure wish that mobility powers in Terraria didn't remove environmental hazards entirely like they have, but unfortuantely I've seen that train as mostly passed as we can't exactly just remove all wings and mobility gear from the game.
However, a severe nerf to all of them in Expert Mode or Master Mode would actually be hella interesting. So good on you for suggesting that, I'm in favor of this if it can be done well.
I just hope it isn't done lazily so that people will just stack gravitation potions to ignore mobility nerfs, etc.
So you could spend a huge amount of time adding specialized AI for a bunch of enemies. However, that time spent will only service the needs of that portion of your playerbase. The rest will ignore that mode to the extent possible.
I'm of the mindset that the harder the difficulty, the harder/smarter the enemies. That doesn't mean you have to lock away all new behaviour, but if you can, make it iterative. Tweak the AI, make them more likely to pick good options, and basically code them to take into account, for example, whether you're holding/using a ranged weapon or not. Kinda like how in Smash Bros the Amiibo will notice what attacks you throw out, and try to anticipate them, AI in Terraria could see that you're a ranged fighter and try to jump when they're in position to get shot, or try to not walk over hills for an easy target if there are tankier foes that can go first.
Now all of that might be too sophisticated, but that's fine. Like I've said before, I'm merely examplifying to get a point across. Foes could get some new behaviours and attacks, and then difficulty scaling could choose how they apply those or if they usually do at all.
I'd prefer it if the base increase was lowered to 1.5x instead of 2x, and some more enemies gained extra attacks.
Totally! Most enemies just gain more damage and not that’s much more of special attacks. More unique attacks would make it more fun rather than just more damage.
It's less that we want rewards, and more that we want new attack patterns so we actually have new things to see. Bry-ccentric and I in particular just wanted new attack patterns so the mode couldn't be considered just "expert mode but everything takes longer to die and you're punished for your mistakes more". That's not genuinely more difficult, that's just more unforgiving in the laziest way possible.
This. All of this. Do
something to make it new, at least recognize that simply making enemies tankier and kill you in fewer hits doesn't really do much more than removing the player's armor would.
Cenx did state in a discord post that Master will likely have no new content, so we're not going off of what we think will happen, we're going off what has been stated.
Here's a quick and dirty compilation I made just now from me on Quotes by Cenx in January 2020, she does state a lot about Master Mode in these quotes.
"We don't have plans for AI changes at this point in time. Just want a hard mode"
"Mostly stat changes. Master Mode isn't meant to be like Expert, it is meant for the die hards who want a challenge."
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(Album of 2 pics:
https://imgur.com/a/zPDjoSZ
)
Basically, it seems that this update focuses a lot on major balance changes in general for presumably all difficulties, but Master Mode is more or less just a stat change like she says.
For those who don't want to watch a 10-minute "summary" video: Relevant snips from Discord:
Master Mode drops:
View attachment 234563
Release Date:
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Desert:
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Desert Biome Chest:
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Stuffs:
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Achievements:
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Edit: Forgot this one -
Throwing/Ranged:
View attachment 234569
Also that. Master Mode will not have accessories or weapons. I believe I recall quoting her at one point staying positive to vanity.
Well, it may not convince you, but I'm happy to report that one of the biggest things we've been working on in 1.4 are fixing hundreds of the bugs present in the release build of the game. Its definitely one of the highest priorities of this update!
To be quite honest, while I do appreciate the balancing rework and those things.. holding back critical bug fixes for a major content update is one of the most criticised things devs can do. While I do understand that some bugs might require some larger redesigns, I really urge you to deploy doable bug fixes reasonably fast, unless projections indicate that breaking update expectations by releasing smaller patches now may result in backlash.
This helps keeping the impression that the game is alive, and adds much needed relief to those affected in ways that make the game less and less appealing over time.
I know a lot of frustration is apparently over the console and handheld versions, though, and I don't know if Microsoft and Sony still charge per patch deployment, forcing devs to update as seldom as possible.