Jbird501
Skeletron Prime
I think its pretty obvious when you look at the four Soul Forge item sets, that they kind of reek of ancient Thorium Mod tAPI qualities. They definitely need an overhaul and more attention put into them. Like, the demon blood's weapons effect is just the set bonus of the palladium gear pretty much. Harbinger and Berserker may seem too gimmicky as well... The issue with gimmicks a lot of times is that they either aren't worth the trouble or are too good. Its hard to find a balance some times. But since next update is all about fixing these issues, I'm gonna have to put some serious thinking into these sets and what I had hoped they would have accomplished besides just being another armor set...
But if you guys have some interesting ideas revolving around their central theme, but would make them more viable/interesting/useful, why not throw them my way?
My ideas for the Berserker set: Make it geared much more around being for a berserker, someone who would benefit the longer they stayed in combat. You could potentially make the set bonus gives an infinitely stacking buff every time you hit an enemy with a melee weapon, and for each stack have it give 1.5% increased melee damage. The stack would get refreshed every time you hit an enemy, and would stick around for 4 seconds before expiring. (if you don't refresh it)
For the Harbringer set: The whole "Mana Overcharge" idea is pretty neat, but it could use some touchups. People may want to use their mana up quickly to avoid the debuff, but perhaps add a large magic damage + magic crit chance buff while you have the overcharged debuff?
For the Demon Blood set: You may want to make it a very tanky set if the Berserker is going to be more of a melee speed/damage oriented armor set. You could move over the damage reduction per piece, and have the full set give 40% Damage Resist, enemies are much more likely to target you, and your movement speed is incredibly reduced.
For the Dread Set: As said by General Milky, I feel like it should be focusing a lot more on it's insane movement speed to really deal huge amounts of burst-damage. Maybe make the weapons have a huge use time so that it could only be used once every few seconds, but have it deal a huge amount of damage. (If possible, Percent Missing Health damage could also be a cool addon for them.) This way they would sit out of harm's way, dash in, deal a huge amount of damage, and go back to a safe spot.
Also, Summoners I feel fall off a bit before Moon Lord. The best option you have for taking him down is the Life Bloom set, but I was dissapointed about how there is no concentrated thorium tier set for them.