Tovlyn
Skeletron Prime
Introduction
Greetings once more! This thread marks the final previously existing thread, one that I have been neglecting for a long time due to my dissatisfaction with the previous version on TO. But now I finally feel ready to make a new attempt with it. The concept in theory is simple, I feel that the Hardmode ore-tiers are imbalanced and need reworking.
Summary For Lazy People
-New progression for early Hardmode
-The 6 armors are rebalanced to one single tier
-Introducing one mechanical boss for each of the 3 evil biomes
-Behemech
-A way to acquire "Off-World" Hallow-tier loot.
When Entering Hardmode
Upon defeating WoF Hardmode is initiated, but with it comes a completely different hell. I'm referring to the Early Hardmode Grind. I don't know how many of you guys are having this issue with it, but I for one see lots of problems with how this part of the game is currently handled.
To put it simply, EHM is a more strict version of the start of Terraria, with forced tiering, spontaneous bossbattles to stress the player through the quite frankly useless first tiers and then use Adamantite for about one fight and then drop that armor as well. I feel that giving the player a plethora of armors, but put them in a chain of progression overshadowed by difficult bosses sends mixed signals. First order of business would be to create some structure in how this progression is handled.
The Armor
Randomly deciding how many boring (The old sets without abilities) and how many fun (The new sets) armors the player will get can turn into a real letdown, so I think that the armors should be reset to a single tier stat-wise and that the original trio should get abilities of their own. The stats would be somewhere between the strongest and the weakest and fluctuate slightly depending on the armor and which ability is has, the point is that they should all be equal in power.
Greetings once more! This thread marks the final previously existing thread, one that I have been neglecting for a long time due to my dissatisfaction with the previous version on TO. But now I finally feel ready to make a new attempt with it. The concept in theory is simple, I feel that the Hardmode ore-tiers are imbalanced and need reworking.
Summary For Lazy People
-New progression for early Hardmode
-The 6 armors are rebalanced to one single tier
-Introducing one mechanical boss for each of the 3 evil biomes
-Behemech
-A way to acquire "Off-World" Hallow-tier loot.
When Entering Hardmode
Upon defeating WoF Hardmode is initiated, but with it comes a completely different hell. I'm referring to the Early Hardmode Grind. I don't know how many of you guys are having this issue with it, but I for one see lots of problems with how this part of the game is currently handled.
To put it simply, EHM is a more strict version of the start of Terraria, with forced tiering, spontaneous bossbattles to stress the player through the quite frankly useless first tiers and then use Adamantite for about one fight and then drop that armor as well. I feel that giving the player a plethora of armors, but put them in a chain of progression overshadowed by difficult bosses sends mixed signals. First order of business would be to create some structure in how this progression is handled.
The Armor
Randomly deciding how many boring (The old sets without abilities) and how many fun (The new sets) armors the player will get can turn into a real letdown, so I think that the armors should be reset to a single tier stat-wise and that the original trio should get abilities of their own. The stats would be somewhere between the strongest and the weakest and fluctuate slightly depending on the armor and which ability is has, the point is that they should all be equal in power.
I feel that these changes would not only increase the usage of the more boring sets but also make this part of the game more unique, with 6 different armor-abilities to choose from this would be the most customizable tier of the game, and would allow for some quirky combos even in late-game if one would feel like it.
One thing to note is that the tools will remain tiered. This will more or less force the players to at least try and experiment with all sets. You might say that it then undermines the original intent of this thread, but I feel that though the mechanic stays, the purpose has changed. The abilities are synched in such a way that no matter which set you get the ability will be equal to the alternative. -And if you still are dissatisfied with the 3 sets provided by mining there's always the option to go fish for crates.
The Mechanical Five
In vanilla there are 3 of them, even though there are two separate bosses. I feel that this irregularity needs some attention.
The Five Mechanical bosses would be divided into 3 different tiers, and one from each tier is required to move on to the Jungle.
Furthermore, these bosses will only start appearing at night after having crafted at least one of the six armors.
One thing to note is that the tools will remain tiered. This will more or less force the players to at least try and experiment with all sets. You might say that it then undermines the original intent of this thread, but I feel that though the mechanic stays, the purpose has changed. The abilities are synched in such a way that no matter which set you get the ability will be equal to the alternative. -And if you still are dissatisfied with the 3 sets provided by mining there's always the option to go fish for crates.
The Mechanical Five
In vanilla there are 3 of them, even though there are two separate bosses. I feel that this irregularity needs some attention.
The Five Mechanical bosses would be divided into 3 different tiers, and one from each tier is required to move on to the Jungle.
Furthermore, these bosses will only start appearing at night after having crafted at least one of the six armors.
Tier One: The Twins
-Little has changed with this fight. They would be the easiest of the five, but not too easy. Drops ingots and souls/equivalent corresponding to the playthrough; Hallowed bars for Hallow-world, Cybernetic for Cyber and so on.
Tier Two: Skeletron Prime
-The middle-tier. More difficult than The Twins, but not a bigger threat than the final three. It drops ingots and souls/equivalents corresponding to world.
Tier Three: The Destroyer, Motherboard, Behemech
-The final tier. These bosses are hard. The Destroyer will of course be buffed accordingly. The thing that sets these three apart from the others is the loot they drop. They all drop the equivalent to souls of Might, but from there things differ. These three bosses drop ingots according to the origin of the boss. Meaning that Motherboard drop Cybernetic Ingots, Behemech drops Covert Bars and so on. This will allow the player to enter the Jungle with any gear they wish. Of course, the crafting recipe for each of the 3 summoning items are the same as they are right now, so in order to do that one would have to first plant and grind that evil for its crafting component.
Before we move on I would just like to bring up that details on Motherboard can be found at the Owner's thread
Thanks to @Zoomo for allowing me to borrow his boss-concept.
Behemech
I have been alluding to this boss for a time now, and it has also been one of the things preventing me from posting this thread sooner than it was. It is of course no other than Behemech (placeholdername).
This boss builds on the same concept as the other mechanicals, take the previous fight, take an element of the fight and make it stronger/different. The thing that separates Behemech from Behemoth is that missile launcher on its back. The original fight had two phases, this one has two different attack-patterns instead.
Thanks to @Zoomo for allowing me to borrow his boss-concept.
Behemech
I have been alluding to this boss for a time now, and it has also been one of the things preventing me from posting this thread sooner than it was. It is of course no other than Behemech (placeholdername).
This boss builds on the same concept as the other mechanicals, take the previous fight, take an element of the fight and make it stronger/different. The thing that separates Behemech from Behemoth is that missile launcher on its back. The original fight had two phases, this one has two different attack-patterns instead.
Attack-Pattern One: This phase throws you back to Phase One of the original fight. Behemech will use that missile launcher to hail down a steady rain of missiles over a large area on and outside of the screen, similar to Santa-NK. While in this mode Behemech will try to float just out of reach and generally move as little as possible, letting the player dance around trying to avoid its rain of missiles.
Attack-Pattern Two: This Attack-Pattern consists of it doing U-shaped dives trying to ram the player. It takes a short break between dives to fire lasers directly aimed at the player with the weapon on its tail.
Attack-Pattern Two: This Attack-Pattern consists of it doing U-shaped dives trying to ram the player. It takes a short break between dives to fire lasers directly aimed at the player with the weapon on its tail.
It switches between these phases as it wishes, sometimes longer between breaking pattern than other. Rince and repeat until defeated or the sun comes up and it escapes. That is the general gist of the fight. If you have any questions or ideas be sure to bring those up in your feedback.
Thanks for reading!
Like I said, this was the last of the original threads that I have any intention of remaking. From this point I am free to do new things!
Feedback and suggestions are as always welcome, and I look forward to hearing your opinions on this idea.
Thanks for reading!
Like I said, this was the last of the original threads that I have any intention of remaking. From this point I am free to do new things!
Feedback and suggestions are as always welcome, and I look forward to hearing your opinions on this idea.
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