I think that the alternates in Terraria (Crimson-Corruption, cobalt-palladium, etc.) have to be balanced with each other and that a player should not prefer or "hope" to get the stronger version every time.
Here are some changes I would be very grateful for:
Corruption/Crimson (pre-Hardmode):
- There could be an equivalent to Worm Tooth and Unholy Arrows in Crimson.
- Maybe also a sword similar to the Night's Edge, but crafted only with the Blood Butcherer (Night's Edge would in that case be crafted only with Light's Bane)...
- Expert drops from BoC and EoW are unbalanced. Buffing or reworking the Brain of Confusion, for example making it a movement speed- or damage-boosting accessory (as opposed to the Worm Scarf's damage resistance, would be great.
- I understand that the Ancient Shadow armour is an artifact from Terraria 1.0, so I would not say that we need an ancient Crimson armour.
Corruption/Crimson (Hardmode):
- Floaty Gross should spawn on the surface because Corruptors spawn on the surface
- Crimslime should drop the Blindfold because Corrupt Slimes do
- Toxikarp should be a melee weapon. It consumes no ammo, has a short range, and is the counterpart to Bladetongue.
Pre-Hardmode Ores:
- The strength of gem staffs is defined by the rarity of the gems, so I don't see an imbalance there.
- I (and probably many others) usually skip Copper, Iron, and Silver Armour and their alternates, but Gold/Platinum need a balance IMO. Why would the strongest pre-boss armour be determined by RNG? Maybe the Gold Armour should have the same stats as the Platinum one. Maybe the Gold should have a bonus stat. Please decide.
- Can we get Tungsten bullets please? I know that the silver is related to a medieval vampire-hunting technique and the tungsten isn't, but why wouldn't there be an equality?
Hardmode ores:
This is in my opinion the worst imbalance between alternates. Players usually hope for the 1.2 version novelties when breaking altars, and the Cobalt and Mythril gear are almost always left out/skipped...
Also, YES I know that we can get anything from fishing crates, but that is a side method of obtaining materials and a player should be able to willingly ignore that method without being at a disadvantage.
- Since the 1.2 alternate armours had extra stats rather than simple damage/crit/speed buffs, it would be nice if Cobalt, Mythril, and Adamantite were better in defence/damage/speed than Palladium, Orichalcum, and Titanium. A movement speed bonus would be thematic for Cobalt, since it is based on Japanese stealth warriors. Mythril could have a damage bonus, since it doesn't already have one. Adamantite should have a defence close to Hallowed Armour since it is the strongest material in Greek mythology. Basically I propose choice between better stats and a fancy effect.
- I think weapons should have equal stats between alternates. Ori repeater should just be a reskin of the mythril one.
Other than that, the only alternates I would support ADDING are The River and the Sky Crystals.
Here are some changes I would be very grateful for:
Corruption/Crimson (pre-Hardmode):
- There could be an equivalent to Worm Tooth and Unholy Arrows in Crimson.
- Maybe also a sword similar to the Night's Edge, but crafted only with the Blood Butcherer (Night's Edge would in that case be crafted only with Light's Bane)...
- Expert drops from BoC and EoW are unbalanced. Buffing or reworking the Brain of Confusion, for example making it a movement speed- or damage-boosting accessory (as opposed to the Worm Scarf's damage resistance, would be great.
- I understand that the Ancient Shadow armour is an artifact from Terraria 1.0, so I would not say that we need an ancient Crimson armour.
Corruption/Crimson (Hardmode):
- Floaty Gross should spawn on the surface because Corruptors spawn on the surface
- Crimslime should drop the Blindfold because Corrupt Slimes do
- Toxikarp should be a melee weapon. It consumes no ammo, has a short range, and is the counterpart to Bladetongue.
Pre-Hardmode Ores:
- The strength of gem staffs is defined by the rarity of the gems, so I don't see an imbalance there.
- I (and probably many others) usually skip Copper, Iron, and Silver Armour and their alternates, but Gold/Platinum need a balance IMO. Why would the strongest pre-boss armour be determined by RNG? Maybe the Gold Armour should have the same stats as the Platinum one. Maybe the Gold should have a bonus stat. Please decide.
- Can we get Tungsten bullets please? I know that the silver is related to a medieval vampire-hunting technique and the tungsten isn't, but why wouldn't there be an equality?
Hardmode ores:
This is in my opinion the worst imbalance between alternates. Players usually hope for the 1.2 version novelties when breaking altars, and the Cobalt and Mythril gear are almost always left out/skipped...
Also, YES I know that we can get anything from fishing crates, but that is a side method of obtaining materials and a player should be able to willingly ignore that method without being at a disadvantage.
- Since the 1.2 alternate armours had extra stats rather than simple damage/crit/speed buffs, it would be nice if Cobalt, Mythril, and Adamantite were better in defence/damage/speed than Palladium, Orichalcum, and Titanium. A movement speed bonus would be thematic for Cobalt, since it is based on Japanese stealth warriors. Mythril could have a damage bonus, since it doesn't already have one. Adamantite should have a defence close to Hallowed Armour since it is the strongest material in Greek mythology. Basically I propose choice between better stats and a fancy effect.
- I think weapons should have equal stats between alternates. Ori repeater should just be a reskin of the mythril one.
Other than that, the only alternates I would support ADDING are The River and the Sky Crystals.
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