Game Mechanics True melee mechanics/ideas

BluuMoon3

Terrarian
I haven't fully done a true melee playthrough but it seems pretty fun in my testing world since it forces you to change your playstyle. The only thing that bugs me is the fact that the vast majority of true melee weapons don't seem to have anything too special about them (With a few negligible exceptions). Although true melee is already viable I figured I would give a shot at making it at least a little more interesting and fun.

Clarification - This would only apply to true melee weapons

Shield Accessories
- Shield accessories can now be used as actual shields that block attacks to a certain degree with right click (In the direction of the shield). In general, shields will block a certain capacity of damage and lend some of it to the player as an attack buff. A stamina bar will determine how much can be blocked and will be determined by armor. If you go over capacity your shield will be disabled for a few seconds if not more. As there are multiple shield accessories, some may convert blocked damage into other things like knockback, speed, regen, reflection, spear range, etc.

Swords - Swords have a chance (Increasing with progression) to deflect or alter projectile trajectories and can be used with shields. Swords can receive extra damage from damage converted by shield blocks.

Spears - Spears will become faster if consecutive hits are maintained. The speed increase rate and upper limit depend on spear progression. Another property spears have is the ability to be used while a shield is also being used.

Maces/Flails - When a mace is swung for a certain amount of time (Decreasing with progression) it will stun enemies, knocking them back and preventing them from attacking for a short amount of time. They can be used with shields. Mace attacks on the ground or upon enemies will create a visible impact of area damage and knockback, scaling with the aforementioned charge effect.
 
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I support this, have swords without range or projectiles in HM is unplayable and we only have 2 items with this mechanic (The Captain America shield reference and the Betsy's Sword).

The part of the stun enemies with Flails attacks they had already said no (the stun enemies stuff), increase the Knockback is better idea

The Shield Progress would be: Wood > Iron > Lead > Meteor > Demonite > Crimson > Chtulu (only in Expert or higher) > Molten (in some point put Gem Shield, Diamond Shield = Meteor), in HM: Crystal > Ice (Ice core with Titanium or Adamantium) > Hallow > Green metal of jungle (I don't know how write it in English) > Turtle > Bettle and finish with Betsy's Shield

Maybe in addition to this, the possibility of do Parrys to enemies attacks (not all attacks).

Push enemies using shield while you are moving with a Hook (or any dash) would be a fun mechanic (the ability of Chtulu Shield, without damage though)
 
Shield Accessories - Shield accessories can now be used as actual shields that block attacks to a certain degree with right click (In the direction of the shield). In general, shields will block a certain capacity of damage and lend some of it to the player as an attack buff. A stamina bar will determine how much can be blocked and will be determined by armor. If you go over capacity your shield will be disabled for a few seconds if not more. As there are multiple shield accessories, some may convert blocked damage into other things like knockback, speed, regen, reflection, spear range, etc.
I like this. Maybe a parry feature as well to completely negate the damage.
Swords - Swords have a chance (Increasing with progression) to deflect or alter projectiles and can be used with shields. Swords can receive extra damage from damage converted by shield blocks.
I don't like the "Swords have a chance" part, RNG with weapons is a bit annoying. Maybe every x amount of hits it'll be able to deflect an attack?
Spears - Spears will become faster if consecutive hits are maintained. The speed increase rate and upper limit depend on spear progression. Another property spears have is the ability to be used while a shield is also being used.
I like this as well, spears are decently underused.
Maces/Flails - When a mace is swung for a certain amount of time (Decreasing with progression) it will stun enemies, knocking them back and preventing them from attacking for a short amount of time. They can be used with shields. Mace attacks on the ground or upon enemies will create a visible impact of area damage and knockback, scaling with the aforementioned charge effect.
Sounds cool as well. Definitely shouldn't be able to affect bosses with the stun though.
 
One post I previously made that would fit with this overhaul was combining Unicorn Horns with the Gladius. Because the horns are “sharp and magical” and the Gladius seems underused as terraria’s strongest short sword, I thought why not come in then into a short sword weapon that deals +50% damage and +5% all other stats of the Gladius.
 
Shield Accessories - Shield accessories can now be used as actual shields that block attacks to a certain degree with right click (In the direction of the shield). In general, shields will block a certain capacity of damage and lend some of it to the player as an attack buff. A stamina bar will determine how much can be blocked and will be determined by armor. If you go over capacity your shield will be disabled for a few seconds if not more. As there are multiple shield accessories, some may convert blocked damage into other things like knockback, speed, regen, reflection, spear range, etc.

Swords
- Swords have a chance (Increasing with progression) to deflect or alter projectiles and can be used with shields. Swords can receive extra damage from damage converted by shield blocks.
The problem with these ideas is that they aren't "true Melee" buffs, they're just buffs to all Melee. Swords are by far the most common type of Melee weapon, and most of them aren't "true Melee," so unless you mean that only the specific swords that don't have projectiles can deflect them, this would just be an enormous buff to all swords. Terra Blade is already strong enough; it doesn't also need to protect you from projectiles. And the shield idea benefits pretty much all classes, since everyone can right-click to use a shield. Not that that's a bad thing necessarily, because you'd have to give up another accessory that might be class-specific to be able to block with a shield, but still, if what you're going for is something that mostly or only benefits "true Melee," this isn't it.
Spears - Spears will become faster if consecutive hits are maintained. The speed increase rate and upper limit depend on spear progression. Another property spears have is the ability to be used while a shield is also being used.

Maces/Flails - When a mace is swung for a certain amount of time (Decreasing with progression) it will stun enemies, knocking them back and preventing them from attacking for a short amount of time. They can be used with shields. Mace attacks on the ground or upon enemies will create a visible impact of area damage and knockback, scaling with the aforementioned charge effect.
These two ideas are fine. Obviously the stun mechanic on flails would need some fine-tuning, but overall this is fine.
 
The problem with these ideas is that they aren't "true Melee" buffs, they're just buffs to all Melee. Swords are by far the most common type of Melee weapon, and most of them aren't "true Melee," so unless you mean that only the specific swords that don't have projectiles can deflect them, this would just be an enormous buff to all swords. Terra Blade is already strong enough; it doesn't also need to protect you from projectiles. And the shield idea benefits pretty much all classes, since everyone can right-click to use a shield. Not that that's a bad thing necessarily, because you'd have to give up another accessory that might be class-specific to be able to block with a shield, but still, if what you're going for is something that mostly or only benefits "true Melee," this isn't it.

These two ideas are fine. Obviously the stun mechanic on flails would need some fine-tuning, but overall this is fine.
I kinda forgot to make that clarification. These would only apply to actual true melee weapons (Although that definition is a little debated)
 
I kinda forgot to make that clarification. These would only apply to actual true melee weapons (Although that definition is a little debated)
There isnt a "True melee" classification in the game and if there was, it would be so stupid. Melee is Melee, why classifying the weapons as "True melee" and "melee"? And just like I said in a few posts ago:
"melee without projectiles" doesnt work when basically every melee weapon that is unique are projectiles itself. Projectiles are a important part of Terraria and they are also present in melee class. Projectiles allow so much more than basic sword swings.
 
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