Game Mechanics Vortex Armor improvements (Stealth, mobility)

BluuMoon3

Terrarian
The stealth aspect of the Vortex Armor seems a bit lacking in a few ways. Stealth doesn't stealth as much as it should, the mobility reduction is a drag, and the overall set bonus ability could be a little more interesting. Here are my totally-not-going-to-be-in-the-game pitches for a cooler Vortex Armor.

Remove Speed Reduction
- At this point you've already killed the Moon Lord. The big bad. So why do we need a speed penalty after we've killed a god?

Stealth should be near universal - Its nice to be invisible to most enemies on demand but a good chunk of the more damaging enemies will still target you anyway (Biome chests, the more powerful dungeon enemies, some evil biome enemies). Stealth invisibility should be universal to all enemies except bosses. On that thought since this is post ML, would it really be that bad for us to be invisible to bosses? At least temporarily maybe? Or not. You can scratch this last part. Or think about it.

Secondary ability: "Wraith Mode" - To make the armor just a bit more interesting I propose the ability to, upon double tapping up, temporarily turn into a cloud of smoke that is both invisible and intangible to both enemies and blocks. During this dematerialization the player will be able to fly at reasonably high speed through enemies and blocks but will be unable to attack while doing so. The ability will be temporary and have a cooldown. The color of the smoke particles can be altered by any dye next to the mount slot.
 
compare these effects to the other armours man this is way too much for a single class

also if stealth mode had zero downsides why would anyone not just stay permanently in it
 
compare these effects to the other armours man this is way too much for a single class

also if stealth mode had zero downsides why would anyone not just stay permanently in it
Well it is an endgame item. There's nothing else to do progression-wise unless you're just farming for another world or some builds. I don't see the reason for such downsides at the very end of the game's completion
 
Well it is an endgame item. There's nothing else to do progression-wise unless you're just farming for another world or some builds. I don't see the reason for such downsides at the very end of the game's completion
there's also the parts where it gives ranger much much more unique and unmatched effects compared to the other classes without giving them fair alternative effects
 
there's also the parts where it gives ranger much much more unique and unmatched effects compared to the other classes without giving them fair alternative effects
Not so much. The only class I'd argue would need a more unique effect to maintain balance is Mage. Not that it isnt already powerful but simply something that makes it more interesting and thematic. Solar Flare armor makes you a tank, Stardust Armor gives you all the minion power you could ask for.
 
Not so much. The only class I'd argue would need a more unique effect to maintain balance is Mage. Not that it isnt already powerful but simply something that makes it more interesting and thematic. Solar Flare armor makes you a tank, Stardust Armor gives you all the minion power you could ask for.
I don’t think doing more damage is comparable to phasing through blocks and turning off enemy aggro
 
Remove Speed Reduction - At this point you've already killed the Moon Lord. The big bad. So why do we need a speed penalty after we've killed a god?
Because then you'll never turn it off, it may as well be a permanent effect.
Stealth should be near universal - Its nice to be invisible to most enemies on demand but a good chunk of the more damaging enemies will still target you anyway (Biome chests, the more powerful dungeon enemies, some evil biome enemies). Stealth invisibility should be universal to all enemies except bosses. On that thought since this is post ML, would it really be that bad for us to be invisible to bosses? At least temporarily maybe? Or not. You can scratch this last part. Or think about it.
Most enemies aren't coded for not having a player to target, you are going to see AIs break

some enemies already start acting strangely when you start stacking Putrid Scents, to give an example.
 
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