Which aspects of Terraria you consider the worst? 🌳👎

I think that a decent opinion.
I personally like the lunatic Cultist plus the ones you mentioned, but the others aren't my favorite.
I also like Lunatic Cultist but it definitely is flawed, since beating it is easier and less work than Duke Fishron, Empress of Light, and Martian Madness, and yet it gives weapons that are arguably better or at least as good as anything you can get from other post-Golem content.
 
Just out of curiosity, in the case of Plantera is it because of the horrible summoning method or something else?
Plantera's actually one of the worst designed fights in the game but it's a little difficult to perceive because she's not frustrating like moon lord is.
-Her first phase is trivialized by an extremely simple movement pattern (Circling) which invalidates the entire first part of the fight and makes it a joke.
-Her second phase is trivialized by a trillion different movement patterns (kiting, gliding slowly down a hellevator, making a big circle to name a few) which invalidates that part of the fight and makes it a joke.
-literally everything about her summon method is bad
I think that a decent opinion.
I personally like the lunatic Cultist plus the ones you mentioned, but the others aren't my favorite.
Lunatic Cultist is a good boss if you ignore the entire context it's in. If it was an early hardmode fight that had its own drops with no other changes it would actually be a completely fine fight. Its design issues are no fault of its own but unfortunately they are still major design issues.
 
I also like Lunatic Cultist but it definitely is flawed, since beating it is easier and less work than Duke Fishron, Empress of Light, and Martian Madness, and yet it gives weapons that are arguably better or at least as good as anything you can get from other post-Golem content.
Yeah.
Plantera's actually one of the worst designed fights in the game but it's a little difficult to perceive because she's not frustrating like moon lord is.
-Her first phase is trivialized by an extremely simple movement pattern (Circling) which invalidates the entire first part of the fight and makes it a joke.
-Her second phase is trivialized by a trillion different movement patterns (kiting, gliding slowly down a hellevator, making a big circle to name a few) which invalidates that part of the fight and makes it a joke.
-literally everything about her summon method is bad
Honestly, pretty valid points.
Lunatic Cultist is a good boss if you ignore the entire context it's in. If it was an early hardmode fight that had its own drops with no other changes it would actually be a completely fine fight. Its design issues are no fault of its own but unfortunately they are still major design issues.
That is kinda fair. I like the fight (I just like me the more bullet hell-like fights) but he's just kinda useless when it comes down to that point of the game. Drops nothing of value other than the ancient manipulator.
 
That is kinda fair. I like the fight (I just like me the more bullet hell-like fights) but he's just kinda useless when it comes down to that point of the game. Drops nothing of value other than the ancient manipulator.
The drops aren't the issue, it's how the boss is easier than the other (optional) fights at the same point in progression. Because of that (and the fact that pillars have no lose condition unless playing medium/hardcore, and even in those modes you can use cheese strats to make the pillars significantly safer) it's usually best to skip all the optional content and rush cultist and pillars (which for the most part gives better weapons than the optional content).

Cultist is a well designed fight, just needs to be harder imo (to incentivize the player to go out of their way for upgrades before the fight).
 
The drops aren't the issue, it's how the boss is easier than the other (optional) fights at the same point in progression. Because of that (and the fact that pillars have no lose condition unless playing medium/hardcore, and even in those modes you can use cheese strats to make the pillars significantly safer) it's usually best to skip all the optional content and rush cultist and pillars (which for the most part gives better weapons than the optional content).

Cultist is a well designed fight, just needs to be harder imo (to incentivize the player to go out of their way for upgrades before the fight).
Ah.
I get what you mean, that would be a pretty significant factor, guess I didn't really realize that was what was meant at first.
Definetly true tdough.
 
Now that I've had time to sleep on it, I think the worst aspects of this game are definitely earlygame wall destruction in general and filling in large amounts of blocks.

While precise building isn't too bad with lategame/endgame tools, trying to deal with knocking out large amounts of walls early on is... unpleasantly slow. Same with filling in larger gaps of blocks, even with Dirt Bombs it can take a bit of time since you still need a line of fire to throw the bomb into.
 
Probably fishing. The mechanic for getting unlimited water buckets and such is such a pain. I want a way to get fishing related items without going through the process of actually fishing :merchantsigh:
 
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Personally, i feel like... progression goes too fast. Like one minute im fighting the wall of flesh and the next im looking for plantera bulbs
There’s plenty to do if you don’t ignore the absolutely bonkers amount of side content available at literally every tier of progression.
 
Terraria is a great game, but some aspects of it are implemented very poorly. Some of them, in my opinion, are:

Celestial Pillars mechanics and weapons. I'm not a big fan of grinding a total of 400 enemies just because it's necessary to process further. This is an absolutely not fun thing, same as most terraria invasions, because their mechanics are simply to kill N similar enemies. I like the way the Pumpkin/Frost Moon is designed, because the difficulty level increases depending on you. But most other invasions come down to just killing 150 enemies and trying not to get killed yourself by them and their projectiles flying chaotically across the screen. If we talk about the pillars, they don't really feel like something should be in endgame, it just seems that there are parasites in your world that you need to get rid of.
In turn, their weapons are the most incomprehensible thing for me. For example, you collected different swords throughout the entire game, from the early Pre-Hardmode to Post-Plantera, and finally you create a Terra-Blade. You defeat 2-4 bosses with it and it goes to trash bin just because you got weapon you would get anyway. It is unfair having weapons "given for free" to be stronger than the weapons you have to complete a challenge for, it kills the sence of latest.

Master mode. This should be, like, the last challenge (apart from the Legendary difficulty), but now it looks like No-Hit mode. It changes very few game mechanics. Look at Expert, it changes every boss AI so that it has fewer vulnerabilities, adding mechanics that makes the boss feel like a boss, like several new attacks such as EoC dash or Skeletron skulls. If you look at the Master, it's basically just stat boosts. You want to get a challenge when you compelte Expert, but you just get the same Expert with thicker and more damaging enemies. I like how Re-Logic implemented Master mode rewards (it doesn't give any advantages, but it makes it clear to everyone that you are cool, this is the best solution for rewards at the highest difficulty), but they forgot about the risk and, as I said, made an Expert with better stats.

I don't think devs will do anything about it, since it's all already caught on in the game essence, but I expressed my opinion. What about you?
This was probably repeated a bunch of times, but lack of Post-ML content.
I wish a new event could be added post Moon Lord that scales to endgame weapons, like maybe a boss rush like in Calamity, but different somehow(It doesn't have to be a boss rush tho)
Although for this to work, there would have to be weapons for every class that are as powerful as the zenith
 
Plantera's actually one of the worst designed fights in the game but it's a little difficult to perceive because she's not frustrating like moon lord is.
-Her first phase is trivialized by an extremely simple movement pattern (Circling) which invalidates the entire first part of the fight and makes it a joke.
-Her second phase is trivialized by a trillion different movement patterns (kiting, gliding slowly down a hellevator, making a big circle to name a few) which invalidates that part of the fight and makes it a joke.
-literally everything about her summon method is bad

Lunatic Cultist is a good boss if you ignore the entire context it's in. If it was an early hardmode fight that had its own drops with no other changes it would actually be a completely fine fight. Its design issues are no fault of its own but unfortunately they are still major design issues.
Could you write a huge rant about how each boss is poorly (or goodly) designed, you have intrigued me


Oh, and fishing is to grindy
 
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