Which aspects of Terraria you consider the worst? 🌳👎

Could you write a huge rant about how each boss is poorly (or goodly) designed, you have intrigued me
that's a pretty ambitious project which would probably be its own thread. there are quite a lot of bosses in this game and to do a rant/review of every boss I'd have to overanalyze all of them with no exceptions, including ones I've already done like Moon Lord, Destroyer, and Plantera.
 
Last edited:
I reckon its interesting how varied the responses are here. Different people dislike different parts of the game. Another way of looking at it is that different people *like* different aspects of the game. It's a great game with broad appeal, and not everyone likes the same things.

I've read through a bunch of posts here. There are some where I could kind of agree; but many of the things people are saying that don't like are think I reckon the game *needs*, for variety, pacing, sense of progress, challenge etc. I don't really want to go into specifics, because I don't want to look like I'm sniping people's opinions; but I do think its worth pointing out that having 'bad' things that the player can end after making progress can make the game feel good to play.

[end of rant]

Now my answer to the question: I reckon swimming in lava looks and feels a bit crap. It's at the climax of 'pre-hardmode'. An important milestone for the progress of the game... and it just looks unfinished or something. The player is basically invisible behind the lava, but when you push into the side of a wall or something part of the sprite is shown peaking through. It looks bad. Also, there's no suffocation for some reason. I suppose that's just to be nice to the player, so that they don't have to teleport out in a panic when they can't work out where they are... but it just feels a bit weird.

I reckon lava swimming would be better if there was a visible silhouette while submerged, and with the same oxygen rules and honey and water.
 
In my opinion, probably Master Mode. It would have been better if it got some fun AI changes to set it apart from just Expert but more HP and damage with a few new items. The enemies also really need some balancing, as I shouldn't have to vaporise by simply laying a finger on a Rune Wizard (as funny as it is). Master Mode just feels unbalanced, with little changes - that's why I almost exclusively play in Expert.
 
Overwhelmingly broad weapon/equipment branching in late hardmode. As soon as Plantera is defeated, dungeon enemies begin to grant a massive range of new weapons/loot (biome chest weapons included), moon events become available, new Eclipse mobs start to arise, EoL, Fishron, etc. While appreciated, the many ways you can go from this point make me scared of missing out on things. I would like it better if the tsunami of new content Plantera starts were shattered into their own stages of progression, and put in-between hardmode bosses like Mechs and the powerhouses like EoL and Fishron. Otherwise, I feel pressured by the sheer amount of equipment out there, considering the incredibly fast pacing towards the end of the game.
 
Clay is way too annoying of a material to get in large quantities for the amount of building blocks you use it for
I guess that's mostly just because I usually don't like to tear apart big chunks of overworld, which is where clay generates most frequently
 
Lunatic cultist drops like three things, and that's it. it's kind of a shame because i really like his character design, yet he's just the guy with a crafting station in his pockets..
 
Lunatic cultist drops like three things, and that's it. it's kind of a shame because i really like his character design, yet he's just the guy with a crafting station in his pockets..
I think it is perfect with him having no drops. These would be immideatly replaced with pillar weapons, and that is why they'd be useless
 
Back
Top Bottom