hamstar
Terrarian
Here's why:
- Dwarf/Drow elf (underground) challenge
- Gloomy; no daylight, limited flora and fauna, no events, etc.
- "Safe"; no major handicaps against any bosses really exist (summoning requirements not included)
- Semi-tedious; lots of time spent digging
- Class-only challenges
- "Safe"; all classes are balanced to be completed to the end game (except maybe thrower, and summoner might have some hurdles...)
- Un-invested; besides the grinds, no function of the game gives a crap if you switched to melee after 20+ hours of mage building, or visa versa
- Semi-tedious; some bosses need non-trivial arenas to fight, for some classes (e.g. WoF vs. melee)
- Merfolk challenge
- Very tedious; enjoy your water duping and slow movement
- Eye-sore; reduces light and adds annoying visual overlay
- Destroys world.
- Very tedious; enjoy your water duping and slow movement
- Speedruns
- Un-invested; progress too quick to care about any developments of character or world
- Un-safe; a high risk playthrough with quasi-impasse hazards, based on random factors
- Strategic; everyone hates using strategy
- Low Health/no armor/no healing challenge
- Un-safe; impasse hazards, frequent boss retries, etc.
- Strategic; yuck!
- Imbalanced; late game will punish you; lots of retries and/or conservative strategy and/or tons of skill needed
- No shop/chest/mining challenges
- See class-only challenges; "safeness" may vary
- Engineer challenge (wire stuff only)
- You must hate free time.
- Ineffectual; some bosses will be total impasses, without some very fancy/cheesy grinders
- You must hate free time.
- Completionist challenge(s?)
- You must still hate free time.
- Abusive; rare item grinds/hunts may be madness inducing
- No one cares about your collection.
- Hardmode challenge
- Un-safe; impasse hazards abound
- Strategic; who wants that silliness, anyway?!
- Tedious; e.g. have fun making a dropshaft via. copper pickaxe with wall-ignoring, insta-killing mobs in order to reach hellstone
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