Getting the Item you want from the Angler. Upping the spawn rates of stuff like the power cell for the Golem. Fixing the fucking invasions, I swear to god any of them in hardmode is fucking insane to beat. Make it so you don't have to dodge 15 lasers at the same time you're fighting a boss.
I love the idea of bringing the Heart Shrines back. Would give much more of a reason to explore the underground snow biome. I don't consider this a suggestion, and more just something that would be cool, but I want there to be a 4th mech boss called the Mastermind. As you can tell from the name, it's a mechanical Brain of Cthulhu. However, I don't want this to mean you need to kill 4 mech bosses. Instead, if you're in a corruption world, then you will have to fight the Mastermind. If you're in a crimson world, you have to fight the Destroyer. Basically just a way of showing you the other evil boss. I also agree w/ with the other commenter, I think flails AND yo-yos should get expansions. Great video, love the suggestions
I suggested on the Terraria forums that they should add a setting to choose whether swords aim based on movement or cursor position, but I don't think Red saw it. It's weird because some swords aim with your movement, others with the cursor, then some like the starfury aim with movement while on cooldown and aim with the cursor when the projectile goes off cooldown... It's a mess. Still hoping something like that comes to the game eventually.
IMO: they should add an upgrade to one of the first summoon weapons like the finch or abigail, so every class has it's own upgradable early game weapon (melee with flaming mace, range with poisoned knives, mage with wand of frosting and then summoner), tho I'm not really sure what debuff it would inflict, but in general having a summon weapon that inflicts a debuff already sounds like a good idea to me. Idc if they add back the ice heart shrine, but I feel like they'd need to decorate it a bit better, and also there's better things they could be spending their time into imo. For the persistent summons I totally agree, AND on top of that I'd love if they stayed after changing loadouts, cuz it's so annoying changing to your mining build for a bit and then having to re-summon like 9 summons again _every single time._ I also agree with the flurry boots parity, and I think they should either make the two combinable into one single boot, or straight up add an upgrade to the terraspark boots which combines all boots (like amphibian, flower, flame waker, etc.), and I don't think this is impossible considering they already added an upgrade to the cellphone, which would be a pretty similar case (both have an achievement, are hard to craft, their upgrades would combine similar items and wouldn't have achievements). For the villager message idk, it doesn't really seem to useful for me, and imo they should instead make the guide tell you how the npc moving system works, like telling you that you gotta make houses so npcs move in throughout your playthrough My list for things they should add is: 1. A tutorial for the pc version, it literally already exists for the mobile version lol 2. A desert boss, it's the only big biome that doesn't have a boss 3. A 3 block wide trap door cuz I love symmetry and it's impossible to achieve it when you want a vertical door for a space that's an odd number wide 4. Making angler armor obtainable multiple times per world (rn you can only obtain one full set per world) 5. Idk what else so I guess more special rewards for nohitting bosses like the terraprisma
Maybe a minion that can be turned into a sentry? There are none in pre-hardmode that can be obtained before EoW/BoC or Deerclops. I was thinking a version of the slime staff, but that would also mean that the drop rate for it would have to be increased, or it would have a crafting recipe.
These are pretty good ideas, parity and consistency are two things I think we need more of, stuff like shimmer bombs, rope, and bullets, sticky boulders, the Christmas tree sword being missing from the zenith recipe when the horseman's blade is there, being able to shimmer heart statues into star statues, and vice versa
To be fair there is already tons of reasons to visit the ice biome due to most often ice crystal spawns and also a heck ton of spider biomes. Which gives early access to grapple hooks.
Remove fckn boulders is the first thing I surely would have done All those hardcore runs with good starts... Squashed under the weight of 400+ damage... They'll haunt me forever
5. Frostburn mace is a pretty good idea. The crafting recipe would most likely be similar to that of the wand of frosting. 4. This too works. Ice caves are already a viable early game option, and with the ice cave being slighly more challenging, it could incentivize players to take the risk. An updated design to fit modern Terraria would work too. The best way for heart arrows to be reworked while keeping their ability intact would be to add in a formula that stuns an enemy for a period of time depending on their HP value. A weak enemy like a cave bat would stay stunned for as long as the unnerfed arrows stunned (1.5 seconds iirc), while an extremely tough enemy like the headless horseman will be stunned for much less time. Bosses will be unaffected whatsoever. 3. Works for me. Minion staffs usually have slow use times, which can be pretty annoying. 2. This could work, but what about sailfish boots? The best idea I could think of without it removing the niche of the water walking boots is it working like a permanent flipper potion, allowing the player to move freely in liquids. An idea I had for hermes boots and its variants/upgrades are having movement speed boosts affect the max run speed of players with them equipped, so that the movement speed reforges can be sought after. 1. Not much to say about this, but it would be very easy to implement, so why not? Maybe a setting to toggle it on or off too. NPCs moving in at night would be cool.
I think that would work in Journey Mode pretty well, just add a new slider in the mob spawn rate tab to increase or decrease the luck It fits the theme of a chill and relaxing experience pretty well in my opinion
I didn't even realise the NPC notification and heart shrine were removed..... Now I miss them....... I also miss Lepus, Turkor The Ungrateful, and Ocram (Backwards is Marco, heh) Yes I was playing Terraria in 1.2 They were really cool bosses.... But I do think they need balance changes I know there's a mod for this but it's not the same.... Edit: I ALSO want the worm pet back, he was funny, and even though it was broken, the leprechaun pet
they froze the enemy it hit for a second, so you could use them against something like the dungeon guardian and it couldn't move if your bow was fast enough
i'm a relatively new player and while i mostly love the game i have a very low tolerance for rng usage, i just think if there's randomness involved every outcome should be acceptable, and if there's a grind to get something it should be a guaranteed thing rather than depending on low drop rates or anything similar. there's two changes i'd really want, firstly either all the reforges should be equally good, you should be able to choose a reforge with the tinkerer, or ideally both. and the other change is an overhaul of rare drops, the game literally has a crafting system and they utilise it for several enemies and bosses, but for some reason they chose to make most enemies and bosses just drop items rarely? the entire experience would be significantly more enjoyable if every enemy/boss dropped raw materials to craft their items, so every boss would drop an equivalent of hallowed bars and every enemy that currently drops rare items would drop a crafting item for them instead. duke fishron has a 1 in 15 droprate for his wings which doesn't sound bad, but there's actually a 35.5% chance that if you kill him 15 times you won't get them. if a hundred players killed him 40 times then 6 of them still wouldn't get them, that's unacceptable in my mind especially when the systems to fix this are already in place and being used sporadically, he could just drop some scales and this whole problem wouldn't exist, or if they don't want to implement that just use the sky island chest mechanic so you're guaranteed to get one of each rare item before you get duplicates
I have to heavily disagree about the rng drops. For a few things that are important components, sure, but many of the rare drops are just items that might be useful around the time you get them and serve no other purpose. They exist so that individual playthroughs feel more unique and to add randomness. If you try to minmax everything I can see how that'd be annoying but the devs didn't make those rare items with minmaxing in mind.
@@100organicfreshmemes5 i agree with most of what you said in principle, but it really doesn't apply to a lot of the rare drops in terraria because they have a massive impact on the game, and the majority of players will spend a significant amount of time grinding for these drops because of that. whether it's the endgame boss wings (which are way better than steampunk wings), the rod of discord, all the weapons dropped in hardmode events, important loot found randomly in chests like the magma charm, all of these things drastically change your experience and require potentially hours of repetitive gameplay to get. even if we ignore everything else just the rod of discord alone is beyond idiotic, it's a 1/500 drop from an annoying enemy in an annoying biome that completely changes the gameplay and is arguably one of the most powerful items in the whole game. these items should either not be so important or they should be accessible without insane luck or boring grinds
I just don't agree with this at all. If you could always just grind the same enemies and craft the same stuff every time, it would get repetitive. The rng drops are a nice way to naturally change up what the player is getting between playthroughs without making the player go out of their way. The only drops I think should be changed are rod of discord, magma stone, and maybe some of the ankh shield materials.
@@psychicchicken5263 again i don't have a problem with rare items being there purely for variety, if it's equal to what you have anyway then obviously it doesn't matter, but if it's significantly stronger than what you have or mandatory for a crafting tree then it's not just there for variety it's now the optimal way to progress. if i want tera spark boots then it's entirely possible there's not even a magma charm on my world, or if i'm starting a summoner run i'll have a way worse time getting down the ice caverns if i can't find a finch staff, or to use my original example if i'm struggling to dodge moonlord then i have to grind fishron, empress or betsy
After giving it some thought over night, If you want to make the mod and put it on the steam workshop you can, I won't be able to help with it or compensate you for your work but the mod is yours to what you want with it.
@@The1BlondeAussieI'm not sure if my comment got deleted 🤔 You can find me on workshop from my mod "Special Seeds 1.4" I'll put something together for this sometime soon