3/31/2023 0 Comments The diamond minecart terraria 2![]() Definitely the Obsidian armor will be nerfed, but what to do after that? Shall the playstyle of whipping become universal, or do we need more whip buffing armors (after loosing the obsidian)? Or we just go back to the history. I want to see more diversity (Though changing this situation seems pretty hard). The whip's feature narrows summoner's options somewhat. Relying on the whip's feature, minions which can lock on enemies for high-speed attacks are highly effective, while other summoning weapons seem no longer important. It's hard for me to express exactly what I thought I can only do my best. I may have been inaccurate in some of my expression. Truely, I agree with you for the most part. Ruby/Diamond Minecart: +1~2 DEF, max speed (66MSpd > 70)Īmber Minecart: +1~2 DEF, max speed (66MSpd > 75 Saphire/Emerald Minecart: +1 DEF, max speed (66MSpd > 75) Party Wagon (increased jump height or double jump?)Īmethyst/Topaz Minecart: +1 DEF, max speed (66MSpd > 70) Pigron Minecart (shoots flamethrower forwards?) Steampunk Minecart: very slow acceleration, insane maximum speed (for traveling, not combat) (125 MSpd, 5mph/s) Loses all acceleration on changing directions even with rails) Loses acceleration when changing direction even when doing so by following rails.Ĭoffin Minecart: it becomes a Graveyard Biome while inside (visual only or counts as 5 tombs when riding, so only the visual effect but no graveyard enemies) (count could increase with minecart speed) Mechanical Minecart: lower max speed a bit (102MSpd > 90). The Durchman: if ran into a water surface, it will ride on the surface as if it were a rail. Sunflower Minecart: provides Sunflower buff while riding (reduce enemy spawn mostly as the speed boost is irrelevant to minecarts)īeetle Minecart: +3~10 DEF from standstill to max Speed, reduced max speed (66MSpd > 51) and acceleration (12mph/s > 5) (more DEF than mechanical, but less speed and no lasers) Ladybug Minecart: +1 DEF, increase luck by 2 while riding. Minecart buffs: mostly thinking along the lines of roller coasters and adventure maps.ĭesert Minecart: + 1~3 DEF from standstill to max speed.īee Minecart: slowfall (so it kinda glides farther when it reaches the end of a rail) I'd recommend just an across the board damage/health/defense nerf for both of them of about 10%, and Hemo Shark should also take a little more knockback. Hemogoblin Shark and Dreadnautilus: They're a lot harder than they feel like they should be for their place in progression. I'd recommend either reducing the damage of its enemies by around 10-20%, or reducing its enemy spawn rate. Part of it is that its mechanics are designed to force you to fight in a way that's antithesis to how you're used to fighting at this stage of the game, but then its enemies don't really need to deal as much damage as they do. Solar Pillar: It feels weird that it's so much harder than all the other pillars. Also, I've suggested elsewhere that Gravity Globe be moved to the Cultist and his treasure bag made available, so I'll just throw that in again. Similarly to Golem, it would help a lot if his attack cycle were sped up, and his attacks could also stand to be a bit more spammy with their projectiles if possible. Lunatic Cultist: He's my personal favorite boss, but he's also really easy. Either of these changes would help a lot more than just a damage or health buff. I also think it would help a lot if his fists didn't retract when they take damage. I know that in FTW worlds he's actually really hard, mainly due to how quickly he attacks and moves, so siphoning a little of that magic into his regular fight could go a long way. ![]() Golem: It's a meme at this point how easy he is, but it's less clear how he could be fixed. Since I mentioned Moon Lord before and I've seen some discussion of Deerclops, I figured I would touch on a few other bosses/minibosses that might need some tweaks. ![]()
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