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Сообщить о проблеме с переводом
had 0 talents in melee, but with the 10% mining power to damage perk i owned the core commander in about a minute. not sure if the mining suit armour would have been better but it dosnt really matter when it does so much damage
it makes basically every other weapon in the game pointless. honestly i hope they remove its ability to do damage and just keep it as a tool for mining
no idea, but it kills everything thats not a boss instantly including the big blobs in the passage
Meanwhile, such interactions is one of the good thing about this game.
not to mention how cheap it actually is to make too
think i had the soul seeker for about 3 or 4 hours before i discovered the crafting station to make this thing, and allready had all the materials to make one right away
Terraria is better by every measure. This game is just not balanced well at all. Mana restrictions exist just because other games did it.
If you have Mana, magic should be burst based. High front loaded then wait on mana.
OR
You can limit other builds with Stamina.
There's no need for magic to do the same exact damage as ranged, and have a restriction on top of it.
Yes, I feel this way too, but it has to be intentional. I could see ranged hitting for 2000 a shot but in the mining set the stormbringer hits for 1000. With it functioning as a melee weapon I have to think that this was the developer's way of having melee work against the end-game bosses.
You don't have to use it and it's a terrible mining tool.
terraria was good back when it first came out, but it had balance problems as well.
Simple solution: have low mana attacks apply a damage penalty. if you're below 10% magic, you can still attack but your attacks take a 50% damage penalty. 75% damage penalty if you cast at 0-1% mana. additionally, range physical attacks should take a distance penalty. 50-75% less damage after X distance from target. that's how you balance both.
Same as above.
Currently, mana is artifical limitation what has no counterparts on other sourse of damage. Melee can swing as much as they want. Range can shoot as much as they want. For both - only durability and attack speed are limitations. But for magic mana goes on top of that.
You need implement stamina for melee weapon and arrow/bullets for ranged weapons.
Mana paired with magic barrier in current possible builds. Stamina can be paired with hunger meter: low hunger - lower stamina regen, much stamina depletion per attack. Also they need to redo how hunger work as well as limited how much buff you can take from food. Currently you can easily cook about thousand of simple dishes and forget about hunger in regular play - just use it from time to time. On the other hand, on bosses you can eat a lot of rare/epic food, even your hunger meter is full already, to boost yourself for a mile above your common stats. It's like in Elden Ring where you can use 20 different comsumables right before arena and just oneshot most dificult bosses in the game.
Arrows/bullets for ranged don't need to be explained, but I, actually, explain. It's finite sourse of damage where most common arrow/bullet is easy to get, but it deal less damage than more stronger variant that require more rare or hard to get resourses. Also some arrows/bullets can have unique properties. This is fine limitation. You can shoot as much as you want, but you need to be sure what you had enough arrows/bullets for this.
Also about tech weapons, like Stormbringer - you can utilize it's nature and implement accumulators that you need to get/craft and recharge it from time to time. Same can be done for some magic weapons, but with 'power crystals'. Or just use 'power ctystals' concept for both.