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Other than some bosses that are completely unfair i'd go as far as to say this mod is next to if not completely perfect, juswt a few things with melee weapon variety which i would like to see some more get added and maybe some reworked with damage and all since there are also MANY melee weapons that are collected later that the weapon you got, but either do way less damage and therefor suck or ar so freaking slow that you can just stop bothering with them at all.
The class system is also quite.....unbalanced. Mages are kinda op bust also kinda.......useless? since whatever we do we CAN'T get passive mana regen not even with full mage setup and ♥♥♥♥ it's not possible to gain even 1 mana per sec, and that sucks.
Rangers on the other hand are quite OP if you know how to handle ranged weapons.
Summoner i'm honestly not even sure how? like i tried and tried but i just don't see how the ♥♥♥♥ i can get this to work out at all. if there are more than 2 enemies especially at the start of the playthrough you can just FORGET trying to play this as a summoner since whatever you do your summons do at most 2 damage with every hit and.....haha NO
It sounds like you're playing BoTC mode, and with that mode, mana is restricted to the Cerulean Tear flasks. This is an experimental and recent change (from a year ago) and we're still balancing BoTC class mechanics. Sounds like at least some slow mana regen would be nice.
Feel free to join our discord to give us further feedback, otherwise I'll check back here at some point, but discord is far more responsive.
Cheers. Thanks again for sharing your pain points.
Eater of Worlds have too many extra blocks on arena which would be great to remove, solid blocks i mean. we had problems with movement while fighting with him.
Queen Slime's arena is too small so we had problems dealing with her, spent 60+ attempts until beating her.
The pinwheel's problem is that in multiplayer sometimes( i would say like 75%) you cant see his purple circle attack, so you need to guess when to dodge which is not cool.
The Rage is problematic due to how his attack works and how he works. when he goes under ~16600 health he starts to launch meteorites which explodes in big area and they are basically impossible to deal with because while he launching them he also breaths fire and spams long lasting beams, and each attack removes chunk of your health so he is basically impossible to deal with, gear is too weak to when we need to fight him, we just could not get him under 10k in 61 attempts, we didnt beat him and stopped cuz its not worth trying, we are not even close.
also, he applies "on fire" which just forces you to use accessory that removes debuff because without it you will burn to death, not cool.
the blue plates that needs to be activated with projectiles is not intuitive, we've seen that there are plates in messages but we actually understood how to activate by randomly shooting with my enchanced sword, better say in messages that you need to shoot in these plates and suggest to get golf club.
the thing that melee weapons that have projectiles uses mana to use is interesting, but there is 0 accessories that actually buffs melee and mana in the same time, so i just have to use my accessory slot for mana flower, to the moment we fought The rage 5/7 of accessories is not for melee, which i found weird.
The dash mechanic is good, but problem is that it stuns alot at the end which is yes, like in dark souls games, but in terraria with how many mobility you need it just dont fits. yes, there is something like accessories that buffs your dash, but it will be weird that i will use 6/7 accessories that is not even for my class.
we cant progress further, maybe there is more problems after the rage, if you sometime will make it possible to beat rage we will try to progress further, right now its everything we can say!
edit:rage got fixed and now he is easy to deal with, we beat him first try after updating mod
That being said, however, there were things that i do think have great potential but there are elements/things missing that make them feel incomplete or more of a challenge than they need to be.
So first the little cloud-like messages that pop up when you walk near them are GREAT! I think little messages like that are good for story telling and helping guide people. I wish, however, that this was utilized more to help guide players through dungeons and give hints to secret tunnels and passageways.
I'm going back through and finding so many paths that i ended up completely missing because their triggers (usually wall or floor triggers) were almost impossible to see/notice or were deceived into think floor triggers were traps and so avoided them at all costs.
If a secret tunnel or path exists then two things should happen: the switch to open it should be an actual level or wall button that is clear ( and so you can see what it's actually opening when you do hit it) but also a cloud message hint should be somewhere close indicating that this secret path exists.
It's often disappointing to find out you missed something long after the fact...
Also for the cloud messages: Having more of them to better direct the player where they should go would be helpful. So imagine having a set of cloud messages that essentially direct you from one cloud message in the direction of the next so that players have a sense of a linear path of the "main" direction but can choose to explore outside of that. This "main" direction cloud messaging can help to keep players on tracked in-case they get sidetracked to far and get lost and unsure where to go next.
Onto a new subjext: gear and items.
The variety of gear is AMAZING!. there are tons of different items to find and craft. This however, comes as a double-edged sword though... because the items are far and wide it's easy to get lost in them.
I think what is needed is a branching gear/weapon/armor system that starts with a base set that you upgrade over time into other things. If you start with a base set that you can buy from the local shop owners at the start of the game you would then be able to see what you can upgrade the items into and what direction their power would take.
Currently there are many items that cannot be bought at the shop and must be found in chests (excluding mobility items like running boots, cloud in bottle, etc) and this can be a problem where a very cool item ( or later upgrade combos) gets skipped over because you missed that 1 chest somewhere.
Having base set pieces of gear/items at the shop that you can upgrade at the expense of soul power would help to alleviate that issue of potentially missing an item. It may even be possible to link some items with the defeating of bosses such that after being killed the shop now sells those base pieces.
The other added benefit to have base pieces of gear it that using the item viewer option it becomes really easy to see what they can be upgraded into and what they require. So in this way you have something you can see and work towards.
On the topic of armor: I think it would be nice to have a few standard sets that you could level up over time that fit each of the "class" types in the game. Currently it feels like you get stuck with one set of armor at different stages/dungeons instead of being able to approach each dungeon with diffrent armor sets.
So for example: I'm the kind of person that likes minions and magic but was disappointed that as i went dungeon to dungeon that there was no good Armour sets i could continue to work on and upgrade to strengthen my minions.
Starting from the base/village level it would be nice to see each Armour set for each class represented and continually offer to be upgraded over time from dungeon to dungeon.
So for example: you purchase the starting armor set from a shop that may be minion based. You then upgrade that with soul power for the next level up. After that you use soul power and some item drop from the first dungeon to upgrade it again to a stronger version, then next dungeon you do that again, etc etc... with being able to continue upgrading, even just small amounts, in stats defense and damage. This makes it feel like you would be continue to upgrade you armor set with each new place you visit.
Same thing applies to weapons and accessories: start with a base set and allow us to build upwards from that. It's ok to find pre-made items in chest in dungeons but outside of missing that chest we should have an option to craft it.
Many RPG games did something similar where you could get good gear from a dungeon and if by chance you missed it it would still be available to make or buy later after completing the dungeon. That way you don't feel like you completely missed out on it.
I'll wrap this post up for the moment. these were just a few things that really stood out. Overall i do enjoy the game but there are some things that i do think could be made easier or simplified to better help the "average" gamer.
I would also suggest the same upgrade system i mentioned in my previous post be added to minions. That way as you go from dungeon to dungeon you can continue to upgrade them, even slightly, with power so you don't feel stuck at places with weak minions.
this is the point of elden ring. if you play elden ring. elden ring eqiures to be fun and challenge
If you ever play Elden ring this is like Elden ring. it is supposed to be hard challenging and unfair. elden ring is supposed to show your are not cocky, be patient and you will succeed. every boss will take days and days to beat.