

Also, in general, more tweaking should be done on certain enemies health, such as the ghost. Things like this would be interesting, and present new challenges to tackle. Have armored goblins slow down when Infront of archer goblins, have pirate flintlock shooters retreat before firing again, have goblin peons bunch up and jump up and down in one big wave while running at you. So instead of giving them extra health, they should have increased spawn rates, and have better ai for coordinating with one another.
#Terraria master mode series#
Invasions shouldn't be a series of high health enemies that can solo cap your own home, it should be what it's named.

It's not very interesting, nor is it engaging. Crafting Every Soul in Terraria Terraria Eternity Mode Lets Play 57. In its current state, invasions feel like a series of super zombies coming for you, so of them with ranged weapons. Terraria Fargos Souls/Calamity (Death-Eternity-Master-) (8) Cheesy Strats Pixeli. This seems like a game breaking level of reduction, until you rember that to get there every other ability was sacrificed, and that it makes you a 4 shot instead of a 2 shot. This would translate to 50% damage reduction. At the very extreme level, after sacrificing all other abilities, one can achieve a little over 200 armor. Make it so that every 1 armor gives you 0.25% damage reduction, so that armor maxing can be viable, atleast slightly. I do believe master mode should adjust it though. This is not exclusive to master mode, as this is also something that expert mode has. It makes avoiding getting hit critical, and changes your strategy. Damage and ArmorĪs it stands, I do believe that the level of damage you take is reasonable. Master mode is meant to be a challenge, yet this is only challenging our patience with the formerly easy bosses.

This puts us in the situation where we either struggle through a healthbar that some group members have trouble pushing through due to class unbalance, or that we use the late join glitch so that the boss has a lower healthbar than if all 5 of us were in. With every player, the health of bosses increases an enormous amount, making the already bloated boss health bars insurmountable. When we fight bosses, we try to do them as a group, but the game is telling us not to do this. So, I propose a series of tweaks to the mode. I play with 4 other players, 1 melee, 2 mages, and 1 summoner, with me being the ranger. I believe that master mode is unbalanced, especially when looking at multiplayer. Not too bad.As of now, I'm in the middle of a master mode play through. It's the difference between having to deal four hits to a monster and dealing two hits to dispatch them. If you're wearing the right armor, you'll do even more damage. So if you don't need Warding prefixes and instead use Menacing or Lucky, you won't have to dodge for as long because you'll be doing more damage.

#Terraria master mode how to#
If all five of your accessories have it and you get a +20 defense, in addition to other buffs, like the Iron Potion's +8 defense and the Dryad's Blessing +8 defense and contact damage with life regen, and other buffs you might have, that's a hefty boon to your play-style.īut if you learn to dodge enemy attacks and develop your reflexes, and enhance your arenas with additional platforms and ropes, you can still afford to take one or two hits if you make a mistake, but you'll have eventually learned how to dodge and not be hit at all or at least much less. Terraria Master Mode on Master Mode Antrex 287K subscribers Subscribe 112K Share 4.7M views 2 years ago After breaking every possible wall, the NPCs imagine their own version of Terraria. Short of creating a graveyard at some point, of course.Īt first, I viewed Warding as useful. For one, keeping all of your coins in a piggy bank / safe / money trough means if you die, there aren't really any consequences behind repeatedly trying new techniques to remain alive.
