![]() Thus, in response, this mod is being created to try and balance Master Mode to make it more difficult than Expert Mode, and actually fun. Master Mode simply boosts stats and leaves it at that. Sure, you gain another accessory slot and earn relics/pets from bosses, but what does that matter if the only substance of the mode is stat boosts? Expert Mode was such a success due to the AI changes and several other mechanical changes that made the game more difficult while FUN at the same time. ![]() The main changes in Master Mode is simply stat buffs, debatedly the worst way of increasing the difficulty of a game. However, in the end, the Master Mode we got, while definitely more "difficult", is hardly fun. Many fans looking for a challenge past Expert Mode couldn't contain themselves figuring out that there would be a greater difficulty. The Problem (Introduction) For many, myself included, the arrival of Master Mode in 1.4 was one of the most hyped up implementations. For now, this mod will be created in the background with what Is available until then TL'DR This mod is gonna revert the stat boosts of Master Mode (by default, configurable) and implement AI changes amongst other mechanics similar to Expert Mode to flesh out Master Mode as a proper difficulty increase. It is very easy to feedback loop new players with one or two ghosts making 2 more graveyards.- Note: This mod will not be publicly available until 1.4 TModLoader releases. 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. 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. ![]() ![]() In its current state, invasions feel like a series of super zombies coming for you, so of them with ranged weapons. 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. Crafting Every Soul in Terraria Terraria Eternity Mode Lets Play 57. Damage and ArmorĪs it stands, I do believe that the level of damage you take is reasonable. Terraria Fargos Souls/Calamity (Death-Eternity-Master-) (8) Cheesy Strats Pixeli. 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. As of now, I'm in the middle of a master mode play through. ![]()
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