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Unusacies' Battle Rods Re-Balanced
Feedback/Personal Gameplay Issues
Not sure where feedback is meant to be commented but ill leave a big compilation here.

For reference I am playing with the only two game play changing mods being calamity and this one. And my most recent boss as of typing this was Hive Mind (Calamity)

All of these complaints with the mod could be completely subjective (and or lacking info that would otherwise solve my issues) and should be viewed as such.

The werewolf set (to my knowledge) has no reason to require 120 rotten chunk. Usually when an item in this mod requires a lot of material, it comes from a crate of some kind or is expected to be gathered over time namely the Star Mix Set. But there is no way to obtain these chunks or vertebrae easily to my knowledge.

Holding your ground is a really good idea on paper and its completely possible that I misunderstand how to use it. However as it stands now i find it hard to use if not impossible in some scenarios. Standing still in boss fights gets you killed and it has no use against basic enemies. This can also be a product of calamity not being in mind when testing it against less aggressive boss AI of vanilla. So take this with a grain of salt as I have not tried this mod in vanilla.

Here is a huge one. The escalation potions are insanely broken. They are what made me start this feedback comment before I even come close to beating the game. The over tension bonuses dwarf how this mod used to feel in terms of overpowered. I was struggling with a boss, made the highest level of escalation potion (which I think shouldn't be able to happen pre-hardmode) and absolutely shredded it in like 20 seconds. These need a Nerf OR their attainability needs to be staggered somehow. (maximum escalation technically is available pre-boss) This has been my biggest and most recent problem so far, it is to note this has made the game trivial.

The crowd control capabilities of this class are non existent early on. Turrets do help a bit, but blood moon/goblin invasion (your early invasions) are very difficult with this in mind. The only turret bobbers you have at this point are the gem rods, potentially the pistol turret, and MAYBE the nail turret. The gem rods turret shot is pretty bad and that gun turret is not taking a whole invasion on its own.

Speaking of the nail turret a small gripe I have with it is the cost of recharging it is incredibly high 15 bars for one use is pretty insane to me. Although it is completely possible I misunderstand why its so high.

On a smaller note in the same vain as the escalation potions, the other potions in this mod are quite powerful as well and need a Nerf in my opinion. Fisherman's brawn being a straight up 25% power boost is insane. Bob Speeding being 25% is also a insane number. With enough prep, these buffs could be up permanently or be stacked to 30 for permanent buff with the popular potion safe mod. At that point its easier to buff every rod by 25 percent in both regards and remove the potions entirely. With these being so OP I can infer the ones I have not mentioned here are also more than likely quite powerful.

The Star Mix Set (in my opinion) needs a material added to its recipe to make its availability pushed back into pre-hardmode and in exchange reduced ore bars for its recipe to make it a more fluid set to craft. As it stands the only reason to craft any other armor pre-hardmode is for the containment unit set in endgame. Werewolf armor is hurt the most by this because in my experience I had enough to make star mix even before werewolf armor.

Another person in this thread mentioned a bug or something of that nature that makes reforging "good" reforges incredibly expensive. (something like going from one gold to 40 on early game rods and late game rods being even worse)

This point is hard to explain but I hope this is understandable. Reeling in enemies that are moving to you, reducing tension makes sense realistically but I am not 100% certain this is even intended, I find it difficult to have to make sure I am not clicking if my enemy is advancing to me as to not lose tension. It seems counter intuitive considering reeling in bosses already pulls you to them without titan wire. So why also make it so you have to stop attacking unless you are gaining distance on the enemy?

There may very well be more feedback to give, but currently I cant recall anything staggering enough to put here right now. Thanks for putting the mod together, this is my favorite concept for a mod and am happy to see it grow and become more balanced over time. If you read the whole thing thanks, I know its a lot but I hope to see this mod succeed so I gotta help any way I can.
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Showing 1-5 of 5 comments
JPAN_v2  [developer] 10 Aug @ 10:18pm 
Hello there. Sorry for the late reply, only saw this thread now (steam didn't notify me). I will be replying bit by bit to this post, but have read the whole thing. There are some bugs in here, as well as doubts on certain mechanics that I'll try to clear.

First, the werewolf set should be 12 chunks, not 120. I guess a typo made it unintentionally harder to get. I will push a new version to fix that maybe even today.

As for the nail turret costing 15 bars, that is once again a typo, should be 5. Will fix it as well. However, I don't know if you noticed, but each turret lasts for at least 5 minutes, so assuming you do not die (not easy on calamity later modes, I know), it only consumes one turret every 5/15 minutes depending on the tier of turret. The Pistol turret can be charged with several bullet types, the recommended ones are meteor shot, as they are very good against the goblins.

Also, Battlerods are not made for Crowd Control. The stuff we have so far is the result of many hours of trying to balance crowd control with damage output in early game, and not existing many options in early game is kinda "intentional". The first opportunity to get either "good" crowd control is the nail turret (which will become cheaper to charge in the next update) or the Meteor Pistol Turret, which requires the meteorite to spawn, and may be here after a goblin invasion. As for blood moon, we simply didn't get any before goblins during testing, so I was unaware it could be a problem there.

As a fun fact to close this post, we did consider a "chum" turret that would spread damaging chum on the floor, but could never get it to work correctly, so we kinda discarded the idea.
JPAN_v2  [developer] 10 Aug @ 10:42pm 
As for the Star Mix and armor part, Star Mix was the only normal mode armor before we created all the others, and was always the go-to for many people, but (besides the Vacation Armor) all of them have their uses:

- The Lil'Seidon set is an attack based set, with a bonus set of being a free gills potion and better underwater. This was the first set I crafted during testing, so it may be a bit overtuned.

- The Flinx set allows you to remove some nasty debuffs from the ice biome, allowing you to move freely in these waters in expert. Very situational, so we gave it a bonus to health regen in those locations to match. Not recommended for general use.

- The StarMix is purely defensive, and gives some small bonus to damage and bob speed. It is hard to get in classic+mode due to its bar cost, and farming gel. It is also one of the two hardmode-enabled armors: When hardmode comes, its defense doubles, to that close to palladium.

-Werewolf armor is an attack-based armor, with greater bonus based on lunar phase. As a result of testing, we kinda nerf it a bit by reducing the Blood moon effects to 40% bonus, we might up it to 100% bonus in that event even in normal mode. Depends on testing. For the remainder moons, if you are feeling risky, it has 5x the stats in Eclipse, Frost and Pumpkin moon, and in Full moon during hardmode, it makes you be ignored by werewolf enemies.

-Bonee is post skeletron, also a damaging armor, that shoots bees that apply oil on hit, allowing for some very nice combos on enemies that are not immune to On Fire, and if you get lucky with angler quests, Solarfire and Frostfire from baits.

So, Star Mix is a "safe bet", but from our experience, not even the best at doing its job. When we tested it with Calamity, we found that the defense it provided was being "ignored", so we ended up upping it up a bit for that case.

Like said in the previous post, Werewolf was not supposed to be that hard to craft, but could be mitigated by fishing in corruption/crimson and getting the corrupt/crimson crates from our mod, that contain vertebrae and rotten chunks.
JPAN_v2  [developer] 10 Aug @ 10:56pm 
Regarding the potions, We expect people to use them as an accessibility feature more than a "necessity". Hence why the values are so high. They are supposed to help those who cannot play well enjoy the game regardless. They can even be gotten by buying them from the Fish Lady using coins, if your config allows it. So accessibility to the potions will never be "limited".

As for the values, we can consider scaling them just like many other features of the mod, based on progression. That way, the buffs will be more appropriate for the progression section they are in. For brawn, for example, maybe 10 in pre-hardmode, 15 hardmode, 25 post moonlord? We would need to see the impact it has on gameplay.

As for the escalation potions, they are as they were intended, specially the Maximum escalation potion. There is a reason they cost 1 platinum in the shop. If you are using a mod to use them infinitely, we cannot do anything about it. Maximum escalation increases overtension over time, meaning it will always reach very high numbers. It is intended for Post-Moonlord bosses that have over 1 million health. For that reason, the best we can do is remove its crafting until it's later in the game, maybe make it craftable on the Ancient Manipulator.

The other potions are powerful, yes, but as stated, by design. Meant to help for those who need it, not be required to progress.
JPAN_v2  [developer] 10 Aug @ 11:15pm 
Finally, about the mechanics, starting with the Enemies being reeled in reducing tension. Yes, that is intentional, but only after "yellow" tension. it should allow you to keep "green" tension while pulling towards you (or you towards it). If that is not happening, we need to adjust the tension parameters so it works that way.

Reeling in enemies physically towards you has always been a divisive thing in this mod for even the previous version. I, personally, thought it was funny to run around trying to find a spot where the enemy could not reach you, and the balance between enough tension to do damage while not enough to bring it to you. However, Unu always thought this to be "broken" and not really that fun. We considered making it an option, but the code was so ingrained in the system it would be hard. We'll probably try to do something about it as well.

As for Standing your ground, it was created for those moments when, no matter how hard you pulled, you would get no tension, because you would keep getting pulled together. Specially true of the dummy, as it cannot move, so you always get dragged towards it, losing tension in the process. It is very useful once mastered, as it allows for "click tension" where you just click and release the tension very quickly for an enemy that is moving towards you, making it possible to increase to red (and beyond) on very fast moving enemies like the Queen Bee.

Finally, the reforging. The intention of this one was to "punish" the player for being greedy with reforges. As you might have noticed, "better" reforges are more expensive to get rid of than "worse" reforges. However, the "worst" reforge is priced almost the same as the "best" reforge, so that you hit that same wall. The intention being you now have a very valuable rod that you can sell for paying for future reforges, if you can get a new one, to simulate being "broken beyond repair".
So, when you see the number get "too high", you either have the best, or the worst, and if it's the worst, you need to craft a new one, or obtain it from somewhere else. But not all is lost, as you can sell the old one for massive profit, recouping the costs of trying to get to the best rod for what you want.

By the way, the only reforges that are top-expensive are the Crabby (worst), Trawler (best for fishing) and Legendary (best for damage). The remainder are pricy (specially the Lure-based ones), but still manegeable by fishing a bit and selling the results (or the money from opening the crates).

Also, as a bug from terraria, if the value exceeds 99 platinum for a reforge, the value rolls back to 1 copper. Useless, but keep an eye out for endgame rods for this value, as this is the limit of the rolls.
JPAN_v2  [developer] 10 Aug @ 11:16pm 
Hope I was able to address at least some of the issues, and for the others, we are open to suggestions on how to solve the problem. Just keep in mind the design decisions I mentioned earlier. Thanks for the feedback.
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