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Hi this page is for suggesting anything you want to see added to Avalon. I will respond to your suggestions as quickly as I can; just remember I can't be online all the time. 

I had thought of a kind of cool idea. How about, instead of grinding and grinding and grinding, there could be a super rare NPC that may come one day, much like the Travelling merchant of 1.2, and sell some goodies dropped by otherwise rare enemies, but for a very expensive price, so that some grinding is still involved. Also, Melee weapons don't give quite the kick that they should. Perhaps a prefix that makes a melee weapon shoot a projectile. And maybe, after S-H-M there could be something such as a Shadow orb for the Hallow, or Oblivion. I haven't beaten your game yet, Hell, i haven't even made it to hardmode. Please consider the passage, as it would greatly increase my interest, and make me want to grind for all the goodies. Peace!  

Robes’ Rants #6 Let’s Talk Superhardmode! (15.1.1)

Superhardmode (SHM) is the next level of difficulty introduced in Avalon Mod. It introduces several new enemies, a few new bosses, and most importantly: the final level of gear in Avalon!

This discussion will focus on the relative balance and nuances of Superhardmode. Like most Rants® it will focus on the negatives. These are meant to be taken as constructive criticism, I don’t mean to offend the developers of Avalon in any way.

­­­­­­­­­­­­­­­­­#1 The Transition into Superhardmode

In order to transition into superhardmode players need to summon and then kill the Armageddon Slime. Now for those who have done so: this fight is mighty lame. The boss is like king slime, but since he begins larger it  is more likely to get stuck on random surfaces; a patch ended up giving it a ranged attack, but it remains easy to predict and kill.

The king slime was always an optional boss because he is so easily killed by a player with even an iota of preparation. I would suggest making the Armageddon slime an optional boss, or even a random-spawn mini-boss who drops souls of Vigor, and swap in another boss to be the transition. </p> <p class="MsoNormal"> I love the vanity set he drops. I know it is a recolor of Hallowed Armor, but it looks good J </p> <p class="MsoNormal" style="border-style:none;padding:0in;">I like the newly introduced Primordial Ore in theory, but in practice a player may be praying for Oblivion and get copper. More on this below. </p> <p class="MsoNormal" style="border-style:none;padding:0in;"> There are a few more suggestions regarding the transition; please see below: </p> <p class="MsoNormal" style="border-style:none;padding:0in;"></p> <p class="MsoNormal"></p> </p>

  1. 2 Smashing Hallowed Altars
<p class="MsoNormal">                 Much like the demon altars of hardmode, players want to smash the Hallowed Altars upon entering into SHM. I like returning to a familiar theme. </p> <p class="MsoNormal"> I have a few gripes : </p> <p class="MsoListParagraphCxSpFirst" style="text-indent:-.25in;mso-list:l2level1lfo1"> 1)     Why is the item needed to smash the Altars crafted, and not a drop? It would be nice if the Demon hammer always spawned in the Sky Fortress or dropped from the transition to SHM boss, that way players who missed the bus on making it will not be confused. </p> <p class="MsoListParagraphCxSpLast" style="margin-left:0.25in;text-indent:-0.25in;border-style:none;padding:0in;">2)     Why smash 3 altars to get 1 influx of Magmatic Ore? Why not make the first smash introduce Dark Matter Ore (instead of upon transition into SHM, it would help with the lag), the second introduce primordial ore and the third introduce magmatic ore. </p> <p class="MsoNormal"></p>
3 The Dragon Lord <p class="MsoNormal">                 This boss feels like he’s perpetually broken.  I like the idea of a difficult fight based on a wyvern, but other modders have realized that the Wyvern (much like the King slime) is not the ideal AI for a boss. He should move faster,hit like a truck (particularly the head) and have more defense than he currently does. Right now, if a player stacks all-warding items, and the spectrum armor set, their defense is enough to make this boss deal very little  damage per hit. </p> <p class="MsoNormal"> Does the Dragon Stone still drop from this boss? It is not in the .ini for it. </p> <p class="MsoNormal"> The gear: Right now the Dragon Bones and the Dragon Scales are used exclusively for the same items. That makes at least one of them redundant. I know that players like the cameo of Skyrim items, but for parsimony’s sake at least one of them should go if there are no plans to make separate gear. </p> <p class="MsoNormal" style="border-style:none;padding:0in;">Dragon Bone Drill : This item is completely skippable. Killing Oblivion yields a better drill, and the Ever-Ice tier is not really needed for progression (more on that later). </p> <p class="MsoNormal" style="border-style:none;padding:0in;"> Dragon Lord Armor: It is a massive jump in defense over Spectrum. The set bonus is quite lackluster, but that’s most likely because the set pieces themselves are so strong. </p> <p class="MsoNormal" style="border-style:none;padding:0in;">                 - It has far too much defense. With this players can reduce Ultrablivion’s damage to 1 per hit provided they have warding accessories </p> <p class="MsoNormal" style="border-style:none;padding:0in;">                 - It’s a general +everything armor set, which is boring. </p> <p class="MsoNormal" style="border-style:none;padding:0in;">                 - Crafting it requires the Desert and Titanium sets. Combining armors worked thematically with the Spectrum set, not sure why it needed to be repeated here. </p> <p class="MsoNormal"></p>
4 The Quadro Cannon <p class="MsoNormal"> This item is so important that it requires its own separate discussion. </p> <p class="MsoNormal"> Creating this gun is the crowning crowning moment of a player’s transition into SHM. It blows all prior ranged weapons out of the water, and pretty much belongs glued to an active key for the rest of the game. </p> <p class="MsoNormal"> Combining this gun with any of the SHM ammo makes it pretty much an unparalleled killer. For complete satisfaction go back and summon some of the older bosses and then laugh in maniacal glee as you slaughter them </p> <p class="MsoNormal" style="border-style:none;padding:0in;">Oblivion should be tuned with the assumption that a player has this gun, and Ultrablivion tuned with this and the Ultrashark in mind. </p> <p class="MsoNormal"></p>
5 The Ores <p class="MsoNormal"> The ores during SHM all have a lot of potential to live up to, but right now are incomplete as tiers. </p> <p class="MsoNormal"> Dark Matter:  The bars require an unreasonable 9 ore to make. This is just punishing, seemingly without reason. </p> <p class="MsoNormal"> The bars are used to make the skippable  The Blackened Flames and the powerful  Dark Matter Bullets/Arrows. Oddly enough they require the Dark matter gels which are annoying to farm for (what’s wrong with normal gels?!) and the ammo requires Silver Bullets to make, but the arrows require normal Arrows.  Also, please make the ammo a 25:1 ration for both arrows and bullets, there is no reason to punish arrow-users. </p> <p class="MsoNormal"> This ore is needed to make the Ancient Armor set. As of 15.1.1 it has the same defense as the Dragon lord set and requires a lot of extraneous reagents to get (damn the mana compromise to hell!).  It has such a steep entering cost because it used to be the best set in Avalon, and now a comparable set can be made with much less effort. (Interestingly enough, both the Ancient and Dragon Lord set appear to be needed to make the Berserker Set, which was not the case before.) </p> <p class="MsoNormal"> Ever Ice – This tier feels entirely incomplete. The comets are a fun way to bring back the meteor concept, but for some reason Ever-Ice can also be found in random pockets around the world too. This ore consist of frozen ammo and two weapons, and is not really needed for progression.  Also, the 7 ore to 1 bar ratio is ridiculous. </p> <p class="MsoNormal"> A player has little reason to search out the Ever-Ice ore because the Bullets and Arrows (again, why have them require Ice shards or blocks, and also be at different ration for Bullet and Arrows?) are useless against Ultrablivion. The boss will float over to a player and sit on their face if they are used, and this is obviously not ideal. </p> <p class="MsoNormal" style="text-indent:.5in"> – To clarify, I like that players cannot cheese the Ultrablivion fight, but the Ever-Ice bullets are only available late in the game, and since they cannot be used during that fight, they are of limited use overall as the Quadro cannon makes short work of all the bosses up to that point already. </p> <p class="MsoNormal"> Magmatic – The most complete of the readily-available ores. It has the ludacris 9:1 ratio of ore to bar as well. It would be nice if a Magmatic Spear, spell, and flail were available along with the armor. A re-thought wall-piercing (stackable) boomerang would be welcome too. </p> <p class="MsoNormal"> Oblivion: This ore is rather wonderful. The collision of Hallowers and the Corruptors to create it is an interesting and rewarding mini-game within Terraria. The 8:1 Ratio is still too darn high. The Ore is needed in crafting the Cisgemhibyashoo bar, the Oblivion Greatsword and that’s pretty much it. It feels lackluster to have Oblivion (the previous main enemy of Avalon) drop such a forgettable tier of ore. This tier needs to be majorly flesh out, it is my opinion that this should be the final tier in the game (more on that later) </p> <p class="MsoNormal"> Berserker Ore: Strangely enough this ore can be made prior to defeating Ultrablivion. None of the gear can be made without the appropriate souls, but because the lower levels of ore are virtually worthless, players hoard them in attempts to later make them into Berserker ore. </p> <p class="MsoListParagraph" style="margin-left:.75in;mso-add-space:auto; text-indent:-.25in;mso-list:l1level1lfo2">-           I have huge trouble with this. Each tier of ore should stand on its own. It is very sad that players pretty much make a trade off between expensive-to-make ammo, and pushing all the ore into berserker ore. </p> <p class="MsoNormal" style="border-style:none;padding:0in;">I can say without a doubt that I dislike the berserker tier of gear because of where it falls in Avalon. The armor is insanely powerful (see a previous rant), it is available only AFTER defeating the final boss of the mod, and it effectively reduces all monsters (including Ultrablivion’s) damage to negligible. I would much rather the defeat of Ultrablivion to be a difficult, nigh-impossible task which a player really needs to prepare for, and not a stepping stone to getting the best gear in the mod (which is hardly required, as the player can be overpowered as soon as they get Spectrum, and moreso by the time they get Dragon Lord) but then again I may be thinking of the Dark Souls mod too much. </p> <p class="MsoNormal"></p>
6 Oblivion and Ultrablivion <p class="MsoNormal">                 These bosses are well coded. I legitimately enjoy the fights and I feel that they are both a LOT of fun for players tackling them. </p> <p class="MsoNormal">                 It requires a lot to craft the summoning materials (quite appropriate) and killing the bosses is satisfying.  </p> <p class="MsoNormal">                 Since I’ve already ranted about the Oblivion ore and Berserker tiers, I would like to point out the other dissatisfactions I have with these bosses: </p> <p class="MsoListParagraphCxSpFirst" style="margin-left:.75in;mso-add-space:auto; text-indent:-.25in;mso-list:l0level1lfo3"> 1)     With proper endgame gear, they are way too easy. The fights are well put together, but the gear leading up to them is so completely overpowered that fighting these bosses is a walk in the park. Rather than buff the bosses, I suggest tuning down the armors. </p> <p class="MsoListParagraphCxSpMiddle" style="margin-left:.75in;mso-add-space: auto;text-indent:-.25in;mso-list:l0level1lfo3"> 2)     The grind leading to Ultrablivion is a pain in the neck (see previous rant). </p> <p class="MsoListParagraphCxSpMiddle" style="margin-left:.75in;mso-add-space: auto;text-indent:-.25in;mso-list:l0level1lfo3"> 3)     Killing Ultrablivion was meant to signal the end of Avalon; a job well done. Right now it feels somewhat lackluster as there is a level of gear which is predicated on his defeat and the explosive he drops are the equivalent of a few sticks of dynamite, hardly the “world ending” device they pretend to be. It would be nice if a gimmick item was dropped instead of any ore: </p> <p class="MsoListParagraphCxSpMiddle" style="margin-left:1.25in;mso-add-space: auto;text-indent:-.25in;mso-list:l0level2lfo3"> a.       A REAL world destroying item </p> <p class="MsoListParagraphCxSpMiddle" style="margin-left:1.25in;mso-add-space: auto;text-indent:-.25in;mso-list:l0level2lfo3"> b.       A non-consumable summon-all-bosses item </p> <p class="MsoListParagraphCxSpMiddle" style="margin-left:1.25in;mso-add-space: auto;text-indent:-.25in;mso-list:l0level2lfo3"> c.       A Unique sign/decal which signaled that this player did indeed defeat Ultrablivion. </p> <p class="MsoListParagraphCxSpLast" style="margin-left:0.25in;text-indent:-0.25in;border-style:none;padding:0in;">                        d.       A cute pet to follow the player around </p> <p class="MsoNormal" style="border-style:none;padding:0in;"></p>
7 The Enemies <p class="MsoNormal"> I love all the new enemies in SHM. The new corruptors are awesome, I kind of wish they made looming               and scary sounds as they approached. </p> <p class="MsoNormal"> I was the player who asked for SHM to have bosses spawn at random, so I apologize if anyone dislikes that feature. I feel it suits SHM very well. </p> <p class="MsoNormal"> It would be nice if the Wraith Invasion could be triggered randomly at a VERY low chance, as it is  a harder one and would certainly be very annoying if too common. </p> <p class="MsoNormal"> Thank you very much for reading this rant. It’s relatively incomplete at this time, so expect to see some edits and clarifications. </p> <p class="MsoNormal"> As always please feel free to contribute and put in your own suggestions. Avalon is made better by the input of players like you!  </p> <p class="MsoNormal"> Robe’s Rants #5 Lets talk about Grinding (Version 15.5.1)</p> <p class="MsoNormal"> _____________________________________________________________ </p> <p class="MsoNormal"> Avalon is a phenomenal mod, it has vastly extended many player’s interest in Terraria, and (not to belabor the point) is one of the largest holdovers of the diehard players waiting for 1.2 to come out. </p> <p class="MsoNormal"> In playing through the mod a few times I’ve come to the conclusion that there are several points in the mod which are just far too slow. These are not just the “man this is a little grindy” moments we all get to, these are the points in time where as a player I really want to either quit playing the game, or want to install a mod just to “get” the item I am looking for. This rant is meant to focus on some of the grindy moments of Avalon, and what can be done to liven them up, or request them to be removed altogether. </p> <p class="MsoNormal"> Grind point #1 : Goddamn Beaks </p> <p class="MsoNormal">             Hate to start out on such a sore point, but vultures simply do not spawn enough in the game for them to justify such an important part of the mod. Now, players can take a pass on fighting Desert Beak in normal mode. Sure he drops some titanium ore, and a sweet bone-giving magic tome, but he’s a skippable boss nonetheless. The item used to summon him, however, is worth it’s weight in gold: it’s a component of the essence of easymode, which is used in turna component to summon Oblivion and eventually Ultrablivion. Getting “The beak” would be no big deal if it took some ores and a few souls of light or somesuch, but instead it requires killing vultures; an enemy which is uncommon to begin with, and disappears if the desert biome is corrupted or hallowed or it is night. What’s worse is that the drop is not 100%. </p> <p class="MsoNormal"> Terraria naturally has some grinding points, but I often leave my primary world to go to a normal-mode world with a large desert just to hunt some vultures with the prayer of getting enough beaks to make whatever summoning item I’m looking for. </p> <p class="MsoNormal">  Suggestions : Allow vultures to spawn during the night, Create hardmode corrupt/hallowed versions of the vulture. Make the beaks drop 100%, or drop multiple from the newly-created mobs. </p> <p class="MsoNormal">[ Edit : According to Blah the next version of the Mod will have Beaks be 100% drops, and 1-2 per kill :) ]</p> <p class="MsoNormal">Grind point #2 : Getting the titanium drill. </p> <p class="MsoNormal">             This is one of the major headscratch moments for most of the new players to Avalon. It’s the only point in time where the mod throws players for a loop by breaking the natural sequence in Terraria which we are all used to. There are several solutions to this problem : players can dig for Titanium ore, they can farm Desert Beak for the Titanium ore, or they can make the Night’s Edge equivalent pickaxe. </p> <p class="MsoNormal">             I’m really happy that this grinding point has so many work arounds. Previously it was a big issue, but now it’s just a flavor added to Avalon. Kudos to the designers to developing these other paths to progression! </p> <p class="MsoNormal"> Grind point #3 White Gel </p> <p class="MsoNormal">             White gel. This is very difficult to get, the mob is relatively rare, the item is needed for the ungodly annoying to get Energy Cell. My previous rants contain a dissertation on how much a I hate this item, so I’ll spare you. </p> <p class="MsoNormal"> Suggestions : Make them spawn more, remove the Energy cell from the game.</p> <p class="MsoNormal"> Grind Point #4 Spectrum and the Armor system as a whole </p> <p class="MsoNormal">             I like this armor quite a lot. When I first began playing Avalon it was the second best set, but it is now the symptom of a large issue in Avalon: </p> <p class="MsoNormal">             I like that the Spectrum set requires a lot of forethought to get, and it becomes a meta-game to craft because a player must make sure they have all the prior sets to get it. It was a major accomplishment at the time and it was the stepping stone to the final armor in the game at that time: the Ancient Set. This made getting it necessary if you wanted to gear up to beat Oblivion (a boss not yet out). </p> <p class="MsoNormal"> Somewhere in the later versions of the mod, the Berserker and Awakened Jungle Armor sets were added. Since the previously-useless Desert, Titanium and Dragon Lord sets were not getting much love, they all became precursors of one another, and the final two armors in turn. This meant that the Spectrum and Ancient armor sets were not only dethroned as the top tiers of gear, but getting them is a complete non-sequiter if a player wanted to get the best armors in Avalon. </p> <p class="MsoNormal"> Now it’s perfectly acceptable that better gear comes out in later patches, but doesn’t it seem a little strange that the previous Top of the mountain gear is not only replaced by actually a massive waste of time to get if a player wants to beeline it for the top tiers? </p> <p class="MsoNormal"> A player can beat Ultrablivion with Caesium gear (trust me, I have) and it was not terribly difficult. (I’m sure someone on youtube has killed him in the nude using a wooden shortsword, but let’s assume not everyone has that skill). So going after the later tiers of gear should be a rewarding experience to make the game more fun, not just a giant time-waster for no particular reason. </p> <p class="MsoNormal"> Some people might be of a mind to just combine Awakened Rose and Ancient to make some new over-insane combination of armor, but this does not make Avalon more interesting and it does not undo another problem in Avalon: all the endgame armors are the same thing. Each of them is a cookie-cutter improvement over the tier below it : +% to each type of DPS, +Mana, +a few random effects. </p> <p class="MsoNormal"> In the pre-1.1 Terraria, each armor set was given a particular purpose and all of them were “end game;” The Molten and Shadow armors were for Melee (with different flavors), the Necro was for ranged, and the Jungle was for pure casters. I think Avalon would benefit from following that  logic, and breaking up the endgame armors along the same lines: </p> <p class="MsoNormal"> A Melee path ending with Berserker tier with lots of +melee damage and tons of armor (so pretty much the Defense it has right now) with a chance to auto-kill non-boss enemies and add static +damage on melee swings </p> <p class="MsoNormal"> Ranged : Ending with a yet - not created with +ranged damage and +crit chance and other ranged based buffs. </p> <p class="MsoNormal"> Spellcaster : Ending with Awakened Rose armor which offers teleportation and other +mana and magic effects. </p> <p class="MsoNormal"> Movement speed or “Jack of all trades” : Spectrum -> Ancient sets which offer modest +Damage to each weapon type, and offers utility abilities like the Caesium armor does. </p> <p class="MsoNormal"> It should be noted that it is terribly strange that Awakened Rose set requires killing Ultrablivion. Since this boss is meant to be the “guardian of all terraria” it would be more appropriate for his drops not to be needed in that armor set. I like the spin the creator of “Red Cloud” took upon beating the final boss : you get a Gag item, and an item which can be used indefinitely to summon all the bosses at once. </p> <p class="MsoNormal"> I think that diversifying the endgame armors not only adds an element of character customization, it also makes Avalon-mod a viable PvP and CTF mod for the future of Terraria. </p> <p class="MsoNormal">[ Edit: According to Developers - Future versions of Avalon will contain more diversification of armors, keep your eyes peeled!]</p> <p class="MsoNormal">Grind point #5 Wall of flesh – Getting Emblems </p> <p class="MsoNormal">             The Kinetic boots are the #1 accessory in the mod. It requires a great deal of grinding to get them, and that’s awesome. Big items require a lot of effort and have a fantastic payoff. The question every player faces after getting the KBs is “what do I fill up my other slots with?” and the answer is +DPS items because they make the largest difference in gameplay and killing bosses. </p> <p class="MsoNormal">             This has been partially mitigated by not allowing players to stack multiple emblems of the same kind, but a player is still likely to beat this boss many more times than any other boss in Avalon. By making other desirable accessories we can find a way to keep players from looking at the damage accessories as the be-all-end-all of the accessory pool. </p> <p class="MsoNormal"> Grind Point #6 – Getting the Black Lens </p> <p class="MsoNormal">             Cataryst requires two kills during every player’s playthrough. This means farming for the Black Lens needed to summon him. This is initially a pain in the butt unless players know what to do during their first blood moon: get the materials for an Attraction potion. </p> <p class="MsoNormal">             This grinding point is nowhere near what it used to be. It’s more of a point of confusion for most new players. </p> <p class="MsoNormal"> Grind Point #7 – Ores, particularly Endgame </p> <p class="MsoNormal">             Sometimes, the amount of ore needed to create something is punishingly high. Magmatic ore tends to form in clumps of 8-9 ore at a time. Requiring a player to hunt out 35 packs of them just to make a sword (much less an armor set) feels terribly punishing for no particular reason. </p> <p class="MsoNormal">             The Dark Matter Ore and the Magmatic ore both feel incomplete. Though both are used for Armor sets (Ancient and Dragon Lord) getting either set is punishingly difficult because of all the other items required, not just the ores, which just seem to add insult to injury. It’s my opinion that either the Magmatic or the Dark Matter tier could be consolidated into the other’s set of gear with no loss in quality to Avalon. </p> <p class="MsoNormal"> [Edit : Magmatic ore spawning rate will be increased in furture updates according to Blah, Huzzah!]</p> <p class="MsoNormal"> Grind Point #8 Other Item Sinks, including Souls, Bars and summoning items</p> <p class="MsoNormal">  Avalon has several vestigial Item sinks which are now redundant, terribly costly, and seemingly useless in scope: </p> <p class="MsoNormal">            The Illegal weapon instructions can be found in the Hell Castle. No one should ever make these, ever.</p> <p class="MsoNormal">             The Soul Essence is costly and annoying to make: it does not require every kind of soul. When it was initially implemented into Avalon it required most of the worthwhile souls, but now since Ice, Vigor, Write, Jungle and Blight have been added it seems that this soul-sink no longer accomplishes what it set out to be. The Eye of Oblivion is annoying enough to make without having to search your chests to make sure have enough souls to make this. </p> <p class="MsoNormal">             The cisgemhibyashoo bar, the Easymode and Hardmode bars all exist to be giant time-sinks.  They are used for relatively few items, and they pretty much accomplish two things : making players hate themselves for not having enough Jungle Bars at the Nth hour, and making players count and name the bars religiously to make sure they have the proper precursors in their inventory to make these items. The other boss-summon items in terraria exist to keep Iron/copper ore relevant while the wiring system keeps gold ore relevant. If the Avalon summoning items required Hardmode and Superhardmode ores to craft (like the next to useless Cobalt Bars) then they would have accomplished their mission without being tedious to make. </p> <p class="MsoNormal">             Gem Essence : a great item. It requires fewer items to make than both the Soul and Bars, and it allows the gathering of gems to continue to be fruitful even at endgame. </p> <p class="MsoNormal"> Grind Point #9 The Juggernaut and Souls of Vigor </p> <p class="MsoNormal">             I would like to say that the entirety of Avalon Mod comes to a screeching halt when a player decides they want to take on Ultrablivion. All of the money, items and gear they have worked for mean absolutely nothing: they must spend the next 3-20 hours running around in an underground cavern quaffing Battle and Attraction potions praying they get the juggernaut to rear his ugly head and drop souls of Vigor (which are not a guaranteed drop!).  This grind is terribly long, and it is ironic that the FINAL BOSS of the game drops only 50% of the amount of items needed to summon him again. </p> <p class="MsoNormal">             I feel that souls of Vigor and souls of Wight can be removed from Avalon (with appropriate changes to Berserker and Rose Armor as entailed above), and find a better way to craft the Ultra Death that does require the death of Oblivion, but not an endless cycle of grinding. </p> <p class="MsoNormal">             PS: Speaking of which, why does the Ultra Death require a Mythril anvil? Why not an Adamantite anvil or Hallowed Altar? </p> <p class="MsoNormal">[Edit, I was mistakenly asking for a Berserker Anvil in a previous version of this post, that was bad form. Nonetheless Blah has said he will be editing the required Anvil and Ultrablivion will drop more Souls of Vigor. The Juggernaut will be edited to be more accessable as well it appears :)]</p> <p class="MsoNormal">Thanks for reading my rants. As ever before, please feel free to PM me or list your own suggestions. Avalon is made better by the suggestions of everyone!</p> ___________________________________________________________________________________________ <p class="MsoNormal" style="border-style:none;padding:0in;"> Robe’s Rants #4 Let’s talk accessories. (Version 15.3)</p> <p class="MsoNormal">One of the wonderful things about Avalon is that it adds in several new accessories. I really like a lot of them, and this “rant” is decrying the relative banality and the redundance of some in contrast with the real gems. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"> Alchemical Skull – this is a rather expensive accessory to make, and though it can be crafted before hardmode many people may not wait to have one before killing the WOF. This accessory is ideal for farming monsters of all types, and if you combine it with a water candle, and battle potion, farming for a black lens is simple during a bloodmoon, which really helps players push on past Cataryst. </p> <p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Anger Talisman – I am on the fence about this item. It’s marginally better than the Overlord Talisman, but at a cost. If you emphasize pure +Damage gear, this is necessary. This item needs re-tuning. The overlord emblem requires tons of souls and 9 emblems, but this one takes a total of 6 and materials a player can amass in normal mode. Combining the two of them is also godly. </p> <p class="MsoNormal" style="margin-bottom:0.0001pt;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Archer Emblem – Straight forward +25% damage, it requires 3 ranger emblems, and provides a reason to farm the twins. In terms of +DPS %, you are likely to equip this, and then slap on a ranger emblem for a total of +40% ranged. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Band of Health – This item looks amazing on paper, but is really not terribly strong in practice. It pulses in a 1:2 ratio twice a second, so it’s useless when the player needs a strong/fast heal. This accessory has the unfortunate circumstance of being good only during normal mode, where the 5 life crystals are better saved for turning into great life crystals upon entering hardmode. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Berserker Emblem – Standard +25% damage, and a reason to farm the Destroyer.  Oddly, this Emblem shares its name with the best armor set currently in Avalon, but has no synergy with it. </p> <p class="MsoNormal"></p> <p class="MsoNormal" style="margin-left:.25in">Crystal Skull – Once created, this accessory is never taken off unless in a floating boss fight. It’s useful as all hell, and it’s easy to see why. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"> Damage Emblem – Simple +15% to everything emblem. Needed for 3 super accessories in the game. If you are all about DPS, then you will have one of these along with the appropriate emblem, overlord emblem, Anger Talisman and relevant super-accessories. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Dragon Stone – Gotta be honest, never cared to use this item.  By the time you get it, it’s useless unless you are AFK farming flying enemies. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Dulling Talisman – Delightful accessory.  It feels too easy to craft, and unless you are farming for it, you skip over it. I would suggest lowering the amount of shackles and adding a steel or iron bar requirement. </p> <p class="MsoNormal"></p> <p class="MsoNormal" style="margin-left:.25in">Eye of the Gods – cute item, but overall useless vs. the crystal skull. Making this effect an add-on to an improved mining helmet may be ideal vs. having it on an accessory.   </p> <p class="MsoNormal" style="margin-left:.25in"> Feral Glove – decent item, but unless you are all about melee and knockback, this is fairly useless. In particular, it makes items such as the berserker nightmare more difficult to use as the proc will not hit the knocked-away creature. Also, the feral claws are needed to make the Speed talisman (and thus Kinetic boots) which makes this accessory unlikely to be made. There is also no reason to nerf the melee speed by 2%, as the speed talisman has no such nerf. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"> Gift of Starpower – Very powerful item for casters it’s a must, and can be gotten as soon as you get a sorcerer emblem.  With some luck, a player can have this after their first WOF kill, and free up an accessory slot. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Goblin Toolbelt – a nice crafting-based accessory. I would like to see it have the grid effect, act as a furnace and worktable,  as well as increased placement range, so it can be the ultimate builder’s delight. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"> I would also like it to be craftable at a forge instead of at a Tinkerer’s workshop, as it seems redundant to require the item a player is replacing to craft it. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Gravity Boots – a nice item, but completely skippable. By the time you amass the 50 souls of flight needed to make this item, you are soon to get the Kinetic boots, which are a superior item in all regards. </p> <p class="MsoNormal"></p> <p class="MsoNormal" style="margin-left:.25in">Kinetic Boots – one of the highlight items in Avalon. As soon as you craft one of these, you find that you have a bajillion more accessory slots available. I take issue with the crafting recipe: it should require a cloud in a balloon, and obsidian horseshoe. It is terribly annoying to players who have crafted those items to realize that they need to go back and find a new Shiny red balloon (uncraftable) in order to make these boots. </p> <p class="MsoNormal" style="margin-left:.25in"> The Kinetic Boots gold are a reward for beating Oblivion, but the Tome of luck in annoying to farm for. </p> <p class="MsoNormal" style="margin-left:.25in"> Lava Talisman – Neptune’s shell for lava. This item is well balanced and well placed in terms of farming for. A player is able to rush for one by farming the WOF (which everyone does when amassing emblems) or wait until they are killing the Dragon Lord regularly and rely upon a full ceasium set instead. </p> <p class="MsoNormal" style="margin-left:.25in"> Lightning in a Bottle – Very underpowered for the level of materials required to make it. This item should be available in hardmode, and the proc needs to be greatly beefed up in both speed and damage. I would consider just dropping this accessory and make a +powered star cloak. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"> Mage Emblem – standard +25%. A must have for pure DPS. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Mana Compromise – According to the code in 15.3, the Mime no longer drops this item. It is nice to see a real compromise in an accessory, but there is no reason for a player to use this item. It is available in hardmode, and any serious mana-using player has a Mana flower/Gift of starpower and a stack of potions to draw off of.   </p> <p class="MsoNormal"></p> <p class="MsoNormal" style="margin-left:.25in">Overlord Emblem – Standard +25% to everything. It needs to be balanced vs. the Anger Talisman, but overall just feels like an unimaginative +DPS item. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"> Philosopher's Band – a standard 2x band of regeneration. The limitation of this item is that it’s role is filled by the Defense talisman, the power of Cthulu and the band of health (kinda). It is truly a wonder that this item is needed to improve a casting accessory. It also uses the word philosopher, which most people associate with the vanilla philosopher stone accessory, which this has nothing to do with. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Power of Cthulhu – This superaccessory feels forced.  It’s an aglamation of multiple accessories, but by the time you get it (aside from the +damage) all the other abilities are accounted for by your armor set or the cross necklace alone. </p> <p class="MsoNormal"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Shadow Mirror – Umm, fun functionality, but by the time you are able to craft one of these, you really would not care to. It costs 20 dark matter bars, which is insanely costly. It would be better if this accessory allowed you a second teleport to point, but this functionality is already provided by other mods, such as the portals mod. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Slime Talisman – simple, cute accessory which makes the beginning of the game much better without  overpowering the player. Really happy with it. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Speed Talisman – A stepping stone to the Kinetic boots. I like it because it is useful all throughout normal mode, and a true pleasure to have. </p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;"></p> <p class="MsoNormal" style="margin:0in0in0.0001pt0.25in;line-height:15pt;background-position:initialinitial;background-repeat:initialinitial;">Starpower's Will – an upgrade to the Gift of Starpower available once you kill Oblivion.  This should require a philosopher’s stone, and not the band. It’s overall not much better than the Gift of starpower 9the mana usage is no big deal, and the cooldown of healing potions is likely already accounted for by a philosopher’s stone) </p> <p class="MsoNormal"></p> <p class="MsoNormal" style="margin-left:.25in">Tome of Luck – meh. A stepping stone to the Kinetic Boot’s gold. The +5% crit is garbage, but the immunity to magmatic ore is situationaly useful, but not a deal-breaker. </p> <p class="MsoNormal" style="margin-left:.25in"> Undead Talisman – requires lots of shards. Great for use against monsters in the dungeon, but a player could easily farm for a defense talisman at the same time and have a superior all-around accessory before amassing the materials to make this.</p> <p class="MsoNormal"></p> <p class="MsoNormal">More thoughts:</p> <p class="MsoNormal">Avalon leads to an interesting conundrum with accessories: the extra slots, and multiple superaccessories (which are consolidations of other effects) leads players to bypass other aspects of the game, and/or focus on +DPS items.</p> <p class="MsoNormal">For example, a player stops making all of the non-combat most potions once they have the Kinetic boots and a crystal skull. These items are so good that they are no-brainers to most players, and they are only 2/8 of the accessory slots. This leaves 6 slots for Battle accessories, and once a player has the Philospher stone and cross necklace (or equivalent) the remaining 4 accessories are +DPS items universally.</p> <p class="MsoNormal">It would be genuinely interesting to add in off-kilter accessories, one which players should think about before using or adding a new element to gameplay:</p> <p class="MsoNormal">Vampire teeth : Adds 6% life steal to all melee attacks and 3% for ranged or magic, minimum of 1 life stolen, maximum of 8.</p> <p class="MsoNormal">Confusion talisman – has a chance of confusing enemies on strike</p> <p class="MsoNormal">Rethink the many +%Damage accessories and add ones which give + a static amount of damage. It would be cool to have ranged weapon talisman that adds a low amount of +damage, favoring accuracy and fast shooting vs. a melee one which increases damage by +15-30 per swing, and a mage one which deals more damage based on the mana cost of the spell (there could also be accessories or potions which make more +mana cost to work with this ability).</p> <p class="MsoNormal">There could be an accessory which can proc a +buff upon critical to whatever type of weapon you are not using (on melee strikes, you get +20% to ranged damage for 10 seconds, on ranged you get +30% to spell speed, and on spell you get +25% to melee critical hit chance and damage) and +5% to all crit types across the board</p> <p class="MsoNormal">An improvement to the starcloak, possibly requiring the wizard’s hat. Sometimes the solution to an otherwise weak accessory is adding more stars, higher damage, and a mana cost. Scaling it with the player’s mana pool would be fantastic.</p> <p class="MsoNormal">TL, DR; get rid of the redundant and uninteresting accessories in Avalon. Think of cool and new ones which players really have to think about and significantly change play.</p> <p class="MsoNormal"></p> <p class="MsoNormal"> Robes Suggestion #3</p> <p class="MsoNormal" style="margin-top:0.4em;margin-bottom:0.5em;"> Time for another session of Robes Rants! (Version 15.3)</p> <p class="MsoNormal"> This will be a walkthrough of the general pros and cons of the Magical items introduced in Avalon mod. The items were obtained via a legit play through with a new character all the way until a defeat of Ultrablivion. Upon obtaining one, only magical items were used, and each one was sought out before going onto the next mode of the game (like Killing the WOF) so that a relative feasibly of getting an item could be established. </p> <p class="MsoNormal"> Normal Mode </p> <p class="MsoNormal"> Chaos Tome5/5 you get this item as a drop from Goblin Sorcerers. It’s pretty much the perfect spell for magic-using players. It’s got a low mana cost, decent damage (relative to your gear at that time in the game) and pierces an unlimited number of enemies and walls. Since it’s a drop, and the goblin army is pretty much guaranteed to show up at sometime in your play through, getting one is a given. I was ecstatic when I got one, you should be too.   </p> <p class="MsoNormal">' Tome of the Distant Past: '2/5 Far beneath the Chaos Tome in terms of damage. The only two uses for this book is for the infinite bones you can get from it, and that it is used in making Ancient. If the projectiles bounced, then it might be considered a decent weapon. </p> <p class="MsoNormal"> Shadow Thorn: 2/5 I love the idea of continuing the Vilethorn as a magic weapon. This obliterates the worm enemies, and it is not a terrible choice if you want to be an “up close” spell caster for some reason. Overall, it does not offer a lot of utility over vilethorn as its damage is not much higher (even with the split). It needs some love before it can be a viable option </p> <p class="MsoNormal"> Hellfire Thorn: 2/5 Same as it’s little brother the Shadow Thorn. It’s a fun concept, but it doesn’t really provide much of a punch by this point in the game. It would  be nice if it hit a further distance and dealt more damage. Then it might be a good choice against the Wall of Flesh. </p> <p class="MsoNormal"> Flower of the Jungle: 1/5 a poor man’s Flower of Fire. It’s not terribly placed in the game, but the chaos Tome does more damage and takes 0 farming to get, meanwhile this takes time, energy and certainly patience. It also requires items which are better used to summon bosses. If this was a random flower to be found in the jungle like the mana-flower it’d be on par. </p> <p class="MsoNormal"> Energy Revolver: 0/5 This item also belongs in normal mode. It would be a delightful “Mana Minishark” which is what it appears to be its niche in the game, the problem with it is that it’s not availaible until Hardmode because it needs a Mithril Anvil to craft. Additionally, this requires FIVE Energy Cells to create and deals less base damage than the Space gun. </p> <p class="MsoNormal">             Energy Cell: This is a MASSIVE time and resource sink and it’s used in three items in the game. It really does not serve any purpose other than being an aggravating waste.  It has my vote as a material which could be removed from Avalon completely and would not be missed. </p> <p class="MsoNormal">             It would be best to decide where to place this weapon: should it be the last Magic weapon a player wants from normal mode, or should it require the Laser Rifle. Space gun, and a few other components and be a strong contender in Hardmode? </p> <p class="MsoNormal"> As an aside: could there please be a way to craft a band of Starpower in Avalon? It’s the only accessory which one needs to find. </p> <p class="MsoNormal"> Hard Mode </p> <p class="MsoNormal">Now, hardmode in general is more difficult to balance. There are decent magic weapons in the game already, but they fall short against the Avalon level monster. It’s difficult to craft fun, usable spells, without just cranking up the damage on old favorites, but at some point in time they need to be used to kill bosses. In general I will compare the magical from here on out to the Ranged/Melee weapon equivalents which are available at that time.</p> <p class="MsoNormal">Devil Scythe 4/5 This item is pretty much the best new kid on the block in Hardmode. It can be gotten just after killing the WOF, as the Cursed flames are the only item you cannot get beforehand. It’s pretty much on par with the Crystal Storm in terms of boss-killing, and its knockback is nice. The one negative thing to say is that the size of the spire fired is a little high, so it will hit on the ground if you aim below your character even slightly, but hey, you can aim it!</p> <p class="MsoNormal"> Starstorm 3/5 : Decent damage, needs a little bit of love, and the sprite for the falling stars is quite frankly a little cheesy. It’s situationally useful againt enemies such as the Destoryer (but once again the Hamdrax kills much faster), but if you go underground I’d use another weapon in a heartbeat.</p> <p class="MsoNormal"> Cursed Flamelash 2/5 Recolored Flamelash than cannot be controlled. Marginal increase in damage.</p> <p class="MsoNormal"> Elemental Rod 1/5 Love the idea of a big time debuff-cane, but this item falls short by a mile. It deals substantially less damage than the items used to create it, does not apply all of the possible debuffs (like cursed flame and freeze), moves slowly, costs plenty of mana, does not bounce when striking a wall and does not auto-reuse. Retune please!</p> <p class="MsoNormal"> Freeze Bolt 2/5 I have no idea why it takes a Mythril Anvil to create, but it does. All of the items necessary for its creation can be gotten in normal mode, and it’s not fast enough or high enough in damage to make it a Hardmode weapon. The tiny chance to freeze enemies is nice, but (like all ice items) this is tedious to farm for, as white Gel is annoying as hell to get. It’s completely skippable unless you want a dependable item for freezing bosses which is its only redeeming quality. </p> <p class="MsoNormal">This is the end of the items you can get before defeating Avalon Bosses – at this point you are using The Devil Scythe, or Vanilla Magic weapons. This is what’s available after you defeat the 3 Avalon Hardmode Bosses:</p> <p class="MsoNormal">Hallowed Thorn 1/5 : Too weak for this level of play. Its short ranged low damage. In comparison someone could have a Megashark by now. It is faster to kill the Devourer with a Hamdrax than with this weapon.</p> <p class="MsoNormal"> The Golden Flames 0/5: Like the Energy Revolver this weapon is terribly underclassed against the other ones a player could have at this time. I have NO idea why it requires it’s own unique reagent (Golden Flame) and it only spawns in one of two chests in the map.  In order to get this item legitimately I had to create 4 new worlds and dynamite down to hell just at the chance of finding the flame. Any item which necessitates creating a new world just to juke the game is NO good. (I am aware I can farm Gargoyles for them, but that would take longer.)</p> <p class="MsoNormal"> Starfall 5/5 A complete breath of fresh air. This is a well coded weapon which requires some timing to set-up. It’s a resource heavy-weapon, but it has a huge payoff, particularly if the player stacks +Magic damage accessories.  This item was used and abused until the end of the mod, if anything it’s too good and should require Oblivion or the Dragon Lord’s defeat before being available.</p> <p class="MsoNormal"> Super-Hardmode </p> <p class="MsoNormal">Prior to killing a Superhardmode boss (except the Armageddon Slime):</p> <p class="MsoNormal">The Darkened Flames 0/5 like it’s brother the Golden flames, this item takes forever to farm and is essentially useless vs. other availaible items.</p> <p class="MsoNormal"> Focus Beam 0/5: Cute idea, but it does not bounce, does not do sufficient damage, and does not offer anything it’s brothers don’t.  It also requires some fairly valuable reagents (Opal, Lens Apparatus) which a player may not want to part with for such a mediocre spell. This can be removed from Avalon, and no one would miss it.</p> <p class="MsoNormal"> Focus Beam 2 3/5: LOVE the concept. I shouted “I”MMA CHARGING MY LAZER!” when first using this weapon. It’s vastly underpowered for Superhardmode, and may be best tossed into hardmode with tweaked up damaged and  edited crafting materials. (As an aside, I hate the Gem Essence as much as I hate the Energy Cell).</p> <p class="MsoNormal">There are two major flaws to it : +%Damage effects do not work with this item because the damage is code-driven (until the code is edited right?!) and while the laser is firing, mana potions will not be auto-used by any accessory, and should one be manually used while at 0 mana the laser will not begin to refire unless recharged. I know this has everything to do with the code behind the laser, just thought I’d point it out  J.</p> <p class="MsoNormal"> Focus Pulse 2/5 : Much like it’s brothers it’s too weak to be of any true use. It’s homing capabilities would be nice, except that the laser sprite is really awkward looking, the spiral around the intended target is quite large, it does not home onto enemies if they are moving too fast (like the Twins chasing a player), and it requires TEN ENERGY CELLS. (Insert Rage here) Overall a homing weapon is quite a cool concept, and this spell pierces walls which is why this is not 0/5.</p> <p class="MsoNormal">  Ancient 1/5: The spell is well animated, but it’s unwieldy and does nowhere near enough damage to justify the incredible amount of resources required to make it. Aside from the name, there is no reason why the best and second best armor sets in Avalon have set bonuses associated with it.  </p> <p class="MsoNormal"></p> <p class="MsoNormal">After Killing the Dragon Lord and until you kill Ultrablivion there are no new spells to be had.</p> <p class="MsoNormal">The final spell, the Impulse Strike requires killing Ultrablivion, and is pretty much a joke, since it cannot be aimed, and deals the damage equivalent of normal mode spell.</p> <p class="MsoNormal"></p> <p class="MsoNormal">Thanks for reading my diatribe on spells. I hope  with some balancing, more people will decide to embrace the way of the mage in Avalon!</p> <p class="MsoNormal">I also have the following few suggestions:</p> <p class="MsoNormal">Allow items like the Star Cloak and Lightning in a bottle to benefit from +Spell Damage Accessories.  This will add another interesting dimension to them.</p> <p class="MsoNormal">I have no idea where to get a mana compromise. It is still essential for making the Ancient armor and mimes no longer drop it. Help?</p> == Robe's Suggestions - part 2== Hello All, it’s time for a new tirade about balance in Avalon! <p class="MsoNormal">Today we’re going to discuss flails, or what I like to call the forgotten Melee weapons. The vanilla Terraria has 5 flails (Ball O’Hurt, Blue Moon, Harpoon, Sunfury, and Dao of Pow) and Avalon adds in 12 on top of those for a total of 17. Let’s dive in and talk about the stats of them:</p> <p class="MsoNormal">Most flails have a use speed of about 44 in the vanilla game, and the ones in Avalon have a use speed between 37 and 47, putting them all into the “very slow” category of melee items before buffs are taken into account. This is good because messing with the use speed can lead to some strange actions with flails.</p> <p class="MsoNormal">The flails have a knockback between 6 and 9, usually having a high knockback on a flail is good, it’s a far-reaching melee weapon which one uses to keep safe, and kill an enemy far away.  There is one flail for which the knockback is a burden, but we’ll get to that later.</p> <p class="MsoNormal">Pre-Hardmode: This tier is where most of the flails exist in vanilla Terraria. Avalon converts the flail class from a find-only kind of gear to craftable at this play level.  My biggest question regarding pre-hardmode flails is: Where is the frozen flail?</p> <p class="MsoNormal">Silver: (9 damage, 6 knockback) This flail fits a nice niche in the game, it’s the first one someone can get. It’s easily farmed for, and if chests can randomly spawn this item it’d be a good melee weapon early game like the Iron Broadsword or a spear. It makes zombie and slime whacking fun and easy, not to mention less dangerous. It’s needed in construction for the next flail:</p> <p class="MsoNormal">Sporolash: (28 damage, 6 knockback, and poisons) This flail takes some farming to get, but it’s unavoidable if you want to get some of the better flails.  It is akin in strength to the Thorn Chakram, and fills in that damage gap between the blue moon and sunfury for flails, but it does not bounce off of walls freely like the Thorn Cakram, and has less knockback. This weapon is a good one, but it can be skipped until you have better gear and want to make a minced meat out of the jungle for a  moonfury.</p> <p class="MsoNormal">Meteor masher: (25 damage, 7 knockback) Fun item, well sprited, looks pretty, but completely skippable. It’s nearly type-identical to the harpoon in stats, does not contribute to a later flail, and all that meteor ore would be better spent on other gear.  If you wanted to add a little more flavor to Avalon, why not make crystal flails instead of the meteor masher? Like the phase blades and sabers they could give a colorful edge to a player’s arsenal.</p> <p class="MsoNormal" style="border-style:none;padding:0in;">Moonfury: (41 Damage, 8 knockback) This flail takes the crown for those in Pre-hardmode. It’s got 8 more base damage than the sunfury, moves fast and looks sweet. Its downside is that its not a particularly large flail. Requiring most of the prior flails in one manner or the next is a nice parallel to the Night’s Edge.</p> <p class="MsoNormal" style="border-style:none;padding:0in;"></p> <p class="MsoNormal">Hardmode Flails: All of the hardmode flails should be compared to the Dao of Pow, because it is incredibly easy to make, has high per-hit damage, and is available early in hard mode, before any bosses are defeated, and it causes the confused debuff which is very powerful.</p> <p class="MsoNormal">Cursed Flail: (40 Damage, 7 knockback) This is a fantastic flail, if you happen to have a gotten a sunfury during pre-hardcore mode. The 50 cursed flames is a small hold-over, and the DOT is pretty nice for extended damage. Sadly, this flail can easily be skipped because it deals less damage than all of the other hardmode flails, and relies upon having found a sunfury.   </p> <p class="MsoNormal">Cobalt Flail: (42 Damage, 6 knockback) Marginally better than the Moonfury and costing 45 cobalt ore it is a nice easy flail to get, but would likely be overlooked in favor of a mythril or adamantite weapon.</p> <p class="MsoNormal">Mythril : (45 Damage, 7 knockback) Again, not much to say, easily gotten after getting to Hardmode, also passed over by going for an adamantite flail.</p> <p class="MsoNormal">Adamantite: (49 Damage, 8 knockback) Nice flail, high damage,  akin to the Dao of Power in strength, but without the confusion. It also costs 100 ore to create.</p> <p class="MsoNormal">Heaven’s Tear : (54 Damage, 9 knockback) Takes all of the previous flails to make it, as well as a kill of Skeletron. At this point the increase in damage is not worth the effort required to make the weapon. For less ore and just as much headache a person can create the Excalibur, a far superior weapon.</p> <p class="MsoNormal">______________________________________________________________________________</p> <p class="MsoNormal">Superhardmode:  Not much to say here, only 2 flails in superhardcore mode. To round things out it might be nice to have a DOT effect to Elicpses’ Waning, or add in a dark matter flail. I think these are the weakest of all the flails in the game: the same tiered weapons are vastly superior to them with the similar material costs.</p> <p class="MsoNormal">Eclipses’ Waning : (60 Damage, 7 knockback) For a 6 damage increase, you have to not only make most of the previous flails and kill Oblivion but also realize that this is a terrible idea when you could instead go out and get yourself an ultrashark and skip over this vastly underpowered flail.</p> <p class="MsoNormal">Berserker Nightmare : (50 Damage, 8 knockback, Lighting strike) This flail does only 1 damage more than the Dao of Pow, and though it is fast, it is vastly underpowered for it’s tier (Post-Superhardmode, since it require killing Ultrablivion). It should be compared to all of the other weapons on the same tier: the Berserker Blade and the Expulsor cannon, and it is pretty obvious to see that this weapon does not hold a candle to those two. It needs to be much larger, and deal at least 4-5 times more base damage. Sadly, the normally great knockback is actually a hinderance, as the Lightning strike proc (underpowered btw) usually misses the monsters because they are knocked away.</p> <p class="MsoNormal">As a playtest, I tried to kill the Destroyer with the final two flails by standing in place and hitting the boss as he passed by, and then with the Draxmer. The speed kill order is as follows: Draxmer >> Eclipses’ Waning > Berserker Nightmare.</p> <p class="MsoNormal"></p>

OneAndThree Ideas

I find that whenever I play Avalon, That I Couple it with a sword mod. There is a gap inbetween swords with the Night's Edge at 42 damage, and Spectrum Scimitar at 50 damage. Also, the damage ups very little, and ends at 61 damage between quite a few swords. Another problem is that there are many armors, but few tools. I would suggest adding Caesium tools and weapons, somewhere around 47 damage the other swords should have upped damage. 

Informer232's ideas (1.5.3 onwards)


<p class="MsoNormal">New ore: Iridium, just below Ceasium in the tiers, Iridium is useful for creating the Plasma equipment, and can also make various mulitcoloured blocks and furniture with the ore silvery-rainbow ore, the equipment is as follows:</p>


<p class="MsoNormal">Lightning Plasma Caster: (47 Damage, 2 knockback, Very fast speed, Continous) Consumes two bullet ammo per shot but fires fast moving, large spherical projectiles that cause the 'Electrocuted' debuff on every critical hit.</p>


<p class="MsoNormal">Burning Plasma Caster: (47 Damage, 2 knockback, Very fast speed, Continous) Consumes two bullet ammo per shot but fires fast moving, large spherical projectiles that cause the 'Cursed Flames' debuff on every critical hit.</p>


<p class="MsoNormal">Corroding Plasma Caster: (47 Damage, 2 knockback, Very fast speed, Continous) Consumes two bullet ammo per shot but fires fast moving, large spherical projectiles that cause an 'Corroded' debuff on every critical hit.</p>


<p class="MsoNormal">Slagging Plasma Caster: (48 Damage, 3 Knockback, Very Fast Speed)Consumes two bullet ammo per shot but fires fast moving, large spherical projectiles that cause an 'Weakened' debuff on every critical hit.</p>


<p class="MsoNormal">Transfusing Plasma Caster: (48 Damage, 3 Knockback, Very Fast Speed)Consumes two bullet ammo per shot but fires fast moving, large spherical projectiles that cause an 'Leeched' debuff on every critical hit.</p>


<p class="MsoNormal">Plasma Cannon: (65 Damage, 0 Knockback, Slow Speed) Consumes 50 ammo per shot, and fires a large, slow moving projectil that hits all enemies on screen, instantly dealing the debuff according what type the launcher is.</p>


<p class="MsoNormal">Plasma Katzbalger: (52 Damage, 6 Knockback, Fast Speed,) Medium Large Sword with continous swinging enabled, critical hits deal a debuff depending on the type. </p>


<p class="MsoNormal">Plasma Hamdrax: (Hamdrax Damage + 5, 2 Knockback, Very Fast speed) A bit of a general upgrade to the Hamdrax, critical hits deal a debuff depending on the type.</p>


<p class="MsoNormal">Plasma Armour (Helmet 18, Chestpeice 23, Greaves 18) has a set bonus of Movement speed, 75% reduced plasma ammo cost, an extra 25% chance to ignore damage over 500, Light emission, general damge bonus of 7% and gives a Chaos Elemental movement effect.</p>


<p class="MsoNormal">All Plasma Casters use 25 Iridium, 1 Laser Rifle and 5 Souls of Plight in their creation,</p>


<p class="MsoNormal">All Plasma Cannons use 35 Iridium, 1 Star Cannon and 10 Souls of Might and Plight in their creation.</p>


<p class="MsoNormal">All Plasma Katzbalgers use 30 Iridium, 1 Phaseblade and 5 Souls of Plight in their creation.</p>


<p class="MsoNormal">All Plasma Hamdraxes use 30 Iridium, 1 Hamdrax, 1 Axe of Emancipation and 10 souls of Plight in their creation, they can brake Resistant wood and Brick, and are now needed in the Draxmer instead of the two seperate items.</p>


<p class="MsoNormal">All Plasma Helmets use 35 Iridium, any Cobalt Headpeice and 6 souls of Plight in their creation, and give the player an instant 80 mana boost, and 10% increased ranged damage and projectile speed.</p>


<p class="MsoNormal">All.Plasma Chestpeices use 40 Iridium, 1 Cobalt Chestpiece and 6 souls of Plight in their creation, and give the player a 25% increased chance to ignore damage over 500, and 10% increased ranged damage and projectile speed .</p>


<p class="MsoNormal">All Plasma Greaves use 30 Iridium, 1 Cobalt Greaves and 6 souls of Plight in their creation, and give the player triple jump, magnetisation (dropped items are drawn in faster and from longer distances), and 35% increased move speed, and 10% increased ranged damage and projectile speed.</p>


<p class="MsoNormal">Plasma armour set bonus: 75% reduced plasma ammo cost and and an extra 25% chance to ignore damage over 500.</p>


<p class="MsoNormal">The Plasma weapon's type depends on the following materials:</p>


<p class="MsoNormal">Lightning: Wires / Burning: FireBlossom / Corroding: Jungle Spores / Slagging: Souls of Night / Transfusing: Souls of Light</p>


<p class="MsoNormal">Bugfixes:</p>


<p class="MsoNormal">Essence Plasesabers/Blades now glow when used, and change colours randomly.</p>


<p class="MsoNormal">Cobalt Toruses, Mythril Annulets, Adamantite Tethercords and Divine Chakrams now have unique particle effects.</p>


<p class="MsoNormal">Recipe Edits:</p>


<p class="MsoNormal">Lava Talisman only needs 35 Souls of Fire compared to 50</p>


<p class="MsoNormal">Steelfang's laser damage is reduced by 10, and the second form resistances are reduced. Stell fang can also be spawned during the day</p>

olegoleg123's Suggestions

   Melee

Elemental flail(Eclipse's Waning, elemental shards and 20 Souls of Vigor) 66 damage and causes debuffs.


Berserker War Axe(50 berserker bars, 10 darkened flames and 25 Souls of Wight).Swings very fast, causes Dark Inferno and Stunned debuffs.


Berserker Longsword(50 beserker bars, Elemental Excalibur and 25 souls of Wight). Now, this is some serious business.This sword swings as fast as masamune. AS FAST AS FREAKING MASAMUNE!!!!!!!!(from Omnir's mod). Also, it deals 93 melee damage and inflicts Dark Inferno and Confused debuffs. ====   Ranged====

Flak Cannon(30 Souls of Fright, 30 Souls of Delight, 30 Souls of Height, 20 Steel bars, 20 bombs, a shotgun and a Twilight Repeater). Consumes regular bullets but fires EXPLOSIVE SHELLS that release regular bullets. Very fast speed, autofire, consumes 3 bullets per shot. 27 base damage. ====   Magic====

Withering Staff(Poison Staff, 20 Souls of Height and 5 dark shards). An upgraded version of the Poison Staff. Fires 8 black orbs that leave a quickly dissapating trail of shadow energy behind them. The projectiles are shot in a shotgun-like pattern,  and don't have as much spread as Poison Staff shots. They also can pierce through 2 enemies and dissapate at the 3rd enemy hit.


Lightning Gun(20 Energy Crystals(which are a replacement for Energy Cells crafted with 5 crystal shards, a Soul of Light and 5 cursed flames, white gel is also removed), 40 souls of Vigor, Laser Rifle, 10 dragon scales(dragon bones REMOVED) and 20 steel bars). At first, this weapon seems to be an ordinary sniper rifle thing: it fires a lightning that goes in a straight line and travels instantly.But when a lightning strikes an enemy, it arcs to other enemies nearby, up to 6 enemies. 100 base damage, slow speed, uses 35 mana, autofire.

=== Oblivion Rant===

After I started playing the Avalon Mod, I came to a solid concrete wall in my quest of completing the mod.And that is nothing else than Oblivion. Yes, the everyone's favourite boss that everybody claims "too easy"! Let me tell you: THAT'S NO LONGER THE CASE. The boss got buffed in one of the recent updates, the same update Quadro Cannon was nerfed... AGAIN. Blahblahblah buffed Oblivion's defence to such amount that the Quadro Cannon cannot do any serious harm to the primary head. And the defence was THE ONLY thing he increased! All of the boss' ranged attacks do merely 1 damage to the player with spectrum armor, and the head can be dodged easily! But the buff in defence he got ACTUALLY made him a lot, A LOT harder.... to defeat in time. His attacks still mean nothing, as they are too weak/easy to dodge, BUT the real challenge is to deplete his whooping 200000+ HP(including ALL  forms: the eye, primary head and secondary head). I doubt it can be even called a "challenge", because it is dependent on your weapons, rather than on your skill! And in fact, this boss is IMPOSSIBLE TO SOLO without Oblivion-tier weapons such as Ultrashark! You simply don't do enough damage to defeat the boss in time! And even if I freeze the time using a cheat mod, the fight is repetitive and boring. You just shoot at the heads and keep distance from them so they can't get you with the spin attack. When one head does the spin, you shoot at the other one. RINSE AND REPEAT.


EDIT: According to blahblahblah,in the next version of the mod, Oblivion won't have a time limit to dawn.HURRAAAAAAAY.


What I want to you is to make that you can die more easily from the actual boss' attacks, instead of the time constraint. The boss' HP and defence should be nerfed, but the arm attacks should recieve a major buff. Instead of  SP's arms, Oblivion arms should spawn:

Prime Vice - Oblivion Vice (higher damage, shoots probes)

Prime Saw - Oblivion Saw (higher damage, shoots dark flames)

Prime Laser - Oblivion Laser (sustained high-damage beam, 8-direction blast of lasers)

Prime Cannon - Oblivion Cannon (fires a swarm of non-homing missiles)

Also, Oblivion Grabbers should be attached to a secondary head and actually grab and move you around (no need for a damage buff for them though!)

Seth the Potato Slayer's Suggestions 

=== Accessories.===

Love em. Nothing I can say except that I'd like to see the addition of + damage accessories vs. % damage accessories, giving you more complex setups for the maximum damage. === Black Lenses (Requires its own heading)===

Black Lenses nearly set me over the edge in this mod. The amount of unavoidable crafting recipes that need them compared to how much you get per 10 nights is ridiculous. Even after making the alchemical skull, the timechanger and moonphaser, you find yourself grinding for hours just to summon catalyst. 


They shouldn't be used for crafting. And the moonphaser should be able to be crafted without any bloodmoon mandatory items. Waiting for a bloodmoon is much too time consuming and stops the game flow in its tracks. === Potato's Rant Over Grinding Vs. Difficulty.===

l've only played quite recently, from 16.6, but after reaching mid-hardmode I'm seeing a steady pattern. Many of the craftable items, such as armors or swords, require previously made items (i.e Megashark -> Ultrashark), but alot of the required materials for some items are just blatant busy work. I don't want to go hunt down jungle ore's to make jungle armor so I can make Spectrum Armor in order to make Ancient Armor. There's no reason for that, other than to extend the mod's playability time. Rather than do acsending difficulty armor for every single type of armor, branching off might add more complexity to the mod, such as using Dark matter for a mage armor, Bezerker for melee armor, etc etc. Or better yet, use the system terraria already had in place, by seperating the helmet for the attack style of your choosing. 


However, the armor's themselves aren't the largest problem with unneeding extension of gameplay. The hardest boss situationally that I had to face was Mechasting, and yet I still beat him without much preperation at all. The bosses beyond him were practically a joke. After reaching dragon armor or even just spectrum armor, the bosses simply dont do enough to send you in a state of panic. Yet while they're damage is low, so is yours. It is amazing how many magical books and melee weapons were introduced, but how few of them can even outdamage crystal storm. Many of the books take over hours to make as well, but the end result is just a collectors weapon, and you're back to using a quadro cannon. The minimal damage with magic books almost forces you into using the ranged weapons, which are the weapons even feasible for outrageously long boss fights like oblivion. 


Tl;dr


What I'd like to see is smaller crafting recipes with more difficulty in obtaining the items. Remove the need for light or night souls and previous weapons when crafting better weapons, and focus on the bosses themselves for rewards. Lower the defense of bosses and of the armors, while increasing the damage that weapons and mobs do. Let me worry more about death than dawn arriving. 1.9 Wertex of Ultrashark : soul of dark light dropped by armored hell corruptor in superhardmode and 


minishark , megashark , ultrashark and souls of might . please add that in the mod.


- Bullseye55 Note: Avalon 1.2 has already took this issue into consideration.






































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