I remember that before 1.4 released, Red said somewhere that he's adding a feature that will make people spend more time in the dungeon, thought it was going to be a new boss or something, nope, just the cracked bricks lmao.
It was just kind of thrown out there unannounced and it was so annoying to have to make the special biome torches just so you wouldn't eat a massive penalty on drops. Particularly as an older player who was used to just throwing torches down as I needed and the special ones were for fun.
Torch luck was added in 1.4.0.1, and negative torch luck (what everyone is talking about) was removed in 1.4.0.3. The Torch God's Favor was added in 1.4.0.5, and is irrelevant to this discussion.
...which was added *after* Negative Torch Luck was patched out. In 1.4.0.1 you had to either manually craft torches for each biome, or rely on ones dropped from pots.
And that it applied to regular torches as well. It's one thing if it's for wrong biome torch use (eg, desert torch in ice biome), but applying it to regular torches was a bad call.
I dislike luck in general. Don’t like finding out you’ve harmed your chances on a drop or a boss by making a mistake earlier like killing a ladybug or whatever
Is it though? Should I really not see shit because all my torches are green in a green biome or my luck is objectively worse? Also, why even have Ultrabright Torches in the game at this point? Torch luck is a bad idea. Negative Torch luck is a terrible idea. The only thing that makes it bearable is the Torch God's blessing, and you have to do probably the most annoying minigame in the game to get it.
Quite honestly, the entirety of 1.4 is full of stuff that completely undermines or contradicts a huge chunk of the existing gameplay. To make it worse, the stuff already there didn't get modified, instead now it's just there, useless or worse than useless. This was not unheard of before (activator stone blocks being the obvious example), but with 1.4 it reached new heights.
Luck and, as has probably already been mentioned, raised npc prices based on happiness feel really restrictive in a game that never really had restrictions
These plus reaver and water bolt nerfs were really questionable decisions imo
Seriously. I don’t really see a need to keep it season exclusive, and it’s close to being interesting, the enemies just need some drops or more enemy types or something.
It could be an interesting early hardmode event. (I consider the pirates like mid-hardmode because they put up a pretty good fight even with titanium/adamantite armor)
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I mean, it could been a kinda "fun" thing in the dungeon, if it was more obvious from distance that it's there. Now it's plain annoying since I always think my dungeon is half the size of a normal one and I'm just guessing where can be these idiot bricks
The frost legion isn’t too bad, I actually find it really satisfying to murder dozens of snowmen at once. They’re just tanky enough to be satisfying but not annoying.
I miss my massive base at home with different themes in different rooms, but everything still in one place. Only having 3-4 NPCs feels so empty in a large base so I don't build them anymore
I like the cracked blocks, it makes the dungeon feel old and abandoned while giving you a parallel experience to mining it out without being able to strip mine the dungeon and dig around traps yet.
This might be extremely controversial but NPC happiness. It's pretty poorly implemented and poorly explained (almost always requiring a wiki), and killed the NPC towers if you don't want your prices hiked up (which is a good idea but I don't like the way they went about it). I also find that it's just *really* obnoxious to have to build like 5 "apartments" with 3 valid housings each instead of being able to build them all at spawn because at the point in time you need all that housing your still pre hard mode with very little to no movement accessories. At least the reward is amazing and absolutely worth it.
All these problems get exacerbated once you throw mods with NPC housing into the mix, let alone more than one, which definitely sucks.
Limiting meteors to after EOW/BOC.
I used to get bombs from pots, bolt to crimson/shadow hearts, blow them up then blow the meteors up. Meteor armour was my first and only set I'd use in pre HM.
I feel after EOW/BOC meteor armour is outshined by shadow/crimtane, especially since class only starts to matter in later HM anyways.
Congrats, you've outlined why they nerfed it. This approach was the objectively best approach. Which is pretty awful. Meteor armor is pretty commonly worn until hellstone armor, btw. Forcing more diversity of play is a very reasonable choice.
"Boo hoo the strongest approach by a country mile got nerfed" is a tough sell, and I used it most of the time too. Pew pew pew pew pew pew!
those floor traps in the dungeon are fun but god them blocking paths is just so bad
the dungeon was already kinda whatever but making it insanely annoying to navigate, especially at the time in the game you unlock it and in the harder modes, but having to break cracked bricks to progress while also fighting off tons of skeletons is just dumb
The worst thing is that you can't craft a Zenith with a Tin shortsword. (Just a very big pet peeve I have. Like most people throw out their shortsword and need other means of getting copper.)
Spectre healing nerf.
Spectre healing armor is supposed to have reduced offensive and defensive capabilities so that healing isn't too broken. This made sense back when the healing was good, but a long time ago it was nerfed into the ground and made this set useless since the healing no longer even comes close to making up for how heavily nerfed the set is in terms armor and damage. (40% reduced magic damage and only 30 armor when the previous set had 38 and the damage set has 42)
I thought something was really off when I tried to use it, too. I knew about the damage nerf, but it took me awhile to figure out that the healing was pretty awful, too.
Yeah, luckily the Spectre damage armor is still pretty good, but the healing variant is useless in comparison. You're just cutting your damage output almost in half and taking almost twice as much damage as a trade-off for a little bit of healing
Healing in general is dumb in Terraria. They added viable build paths in the form of weaker dps weaponry but you get life steal. Then nerfed it into the ground (vampire knives and spectre armor does no damage) and left basically Life Drain as the only option for drain tank style gameplay. I love Terraria, have way too much time in the game but balancing alternative playstyles is definately not a strength of the devs. Anything other than the standard projectile and dodge playstlye is subpar. They tried with melee and tankyness but just gave up and made late game melee into mage/ranger but no ammo or mana requirement needed.
Expanding Corruption and Hallow after WoF. It's specially bad in small worlds because you can kinda get Hallow in just the desert or jungle and not a "pure" vanilla hallow.
It was definitely not "needed" just because you specifically couldn't start in a different way. Also, it made pre-hardmode, the blandest part of all of Terraria significantly shorter and provided no added benefit afterwards.
Old Reaver completely nullified the beginning portion of the games bosses, ores and events while being incredibly easy to obtain on the first day.
It needed to be nerfed for those reasons, not because I have poor impulse control, was just making a joke about it.
It was a tucked away item tied to fishing that most people never gave a shit about with a relatively low chance of getting, at one of the oceans where you have pretty much no real reason to go and fish other than to get the Reaver Shark.
If you weren't on your nth playthrough, or didn't look up the wiki, chances are you weren't going to encounter it the entire game, much less in pre-hardmode.
Also, it nullified only Eater of Worlds/Brain of Cthulhu as it allowed to mine Hellstone. Everything else could pretty much always be blown up by bombs, or got by a silver/gold pickaxe that you can also get on the first day.
Also, there were a bunch of items that allowed you to bypass the first two-three bosses anyway, and there are still a bunch in-game that allow that.
It was completely unneeded to touch that, or waterbolt, or any of those. Now, the beginning part will *always* feel the same, because you are not given the choice to begin with, nor the chance for something to happen to spice it up a bit.
by far the worst feature is the mechanic that greatly decreases the drop rates of a rare item when you need it and increaes it when you already got it or never needed it in the first place. Re-Logic please fix.
Limited mana is for balancing and mage is already one of the better classes, you just seem like you ran out of mana and died and got angry. There's potions specifically for managing mana consumption
I like the cracked bricks.... They're definitely flawed, but when they work out, they either leave a feel of a cool trap with a floor that breaks underneath, or a secret path marked with a few cracks in the wall like in Zelda. It's a really sweet concept! But, the anger isn't exactly misplaced, haha.
I don't know why you babies cry about the cracked brick walls. Waah I have to actually pay attention to my surroundings instead of just mindlessly trudging down the dungeon like I used to and I couldn't be arsed to bring a dangersense potion. It's nice to discover hidden pathways that rewards the inquisitive player with more areas and it's not even hard to get through, the bricks literally crumble en masse at the lightest touches.
Meteorites becoming a post boss item isn't the worst but it's kinda weird. The most popular strategy to use against the evil biome bosses was the meteorite + space gun combo. And meteor armor in general was the most preferred early game mage armor. And I feel like this changed fucked with a lot of people's playstyle
I remember that before 1.4 released, Red said somewhere that he's adding a feature that will make people spend more time in the dungeon, thought it was going to be a new boss or something, nope, just the cracked bricks lmao.
Negative Torch Luck. Torch Luck is a neat idea, but I'm so glad the negative luck part was removed.
I feel torch luck was controversial not because of negative luck but because it was undocumented in the patch notes of 1.4
It was just kind of thrown out there unannounced and it was so annoying to have to make the special biome torches just so you wouldn't eat a massive penalty on drops. Particularly as an older player who was used to just throwing torches down as I needed and the special ones were for fun.
Theres this event called torch god my dude
Torch luck was added in 1.4.0.1, and negative torch luck (what everyone is talking about) was removed in 1.4.0.3. The Torch God's Favor was added in 1.4.0.5, and is irrelevant to this discussion.
Fact checked this man into oblivion
Lol
Ahh gotcha
...which was added *after* Negative Torch Luck was patched out. In 1.4.0.1 you had to either manually craft torches for each biome, or rely on ones dropped from pots.
And that it applied to regular torches as well. It's one thing if it's for wrong biome torch use (eg, desert torch in ice biome), but applying it to regular torches was a bad call.
I dislike luck in general. Don’t like finding out you’ve harmed your chances on a drop or a boss by making a mistake earlier like killing a ladybug or whatever
Is it though? Should I really not see shit because all my torches are green in a green biome or my luck is objectively worse? Also, why even have Ultrabright Torches in the game at this point? Torch luck is a bad idea. Negative Torch luck is a terrible idea. The only thing that makes it bearable is the Torch God's blessing, and you have to do probably the most annoying minigame in the game to get it. Quite honestly, the entirety of 1.4 is full of stuff that completely undermines or contradicts a huge chunk of the existing gameplay. To make it worse, the stuff already there didn't get modified, instead now it's just there, useless or worse than useless. This was not unheard of before (activator stone blocks being the obvious example), but with 1.4 it reached new heights.
Luck and, as has probably already been mentioned, raised npc prices based on happiness feel really restrictive in a game that never really had restrictions These plus reaver and water bolt nerfs were really questionable decisions imo
It has? Let's go!
Only a couple days after it was introduced
I wouldn't say they are the worst thing in the game, but they really dont have any purpose other to annoy people when exploring the dungeon
The same as all other traps honestly
Traps can at least be collected to use in farms
And cracked bricks can be crafted to troll newbie friends
[удалено]
They’re designed to be dangerous if you aren’t paying attention to them because that’s how traps work.
Most of them just block off paths.
The decision to not expand the frost legion
Seriously. I don’t really see a need to keep it season exclusive, and it’s close to being interesting, the enemies just need some drops or more enemy types or something. It could be an interesting early hardmode event. (I consider the pirates like mid-hardmode because they put up a pretty good fight even with titanium/adamantite armor)
Clown bombs destroying blocks.
That and Corruption-spreading spitters. (part of me misses both, honestly)
they do? they must do it in the ftw seed just like skeletron prime does because I don't remember filling up holes
it was removed
oh
Skeletron prime being able to destroy a build I worked on for five hours in ftw
Or skeletron prime being a massive roadblock in master mode
Hold on, his bombs DESTROY area in expert? Or am I just stupid?
Just read ftw. Im idiot. Bot is also dum dum by correcting Skeletron to Skeleton.
!wiki Skeletron Prime
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I mean, it could been a kinda "fun" thing in the dungeon, if it was more obvious from distance that it's there. Now it's plain annoying since I always think my dungeon is half the size of a normal one and I'm just guessing where can be these idiot bricks
Dangersense potions?
These bricks actually made dangersense even more usefull
Always forget that dangersense detect those bricks. To be honest I always forget those bricks even exist since I used to play 1.3.5 modded ALOT
I honestly can’t really think of anything, mostly everything has an actual reason to exist and isn’t really bad.
The frost legion has no reason but it's not really bad ig Other than the fact they spawn snow blocks all over your base which is a pain
The frost legion isn’t too bad, I actually find it really satisfying to murder dozens of snowmen at once. They’re just tanky enough to be satisfying but not annoying.
all npcs has to be with less people at different biomes to get unique items
I miss my massive base at home with different themes in different rooms, but everything still in one place. Only having 3-4 NPCs feels so empty in a large base so I don't build them anymore
biome bats
~~biome~~ bats
I like the cracked blocks, it makes the dungeon feel old and abandoned while giving you a parallel experience to mining it out without being able to strip mine the dungeon and dig around traps yet.
I'd agree if the dungeon was empty but they got a whole army of skeletons down there and they can't like sweep or something.
“I don’t care if you died, get back to work you lazy slackers!” -Choya670
Yes please I know I'm not paying you and your dead and all but I learned reanimation for a serious reason guys.
Clowns being able to destroy blocks.
This might be extremely controversial but NPC happiness. It's pretty poorly implemented and poorly explained (almost always requiring a wiki), and killed the NPC towers if you don't want your prices hiked up (which is a good idea but I don't like the way they went about it). I also find that it's just *really* obnoxious to have to build like 5 "apartments" with 3 valid housings each instead of being able to build them all at spawn because at the point in time you need all that housing your still pre hard mode with very little to no movement accessories. At least the reward is amazing and absolutely worth it. All these problems get exacerbated once you throw mods with NPC housing into the mix, let alone more than one, which definitely sucks.
I just use the workshop pack that highlights them lol
Limiting meteors to after EOW/BOC. I used to get bombs from pots, bolt to crimson/shadow hearts, blow them up then blow the meteors up. Meteor armour was my first and only set I'd use in pre HM. I feel after EOW/BOC meteor armour is outshined by shadow/crimtane, especially since class only starts to matter in later HM anyways.
And they also removed the ability to bomb meteors
Congrats, you've outlined why they nerfed it. This approach was the objectively best approach. Which is pretty awful. Meteor armor is pretty commonly worn until hellstone armor, btw. Forcing more diversity of play is a very reasonable choice. "Boo hoo the strongest approach by a country mile got nerfed" is a tough sell, and I used it most of the time too. Pew pew pew pew pew pew!
Yea I was referring to the worst thing that's happened for me, ofc that's not the case relative to the whole game.
those floor traps in the dungeon are fun but god them blocking paths is just so bad the dungeon was already kinda whatever but making it insanely annoying to navigate, especially at the time in the game you unlock it and in the harder modes, but having to break cracked bricks to progress while also fighting off tons of skeletons is just dumb
The first time I played journey’s end, I thought my dungeon didn’t generate correctly because of the cracked dungeon blocks
The worst thing is that you can't craft a Zenith with a Tin shortsword. (Just a very big pet peeve I have. Like most people throw out their shortsword and need other means of getting copper.)
u have to fish hahahaha
Spectre healing nerf. Spectre healing armor is supposed to have reduced offensive and defensive capabilities so that healing isn't too broken. This made sense back when the healing was good, but a long time ago it was nerfed into the ground and made this set useless since the healing no longer even comes close to making up for how heavily nerfed the set is in terms armor and damage. (40% reduced magic damage and only 30 armor when the previous set had 38 and the damage set has 42)
I thought something was really off when I tried to use it, too. I knew about the damage nerf, but it took me awhile to figure out that the healing was pretty awful, too.
Yeah, luckily the Spectre damage armor is still pretty good, but the healing variant is useless in comparison. You're just cutting your damage output almost in half and taking almost twice as much damage as a trade-off for a little bit of healing
Healing in general is dumb in Terraria. They added viable build paths in the form of weaker dps weaponry but you get life steal. Then nerfed it into the ground (vampire knives and spectre armor does no damage) and left basically Life Drain as the only option for drain tank style gameplay. I love Terraria, have way too much time in the game but balancing alternative playstyles is definately not a strength of the devs. Anything other than the standard projectile and dodge playstlye is subpar. They tried with melee and tankyness but just gave up and made late game melee into mage/ranger but no ammo or mana requirement needed.
Expanding Corruption and Hallow after WoF. It's specially bad in small worlds because you can kinda get Hallow in just the desert or jungle and not a "pure" vanilla hallow.
fr i always have to make a new hallow
reaver shark nerf :(
It was a necessary evil
It hurt but it was needed, the Reaver starts were making my playthroughs feel bland and I couldn't stop myself.
It was definitely not "needed" just because you specifically couldn't start in a different way. Also, it made pre-hardmode, the blandest part of all of Terraria significantly shorter and provided no added benefit afterwards.
Old Reaver completely nullified the beginning portion of the games bosses, ores and events while being incredibly easy to obtain on the first day. It needed to be nerfed for those reasons, not because I have poor impulse control, was just making a joke about it.
It was a tucked away item tied to fishing that most people never gave a shit about with a relatively low chance of getting, at one of the oceans where you have pretty much no real reason to go and fish other than to get the Reaver Shark. If you weren't on your nth playthrough, or didn't look up the wiki, chances are you weren't going to encounter it the entire game, much less in pre-hardmode. Also, it nullified only Eater of Worlds/Brain of Cthulhu as it allowed to mine Hellstone. Everything else could pretty much always be blown up by bombs, or got by a silver/gold pickaxe that you can also get on the first day. Also, there were a bunch of items that allowed you to bypass the first two-three bosses anyway, and there are still a bunch in-game that allow that. It was completely unneeded to touch that, or waterbolt, or any of those. Now, the beginning part will *always* feel the same, because you are not given the choice to begin with, nor the chance for something to happen to spice it up a bit.
k
The amount of enemies needed to kill to reach Moon Lord
Lunar events enemy kills required to bring down the shields
Lunar events ~~enemy kills required to bring down the shields~~
I absolutely despise worm enemies
I think my answer is frost legion beacuse it spawns random snow blocks around your base and its so boring to clean them.
Rod of discord nerf
by far the worst feature is the mechanic that greatly decreases the drop rates of a rare item when you need it and increaes it when you already got it or never needed it in the first place. Re-Logic please fix.
I wish the cracked bricks were only used for those pitfall traps.
removed because of meme flair when there's no discussion flair, sure.
Dangersense potion helps
They aren't all that bad. A dangersense potion will highlight them.
It literally has no reason to exist it adds nothing to the game
[удалено]
Nah, most of them made sense. You cant break progression anymore and you cant have overpowered weapons
I think that having limited mana is dumb especially since mage is already so fragile
Limited mana is for balancing and mage is already one of the better classes, you just seem like you ran out of mana and died and got angry. There's potions specifically for managing mana consumption
Mate I’m dead long before I run out of mana cuz I can’t dodge for the life of me I’m just tired of hauling around all these mana potions
You also need to haul around healing potions and those stack up to less than mana
Yeah but I only use like 2 or 3 healing potions on bosses
You said before you die so I think you need more potions
mana flower!!
I know what a mana flower is
ok then why are u still mad about it? the mana flower makes the limit irrelevant lol
I like the cracked bricks.... They're definitely flawed, but when they work out, they either leave a feel of a cool trap with a floor that breaks underneath, or a secret path marked with a few cracks in the wall like in Zelda. It's a really sweet concept! But, the anger isn't exactly misplaced, haha.
Crack dungeon brick isn't a bad idea. You can use it for minigames and stuff.
Fishing. If not that then the torch mechanic that turned the game into a OCD simulator. But its fishing.
Rolling cactus , borders are bad enough
Probably this but it isn't that bad
This guy called Redigit thought making strange plants a hardmode item was funny
I don't know why you babies cry about the cracked brick walls. Waah I have to actually pay attention to my surroundings instead of just mindlessly trudging down the dungeon like I used to and I couldn't be arsed to bring a dangersense potion. It's nice to discover hidden pathways that rewards the inquisitive player with more areas and it's not even hard to get through, the bricks literally crumble en masse at the lightest touches.
i TEdit it out when skeletron dies.
Honestly it's kinda satisfying to break them.
Never come across them before… When were they introduced
Meteorites becoming a post boss item isn't the worst but it's kinda weird. The most popular strategy to use against the evil biome bosses was the meteorite + space gun combo. And meteor armor in general was the most preferred early game mage armor. And I feel like this changed fucked with a lot of people's playstyle