That was one of the greatest face reveals I’ve ever seen. There was no build up, no hype, it just came out of nowhere and it was amazing. Good on you man!
It would be cool if both the Empress of Light AND Golem were required after Plantera, and once you defeat both there's a message like "The moon has noticed your triumph over the light..." triggering the Cultists at the Dungeon
Golem being easy to defeat might be a good thing. Throughout hardmode things were difficult, but now once you’ve defeated this easier than most hardmode boss, you start feeling powerful again, and now you have this confidence to continue and complete the endgame with every item at your fingertips.
I did just do a new run in expert mode and man plantera almost gave me a heart attack. Literally never done something in a game before that I could actually feel my heart beat as I focus (I was 30 seconds to heal and only 5hp). I still can't believe I clutched that. Golem definitely didn't remotely stress me in comparison.
@@dublethetruble4620 yeesh with how rough this run was, I'd really need to mipmax. Still was so pissed it didn't rain a single time in hardmode till after I setup a cheese system for destroyer and made hallowed armor. Was banking for so long on getting frost armor and frost wings.
There is nothing more satisfying as a Terraria veteran than to get new friends into the game and watch them scramble their way through the progression just like I did all those years ago. I remember when I first started, the mech bosses were the latest bosses added and honestly, progression has needed some tweaks and reworks ever since they expanded past that point. Also that shirt is absolutely awesome!
I definitely agree that the late hardmode progression causes weapons to get redundant. I hope they do something major to fix this. I think pre hardmode and early hardmode are literally perfect
I get pixel, they really should make more armor sets that doesn't need a lot of mining for the start of the game, like for instance a new evil biome set thats made out of rotten chunks or vertebrate (and like cloth or something)
I totally noticed that about the golem progression too. I was talking with my friends about how killing the martians were entirely meaningless because you can instead kill the pillars and get some of the best items for basically free. I almost consider empress of light the real final boss, and pillars + moon lord is just a victory lap lol
World progression is possibly the most important thing to me. In Terraria it is as small as a meteor landing, or its going into hardmode and seeing the hallowed and corrupt/crimson spread into your world. I think the idea of world progression is extremely important aswell. Well done!
Yeah, I agree completely. The fact that your world changes dramatically is the *core* of what makes a terraria world being finite enjoyable. Everything you know about it can be changed, reshaped, completely altered by your hand or the game's-- And honestly, I really wish there were more of it. One thing that stood out to me while playing Calamity was that the Astral Infection is a really cool shake-up to the rest of the world, but the *problem* is that it drops in right along with the hallow and crimson/corruption V, and its place in that mod's progression leaves it to ultimately become completely and entirely irrelevant, because it doesn't even spread; it can be wholly ignored for all intents and purposes beyond a point. And that's a mod that moves well beyond Moon Lord, so why doesn't the Astral wait to appear until *after* you beat the moon lord? It's thematic, appropriate time for a shake-up, and adds something yet more new to your world during that mod's utter drought of postgame things-your-world-does. Imagine if vanilla Terraria did something a bit like this; what if we made the pillars *not* just spawn on the surface, but *underground,* and they would *create themed mini-biomes* around themselves that would try to spread until you get to them and take them down? There's often huge chunks of your underground left that you never investigate in your world, this gives you a perfect excuse to go look into them. This way we could create a scenario where the pillars are more than just an annoying roadblock, but are an instrument in world-evolution themselves. We could expand on the lunar gear by having it, say, convert any ores in its vicinity into those fragment blocks- internally they're called ores, you know? After all, chlorophyte aside, all the ores in your world (besides iron I guess but that's renewable via anvils and shimmer, thankfully) become irrelevant after you advance beyond their tier, what if *suddenly* those things got a brand new use? Combine that with making the enemies there behave like actual enemies where they *drop* stuff (maybe fragments drop like souls) and you could really flesh out lunar-tier items beyond *just* the crafted ones we have right now. ...Speaking of ores, this is minor, but it'd be a cool touch to have Luminite smash down under meteor rules after you beat moon lord (...maybe just explode into dropped items if it tries to land somewhere it can't or if there's already one in the world, so you don't lose your ores from meteor-proofing your world lol) so you not only get more of the stuff and have one final use for a pick upgrade (if you didn't get a picksaw; let's say chlorophyte tier diggy tools can mine it) but also it's sort of a last hurrah to your world, watchingf lantern night the following night and then you see a shimmery green meteor come hurtling down- "A luminite meteor has landed!" One last reason to go exploring, just for the sake of completing your (mostly pointless) endgame toolset, yknow? I mean, combine this with the changes I suggested to Cultist and the Temple before (remove power cells and tablet fragments from the lihzard chest pool; making something with tablet fragments and ectoplasm so you have to actually enter the HM dungeon instead of it being technically optional. maybe you need to make the tablet in the first place, use it near the dungeon point, and then wait an ingame day for the cultists to arrive and worship it, like you're baiting them out, OR that cultist MUST be fought *in* the dungeon, not out of it, forcing you to actually go in and tinker with that place lol) and you extend the *meaningfulness* of what you do in lategame quite a bit... Since usually by golem you're basically done making changes to your world, even arena-building, and honestly that's a damn shame.
@@Starfloofle You are extremely interested and passionate about this and i am honestly so impressed. Maybe take the time to make a mod yourself! T Mod loader gives the tools to do so now i believe. And again I completely agree with you.
@@TheSkapoos I've thought about it for a while. C#, hell, specifically XNA which terraria is made in, is actually the coding language I have the most time/experience in. It's just a matter of sitting down and actually setting up the mod-dev environment, I think... Though there's always a difference between modding something and directly fucking with the game's raw source code like I did lol.
@@iami3rian394 ...what universe do you live in where you can fish up dozens of wooden crates that'll somehow give you 10+ iron each time, in the amount of time it takes you to just hold right click for a second or two, then toss them into the bubblegum water and then wait about 2-3 seconds for it to pwoof if I'm fishing it's sure as hell of all things not for iron lmao
I remember my first playthrough of terraria in 1.2. I love the fact that despite having no wiki, no outside help, and only my watching my dad play as my guide (I was about 9 at the time), I managed to beat the game through golem, found a duplication glitch, and Using the flamethrower and loving it. I built the ugliest house ever and it has been my favorite playthrough ever.
My only problem is what's after Moon lord: Nothing. There's nothing else for you to do with your cool new armor. You only use your lunar events weapons once. There's always something to chase during the entire game, and after you kill the final boss it feels like hitting a brick wall while going at 100mph
So let's say they add a new boss. Like a Superboss? What incentive do the players get to kill this boss? A weapon? Oh cool a new weapon that's even more powerful than Zenith. Oh wait... Now we need something to kill with this new weapon. Do you see the problem with that "criticism"?
@@ultraexcalibur1728 There's no problem at all with my criticism. What I first said is 100% true and anybody can experience it. It's not because it's "unfixable" that I should ignore a flaw, and it's not like I ever said the game was bad or that this specific flaw ruined the game for me. It's just a problem that exists, and I pointed it out.
@@chupacabra2311although again to be fair, what are they supposed to do. Make the game more boring so you dont want more content? Thats not a flaw that you want more lmao
@@Saplaboo They could add a dungeon after Moonlord followed by a boss that drops nothing but a trophy. There would be no way to build an arena and all the damage taken and resources wasted would carry over to the boss fight. It's a big challenge that shows how good of a build you have against both hordes of mobs and a boss; and it would be something to use your new armor on other than the boss you already beat.
I think the lunar weapons should need Luminite to craft. There are so many good post-golem weapons that no-one ever uses because the Cultist is easy and you can’t lost to the pillars, and the pillar weapons are so much better than the other post-golem weapons. Moving them to post-Moonlord leaves much more room for weapon choice and creativity. The problem is that it means the pillar rewards are inconsequential until after the final boss, so maybe they should be ingredients to some important late-game accessories, because right now most of the best accessories are available pre-Golem.
I think this is best imo-- especially if they're buffed to match their Moon-Lord weapon siblings, and the movement of some accessories (and maybe even some weapon _upgrades_?) to pillars using fragments over the plain 2 per class would be super good for the diversity of choice during the moon lord fight, the final boss
thats why i don't like lunar weapons. They boring. Pre-lunar weapons so diverse and fun to use, but at the end all use just two best ones from pillars, or one for melee and summoner (but summoner still got teraprism like good option)
It's a good point! I personally think Terraria's endgame is the most flawed part of it. One, for the reason you mentioned; too many awesome weapons that immediately get replaced by the solar eruption and co. But also, the difficulty spike of the pillars and Moon Lord can be frustrating because the last bosses you fought are... Golem and the Lunatic Cultist, two pushovers. Then, you suddenly have to fight hundreds of incredibly fast and deadly enemies? And the Moon Lord is insane too, I've beaten him many times but still can't dodge all those homing attacks consistently. It kind of lulls you into a false sense of security, and not in a cool way.
This may not be entirely related to the overall progression of the game, but it doesn't help that the Pillars aren't designed super well. (Fuck you, Solar Pillar. Nebula kinda sucks too) Side note: I honestly don't find Golem to be THAT easy anymore, at least on Master Mode, he feels kinda balanced now?. Though it can depend somewhat on how big the final room of the temple is.
I feel like Moon Lord becomes one of the easier bosses once you learn his limited attacks. He doesn't move very fast and there's no crazy projectile spam to avoid like with some other bosses, so there's a more 'concrete' way of avoiding getting hit once you learn how. His main danger just comes from how hard his attacks hit. Definitely think Empress of Light is a more challenging fight. Heck, even Duke Fishron is tougher overall in my opinion, unless you've got superior wings and weapons and whatnot.
I have over 1000 hours in terraria and I have to say that the final quote about the one flaw in perfection and thought it was phenomal quote. Truly well done
For the longest time, I’ve always felt this way towards Terraria. But I could never have explained it in a way that you have. Amazingly put together. Bravo sockrteez!
I hope Redigit sees this and acts on it for the next update - I have always felt the same way! There are so many unique weapons which are quickly being killed off as soon as you beat the lunatic cultist! It's such a shame. Thanks for this video! It is great!
fr, since the stardust dragon is better than the terraprisma for moon lord it makes me wonder why they would lock it behind daytime empress in the first place
I didn't expect this video at all, but was pleasently surprised! Your style works perfectly with the video essay genre, and I like that you still keep it a little technical, instead of just the broad strokes! Very interest to see what comes next!!
This is undoubtably one of the best reviews I’ve ever seen for any specific video game ever no joke. I love your stuff It is only human the amount of thought you put into this
This is a great review! But I don't think this is the best video game review ever, this is the MULTIPLE hour long (like 8+ hours) (FULLY edited, fully researched) Cyberpunk 2077 review: th-cam.com/play/PLJ30Ch0mLmzJH9qX4VsWZUC73YoQqHNkS.html Though your opinion is your opinion.
Very thoughtful analysis, and a pretty slick face reveal to boot. Another thing I really love about Terraria's progression that I don't think you mentioned here (you might've touched on it when talking about the player being encouraged to explore) is the way Terraria opens up new content to the player: when the player gets access to a new biome it generally provides: - A new important resource to collect (think new ores, or dungeon/shadow chests, or certain enemy drops like souls or stingers and vines) and - A new boss to fight. Which sets up a sort of mini arc in the player's progression where: - They explore the new biome, dying a lot until they learn and master the patters of the enemies in that biome. - Spawn the new boss (sometimes accidentally, looking at you Queen Bee) to fight it, and lose. - Then go on to farm the new area for it's key resource *and* build an arena to boost their chances of success. - Then rematching the boss and winning, overcoming a challenge that previously defeated them and getting a bunch of new helpful gear. A lot of that experience will be limited to the first time, or first few times, that the player beats the game - once the player has done that they know how generally what to look for in each new biome, and know how to summon the boss, and know what to farm for and what arena to build in advance to give them a good chance of beating the boss. Thankfully, I don't think this ruins the progression because: - A) There are different difficulty modes to try which introduce some new content and challenge the player will be inexperienced with - and B) Even veterans of the game still get greedy sometimes when setting up to fight a boss, the classic example being "Yeah, I'm pretty sure my hellbridge is long enough to challenge WoF," so it's not like all experienced players are blazing through progression with no challenge. - but most importantly C) Even when players do get good enough to blaze through progression, it's a good thing: it sets up this cool meta-progression for the player where they get noticeably better at the game between playthroughs. Instead of dying to a boss after accidentally summoning it and freaking out trying to learn it's attacks and how to dodge them, players will start to farm and prepare for a boss and eventually consistently defeat it on the first try. Anyway, it would definitely be great to see one more challenge to face in that lull between golem and the cultist. Cool vid Mr.Duck.
Terraria is truly a masterpiece, each new playthrough feels different and you discover something new each time. The first time, is the one you remember the most.
I think a good solution to the redundancy problem could be just buffing the cultist and the pillars so that you can't just use the same weapons against them that you got from golem. Also the pillar weapons should probably be nerfed to allow more variety against moon lord.
That'd make ml harder and pillars more painful. I think they should just add a boss or two from golem to cultist to make getting those weapons worthwhile or even a new biome to explore where you have to get some items could work
Why should Pillar Weapons be nerfed when other weapons could be buffed? It isn't going to make those other weapons more enjoyable, if anything those weapons will just remind people of what was stolen from them. Like how Mana Sickness was introduced to balance the healing armor exploit that they also nerfed at the same time.
One thing I'd like to change is the beginning, why does copper/tin even exist? I recently found a huge silver vein at the surface right next to spawn and that should not be possible as it made both copper and iron obsolete aside from their utility usage. Personally I'd like silver to only spawn in underground or lower and gold in caverns or lower with the exception for some tiny veins. Another thing that's related to progression is world gen and where the different biomes apear. Some worlds can feel almost impossible to explore if you end up penned in between close to spawn evil biomes. I recently got a large world with crimson on both sides of spawn and it sucked, in that case I just made a new world instead, but a new player might not realize how rare world-gens like that are and struggle on potentially ruining their first Terraria experience. Spawns like that are also annoying as evil biomes spread and if you don't get on top of that you might find your entire spawn being corrupted in hardmode. There are also cases where biomes overlap with evil biomes making them much smaller than usual. Though not technically the type of progression you're talking about world gens either encourages or hinders exploration and plays a big part in how and where you explore and what resources you're able to access. I also think that pickaxes from early game should be faster as they are just dreadfully slow, with faster mining reduces the time-investment for getting resources making iron and copper more viable as your first armor and it also helps with bad worldgens as you're able dig yourself down to bigger caverns should the natural surface-connected caverns be too small.
Exactly! I totally feel you! I fell in love with terraria since I got it as a gift from a friend. Throughout my playthroughs, I noticed how much stuff there is, the insane amount of different weapons there are, especially in hardmode. Not to mention class choice in this game. But the issue is that the majority of these weapons are just overshadowed by ones with higher dps, e.g. why use a yo-yo when I have a powerful sword that has more damage, easier to obtain, and more fun to use. But still, terraria somehow manages to hook you on the playthrough. It's definitely my most favorite game of all times.
I’ve only just run across this video and channel by chance, but your editing (esp text and transitions) is something else, man. HUGE props and a huge inspiration.
I completely agree with having Empress of Light be mandatory after golem. Or even make the Frost/Pumpkin moon events necessary for the lunar pillars to spawn cause they're, ya know, moon-related. The moon events themselves have so many interesting weapons that just get overlooked cause there's so much better options available at the point of the game and I wish it weren't that way.
In my playthrough with my younger brother, I'm absolutely dreading fighting the lunatic cultist, not because it's hard, but because going back for empress and duke would be pointless. If there was a way to make their weapons and gear feel worth it, then I'd be more than happy.
Pillars are the worst bit in the game, i would rather have them removed in order to make your weapons you have spent time getting worthwhile rather than just getting free replacements that are straight up geared for the final boss lol
I think the biggest flaw with progression is the way bosses drop weapons. They just drop one weapon selected randomly from a list, which may or may not be totally useless to you, so your big victory could easily amount to nothing. And if you keep fighting the boss, each victory without the drop brings you no closer to actually getting it.
While I do think bosses shouldn't drop the same drop twice before they've dropped all of them, so that getting the one you want doesn't take unreasonably long, I think it's fine for them to just randomly drop one of them each time. It's making sure the player needs to be comfortable with the fight if they want a specific drop from it., not just fluke it once and you get the one you want.
They should add a way to select weapon drops, there was so many points in my first calamity playthrough where i used cheat sheat cuz i killed a very dufficult boss like yharon or scal and i just didnt get thing i needed
yeah maybe making the gap between golem and the cultist a bit way longer will be appreciated like making the empress and the queen slime part of progression or something just make it longer
i just picked up terraria again for the first time this year and finished my first master mode and first melee run and i loved it. i play this game since 1.1 and i can always come back to it iv i dosent have fun in any other games. its just a true masterpiece
An early congrats on 100k my man, and the quality of your videos just keeps on improving, and improving, and improving. Great job man, keep up the good work of entertainment, as I need that in my messy life as a medical student.
The pillars coming almost directly after golem is kind of sad because of what you said about the weapons. Many of the weapons you reviewed in your other videos I didn’t even know about in my first play through. Increasing the time gap would allow people to discover all the cool weapons this game has to offer
I agree with pretty much everything stated here, I adore the progression of Terraria and how it never gets old, and the amount of things available between Golem and the Lunatic Cultist can be a little overwhelming and maybe not all particularly useful when the pillars are right around the corner. I do also feel that despite there being so many good weapons at that stage, it adds a lot of variety and you get a lot of opportunities to try things out when going up against the plethora of other things to fight. Got a cool looking weapon from the Pumpkin Moon? Test it out against the Frost Moon to see if you can get any other cool stuff from that. Got a powerful item from Duke Fishron? Try it against the Empress of Light to see if she drops anything that rivals it. Granted, having weapons that could be replaced so quickly by something else does kind of oversaturate the late game a bit, but I feel like there's enough the point where you'll have a lot of weapons, but not too many to the point where it's completely overwhelming. To find an example of something where this does become the place, I'm probably going to piss some people off by citing Calamity. To be fair, I love Calamity and I think it's an excellent content mod with a lot of really cool stuff that adds a fresh new take on the base game after playing vanilla for so long, but after having played through it twice recently (solo melee and coop mage with several friends), I feel like the amount of items added by Calamity takes the number of post-Golem options available in the base game and applies it to every most stages of progression (some exceptions, such as a good chunk of Prehardmode as well as early Hardmode). Calamity adds so many different things that even if you ignore most vanilla weapons, you can fill almost your entire hotbar with different weapons at all times, and a number of those weapons will probably not be used very often since they'll just get overshadowed by the ones you find to be better. I think this is most notable in the post-Moon Lord segment of the game, where exploration is limited and for the most part all you're really doing is fighting big bosses like Providence and the Devourer of Gods. In both playthroughs, I felt like I was able to replace every weapon in my hotbar after each major boss was defeated, but since the next step of progression was most likely just going to be another bossfight that would provide a bunch of other new weapons, I felt like I really didn't get to use a lot of them to their full potential since there were just too many when I only really needed a few. I think this is most evident right after defeating Moon Lord himself, since every class can quite literally fill up their entire hotbar with brand new weapons craftable the second you get access to luminite and exodium clusters, but unlike the start of Hardmode, there aren't tons of new enemies or things to explore in the world to warrant having all those options. At the very least in the post-Golem state of vanilla, you have a fairly wide variety of optional events and bosses to fight to use the weapons you're getting, and I find that only after defeating all of them do you get the same amount of things available as you do simply for defeating one boss in Calamity. Again, this isn't intended to be a knock to the mod or the devs saying it's bad, it's just how I felt playing through it since I wanted to get more out of certain items than I did. I also feel that it serves as an example of how good of a job vanilla Terraria does at balancing out the amount of items available and their general utility, since I've always felt that every time I got a new weapon in vanilla, it serves a good purpose for a decent amount of time and can see use for a while even after being obtained because of that.
seeing the cancelled fan-remaster of Mob of the Dead at 2:11 totally threw me for a loop lmao. like of all the footage that could have been used, it was a cancelled fan project lmaoo
This is the best editing ive ever seen in any video ever. Every transition or effect my brain just goes wOaAh I have one suggestion only, keep doing longer videos, they are so much fun to watch :)
Mate you do not sound at all how you look, but not in a bad way. That was one of the best face reveals I've seen and you are going to look back on it with so much happiness and gratefulness, good on you for getting your face out there!
I like the jump from Golem to pillars, tbh because all the weapons can be returned too later or chosen from at that point to help in taking on the final challenge. Sure, the variety gets cut down on harshly, but the weapons post pillars are some of the most interesting in the game.
Nice video. I would also say that the progression in terraria is pretty darn good. There are some slow parts in the progression that give you a bit of a breather but they also help to build up some anticipation for the epic parts.
I wish the gaps between Plantera and Golem and Golem and the Lunatic Cultist were bigger. It could just be a thing of needing to collect items from both Pumpking and Ice Queen to charge the power cells for the Golem... ...and needing to collect items from Golem, Duke Fishron, Empress of Light, and the Martian Saucer (maybe even Betsy) to get the cultists to start their ritual, but I'm not sure it's quite enough. Someone suggested moving the pillar fragment weapons to post-Moon Lord, and, honestly, I feel like that could certainly help in making the post-Golem gear go a little farther. ...Sure, it would make the pillar weapons essentially pointless like every other piece of post-ML gear, but, y'know... I suppose starting a new, more difficult world with your end-game character and blitzing through a makeshift New Game+ is an option. **shrug** Edit: Upon further investigation, I think I see a different reason why I feel iffy about the structure of hardmode. It's not that too much is ignorable. In Pre-Hardmode, there are no bottlenecks in terms of bosses. You can face the 6/7 pre-WoF bosses in any order you want... or ignore all of them. Sure, you need to defeat Skeletron to unlock the Dungeon and the Clothier (and the Mechanic, generally); you need to defeat a world evil boss to unlock the Tavernkeep and to get Hellstone gear pre-Hardmode; you need to defeat the Queen Bee to unlock the Witch Doctor, and you need to defeat the Eye of Cthulhu, a world evil boss, or Skeletron to unlock the Dryad, and, in terms of events, you only need to end a goblin invasion to unlock the Goblin Tinkerer. ...but you don't _need_ to do any of those things. It's _recommended_ that you fight all of the bosses you can in preparation for the Wall of Flesh and Hardmode, but, as far as I know, there's nothing stopping you from summoning the Wall of Flesh when all you have is 100 max HP, a copper pickaxe, and a dream. You'ld get torn to bloody shreds, but it's possible. Now, let's look at Hardmode. You *_must_* defeat one mech to unlock Tier 2 Old One's Army, natural Solar Eclipses, Life Fruit, and a number of item drops, and you must defeat all of the mechs to unlock Chlorophyte gear and Plantera. You *_must_* defeat Plantera to unlock the Moon invasions, Empress of Light, the upgraded Dungeon and its biome chest weapons, the upgraded Solar Eclipse, launcher weapons, the Lihzahrd Temple, and Golem. You *_must_* defeat Golem to unlock Tier 3 Old One's Army, Martian Madness, and the Cultist: the catalyst to the end of the game. Pre-Hardmode locked the Dungeon behind Skeletron and locked the Old One's Army (plus half of the Demonite/Crimtane gear and thus also Hellstone (pre-HM, anyway)) behind either world evil boss. If you're a loot collector, want all town NPCs, or just want to fight all of the bosses, pretty much only boss drops and NPCs are locked behind the other pre-HM bosses-- and even Skeletron and the world evil bosses are optional if your only goal is to beat the game. Pre-Hardmode has content locked behind bosses, but, if you just want to beat the game, your only bottleneck before Hardmode is the Wall of Flesh. In Hardmode, you are bottlenecked at various points by The Twins, The Destroyer, Skeletron Prime, Plantera, and Golem... (plus, of course, the Lunatic Cultist, the Pillars, and -Steve- Moon Lord, but that was taken as read). The result is that Pre-Hardmode feels open while Hardmode feels restrictive. What you get is (instead of two segments) Pre-Hardmode, Pre-Mech, Mid-Mech, Post-Mech, Post-Plantera, Post-Golem, Post-Cultist, and Post-Moon Lord as points in progression in terms of what unlocks. I have to wonder... What if Hardmode were more open? There's already Duke Fishron and Empress of Light as optional bosses that can be fought earlier than their loot tier implies you should, and Queen Slime and almost all events are optional. What if more of Hardmode were like that? What if Plantera, Life Fruit, the Post-Plantera Dungeon enemies, the Moon invasions, natural Solar Eclipses, the Empress of Light, Tier 2 OOA, Martian Madness (with some limit to how long it can last and/or the ability to despawn the event on world exit if it's triggered early), and a few other things like Lava Bats and certain Strange Plant Dyes were unlocked as soon as the spirits of light and dark are released? You still have to fight Plantera to enter the Temple, and you still have to fight Golem for the Cultist to appear, and the core Hardmode bosses still have some stuff locked behind them, but you *_can_* have some more flexibility with the order you do things in, even if it can be... foolhardy in some permutations. Sure, being able to get the Picksaw pre-Mech means you can skip Hallowed gear and go straight to Chlorophyte-- scratch that, straight to Spectre/Shroomite, but, y'know, you can conceivably upgrade from copper straight to titanium if you rush Hardmode and fish up titanium crates and hardmode biome crates; why stop there? Instead of doubling down on requirements for progression, like I suggested previously, why not shave off requirements, instead? The obvious question is "If you can fight these bosses and enemies early, wouldn't that mean you can sequence break progression and render a lot of loot worthless by doing so?" ... **points at Duke Fishron** ...I wouldn't call it an unfamiliar concept for the game. Oh! Maybe, if you defeat Plantera before the mechs, some of the effects of defeating one or all mechs still take effect, like Yelets, Code 2, Bee Wings, Butterfly Wings, and the Pulse Bow (and maybe even the Mushroom Spear and Hammush) becoming obtainable and Red Devils and Reapers to start spawning... assuming none of those get unrestricted to begin with? I dunno. I think that's about it... So yeah; that's my new stance: Minimize what's locked behind bosses in Hardmode. Would it work? Would it be a good change in practice? Big shrug!
I've always imagined your face as chippygaming, so the face reveal was a bit jarring. Still, I really liked the video. It feels a lot more refined, kinda reminds me of a sunny V2 video.
First, what an *EPIC* face reveal. Second, Terraria it's such a great game, I remember my 1st playthrough taking me like around *100 hours* (yeah I had more patience in this game than in real life), what I love about Terraria it's how the devs added all this random items, enemies and bosses, but the randomness makes sense, everything in Terraria it's ridiculous but made with quality, you can tell the creator and devs love the game and their community. If I were to change something in Terraria that would be an optional turtorial that explains how certain controls work (like the autoselection of blocks or just explain Alt, Shift and Cntrl) and also make the 3 hardmode ores just 2 ores and Chlorophyte it's the third, aside from that must of my previous complains Terraria fixed it in the 1.4.4 update so I'm just happy.
I've been a huge Minecraft fan for years, when I played terraria properly for the first time in 2019, I didn't expect to love it more than Minecraft lol
I remember my first playthrough. it was in 1.3. I made my world expert mode, worst DAYS of my life, for 3 days straight I was struggling on eye of cthullu edit: Not in game days, actual days
When I first played terraria back in 1.1 I needed the thorn chakram in order to kill it, now I can do it easily with a bow/shurikens/really anything at that point
Love your content, keep up the good work. And this video in particular was like a milestone, great job! And your passion for the game is also out of bounds, makes my Terraria loving heart beat even faster ) See you again!
Ah I remember the days when I first played Terraria back at around 2017 on the Xbox 360. Even when I only had update 1.2, the game blew my mind. I won't forget the times when my newbie brain thought Skeletron was impossible to beat or the time when I experienced hardmode in all it's beautifully brutal glory such as my brother getting impaled by Pixies and Unicorns because his house was taken over by the Hallow. Then I experienced 1.3 and all the crazy cool stuff that brought to the table, giving me a final boss that felt like a final boss. Then 1.4 when I decided to do For The Worthy Master Mode and in 1.4.4 the getfixedboi seed gave me one of the toughest challenges in my time gaming. And much like Terraria's progression, I went from a guy who can barely do an Expert playthrough to someone who managed to complete Legendary Mode(screw Mechdusa tho lol) Needless to say, this game is arguably my favorite game of all time.
The flaw I would fix would be it needs more wepons to defeat the cult est because If you think about it all ge drops is a crafting table so why make him hard also if you have to defeat the pillers so that's what I would fix.
I agree 100% I would even go as far as making all the hard mode optional bosses mandetory for the lunar cultist to spawn. Feels so bad to get awesome looking weapons late game, just to know that it is one pillar away from being put In storage
I feel like the moon, martian and solar eclipse events should be mandatory before the cultist appears. That would easily add on another couple hours of gameplay along with Fishron and the empress as well. A post moon lord boss or two that can put up a challenge to the lunar gear would also be great, they could keep pursuing the space themed boss route with other planets.
The problem is, if they do so, the cycle would probably begin anew. If it drops new loot, the uselessness of that will be complained about like post moonlord is now. If it doesent drop any loot, people wouldnt bother fight it.
Honestly I think the reason it transitions from calm to extreme is probably because in development the devs styles got more extreme over the years of development, and since they usually add more to late game then early game it means that the later in the game the more modern the design which in turn means the more extreme.
The transition makes you overwhelmed of playing the game but after completing and finishing the game multiple times and mastering it's progression suddenly you want some challenges and terraria has adding some seeds and challenges for the players to have fun and that's why I love this game, and also nice face reveal I thought you were a duck this whole time
That was one of the greatest face reveals I’ve ever seen. There was no build up, no hype, it just came out of nowhere and it was amazing. Good on you man!
Like theodd1sout's
I just love how this is the top comment, and since the comments are at the top it spoiled the reveal, nothing against ur comment
@@y_noT42 sorry man, didn’t realise it would be the top comment.
I second this
I love face reveals like this. Just no build up to prepare people. Basically just a casual “hey this is what I look like” and that’s it.
absolutely phenomenal, I agree that if almost everything is perfect, a slight small mistake will stick out like a sore thumb
Damn it's GitGudWO
@@wolf950xx3nah, that's Adrian
Real!
the goat
The transition to hard-mode was so surprising to me because i thought hard-mode would be super short
if you were playing in 1.1 then yeah it would be super short lmao
The game starts in hardmode pre hardmode is like a build up for a special attack
@@sandtwitch1854 Yeah pretty much. Pre hardmode is the appetizer, hardmode is the meal. A cold, heartless, evil meal that wants to kill you.
That's what the wife says to me every night.
@@Wr3clessShark keep your head up king, it does its job🗿
It would be cool if both the Empress of Light AND Golem were required after Plantera, and once you defeat both there's a message like "The moon has noticed your triumph over the light..." triggering the Cultists at the Dungeon
bro ik im late but that would be so amazing
i ain't fighting empress ever again
@@e_m_o_c_l_e_Wyou are boring
Perfect👌 they could add one more light related boss too i think that would be awesome.
W idea
Golem being easy to defeat might be a good thing. Throughout hardmode things were difficult, but now once you’ve defeated this easier than most hardmode boss, you start feeling powerful again, and now you have this confidence to continue and complete the endgame with every item at your fingertips.
And then you die on moon lord because you think "well I don't need super healing pots"
I did just do a new run in expert mode and man plantera almost gave me a heart attack. Literally never done something in a game before that I could actually feel my heart beat as I focus (I was 30 seconds to heal and only 5hp). I still can't believe I clutched that. Golem definitely didn't remotely stress me in comparison.
@@Skylancer727now u gotta go master mode
@@dublethetruble4620 yeesh with how rough this run was, I'd really need to mipmax. Still was so pissed it didn't rain a single time in hardmode till after I setup a cheese system for destroyer and made hallowed armor. Was banking for so long on getting frost armor and frost wings.
How abt when golem was the final boss?
There is nothing more satisfying as a Terraria veteran than to get new friends into the game and watch them scramble their way through the progression just like I did all those years ago. I remember when I first started, the mech bosses were the latest bosses added and honestly, progression has needed some tweaks and reworks ever since they expanded past that point.
Also that shirt is absolutely awesome!
sucks that i tried to get a friend in it but he doesn’t have the attention span to play more than 20 minutes at a time :/
forever alone ig T_T
@@morgboat744 I mean.... We can play?
@@morgboat744what's you server? I don't have people to play with too
I definitely agree that the late hardmode progression causes weapons to get redundant. I hope they do something major to fix this. I think pre hardmode and early hardmode are literally perfect
i hate early game
@@pixle1354 Care to elaborate?
@@Naokarma mining for ores is so tedious
I get pixel, they really should make more armor sets that doesn't need a lot of mining for the start of the game, like for instance a new evil biome set thats made out of rotten chunks or vertebrate (and like cloth or something)
@@pixle1354that’s why you make a bunch of hellavators and spelunker potions
I totally noticed that about the golem progression too. I was talking with my friends about how killing the martians were entirely meaningless because you can instead kill the pillars and get some of the best items for basically free. I almost consider empress of light the real final boss, and pillars + moon lord is just a victory lap lol
World progression is possibly the most important thing to me. In Terraria it is as small as a meteor landing, or its going into hardmode and seeing the hallowed and corrupt/crimson spread into your world. I think the idea of world progression is extremely important aswell. Well done!
Yeah, I agree completely. The fact that your world changes dramatically is the *core* of what makes a terraria world being finite enjoyable. Everything you know about it can be changed, reshaped, completely altered by your hand or the game's-- And honestly, I really wish there were more of it.
One thing that stood out to me while playing Calamity was that the Astral Infection is a really cool shake-up to the rest of the world, but the *problem* is that it drops in right along with the hallow and crimson/corruption V, and its place in that mod's progression leaves it to ultimately become completely and entirely irrelevant, because it doesn't even spread; it can be wholly ignored for all intents and purposes beyond a point. And that's a mod that moves well beyond Moon Lord, so why doesn't the Astral wait to appear until *after* you beat the moon lord? It's thematic, appropriate time for a shake-up, and adds something yet more new to your world during that mod's utter drought of postgame things-your-world-does.
Imagine if vanilla Terraria did something a bit like this; what if we made the pillars *not* just spawn on the surface, but *underground,* and they would *create themed mini-biomes* around themselves that would try to spread until you get to them and take them down? There's often huge chunks of your underground left that you never investigate in your world, this gives you a perfect excuse to go look into them.
This way we could create a scenario where the pillars are more than just an annoying roadblock, but are an instrument in world-evolution themselves. We could expand on the lunar gear by having it, say, convert any ores in its vicinity into those fragment blocks- internally they're called ores, you know? After all, chlorophyte aside, all the ores in your world (besides iron I guess but that's renewable via anvils and shimmer, thankfully) become irrelevant after you advance beyond their tier, what if *suddenly* those things got a brand new use? Combine that with making the enemies there behave like actual enemies where they *drop* stuff (maybe fragments drop like souls) and you could really flesh out lunar-tier items beyond *just* the crafted ones we have right now.
...Speaking of ores, this is minor, but it'd be a cool touch to have Luminite smash down under meteor rules after you beat moon lord (...maybe just explode into dropped items if it tries to land somewhere it can't or if there's already one in the world, so you don't lose your ores from meteor-proofing your world lol) so you not only get more of the stuff and have one final use for a pick upgrade (if you didn't get a picksaw; let's say chlorophyte tier diggy tools can mine it) but also it's sort of a last hurrah to your world, watchingf lantern night the following night and then you see a shimmery green meteor come hurtling down- "A luminite meteor has landed!"
One last reason to go exploring, just for the sake of completing your (mostly pointless) endgame toolset, yknow?
I mean, combine this with the changes I suggested to Cultist and the Temple before (remove power cells and tablet fragments from the lihzard chest pool; making something with tablet fragments and ectoplasm so you have to actually enter the HM dungeon instead of it being technically optional. maybe you need to make the tablet in the first place, use it near the dungeon point, and then wait an ingame day for the cultists to arrive and worship it, like you're baiting them out, OR that cultist MUST be fought *in* the dungeon, not out of it, forcing you to actually go in and tinker with that place lol) and you extend the *meaningfulness* of what you do in lategame quite a bit... Since usually by golem you're basically done making changes to your world, even arena-building, and honestly that's a damn shame.
@@Starfloofle You are extremely interested and passionate about this and i am honestly so impressed. Maybe take the time to make a mod yourself! T Mod loader gives the tools to do so now i believe. And again I completely agree with you.
@@TheSkapoos I've thought about it for a while. C#, hell, specifically XNA which terraria is made in, is actually the coding language I have the most time/experience in. It's just a matter of sitting down and actually setting up the mod-dev environment, I think... Though there's always a difference between modding something and directly fucking with the game's raw source code like I did lol.
@@Starfloofle fishing for iron is an order of magnitude faster than shimmering dozens of anvils. Just keep that in mind.
@@iami3rian394 ...what universe do you live in where you can fish up dozens of wooden crates that'll somehow give you 10+ iron each time, in the amount of time it takes you to just hold right click for a second or two, then toss them into the bubblegum water and then wait about 2-3 seconds for it to pwoof
if I'm fishing it's sure as hell of all things not for iron lmao
I remember my first playthrough of terraria in 1.2. I love the fact that despite having no wiki, no outside help, and only my watching my dad play as my guide (I was about 9 at the time), I managed to beat the game through golem, found a duplication glitch, and Using the flamethrower and loving it. I built the ugliest house ever and it has been my favorite playthrough ever.
Hope you enjoyed todays video folks! We're only 1.3k subs away from 100k! Absolute madness! ❤
Oh and fun fact, my first video had a face reveal lol
My bube got some hard tho
Day 16 of asking for a phantom Phoenix video
the drip 🥶
You're amazingly handsome, man
Hair is on point!
My only problem is what's after Moon lord: Nothing.
There's nothing else for you to do with your cool new armor.
You only use your lunar events weapons once.
There's always something to chase during the entire game, and after you kill the final boss it feels like hitting a brick wall while going at 100mph
So let's say they add a new boss. Like a Superboss? What incentive do the players get to kill this boss? A weapon? Oh cool a new weapon that's even more powerful than Zenith. Oh wait... Now we need something to kill with this new weapon. Do you see the problem with that "criticism"?
@@ultraexcalibur1728 There's no problem at all with my criticism. What I first said is 100% true and anybody can experience it. It's not because it's "unfixable" that I should ignore a flaw, and it's not like I ever said the game was bad or that this specific flaw ruined the game for me. It's just a problem that exists, and I pointed it out.
also they just sorta decided balance does not exist in postgame so they made the zenith
@@chupacabra2311although again to be fair, what are they supposed to do. Make the game more boring so you dont want more content? Thats not a flaw that you want more lmao
@@Saplaboo They could add a dungeon after Moonlord followed by a boss that drops nothing but a trophy. There would be no way to build an arena and all the damage taken and resources wasted would carry over to the boss fight. It's a big challenge that shows how good of a build you have against both hordes of mobs and a boss; and it would be something to use your new armor on other than the boss you already beat.
unlike terraria progression sockrteez is just a masterpiece
Like*
@@lks19 unlike terraria progression (a flawed masterpiece) sockrteez is just a masterpiece (not flawed)
my bad. I thought the first comment was implying that Terraria's progression wasn't a masterpiece (a flawed one, but still good)
help im being held hostage by "connotation"
I think the lunar weapons should need Luminite to craft. There are so many good post-golem weapons that no-one ever uses because the Cultist is easy and you can’t lost to the pillars, and the pillar weapons are so much better than the other post-golem weapons. Moving them to post-Moonlord leaves much more room for weapon choice and creativity. The problem is that it means the pillar rewards are inconsequential until after the final boss, so maybe they should be ingredients to some important late-game accessories, because right now most of the best accessories are available pre-Golem.
I think this is best imo-- especially if they're buffed to match their Moon-Lord weapon siblings, and the movement of some accessories (and maybe even some weapon _upgrades_?) to pillars using fragments over the plain 2 per class would be super good for the diversity of choice during the moon lord fight, the final boss
thats why i don't like lunar weapons. They boring. Pre-lunar weapons so diverse and fun to use, but at the end all use just two best ones from pillars, or one for melee and summoner (but summoner still got teraprism like good option)
why would you want to move even more items to post-moon lord?
@@Tearcarlog as I said, most post-golem weapons never get used and are much more unique than the pillar weapons that everyone uses to fight Moonlord.
@@AshenDust_ maybe making the luminite armors post-cultist would fix this issue by making the other weapons strong enough for moon lord?
I love when fighting duke fishron with way underpowered gear. That’s terraria progression
Golem is like a dad buying you ice cream before telling you about the divorce
It's a good point! I personally think Terraria's endgame is the most flawed part of it.
One, for the reason you mentioned; too many awesome weapons that immediately get replaced by the solar eruption and co.
But also, the difficulty spike of the pillars and Moon Lord can be frustrating because the last bosses you fought are... Golem and the Lunatic Cultist, two pushovers. Then, you suddenly have to fight hundreds of incredibly fast and deadly enemies? And the Moon Lord is insane too, I've beaten him many times but still can't dodge all those homing attacks consistently.
It kind of lulls you into a false sense of security, and not in a cool way.
This may not be entirely related to the overall progression of the game, but it doesn't help that the Pillars aren't designed super well. (Fuck you, Solar Pillar. Nebula kinda sucks too)
Side note: I honestly don't find Golem to be THAT easy anymore, at least on Master Mode, he feels kinda balanced now?. Though it can depend somewhat on how big the final room of the temple is.
@@Topunito The pillars are balanced and fun...
...if you bait the enemies out 2 at a time and play super cautiously.
@@thecrimsonaxe6037 good point but who wants to do that man💔💔
@@gunk790 exactly!
I feel like Moon Lord becomes one of the easier bosses once you learn his limited attacks. He doesn't move very fast and there's no crazy projectile spam to avoid like with some other bosses, so there's a more 'concrete' way of avoiding getting hit once you learn how. His main danger just comes from how hard his attacks hit. Definitely think Empress of Light is a more challenging fight. Heck, even Duke Fishron is tougher overall in my opinion, unless you've got superior wings and weapons and whatnot.
I have over 1000 hours in terraria and I have to say that the final quote about the one flaw in perfection and thought it was phenomal quote. Truly well done
For the longest time, I’ve always felt this way towards Terraria. But I could never have explained it in a way that you have. Amazingly put together. Bravo sockrteez!
I hope Redigit sees this and acts on it for the next update - I have always felt the same way! There are so many unique weapons which are quickly being killed off as soon as you beat the lunatic cultist! It's such a shame.
Thanks for this video! It is great!
fr, since the stardust dragon is better than the terraprisma for moon lord it makes me wonder why they would lock it behind daytime empress in the first place
Did not expect a face reveal
I didn't expect this video at all, but was pleasently surprised!
Your style works perfectly with the video essay genre, and I like that you still keep it a little technical, instead of just the broad strokes!
Very interest to see what comes next!!
Massive W on socks part for increasing his videos quality
I love how you progress so gradually that the only real big leap is when you get into hardmode
This is undoubtably one of the best reviews I’ve ever seen for any specific video game ever no joke. I love your stuff It is only human the amount of thought you put into this
Ayy that means a lot! I appreciate it :)
This is a great review! But I don't think this is the best video game review ever, this is the MULTIPLE hour long (like 8+ hours) (FULLY edited, fully researched) Cyberpunk 2077 review: th-cam.com/play/PLJ30Ch0mLmzJH9qX4VsWZUC73YoQqHNkS.html
Though your opinion is your opinion.
No no no thank YOU 👉
Also no problem 😉
Very thoughtful analysis, and a pretty slick face reveal to boot. Another thing I really love about Terraria's progression that I don't think you mentioned here (you might've touched on it when talking about the player being encouraged to explore) is the way Terraria opens up new content to the player: when the player gets access to a new biome it generally provides:
- A new important resource to collect (think new ores, or dungeon/shadow chests, or certain enemy drops like souls or stingers and vines)
and
- A new boss to fight.
Which sets up a sort of mini arc in the player's progression where:
- They explore the new biome, dying a lot until they learn and master the patters of the enemies in that biome.
- Spawn the new boss (sometimes accidentally, looking at you Queen Bee) to fight it, and lose.
- Then go on to farm the new area for it's key resource *and* build an arena to boost their chances of success.
- Then rematching the boss and winning, overcoming a challenge that previously defeated them and getting a bunch of new helpful gear.
A lot of that experience will be limited to the first time, or first few times, that the player beats the game - once the player has done that they know how generally what to look for in each new biome, and know how to summon the boss, and know what to farm for and what arena to build in advance to give them a good chance of beating the boss. Thankfully, I don't think this ruins the progression because:
- A) There are different difficulty modes to try which introduce some new content and challenge the player will be inexperienced with
- and B) Even veterans of the game still get greedy sometimes when setting up to fight a boss, the classic example being "Yeah, I'm pretty sure my hellbridge is long enough to challenge WoF," so it's not like all experienced players are blazing through progression with no challenge.
- but most importantly C) Even when players do get good enough to blaze through progression, it's a good thing: it sets up this cool meta-progression for the player where they get noticeably better at the game between playthroughs. Instead of dying to a boss after accidentally summoning it and freaking out trying to learn it's attacks and how to dodge them, players will start to farm and prepare for a boss and eventually consistently defeat it on the first try.
Anyway, it would definitely be great to see one more challenge to face in that lull between golem and the cultist. Cool vid Mr.Duck.
This might be the best video you could've made, quick face reveal which no hype and a completely different video style. I love it.
Your editing skills are actually sick! I would watch you talk about other games too, in this documentary format, love this type of content
Terraria is truly a masterpiece, each new playthrough feels different and you discover something new each time. The first time, is the one you remember the most.
Onb terraria is soooooooo good I've played so many games before and nothing has been as addicting as terraria
I remember fighting the destroyer for the first time. Constantly rushing in and finding a strategy. That still brings a rush of emotions
I think a good solution to the redundancy problem could be just buffing the cultist and the pillars so that you can't just use the same weapons against them that you got from golem. Also the pillar weapons should probably be nerfed to allow more variety against moon lord.
That'd make ml harder and pillars more painful. I think they should just add a boss or two from golem to cultist to make getting those weapons worthwhile or even a new biome to explore where you have to get some items could work
Why should Pillar Weapons be nerfed when other weapons could be buffed?
It isn't going to make those other weapons more enjoyable, if anything those weapons will just remind people of what was stolen from them. Like how Mana Sickness was introduced to balance the healing armor exploit that they also nerfed at the same time.
One thing I'd like to change is the beginning, why does copper/tin even exist? I recently found a huge silver vein at the surface right next to spawn and that should not be possible as it made both copper and iron obsolete aside from their utility usage. Personally I'd like silver to only spawn in underground or lower and gold in caverns or lower with the exception for some tiny veins.
Another thing that's related to progression is world gen and where the different biomes apear. Some worlds can feel almost impossible to explore if you end up penned in between close to spawn evil biomes.
I recently got a large world with crimson on both sides of spawn and it sucked, in that case I just made a new world instead, but a new player might not realize how rare world-gens like that are and struggle on potentially ruining their first Terraria experience. Spawns like that are also annoying as evil biomes spread and if you don't get on top of that you might find your entire spawn being corrupted in hardmode. There are also cases where biomes overlap with evil biomes making them much smaller than usual.
Though not technically the type of progression you're talking about world gens either encourages or hinders exploration and plays a big part in how and where you explore and what resources you're able to access.
I also think that pickaxes from early game should be faster as they are just dreadfully slow, with faster mining reduces the time-investment for getting resources making iron and copper more viable as your first armor and it also helps with bad worldgens as you're able dig yourself down to bigger caverns should the natural surface-connected caverns be too small.
Exactly! I totally feel you! I fell in love with terraria since I got it as a gift from a friend. Throughout my playthroughs, I noticed how much stuff there is, the insane amount of different weapons there are, especially in hardmode. Not to mention class choice in this game. But the issue is that the majority of these weapons are just overshadowed by ones with higher dps, e.g. why use a yo-yo when I have a powerful sword that has more damage, easier to obtain, and more fun to use. But still, terraria somehow manages to hook you on the playthrough. It's definitely my most favorite game of all times.
I’ve only just run across this video and channel by chance, but your editing (esp text and transitions) is something else, man. HUGE props and a huge inspiration.
I completely agree with having Empress of Light be mandatory after golem. Or even make the Frost/Pumpkin moon events necessary for the lunar pillars to spawn cause they're, ya know, moon-related. The moon events themselves have so many interesting weapons that just get overlooked cause there's so much better options available at the point of the game and I wish it weren't that way.
In my playthrough with my younger brother, I'm absolutely dreading fighting the lunatic cultist, not because it's hard, but because going back for empress and duke would be pointless. If there was a way to make their weapons and gear feel worth it, then I'd be more than happy.
Pillars are the worst bit in the game, i would rather have them removed in order to make your weapons you have spent time getting worthwhile rather than just getting free replacements that are straight up geared for the final boss lol
This is 100% the most polished and well done terraria channels out there if I want terraria content this is where I come.
Bro rizzed me up with that face reveal, favorite terraria content creator!
I think the biggest flaw with progression is the way bosses drop weapons. They just drop one weapon selected randomly from a list, which may or may not be totally useless to you, so your big victory could easily amount to nothing. And if you keep fighting the boss, each victory without the drop brings you no closer to actually getting it.
While I do think bosses shouldn't drop the same drop twice before they've dropped all of them, so that getting the one you want doesn't take unreasonably long, I think it's fine for them to just randomly drop one of them each time. It's making sure the player needs to be comfortable with the fight if they want a specific drop from it., not just fluke it once and you get the one you want.
They should add a way to select weapon drops, there was so many points in my first calamity playthrough where i used cheat sheat cuz i killed a very dufficult boss like yharon or scal and i just didnt get thing i needed
@@parali30 You wont like Monster Hunter games then 😂😂
@@JuanAntonioGarciaHerediaAin't that the truth
so early, I love this man, especially the way the edits are done!
First time I’ve watched one of your vids and I’m already subscribed, perfectly written video loved it
It's not even flawed it's just a masterpiece
Dude I love your terraria stuff and was so hyped to see a new video up. And a chill face reveal to boot! Now that’s how you do it lol. Keep it up man!
yeah maybe making the gap between golem and the cultist a bit way longer will be appreciated like making the empress and the queen slime part of progression or something just make it longer
i just picked up terraria again for the first time this year and finished my first master mode and first melee run and i loved it. i play this game since 1.1 and i can always come back to it iv i dosent have fun in any other games. its just a true masterpiece
An early congrats on 100k my man, and the quality of your videos just keeps on improving, and improving, and improving.
Great job man, keep up the good work of entertainment, as I need that in my messy life as a medical student.
Uwa this seems so natural!! A lot of people struggle to pull out new styles like this but you smashed it!!!
I love the city and 1:1 recreation of Alcatraz. Can you and the other guy who built it show us more?
Yes
The pillars coming almost directly after golem is kind of sad because of what you said about the weapons. Many of the weapons you reviewed in your other videos I didn’t even know about in my first play through. Increasing the time gap would allow people to discover all the cool weapons this game has to offer
I agree with pretty much everything stated here, I adore the progression of Terraria and how it never gets old, and the amount of things available between Golem and the Lunatic Cultist can be a little overwhelming and maybe not all particularly useful when the pillars are right around the corner. I do also feel that despite there being so many good weapons at that stage, it adds a lot of variety and you get a lot of opportunities to try things out when going up against the plethora of other things to fight. Got a cool looking weapon from the Pumpkin Moon? Test it out against the Frost Moon to see if you can get any other cool stuff from that. Got a powerful item from Duke Fishron? Try it against the Empress of Light to see if she drops anything that rivals it. Granted, having weapons that could be replaced so quickly by something else does kind of oversaturate the late game a bit, but I feel like there's enough the point where you'll have a lot of weapons, but not too many to the point where it's completely overwhelming. To find an example of something where this does become the place, I'm probably going to piss some people off by citing Calamity. To be fair, I love Calamity and I think it's an excellent content mod with a lot of really cool stuff that adds a fresh new take on the base game after playing vanilla for so long, but after having played through it twice recently (solo melee and coop mage with several friends), I feel like the amount of items added by Calamity takes the number of post-Golem options available in the base game and applies it to every most stages of progression (some exceptions, such as a good chunk of Prehardmode as well as early Hardmode). Calamity adds so many different things that even if you ignore most vanilla weapons, you can fill almost your entire hotbar with different weapons at all times, and a number of those weapons will probably not be used very often since they'll just get overshadowed by the ones you find to be better. I think this is most notable in the post-Moon Lord segment of the game, where exploration is limited and for the most part all you're really doing is fighting big bosses like Providence and the Devourer of Gods. In both playthroughs, I felt like I was able to replace every weapon in my hotbar after each major boss was defeated, but since the next step of progression was most likely just going to be another bossfight that would provide a bunch of other new weapons, I felt like I really didn't get to use a lot of them to their full potential since there were just too many when I only really needed a few. I think this is most evident right after defeating Moon Lord himself, since every class can quite literally fill up their entire hotbar with brand new weapons craftable the second you get access to luminite and exodium clusters, but unlike the start of Hardmode, there aren't tons of new enemies or things to explore in the world to warrant having all those options. At the very least in the post-Golem state of vanilla, you have a fairly wide variety of optional events and bosses to fight to use the weapons you're getting, and I find that only after defeating all of them do you get the same amount of things available as you do simply for defeating one boss in Calamity. Again, this isn't intended to be a knock to the mod or the devs saying it's bad, it's just how I felt playing through it since I wanted to get more out of certain items than I did. I also feel that it serves as an example of how good of a job vanilla Terraria does at balancing out the amount of items available and their general utility, since I've always felt that every time I got a new weapon in vanilla, it serves a good purpose for a decent amount of time and can see use for a while even after being obtained because of that.
seeing the cancelled fan-remaster of Mob of the Dead at 2:11 totally threw me for a loop lmao. like of all the footage that could have been used, it was a cancelled fan project lmaoo
when i saw this video my first thought was that you’d made videos on every weapon in terraria
Loved this video. I just recently started playing Terraria for the first time, it's awesome!!
Holy heck you're way more handsome than I could've ever expected
This is the best editing ive ever seen in any video ever. Every transition or effect my brain just goes wOaAh
I have one suggestion only, keep doing longer videos, they are so much fun to watch :)
knowing sockrteez is a handsome young man makes all of his other vids 1000x better
Mate you do not sound at all how you look, but not in a bad way. That was one of the best face reveals I've seen and you are going to look back on it with so much happiness and gratefulness, good on you for getting your face out there!
Personally I love the longer videos the editing was great I felt hooked the whole time keep this up and you will reach 100k faster than you believe!
oh my god i watched this 11 minute video of some random guy then realized it's sockrteez. . .
how did i miss this??
So close to 100k!!
I like the jump from Golem to pillars, tbh because all the weapons can be returned too later or chosen from at that point to help in taking on the final challenge. Sure, the variety gets cut down on harshly, but the weapons post pillars are some of the most interesting in the game.
Nice video. I would also say that the progression in terraria is pretty darn good. There are some slow parts in the progression that give you a bit of a breather but they also help to build up some anticipation for the epic parts.
I wish the gaps between Plantera and Golem and Golem and the Lunatic Cultist were bigger.
It could just be a thing of needing to collect items from both Pumpking and Ice Queen to charge the power cells for the Golem...
...and needing to collect items from Golem, Duke Fishron, Empress of Light, and the Martian Saucer (maybe even Betsy) to get the cultists to start their ritual, but I'm not sure it's quite enough.
Someone suggested moving the pillar fragment weapons to post-Moon Lord, and, honestly, I feel like that could certainly help in making the post-Golem gear go a little farther.
...Sure, it would make the pillar weapons essentially pointless like every other piece of post-ML gear, but, y'know... I suppose starting a new, more difficult world with your end-game character and blitzing through a makeshift New Game+ is an option. **shrug**
Edit: Upon further investigation, I think I see a different reason why I feel iffy about the structure of hardmode. It's not that too much is ignorable.
In Pre-Hardmode, there are no bottlenecks in terms of bosses. You can face the 6/7 pre-WoF bosses in any order you want... or ignore all of them.
Sure, you need to defeat Skeletron to unlock the Dungeon and the Clothier (and the Mechanic, generally); you need to defeat a world evil boss to unlock the Tavernkeep and to get Hellstone gear pre-Hardmode; you need to defeat the Queen Bee to unlock the Witch Doctor, and you need to defeat the Eye of Cthulhu, a world evil boss, or Skeletron to unlock the Dryad, and, in terms of events, you only need to end a goblin invasion to unlock the Goblin Tinkerer.
...but you don't _need_ to do any of those things.
It's _recommended_ that you fight all of the bosses you can in preparation for the Wall of Flesh and Hardmode, but, as far as I know, there's nothing stopping you from summoning the Wall of Flesh when all you have is 100 max HP, a copper pickaxe, and a dream. You'ld get torn to bloody shreds, but it's possible.
Now, let's look at Hardmode.
You *_must_* defeat one mech to unlock Tier 2 Old One's Army, natural Solar Eclipses, Life Fruit, and a number of item drops, and you must defeat all of the mechs to unlock Chlorophyte gear and Plantera. You *_must_* defeat Plantera to unlock the Moon invasions, Empress of Light, the upgraded Dungeon and its biome chest weapons, the upgraded Solar Eclipse, launcher weapons, the Lihzahrd Temple, and Golem. You *_must_* defeat Golem to unlock Tier 3 Old One's Army, Martian Madness, and the Cultist: the catalyst to the end of the game.
Pre-Hardmode locked the Dungeon behind Skeletron and locked the Old One's Army (plus half of the Demonite/Crimtane gear and thus also Hellstone (pre-HM, anyway)) behind either world evil boss. If you're a loot collector, want all town NPCs, or just want to fight all of the bosses, pretty much only boss drops and NPCs are locked behind the other pre-HM bosses-- and even Skeletron and the world evil bosses are optional if your only goal is to beat the game.
Pre-Hardmode has content locked behind bosses, but, if you just want to beat the game, your only bottleneck before Hardmode is the Wall of Flesh.
In Hardmode, you are bottlenecked at various points by The Twins, The Destroyer, Skeletron Prime, Plantera, and Golem... (plus, of course, the Lunatic Cultist, the Pillars, and -Steve- Moon Lord, but that was taken as read).
The result is that Pre-Hardmode feels open while Hardmode feels restrictive.
What you get is (instead of two segments) Pre-Hardmode, Pre-Mech, Mid-Mech, Post-Mech, Post-Plantera, Post-Golem, Post-Cultist, and Post-Moon Lord as points in progression in terms of what unlocks.
I have to wonder... What if Hardmode were more open? There's already Duke Fishron and Empress of Light as optional bosses that can be fought earlier than their loot tier implies you should, and Queen Slime and almost all events are optional. What if more of Hardmode were like that?
What if Plantera, Life Fruit, the Post-Plantera Dungeon enemies, the Moon invasions, natural Solar Eclipses, the Empress of Light, Tier 2 OOA, Martian Madness (with some limit to how long it can last and/or the ability to despawn the event on world exit if it's triggered early), and a few other things like Lava Bats and certain Strange Plant Dyes were unlocked as soon as the spirits of light and dark are released?
You still have to fight Plantera to enter the Temple, and you still have to fight Golem for the Cultist to appear, and the core Hardmode bosses still have some stuff locked behind them, but you *_can_* have some more flexibility with the order you do things in, even if it can be... foolhardy in some permutations.
Sure, being able to get the Picksaw pre-Mech means you can skip Hallowed gear and go straight to Chlorophyte-- scratch that, straight to Spectre/Shroomite, but, y'know, you can conceivably upgrade from copper straight to titanium if you rush Hardmode and fish up titanium crates and hardmode biome crates; why stop there?
Instead of doubling down on requirements for progression, like I suggested previously, why not shave off requirements, instead?
The obvious question is "If you can fight these bosses and enemies early, wouldn't that mean you can sequence break progression and render a lot of loot worthless by doing so?"
... **points at Duke Fishron**
...I wouldn't call it an unfamiliar concept for the game.
Oh! Maybe, if you defeat Plantera before the mechs, some of the effects of defeating one or all mechs still take effect, like Yelets, Code 2, Bee Wings, Butterfly Wings, and the Pulse Bow (and maybe even the Mushroom Spear and Hammush) becoming obtainable and Red Devils and Reapers to start spawning... assuming none of those get unrestricted to begin with? I dunno.
I think that's about it...
So yeah; that's my new stance: Minimize what's locked behind bosses in Hardmode.
Would it work? Would it be a good change in practice? Big shrug!
I've always imagined your face as chippygaming, so the face reveal was a bit jarring. Still, I really liked the video. It feels a lot more refined, kinda reminds me of a sunny V2 video.
i think it would be cool if the pillar weapons were to be crafted from duke fishron and empress of light drops
First, what an *EPIC* face reveal.
Second, Terraria it's such a great game, I remember my 1st playthrough taking me like around *100 hours* (yeah I had more patience in this game than in real life), what I love about Terraria it's how the devs added all this random items, enemies and bosses, but the randomness makes sense, everything in Terraria it's ridiculous but made with quality, you can tell the creator and devs love the game and their community.
If I were to change something in Terraria that would be an optional turtorial that explains how certain controls work (like the autoselection of blocks or just explain Alt, Shift and Cntrl) and also make the 3 hardmode ores just 2 ores and Chlorophyte it's the third, aside from that must of my previous complains Terraria fixed it in the 1.4.4 update so I'm just happy.
This was a very very good video, glad I subbed at 85k. Can't wait to see you grow!
Who would've thought that someone with a duck pfp could be that handsome
so close to 100 000 subs, congrats sock!
Wait…so you are telling me he doesn’t look like a duck 😢😭
I've been a huge Minecraft fan for years, when I played terraria properly for the first time in 2019, I didn't expect to love it more than Minecraft lol
I remember my first playthrough. it was in 1.3. I made my world expert mode, worst DAYS of my life, for 3 days straight I was struggling on eye of cthullu
edit: Not in game days, actual days
When I first played terraria back in 1.1 I needed the thorn chakram in order to kill it, now I can do it easily with a bow/shurikens/really anything at that point
Love your content, keep up the good work. And this video in particular was like a milestone, great job! And your passion for the game is also out of bounds, makes my Terraria loving heart beat even faster )
See you again!
Ur vids always make mecstart a new world
Didn’t expect this video to include jumpscares, good to see you brother
Excited for this!
Captain Blackadder! Good to see you, sir
i don't mind what he looks like but he kinda looks like elvis
dang, that was actually a really good video. really well put together and everything. extremely well done.
Love this new type of video
Ah I remember the days when I first played Terraria back at around 2017 on the Xbox 360. Even when I only had update 1.2, the game blew my mind. I won't forget the times when my newbie brain thought Skeletron was impossible to beat or the time when I experienced hardmode in all it's beautifully brutal glory such as my brother getting impaled by Pixies and Unicorns because his house was taken over by the Hallow.
Then I experienced 1.3 and all the crazy cool stuff that brought to the table, giving me a final boss that felt like a final boss.
Then 1.4 when I decided to do For The Worthy Master Mode and in 1.4.4 the getfixedboi seed gave me one of the toughest challenges in my time gaming.
And much like Terraria's progression, I went from a guy who can barely do an Expert playthrough to someone who managed to complete Legendary Mode(screw Mechdusa tho lol)
Needless to say, this game is arguably my favorite game of all time.
sock is an amazing TH-camr. And I wish he would make more videos; and this is a masterpiece
also good luck on 100,000 subs
All i'm saying, is that adding Ocram back into the game would fix the progression...
What's your favorite boss in terraria?
Making Empress mandator would be great
Golem dies: "The Hallow grows restless"
What I love about the game is that there is just so many FUCKIN ways to go about progresión. Every playthrough you can get powerful in a different way
That face reveal felt like a zoom meeting during the lockdown when the teacher asked to turn our cameras on.
The flaw I would fix would be it needs more wepons to defeat the cult est because If you think about it all ge drops is a crafting table so why make him hard also if you have to defeat the pillers so that's what I would fix.
I was today years old when I learned sockrteez is not “socktreez”.
Bros handsome😵💫
I agree 100%
I would even go as far as making all the hard mode optional bosses mandetory for the lunar cultist to spawn.
Feels so bad to get awesome looking weapons late game, just to know that it is one pillar away from being put In storage
you look slick... like if i thought of the word slick and thought about someone id think of you
Congratulations on 100k subs!
I feel like the moon, martian and solar eclipse events should be mandatory before the cultist appears. That would easily add on another couple hours of gameplay along with Fishron and the empress as well. A post moon lord boss or two that can put up a challenge to the lunar gear would also be great, they could keep pursuing the space themed boss route with other planets.
The problem is, if they do so, the cycle would probably begin anew. If it drops new loot, the uselessness of that will be complained about like post moonlord is now. If it doesent drop any loot, people wouldnt bother fight it.
I just feel like it's hard to know what you should do next if you're playing for the first time
Ransom question which update was ur favorite and which was least favorite in terrarias history?
Fav was 1.2, least fav 1.4 both absolutely epic though!
@@sockrteez interesting chose tbh
Amazing video (or rather documentary), this is fantastically well made!
Honestly I think the reason it transitions from calm to extreme is probably because in development the devs styles got more extreme over the years of development, and since they usually add more to late game then early game it means that the later in the game the more modern the design which in turn means the more extreme.
The transition makes you overwhelmed of playing the game but after completing and finishing the game multiple times and mastering it's progression suddenly you want some challenges and terraria has adding some seeds and challenges for the players to have fun and that's why I love this game, and also nice face reveal I thought you were a duck this whole time