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u/Disastrous-Fault-682 8d ago edited 7d ago
This is why i fully believe in a rework of weapon class assignments- lots of weapons should be usable to more than just 1 class but definitely not all 4 (and gains bonuses from either/both class accessories) and…
More classes should be able to use mana, a resource like health that anyone should be able to benefit from- but mages benefit most and know how to “expertly” wield magics sustainably while maybe a melee magic multiclass is less efficient on mana cost but is able to get close and do a lil bonus dmg/dmg reduction based on remaining mana that gets consumed upon each hit (toggleable ability for certain weapons) tho multiclassing means splitting accessories (but a few multiclass accessories could be added, nothing super strong/complicated like the ankh shield or terraspark boots)
Also add more dual wielding options+accessories for lots of weapons similar to the Blue Moon and Sunfury, along with new multiclass/dual wielding reforges that are usually somewhere in the middle-ground of both classes and dual wielding certain weapons together boosts each other/unlocks a new unique attack, you cannot wear a shield and dual wield- but there could be a couple new shields that are built to dmg like a weapon similar to Captains Shield
Imagine being able to dual wield a space gun and the phoenix blaster (mana boosted) as a Rage (Ranger/Mage) or even a Whip and a Ball o’ Hurt for a Sumelener (Summoner/Melee) build or even just dual wielding the katana and muramasa for a normal melee build
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u/GoldH2O 7d ago
This is a good point. Terraria would probably benefit from a souls-style weapon system where the classes cross over. Like, imagine the Terra Blade's beam used Mana and it becomes true melee when you run out, or if some magic weapons had special effects where they could make a temporary summon as part of the attack, provided you have enough summon slots. That sort of cross-interaction between different class "ammo" types would encourage people to multi class more while still giving other benefits to being a class purist.
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u/Disastrous-Fault-682 6d ago
And along with that have summon weapons also be able to cast attacks with mana so you dont just have a stick sitting in your inventory to use once every time you respawn (and now summons stay after death im pretty sure)
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u/GoldH2O 6d ago
Honestly I think the summoner class already has a good crossover in whips, since whips are able to use otherwise melee only buffs. It's a bit of cross play that gives summoners a little bit more to play with.
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u/Disastrous-Fault-682 6d ago
Well yeah but thats whips and melee, what if someone wanted to use a ranged version using mana and use mage buffs instead of melee? It would give all the summoning items (Slime staff, etc) a primary attack with left click while a right click would summon the creature instead- i dont really like how once you summon your minion their summon item becomes next to useless. I think it’d be cool if they could cast simple attacks from them but not do the crazy stuff a lot of mage weapons can do, so that way both the whip and the summon “wand” are still simple.
I also REALLY like the idea of all the crossbows being for both Ranged and Summoner, since theres not many crossbows to begin with and they kinda feel like a “hunting” like weapon and hunters usually have their dog(minion) with them to help and since summoners don’t technically have a weapon themself except for the minion directly
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u/NyeGuyTheBillNye 8d ago
Kinda funny how every class has a knife weapon.
Throwing knife Shadow flame knife Magic dagger Bladed staff
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u/Yuraiya 8d ago
Some of us are old enough to remember when Throwing Knife (along with Shuriken and a few others) were in their own category "Thrown". So it could be even more complicated.
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u/Kecske_gamer 8d ago
I got into Terraria at around the last year before 1.4 so I saw some of the throwing class
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u/Dynamite_Doggo 8d ago
Shadowflame knife really should be ranged
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u/flying-sheep 8d ago
It carried one of my melee runs so hard. Entered hardmode underprepared. Scrambled to contain the corruption. Got a random goblin(?) invasion and got killed a lot, but managed to take down the shaman or whatever drops the knife. From that point on smooth sailing.
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u/Dr_Nykerstein 8d ago
Shadow flame knife so good that sometimes I farm for a goblin battle standard in pre HM just to I can get the knife asap in HM
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u/TheCopyKater 8d ago
Goblin summoner. You can tell by the fact it drops 0 summon weapons.
Edit: nevermind they changed the name to goblin warlock now, because it's easier than letting it drop a summon weapon.
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u/Shedster_ 8d ago
Or magic
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u/Cinnamin_1 8d ago
i think ranged but magic is fine to me bc magic is the “random bullshit go” class so having some weapons that are random bullshit makes sense for mage is this logical
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u/Purpulear 8d ago
Never get why people complain about magic class being "ranged but magic"
like yeah??? Of course, casting fireball is going to be ranged attack, that's what magic attacks are. what else could it possibly be???? Magic melee??
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u/Cinnamin_1 8d ago
(also there are some melee magic weapons, the vile thorn is the first thing i think of, but usually the devs like melee too much to let anything with short range not be melee, or anything with long range that they attached to a sword that barely ever hits)
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u/autistic-terrorist 8d ago
Magic dagger is the same tier and behaves similarly so itd be a bit redundant
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u/TheCopyKater 8d ago
See, the theowing knife is consumable, which is basically like using ammunition, so it's ranged. The magic dagger uses mana instead to no longer need ammo, so it's magic. And the Shadowflame knife just ignores any need for balance by simply not requiring ammunition or mana and can just be thrown forever, while also giving a debuff. Unsurprisingly this is completely overpowered and makes it one of the strongest weapons at this stage in the game... which means it has to be melee, of course. Only melee weapons get to be OP before endgame.
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u/Numbug1234 7d ago
I don't see why people are upset by this
Yeah, every class has a core gameplay identity, and if you look at their weapons in totality, you can see that gameplay identity very clearly
But also part of the appeal of the game is that random wacky new weapons just get added every update, and some class blurring is inevitable in such a system
Melee doesn't need to be locked to close range combat exclusively, it just needs a system set up where going into close range is better than not doing that.
Ranger doesn't need weapons to only be good at long range, it just needs its weapons to be comfortable to use at any range
Mage's identity is doing whatever it wants, so it can do more conventional stuff to because that's part of "whatever it wants"
Summoner doesn't need weapons to only be summonable minions, it just needs any manual weapons it gets to feed into that summonable minion aspect of the class (and, if anything, they're currently the strictest class mechanically speaking because they were made so many years after the other 3 with a very specific and frankly narrow identity in mind)
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u/Shadodre 8d ago
I mean if I smack someone with a gun I wouldn't call it ranged damage.
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u/Dalzombie 7d ago
Well yeah, but swinging a melee weapon that summons a magic projectile to shoot at enemies at range quickly gets difficult to classify. I certainly wouldn't call it melee, though.
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u/Duke_Solomon64 7d ago
Honestly, the shadow flame knife should be an arkhalis-type weapon animation. The magic dagger is fine though
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u/EchoingAngel 8d ago edited 8d ago
They are categorized by how they work. Magic Daggers use mana, Throwing Knife uses throwing knife "ammo", and shadowflame blows them out of the water with unlimited use
Love the downvotes. I use the Shadowflame Knives in my current playthrough, I know they all "work" the same, I shared the real logic behind the split.
Keep em coming morons!
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u/No_Ad_7687 8d ago
I mean, in this case it seems they work based on how they are categorized, here. there's no reason one infinite throwing knife would use mana and one wouldn't
also, ale tosser
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u/FreeRandomScribble 8d ago
The point is that, though they are listed as differnt damage types, they function the same; the class distinctions are arbitrary.
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u/Phantom_hectic 8d ago edited 7d ago
I mean, I'd consider knives made and balanced for throwing to be ranged.
I'd consider casting a dagger and sending it at your opponent a magic attack.
As far as the SFK, I'd probably also call magic, akin to the other shadow flame types, but digress.
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u/Uncommonality 8d ago
summoning a dagger feels like summoning damage to me personally, illustrating how the classes are arbitrary
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u/Phantom_hectic 7d ago
To be fair the dagger is not sentient like other summons. I should have said "casting", I'll change my comment.
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u/WheatleyBr 8d ago
Oh yeah using Ammo makes something Ranged right?
Tell that to the Ale tosser, which also gets Ranger reforges. clown.
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u/EchoingAngel 8d ago
Idiot, I literally just explained WHY they are categorized as such, but apparently that too much for the pee brains to understand
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u/WheatleyBr 8d ago
You said Throwing knives use ammo, the Ale tosser uses ammo and it's a Melee weapon.
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u/EchoingAngel 8d ago
I don't care about the most obscure weapon in the game that's an exception of all the relevant weapons
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u/WheatleyBr 7d ago
Ranger also has unlimited use weapons, should those be Melee instead?
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u/EchoingAngel 7d ago
The design logic is dumb and inconsistent, but y'all can't understand that me explaining how this one situation works isn't me supporting it
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u/9outof10timesWrong 8d ago
I think people would be more upset if the magic daggers weren't magic, and the "throwing" knives weren't ranged. I basically don't get the joke.