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ruined moon complaints
ive been playing ruined moon the past few days and its been lots of fun however i do have a few complaints

JUST SO YOU KNOW I AM NOT COMPLAINING ABOUT RUINED MOON BEING TOO HARD I AM JUST GIVING IDEAS TO MAKE IT MORE FAIR AND IN SOME PARTS HARDER SO THOSE OF YOU SAYING THAT THIS POST IS STUPID ASF STFU AND ACTUALLY READ THE POST

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first of all, bosses are unbalanced

eater of worlds because of the insane amount of clingers it summons in, either you get good rng with eow not spawning all the clingers, you get the cluster bomb satchel, or you just die, its way too difficult to dodge literally 5+ clingers and eow at the same time.
i think a way to improve the fight would be to max the number of clingers on screen to 3 or 4 during the fight and also make it actually possible to destroy the eggs( it technically is possible but its like 1 second).

ice queen because the spinning ice attack summons way too many projectiles, it is possible to have the attack start with the ice queen in a good position which can make the attack almost harmless if you get a good enough position, or you get ♥♥♥♥♥♥♥♥♥♥ by the countless projectiles and die.
i think a good way to improve this would be to half the number of projectiles but increase the speed of them by 50% to make up for the missing projectiles. also always put the ice queen into a fixed position during this attack like when she does the attack where she goes up to the top of the screen and rains down lines of snowflakes.

mourning wood because it can cage you in so easily, the vine walls should not last nearly as long as they do, the fight can go from a cakewalk to a very skill required fight, i dont mind a skill required fight, however i would rather a more consistently skill required fight( or whatever other word than skill required), and also not a fight like that at the very start of the game with seven items half of which are probably junk.
i think a good way to improve this fight would be to make being caged in far less likely, so reducing the vine wall lifetime, making it happen only a few times during the fight and maybe at more fixed times, like at 66% and 33%hp make mourning wood cage you in for maybe 20 or 30 seconds.

next up is the paladin, this guy was always a pushover even outside of ruined moon, but compared to mourning wood this guy is just way too damn easy, like if you keep your distance and learn the simple patterns you can beat this guy with no items no hit easily.
a good way to increase this guys difficulty is to add more attacks, hes just way too predictable, like a good attack i think would be if he summoned tactical shotgunners instead of blue-armoured bones because those guys are pushovers, another thing is to make his dash like twice as quick, reduce the charge of his dash down to 33%, then the dash would actually pose a threat. another thing is when he jumps up and slams down into the middle of the arena and makes a shockwave, make the shockwave wider, faster and taller, its very easy to dodge and also maybe mix in some hammer throws during the shockwave to make it harder to dodge.

brain of cthulu i think is a great boss who is really fun to fight if you have the right items. however the flaw here is you need the right items, if you dont have on kill effects like red pepper or disposable turret then its a slugfest which is highly dependent on whether the brain throws a specific attack( the one where all the creepers gather together and bounce around the arena), which is easily countered with a spear, if you time the spear right you can heavily lower the hp or kill most of the creepers, especially if you have the glove of recklessness.
A way to fix this i think would be to reduce the number of creepers by 4 or so and in exchange higher the creepers health to 950, also reduce the amount the brain heals down to 950. another thing is which isnt a big change to the fight but during the attack where the creepers all gather up and bounce around, i think the amount of blood projectiles should be equal to how many creepers there are.

sand elemental is actually the most balanced boss in the game albeit a little easy, but of course there are a few ways to improve it.
first of all, increase the speed of the black whip attack by 15% or 20%, this would make it a proper threat, next up i think it would be great to add the mighty wind debuff to the fight as if the player keeps their distance, then the sand elemental is far easier to dodge, the way i believe this should be implemented is when the sand elemental is to the left, the mighty wind blows to the left, when shes on the right, the mighty wind should blow to the right. one more thing to be added to this fight would be to spawn antlions as well as the other enemies in the fight.
out of these suggestions i think the most important is definitely the might wind.

skeletron i think is extremely unbalanced in the first attack, i cant say much about it since i only fought him two or three times so i havent really had a way to counter him, but its way to undodgeable, i think a way to improve this would be to just reduce the number of projectiles, i dont really know what else since i barely have experience with the boss.

another boss i dont really have experience with is golem, he seems like a really good fight and probably the hardest one before moon lord, however the flame attack i think reaches too far, its damn near undodgeable if it starts while youre in the wrong position, and that mixed with there being so many projectiles just makes it overall a very overwhelming fight, but ig thats just skill issue.

i cant say anything about moon lord and true brain since ive never fought them.

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secondly, healing is an issue.
how you implemented it is no natural healing and healing items + campfire healing halved.

at the very start of the game this is difficult, in the first floor there is a small chance you will get a good healing item, like the bungling fungus( bungus from now on), which is downright overpowered in this mode actually. the first floor is very doable no hit, you are probably going to get hit a few times but youll be fine, however there is a chance that youll get an item life the life crystal or whatever its called, which heals you for 0.5hp/s in ruined moon, this can be really annoying as if you came out of a room at very low health you can either wait literally possibly minutes to go back to full hp or go into the next room at a big disadvantage, a way to fix this would be to get rid of healing in between rooms, now this may make the game far more difficult, but its all within the spirit of ruined moon.

another thing is healing items are very unbalanced here, for example, the bungus which is way too strong, if you get just one stack this can be like 3hp/s which is way too strong in my opinion, especially for a blue item, the legendary item symbiotic fungus is only a little bit stronger but requires you to stand completely still, so a blue is better than a legendary, so bungus is better than pretty much ever other healing item in the game(except stim pack), a way to fix this is to half the healing, i know its impossible to cut 1 in half so i think what you do here is half the mushrooms made or maybe only make every second mushroom heal idk.

stim pack is an item that heals you for 40 health in the first ten seconds of the room which is great if you implement the no healing in between rooms since this is a way to rejuvenate very quickly and prevents accumulated damage. i think it is a little bit too strong though, reduce it to 3hps in ruined moon and i think its fair. it cant be abused like bungus to heal you up to full health in less than a minute even in boss fights.

another powerful item is memory foam, which heals you for 1.5hp/s if not hit for 7 seconds, this item i think should be reduced down to 1hp/s, dont have much to say about this.


another issue i have with healing are barriers,
other than rusted shield which i think like bungus is way too powerful, especially if you have 3 or more, and pretty much every other barrier item is pretty much useless at low stacks, rusted shield is still very useful at one stack since if you get hit only once every 10 seconds, which is reasonable, you get like 25% reduced damage, and in higher stacks, especially 5+ if youre not constantly getting hit its very hard to die. the only way i can see this being balanced is if you half the amount of barrier the rusted shield gives, put it down from 8% down to 4%.



overall i think ruined moon is really fun and im sinking a lot of hours into it, but these are issues that ive seen with the game and ik aqua sg( dev) probably wont see this but if he does i think he should implement at least the ones that are much simpler and easier to add in like increasing paladin ram( or whatever i called it earlier) speed and reducing rusted shield barrier increase. and if possible some of the more complex ones, i think they would highly improve the game and make it a lot more balanced so maybe put them in with 1.3
Last edited by big_joe_84; 23 Feb @ 4:45am
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Showing 1-8 of 8 comments
11 21 Feb @ 5:00am 
i think developer shoudn't balance it, it here just for suffering. Cant survive? well, you just weak.
As soon as you make it balanced players gonna ask for more difficulty, so why? why we need balance here. Damm ruined moon appears after secret code, its already a joke difficulty
big_joe_84 21 Feb @ 12:08pm 
11 yea i get what you mean but i mean make it hard asf but balanced so its actually like replayable instead of a joke then i think it would have a lot more value as a difficulty since blood moon is piss easy for me so yk

ofc its still great but i feel like it can be a lot better, i also talked about making a lot of parts harder in ruined moon so yea
Kirn 21 Feb @ 12:37pm 
I genuinely cannot believe people are taking this difficulty seriously.
KShy 21 Feb @ 3:30pm 
me when the difficulty that says "do not play" is not playable: :steamsad:
Breadspy 22 Feb @ 9:48am 
To add onto this, the True Brain's Laser Spinning attack is just actually undodgeable so probably tweak that?
I think a cool addition to the Paladin's fight would be if rocks fell after every attack/randomly since yeah he's super easy.
Mourning Wood I never had any trouble with honestly, even with zero healing. I've been able to beat Mourning Wood while he's at 200% AI Speed so I don't think he's a hard boss.
I don't think any of the healing items should be tweaked specifically for Ruined Moon but getting rid of the heal after every room is annoying, I just ignore it by using Hero's Mod to insta heal me once I have an out of combat healing item.
I would disagree that Sand Elemental is balanced, the tornadoes+light balls force you to take several hits almost 100% of the time. However that's about it so compared with the rest of the bosses Sand Elemental isn't that bad (Just make sure you don't go off the side of the middle platforms while the spawning animation is playing or else you'll instantly die to fall damage).
Eater of World's fight is definitely unbalanced, I think it'd be funnier if his charge was just like 10x faster.
Can't really comment on Brain of Cthulhu's since I just use the Cannon and it solos the fight rather easily.
Wall of Flesh is 98% impossible I don't know how else to put it, it just ends your run.
The Queen Bee fight is pretty fun as long as you have a jump upgrade, I think it's a great base point to scale other bosses off of since it's still super hard but the honey globs you can control where they land. If you felt like making it less jump upgrade dependent I would advise adding some more ropes around.
Skeletron and Ice Queen have the same problems of 1000000 projectiles.
Moon Lord's laser beam residue lasts almost permanently which isn't too bad once you know that's his gimmick since if you don't figure that out fast then you're going to end up trapping yourself.
Also I don't think the pillars have any changes? I didn't notice any at least.
Seriously enjoy the massive difficulty though and am very glad to have stuff to do after beating the game on Blood Moon with all 6 weapons. On a side note the looping probably needs some work but I wouldn't know what to suggest.
Also currently the weapon meta I've found for Ruined Moon is definitely Cannon + Sword/Spear. Cannon's ability to hit multiple enemies and also hit enemies through walls is unmatched, it's damage isn't even bad either.
Originally posted by Breadspy:
To add onto this, the True Brain's Laser Spinning attack is just actually undodgeable so probably tweak that?
I think a cool addition to the Paladin's fight would be if rocks fell after every attack/randomly since yeah he's super easy.
Mourning Wood I never had any trouble with honestly, even with zero healing. I've been able to beat Mourning Wood while he's at 200% AI Speed so I don't think he's a hard boss.
I don't think any of the healing items should be tweaked specifically for Ruined Moon but getting rid of the heal after every room is annoying, I just ignore it by using Hero's Mod to insta heal me once I have an out of combat healing item.
I would disagree that Sand Elemental is balanced, the tornadoes+light balls force you to take several hits almost 100% of the time. However that's about it so compared with the rest of the bosses Sand Elemental isn't that bad (Just make sure you don't go off the side of the middle platforms while the spawning animation is playing or else you'll instantly die to fall damage).
Eater of World's fight is definitely unbalanced, I think it'd be funnier if his charge was just like 10x faster.
Can't really comment on Brain of Cthulhu's since I just use the Cannon and it solos the fight rather easily.
Wall of Flesh is 98% impossible I don't know how else to put it, it just ends your run.
The Queen Bee fight is pretty fun as long as you have a jump upgrade, I think it's a great base point to scale other bosses off of since it's still super hard but the honey globs you can control where they land. If you felt like making it less jump upgrade dependent I would advise adding some more ropes around.
Skeletron and Ice Queen have the same problems of 1000000 projectiles.
Moon Lord's laser beam residue lasts almost permanently which isn't too bad once you know that's his gimmick since if you don't figure that out fast then you're going to end up trapping yourself.
Also I don't think the pillars have any changes? I didn't notice any at least.
Seriously enjoy the massive difficulty though and am very glad to have stuff to do after beating the game on Blood Moon with all 6 weapons. On a side note the looping probably needs some work but I wouldn't know what to suggest.
Also currently the weapon meta I've found for Ruined Moon is definitely Cannon + Sword/Spear. Cannon's ability to hit multiple enemies and also hit enemies through walls is unmatched, it's damage isn't even bad either.

yea about sand elemental i do agree there the sandstorm pillars and the black whip attack or light ball atttack does make for multiple hits, but something about sand elemental is if you keep your distance, other than light ball nothing will really hit you, unless shes in the middle of the map
wall of flesh is definentily possible, you just need to get a LOT of damage, ive beat him a few times
queen bee i think can be fun but also really unfair because of the honey splotches she puts everywhere which after a while makes it almost impossible to walk anywhere, but i dont have much experience fighting her so dont quote me since i havent had the proper opportunity to make a start for that.
the skeletron projectile spam can be easily dodged if you move to one of the edges of the room, but if he is in the middle then yea its damn near impossible to dodge
eater of worlds yea i agree that would be great
mourning wood i do find to be a lot easier now since i got used to him and stay in the middle when he uses his vine wall attack to cage you in
cant comment on ml and true brain since i never fought them


i never thought to use the cannon as it can be really hard to hit enemies with it sometimes, espeically queen bee and true brain but in every other situation pretty much yea ig it would be better( well except for sanguine orb it makes that like 3x worse). i tend to use the pistol mostly but ill def give the cannon a try
i find the spear to be much better than the sword as it deals higher damage and has longer reach so its safer, also if you get brazen knuckles, then its way stronger since it can one shot most enemies on stage 1 and if you get the glove of recklessness on top of that it can be hugely useful even in stage three.

also as for you saying healing items dont need tweaking i disagree because bungling fungus literally has the exact same effect if you have 1 or 3 of them, it only gets better at 4 which i think is just plain silly.
i think removing healing at the end of rooms is fair since you can just tank way more hits early on in the rooms which makes it easier, it also makes you prioritise healing items more, but maybe reimplement it in the later stages like stage 4+ and MAYBE 3.

but yk i do have another complaint about ruined moon and thats that enemies are basically the same, other than boss changes and healing changes ruined moon is basically blood moon. i think it would be nice to increase enemy hp and dmg by 25% to make rooms less easy i think that would definentily make the difficulty much less boss oriented.
Dunnie 7 Mar @ 7:08am 
I think the fall damage changes in Ruined moon are stupid. Specifically because I just died to fall damage because I fell THROUGH THE PLATFORMS in Sand Elemental's arena while the animation was playing.
Originally posted by Dunnie:
I think the fall damage changes in Ruined moon are stupid. Specifically because I just died to fall damage because I fell THROUGH THE PLATFORMS in Sand Elemental's arena while the animation was playing.
yea i getcha but you jus gotta get used to it, its just another element of ruined moon that doesnt let you play freely i think its fair tho you as long as you get used to it its like its not even there
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