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Unusacies' Battle Rods Re-Balanced
Feedback/Personal Gameplay Issues
Not sure where feedback is meant to be commented but ill leave a big compilation here.

For reference I am playing with the only two game play changing mods being calamity and this one. And my most recent boss as of typing this was Hive Mind (Calamity)

All of these complaints with the mod could be completely subjective (and or lacking info that would otherwise solve my issues) and should be viewed as such.

The werewolf set (to my knowledge) has no reason to require 120 rotten chunk. Usually when an item in this mod requires a lot of material, it comes from a crate of some kind or is expected to be gathered over time namely the Star Mix Set. But there is no way to obtain these chunks or vertebrae easily to my knowledge.

Holding your ground is a really good idea on paper and its completely possible that I misunderstand how to use it. However as it stands now i find it hard to use if not impossible in some scenarios. Standing still in boss fights gets you killed and it has no use against basic enemies. This can also be a product of calamity not being in mind when testing it against less aggressive boss AI of vanilla. So take this with a grain of salt as I have not tried this mod in vanilla.

Here is a huge one. The escalation potions are insanely broken. They are what made me start this feedback comment before I even come close to beating the game. The over tension bonuses dwarf how this mod used to feel in terms of overpowered. I was struggling with a boss, made the highest level of escalation potion (which I think shouldn't be able to happen pre-hardmode) and absolutely shredded it in like 20 seconds. These need a Nerf OR their attainability needs to be staggered somehow. (maximum escalation technically is available pre-boss) This has been my biggest and most recent problem so far, it is to note this has made the game trivial.

The crowd control capabilities of this class are non existent early on. Turrets do help a bit, but blood moon/goblin invasion (your early invasions) are very difficult with this in mind. The only turret bobbers you have at this point are the gem rods, potentially the pistol turret, and MAYBE the nail turret. The gem rods turret shot is pretty bad and that gun turret is not taking a whole invasion on its own.

Speaking of the nail turret a small gripe I have with it is the cost of recharging it is incredibly high 15 bars for one use is pretty insane to me. Although it is completely possible I misunderstand why its so high.

On a smaller note in the same vain as the escalation potions, the other potions in this mod are quite powerful as well and need a Nerf in my opinion. Fisherman's brawn being a straight up 25% power boost is insane. Bob Speeding being 25% is also a insane number. With enough prep, these buffs could be up permanently or be stacked to 30 for permanent buff with the popular potion safe mod. At that point its easier to buff every rod by 25 percent in both regards and remove the potions entirely. With these being so OP I can infer the ones I have not mentioned here are also more than likely quite powerful.

The Star Mix Set (in my opinion) needs a material added to its recipe to make its availability pushed back into pre-hardmode and in exchange reduced ore bars for its recipe to make it a more fluid set to craft. As it stands the only reason to craft any other armor pre-hardmode is for the containment unit set in endgame. Werewolf armor is hurt the most by this because in my experience I had enough to make star mix even before werewolf armor.

Another person in this thread mentioned a bug or something of that nature that makes reforging "good" reforges incredibly expensive. (something like going from one gold to 40 on early game rods and late game rods being even worse)

This point is hard to explain but I hope this is understandable. Reeling in enemies that are moving to you, reducing tension makes sense realistically but I am not 100% certain this is even intended, I find it difficult to have to make sure I am not clicking if my enemy is advancing to me as to not lose tension. It seems counter intuitive considering reeling in bosses already pulls you to them without titan wire. So why also make it so you have to stop attacking unless you are gaining distance on the enemy?

There may very well be more feedback to give, but currently I cant recall anything staggering enough to put here right now. Thanks for putting the mod together, this is my favorite concept for a mod and am happy to see it grow and become more balanced over time. If you read the whole thing thanks, I know its a lot but I hope to see this mod succeed so I gotta help any way I can.