22 Comments

  1. I feel like I'm the only one here who prefers Classic difficulty. I particularly don't understand all the people who act like Expert is the starting difficulty.

  2. the thing is that i wanted Master Mode to be some sort of what Revengeance is to Calamity , a difficulty different from Expert which introduces new attacks in bossfights , like how Expert gave EoC it's dashes in phase 2 and Duke's phase 3 , instead it's just numbers , more HP and more damage taken

  3. After playing Mastermode , I can’t go back to Expert or Normal anymore , when everything not slaying you in 4 hits somehow feel like a cake walk for me. Curse you Master mode for making me this way 😅

  4. For the worthy is my leave favourite “difficulty”. You’re telling me I spent all this time making an arena and you’re just gonna blow it up? How the hell is that not just more tedium? I should be able to build a pretty arena in my sandbox boss rush game.

    The trophies mastermind offers give me a much more interesting trophy room I can make now and also the almost every boss pet is an S tier pet. They’re all freaking adorable!

  5. Master mode kinda feels like a disappointing addition in comparison to expert. But it gives me a 7th accessory slot so I still play it. : P expert mode also feels very very easy if you beat master mode.

  6. While I wish additional AI changes would have been included in Master mode, it is still my go-to mode when playing Terraria. I haven't tried Legendary yet, so I don't know if it feels as balanced as Master mode.

  7. Master just had so many more fun and interesting mechanics it could've went with aside from "more health more damage". The shift from classic to expert is MASSIVE, if master was a similar shift, doesn't even need to be as drastic, it'd be loved. So many bosses with exploitable weaknesses and set in stone strategies. Hell they could've made master mode destroyer have 999 defence on all segments after spawning for just 10 seconds and he'd immediately be a much tougher kill. Make the twins enrage if their health gap becomes too wide or one dies so you have to damage them both equally meaning you can't just focus one the whole fight. All sorts of changes could've been made so it wasn't JUST a stats thing.

  8. yes its fucking boring. die to everything, cant build a house, cant obtain ore, with a nasty level of exclusivity. i just play with mods that put it back on classic but i can get all content. master mode is about as entertaining as the mobile ui

  9. personally, I always play it because stepping down to expert or classic again feels weird, because this is the difficulty that is normal to me. but pretty much I agree. the thing that I would tweak personally is the health. in classic, things crumble apart like paper because the game is already hard enough to learn if you're new to all of the mechanics that they don't tell you about. in expert they provide a little more resistance & can threaten you on their own a lot of the time. but in master mode it just feels like it takes too long to take down foes a lot of the time. I'd probably just change it to maybe 2.05 classic, where expert is 2x. so not much health boost, but same damage boost as it currently is.

    I used to defend master mode as a problem of perception where the people expected too much when the devs said that it wasn't planned to be another expert mode, just more difficulty for people who want that. but really, it was a whole new mode, so what were people supposed to expect if they didn't follow red on twitter or sub to chippy or whatever. if I could go back & do it again myself, I'd just merge the pets & mounts & light pets into expert mode, maybe with some stipulation of having to challenge an upgraded form of the boss or something (I've been playing hollow knight so naturally that's what comes to mind, but it could be something else). then when you beat expert once, you can adjust a difficulty scale for expert mode yourself, which scales up health a bit, damage a lot, drop chances a little (just to make it even for how much you get relative to how much longer it takes to kill, with respect to being more careful of the damage & the extra health), maybe some other scales could be adjusted. this way gamers who love to challenge themselves won't drop themselves into master mode wanting a challenge, but are faced with something which just means more dying if you don't know what you're doing, & people won't be expecting the grandness of a whole new mode, & it lets you drive the difficulty up even more, or more subtly, if you like.

    actually, variation on that last idea: once you beat expert mode you can set the difficulty scale to 3x classic mode. then once you beat 3x, you get 4x. then once you beat that you get 5x. so it sets a controlled pace & structure for people to keep challenging themselves. people can make it a point of pride to have unlocked 10x or whatever. it makes for more optional progression for people who wanna keep challenging themselves, like a new game+ type thing.

    as for journey mode . . . I have no idea how it'd fit into this system I'm thinking of, with it having it's own difficulty slider. I don't really play it.

  10. Honestly I prefer Mastermode all the time. The pets and statues are cool…and Expert Mode is too easy after you played that game for 1k hours.

  11. damn, i've never play terraria before than the first world that i play is master mode. To be honest, its fine and fun to play (i die a lot) which is the single reason why i play this mode. When it comes to mode selection even if its my first time, i didnt go for classic because i thought it would be boring. but yeah, haven't played expert yet. After master mode i guess

  12. I started playing terraria 2 weeks ago, did 100% except for the fishing, infection and crimson achievements and went straight for master mode and it's being as hard as it was when I started in normal, but I like the challenge. Rn I killed brain, eye, and skeleton and all took 2 attempts, and the main issue I'm having is that enemies are really strong. I died like 30 times in the first goblin raid, that was so unfair

  13. You forgot the new mounts, that have actual gameplay advantages. Though there is like three that matter, hell rider is an easy to get unicorn, Flying Dutchman is earlier flight, and the mourning wood thing is a niche lategame mount.

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