Your favorite Terraria Class SUCKS. Here’s why.

In this video, i go over the 4 Vanilla Terraria classes (Melee, Ranger, Mage and Summoner), and explain why despite being cool, they are full of small design mistakes, that prevent them from being much better.
I also go over some modded classes (such as the Thorium Bard and the Calamity Rogue), and explain why them mimicking the vanilla classes structure isn’t always for the best.

This is my first essay-type video, and I’d love to hear your feedback about it!

Timestamps :
00:00 Intro
00:55 Melee
04:40 Ranger
08:20 Mage
11:56 Summ*ner
16:30 Modded Classes

Discord : https://discord.gg/ZxD37VN

Music used in the video:
Fan Made Minecraft Music Discs – @LaudividniYT
Deltarune OST – Toby Fox
Celeste OST – @Lena Raine
Stardew Valley – ConcernedApe
Silksong OST – Christopher Larkin

If you are interested, you can find most of my Terraria Mods on the Steam Workshop or the ingame tModloader Mod Browser.

#terraria #gaming

25 Comments

  1. I remember having an argument about this topic that ultimately led nowhere, simply because neither side knew what they wanted from it. And yet, after people have implemented 3D battles in Terraria, card games, added scroll shooters and other things I don't even know about, I think it's possible to come up with something.

  2. There should be a class that makes you use youre mouse differently, like needing to draw a face or other symbols with the mouse as a weapon

  3. Okay, a small clarification regarding hardcore mode for the summoner: the player can still obtain Abigail even while playing in this mode because the graves drop from NPCs. It's still a tough task, but hey! At least it's not like 1.3 "imps are your first weapon," right? (Although personally, I have warm feelings about that for some reason.)

    Added: 13:1413:23
    point taken.

  4. I think a big issue with ranger too is a lot of the special weapons either replace the ammo youre using with a new projectile, or only replace the basic ammo. It sucks molten fury only lights wooden arrows on fire instead of applying fire to all arrows. it really limits the things you can do with ranged weapons.

    Also rouge stealth strike I never liked cause you don't get many opportunities to charge it in my opinion, adn the reward for charging it usually isnt better than just attacking normally.

  5. The main problem with classes is their lack of consistent design philosophy. We have projectile swords, secondary spells (which function too similarly to minions), magic guns and whips. It's hard to tell where goes where.

    My hot take is that terraria should ditch class damage entirely and switch to elemental damage types if weapons are gonna be too much like each other.

  6. By the way, regarding the summoner: what do you think of the "Amulet of Many Minions" in this regard? Does it solve anything with its squires, combat pets, and the mechanics that encourage the use of different minions?

  7. About ranger and ammunition, i've cooking up idea about making them like customizable attack pattern, each ammo or arrow type have some quirks and you can put only limited amount of each type in "sequence"

  8. It's actually quite funny that, despite the rather objective problems, they don't really prevent you from enjoying the game and a particular class. Vibes are apparently a really powerful thing, lol.

    It would be great to see more of your perspective on the classes and how they could be improved.

  9. Whips are lazy
    Imo they would be better if they just applied debuffs or dealt little damage as a base, but could be charged for some time and then when you hit an enemy it gains a stronger debuff or something like that

  10. Not exactly the same thing but one idea I had recently (which I’m sure I’m not the first to have but I haven’t seen anyone else talk about it) is make all classes use mana instead of just mage. For example, making the projectiles of melee use mana but keeping the swing when you run out. Of course, this would require a lot of reworking across the board to make it fun (and to not make mage just a weird ranged) but I do genuinely think it could be done well for all of them. The way each class uses mana could be the gimmick that sets them apart

  11. It feels like for the most part classes aren't really meant to change how you play during fights, but more so change what gear you decide to go after; specially during hardmode. Different armor sets for different classes such as spectre or beetle, long crafting trees for class-specific accessories like the fire gauntlet or sniper scope… Those things make them not about micro-decisions during fights, but macro decisions during the entire playthrough on where to go and what to fight. I never fight queen bee when not a ranger or summoner.