How to Fix the Ranger Class
Terraria’s ranger class is slandered by people who think it’s a boring point and shoot class. There’s more to it than that but we’re going to accept the critiques and try to balance this class a bit better to hopefully better incentives people being more creative when playing this class.
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#terraria
45 Comments
How do your boss relics have colors???
The flintlock pistol is absolutely insane. I figured that one out in a getfixedboi playthrough, where you can trigger an early Arms Dealer by getting party bullets from Pigronatas.
I've always personally felt like it'd be neat if bows and guns were divided into their own classifications, with more dedicated armor for specializing within each. From there, I'd also say to let the demolitionist sell the flintlock (and perhaps other low-end blackpowder weapons), to allow for earlier access to firearms (with then some adjusting to its stats), as then dividing the two makes it SO much easier to design a semi-linear progression. Or, for that matter, maybe make blowguns an extremely early-access "firearm," perhaps craftable with wood or the like.
For that matter, though, I think disposable ranged weapons are a very underutilized design space that should be in more of a place like the boomerangs, of helping to solve an early game problems for the pre-hardmode weapons of a given class. Creating some early bow armor and/or accessories that allows a chance for arrows and throwables to be recollected would be great for encouraging special ammo types (and bow could then also further clarify its identity for kiting by doubling down on having cool status additions to pretty much all weapons types, and also then being highly ammo efficient with lots of refund abilities for special arrows and such). Maybe also some additional status effects that throwables would help to apply, to add value to swapping around between them.
Guns, meanwhile, could perhaps gain bonuses that ramp up certain stats like their damage, accuracy, piercing, or fire rate when stationary, while perhaps specializing in gaining higher degrees of knockback to help them with sustaining a fixed position for slightly longer. Thus, bows would be still about heavily kiting and then also stacking status, which has some inherent synergy, while guns would be more "stick and move." Guns, as well, should benefit more from using explosive throwables as a combat option– which could maybe also offer some high risk, high reward ways of interrupting a boss's charge attacks or elsewise helping to reinforce that role of "stopping power." Reducing bullet spread for weapons like the shotgun (and upping knockback) for standing your ground could be interesting, in any case.
Guns would then perhaps be interesting to make into a bit of a money-monger class, perhaps making some early gunner armor or accessories that can help with progressing to the minishark, or helping to justify better bullets earlier, which would also help with affording more bombs than in other classes, as having unique utility is honestly some of the most interesting design space for classes. Plus, making bows and guns directly benefit bombs and throwables (even their damage) would be pretty interesting for enabling more cool challenge runs; albeit we may need more varieties to help justify that kind of thing.
Giving guns a bit better AoE and knockback while bows get to reinforce the traditional strengths of more heavily kiting would be pretty interesting, though. It'd be fine to still let maybe some interesting mixed armor setups benefit kiting with firearms, to keep the existing playstyle intact, but it'd then be "easier, but slightly less optimal." Whereas bow could have a higher ceiling by encouraging more of a swap-oriented playstyle for layering status effects and the like. Both then gain some interesting ways to combat the stigma of "lol just run and shoot," by having more nuanced top-level potential, while not destroying the existing playstyles that plenty of people will still find fun (especially those who don't commit to a class, as is the case for many newer players in particular).
Very much enjoy a lot of your suggested revisions, mind, but I think giving bows and guns more unique identities that are sliiiightly more exclusionary would be a really interesting way to shake up their place in the game, while also opening up more space for resource management with consumables, status rotations, hgh-risk stand-your-ground moments, and other such quirks to spice things up a bit. I definitely have less input for hardmode weapons, beyond the idea that it'd help a lot to keep some clear progresson paths for at least two variants of each throughout hardmode (maybe make bows and repeaters a bit more distinct from each other, with expanded progression for sticking with either and perhaps even early pre-hardmode options for simple crossbows, while also having semi-auto and full-auto firearms likewise provide two distinct approaches as subclasses– which'd help to keep from feeling a loss in variety-of-options by providing bows and guns with some variety in player expression).
I don't think it'd be bad to still keep generalist armor that works for both, mind, as I kinda feel like it's also pretty neat to have slightly-suboptimal armor options that support "dual-class" concepts pretty well in return for slightly worse DPS potential (but better situationality), either. And I also honestly think that having similar distinctions for more distinct possibilities for sublcass divisions within melee, magic, and summoning could also be pretty interesting.
For magic, perhaps have one path that's focused on maximizing ammo efficiency for DPS uptime, and another that's more focused on resource management or burst mana dump/move/recharge cycles. Or maybe a summoning subtype that specs more into variety while another specs into heavily buffing a single summon. Or maybe give melee an option for… actually, that's a bit trickier, as it's been a bit to long since my last melee run that made it to hard mode, so I'm actually curious as to what sort of approach might be more interesting for that… maybe a pseudo "strength vs dex" notion of one that specs more into ranged boomerangs and the like to create space for slower single-target wapons, versus another that's more about close-range kiting with higher attack-speeds? Or maybe turn some throwables into melee "knockback" options, and/or give slower melee weapons more stats to help create space for a stick-and-move feeling similar to the idea for gun redesign, and then maybe also some interesting cross-class synergy then for sword + bow and gun +… axes and greatswords? Or whatever such slower melees.
I do think it'd be kinda neat for boomerangs to remain somewhat viable throughout the game, maybe not as a subclass, but just as an option that melee gets to generically benefit from as a way to keep suboptimal-but-safe kiting from being exclusive to other classes in hardmode? But now I'm getting into the weeds a bit with niche ideas, and this post is long enough, lol. This was a video about *ranger*, FFS– how'd my excited rambling get THAT far off-topic??
Anywhos! Just a big ol' gamedev nerd fangirling over cool ideas for how different redesign stuff could work. For the record, I am a very middling Terraria player, so I am absolutely not the best source for these ideas– but it's still just fun to brainstorm cool design concepts. Always a great video when it gives a relatively casual fan of the game so much cool stuff to consider, though! ^^
so some things to say about this video before later going on to my ranger opinions
2:54 – I don't see why demon bow and tendon bow need to be post evil when lights bane and blood butcherer are also pre evil. no one will use them over molten fury
3:52 – I don't get what you mean by "making it a better hardmode weapon", hellstone is like mid prehardmode. hellstone weapons likely should fall off quicker than dungeon, queen bee, or shadow chest weapons. also there's another issue with this weapon ill get into later
4:30 – I agree blood rain bow needs a buff, I love the concept but it isn't very good due to low accuracy and tile collision on a "falling" weapon. It definitely needs some help, especially considering its obtain
5: 17 – I don't agree with the "using the weakest arrow kind" thing but I'll get into that later
7:47 – there's a couple ways to help the flintlock but this is a pretty good change.
10:42 – I feel deerclops is intended to be balanced post evil boss, but can be fought earlier, so I don't really like the idea of "we can't buff it or it will be too strong cause you can get it before anythign else". You can fight Queen Bee as your first boss and win, netting you really strong weapons, and I don't see anyone arguing those should be nerfed for eye of cthulhu tier. I don't think deerclops needs change so much as the drops do. Maybe a health nerf.
12:05 – I like quad barrel but I do agree graveyards kind of suck. I think that can be changed. I think its fine post skeletron since it can oneshot some stronger enemies point blank and I enjoy that for its tier
13:42 – I agree with the poisoned knife change! it would balance throwing to shurikens, especially if the crafting turnout was improved
15:25 – as a big harpoon fan I have to agree. increasing projectile speed would make it less punishing to use far away without altering its close range burst damage
15:41 – sandgun is unironically my least favorite weapon causei hate the sand mess but it definitly doesn't need changes cause that is its neat mechanic
15:52– blowgun is a post queen bee weapon that does not feel like it was balanced to be one
16:30 – I don't think ranger needs another armour, but you also said that so
17:13 – I like the extra clip idea! Especially in prehardmode it would REALLY help with reducing the cost the class has compared to others sometimes. Ammo reduction is a sparsely used mechanic, and one I like, so I'd love this! I think it can have a better combo than magic quiver though.
19:31 – I agree ice bow needs to be easier to get and needs some pierce.
20:41 – holding back to not share my rant about old one's army's issues lol
23:42 – you're actually not garunteed the grenade launcher in expert mode due to code jank. on the grenade launcher, i agree most rocket launchers that do self damage aren't really stong enough to outweigh the massive self damage punsihment. I think rocket laucnhers shouldn't do self damage. I also don't like how Rocket Launcher has such weak damage despite the fact its harder to obtain than the other 2.
25:58– yeah jack o launcher sucks, it needs a lot of help
27:13 – snowman cannon is one of the very few weapons in this game I would actually call overpowered for its point in progression.
28:20 – What, you just removed the weapon's gimmick what (i think the benefit of it is you can angle bullets in unique ways.
29:42 – i agree there needs to be a special ammo bag that lets you cycle. right click is kinda weird though cause it has potential to mess up a lot of things since that keybind is shared with a lot of things.
30:52 – shroomite armour has a lot of weird quirks I agree. The set bonus doesn't really matter, and it sucks that is kidna shoehorns you into only using one subclass of weapon. I don't think chlorophyte is better though.
I don't agree with alot of your prehardmode opinions, but I think you get a lot of the hardmode weapon's issues and strengths
now for my opinions. I think ranger's biggest issue is how stale it gets. Due to the way projectiles are coded, all bows and guns use the same projectiles for ammo, which means they can't really do anything interestign without replacing one ammo (usually wooden arrows or musket balls) or all your ammos. What is the point of an ammo system with uniqu effects if only one ammo benefits from the weapon's special effect, or all ammos loose their unique effects over a special projectile. It leads to a lot of ranger weapons just doing the same thing over and over without much difference. I also think the lategame specialist ranger weapons like the Candy Corn Rifle and Stake Launcher should have their special ammo removed and just be turned into ammoless weapons. It just feels weird you have to go to the right npc to get the right shop item for your one weapon that is instantly a redundant invetment when the weapon falls off.
The 2 evil biome guns could be made to where you can only get them if the arms dealer is living in that evil biome but you can't make housing there so maybe in a graveyard or during a blood moon or something like that. Oh actually have him sell them after you kill that evils boss! That would make sense and you would still use that pistol than you could buy said weapon from him as an upgrade.
they should make the Musket look more corrupted, like how the Undertaker is visibly Crimtane
I think the musket needs the wood on it changed to purple to match its evil biome like the undertaker
00:03 Sorry mate but after listening to your suggested changes I gotta say that even if they would all be implemented the class would still just be a boring "run away and shoot at things off screen" class to me.
But you do you, I'll stick to Summoner or Mage.
shroomite stealth should be activated by tapping down twice like the forbidden armor set. that way you can sacrifice movement for burst damage which would also prevent lategame ranger from running away so much
18:25 I would love that heavy boots accessory if it would also either let me gain ranger buffs from melee armors or if it gave me a solid amount of additional defense/DR. I enjoy the aesthetic of a tank with a gun instead of a traditional melee weapon.
Scaling the Pew-matic horn debris with progression based on bullet types could make it viable. Maybe by default it uses no bullets to shoot small random debris if you have no bullets in your inventory (like paintgun, harpoon, etc.) for the rare few who are fighting Deerclops first, but the debris gets stronger (or has better spread and effects) depending on the bullets you use.
As of current, each debris has equal chance to be fired, so better bullet types could just increase the likelihood of stronger debris firing instead. The usefulness could cap off around early hardmode up to the high velocity bullet (giving a chance for the gun to be used during Twins), with a majority of the debris being gems. I think viability in early hardmode is reasonable since Abigail’s Flower for summoners gets a boost in hardmode as well.
flintlock feels like its mostly for mediumcore and multiplayer playthroughs
29:35
The Story of Red Cloud actually does something similiar as an Expert drop from The Sorrow if I recall.
Every few seconds it automatically switches to different ammo types depending what weapon you use and what bullets or arrows you have on you, so I dont assume it should be hard to code? I do not know coding tho so I apologize.
(I might have gotten some Info wrong)
My shroomite idea would be to make the bonus activatable instead of passive. You press up or something and it activates invisibility for a few seconds, maybe with the same delay it currently has, causing the enemies to atack were they last saw you and then search for you, but allowing you to reposition and maybe still atack with a bonus to damage. Also give it a countdown after use like potion sickness.
Regarding the ammo, just let us make a endless pouch for each ammo, even if the recipe is more expensive then the base ones, maybe make it use the base endless pouches + 3k/5k of the new ammo. This is still fairly expensive but makes things way less annoying and cuts on a lot of obnoxious grinding. Besides palying ranger makes em feel like I'm allways broke, the other classes do not have this issue at all.
Flintlock could make sense if youre in mp. The player that found the gun has something better but everyone else gets at least a base gun if they want it
also I would like to see rockets/mines have a bit more armor piercing personaly
1:43 Copper and tin bows exist!?!
Guys i think he doesn't like shroomite armor
Yay, he's finaly calling deerclops a girl. Love terraria and dont starve
not published on july 4th, 0/10
problem with changing the demonite/crimtane weapons to need shadow scales/tissue samples, it makes the eye useless since it's main drop is demonite/crimtane. i'd say a better option is to make demonite and crimtane ore not naturally generate and have you need to fight either the evil boss or the eye to get it
Another option for buffing the flintlock pistol and nerfing the undertaker, and musket: The flintlock pistol upgrades to the undertaker/musket using evil bars/parts. This leaves the weapon world evil-dependent and means the availability is the nerf instead of a stat nerf.
I'll say this, a lack of distinct lines of progression for Ranger make the class better. The sheer variety and diversity of options being so abundant is what makes the class my personal favourite at every stage of the game. Pre-boss there are so many viable weapons for the class: Musket, Undertaker, Demon/Tendon bow, Boomstick, Minishark, Sandgun, Revolver and the Star cannon (if you're lucky enough to get those in accessible gold chests), nevermind the plethora of decent weapons in this same category (snowball cannon, throwing knives/poison knives, shurikens, grenades, harpoon, the ore bows, molotov cocktails and spiky balls) all of which can create a well rounded playstyle with no lack of options and it offers a perfectly viable armour set with the fossil set. And that's all PRE-BOSS, with some notable options excluded for the sake of keeping the list somewhat tame. Honestly speaking, if every class had to follow 1 class's progression type, ranger is the only one where I say it's perfect from beginning to end, there's no overwhelmingly OP options that make all others completely redundant but there's always a good choice.
I do like how shroomite has specialized helmets, but maybe they could add another, unspecialized helmet that does 8% ranged damage for all ranged weapons instead of 15% specialized ranged damage
6:24 The wall of fresh.
It used some mints
Doesn't shroomite armor work with hoverboard? I thought the whole idea was to use hoverboard to utilise it's bonus, you know, as a part of the set 😅
Ranger is powerful for one key reason: it is also the throwing class, and that is such a powerful class that Relogic removed it from the game!
7:48
Or, more easily, make the orbs only drop pistols, and have the musket sold alongside the minishark. The musket is practically the only weapon I miss if I choose Crimson
You dont need to fix it, its amazing
I think Ranger needs a fundamental change in how the weaponry is utilized. There's so much variety but no incentive to use any of them other than guns. Maybe instead of Ranger specing into one specific ammo type, maybe Ranger could be incentivised to use multiple types of ammo. My idea would be for players to want to swap between multiple weapons during a fight, like a bow and a dart gun, or a rocket launcher and a rifle, or all four, either specific buffs or a general buff given for swapping off that you have to keep up by switching again and again and again.
Ive literally never gotten the boom stick 😭
Counterpoint for the flintlock: multiplayer. If somebody rushes the evil biome, and gets themself a musket or undertaker, the Arms Dealer will move in providing other players easy access to a gun very early on. You don't need to risk fighting the evil boss by breaking orbs/hearts or braving the underground jungle for a boomstick to get a starter gun.
Pretty sure that you could in the past do the events before the dungeon might be wrong
I actually like how shroomite makes you pick a subclass. That being said I only like it on the idea of it if there were other armors that did the same, like non ore armors maybe. Also if we had more launchers earlier in the game. The main reason they are not used is not because they are not good, but rather because there are not enough of them. No vortex weapon, and not much progression before or after plantera. So give us more launchers, and give us more interesting armors that add complexity to the subclasses
I think ranger needs an ammo sequencer so you can add a few ichor shots into your gun every once in a while without messing about in your menu.
Same with summoners and a whip sequencer. Give me a post skeletron item that lets me choose 2 whips to automatically wap between. Then upgrade it to 3 with a post mech item. Then 4 post golem. Then 5 post cultist.
Really the only thing this class needs is quick swap for ammo (technincally you can do that if you use bows and guns with diferent types of ammo, but that still only locks you to 2 effects [1 in pre hardmode]) and shroomite armor stealth being changed to double tap like the vortex armor
Damm. I think I've seen all the thumpnails now with how many times this video is recommended to me
(Just pedantics but) you can actually get rare bullet drops from some pots therefor being able to spawn the arms dealer before getting a gun, but I think you shoukd just get a random chance between like flintlock pistol, wand of sparking and either leather whip or finch staff. Maybe switch copper shortsword for broadsword
As someone who's playing with throwable/consumables only in mastermode, it feels like a different class. It was a class of its own in like version 1.3 before it became part of ranger in 1.4. The only bad thing is all its weapons are only pre-hardmode.
Tbh if you have 50 gold super early game you probably have it BECAUSE you just killed a boss
9:52 dont deerclopses have both genders?
2:25 I've always seen the evil ore bow and sword as a reward for killing the Eye of Cthulhu. They're hard to get pre-boss and, not including expert mode drops (because EoC was a thing before expert mode was), there's not really much else to gain from killing it
The flintlock pistol shouldn't be removed because it's a great cheap weapon in mediumcore
Didn’t your friend get the uzi?
i think they should remove clorophite bullets