What Terraria YouTubers REALLY Think About The Game (Part 2)

I asked five Terraria YouTubers to share what they think about some of the most controversial parts of the game. What did they say? Watch to find out. Part 1: https://youtu.be/bLBd–coRyw

Participants:
@YARDlS
@wexelradley
@BenchTerraria
@Megaswave12
@Kepples

Video inspired by @salmence100

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00:00 Intro
00:21 Melee should be reworked to be more close range
08:06 Summoner is the most difficult class to use in Terraria
16:43 The most popular terraria content tends to be the least creative
27:06 1.4.5 Will be the final update to Terraria
32:13 I would rather Re-Logic work on a sequel than further updates to Terraria

39 Comments

  1. What (lategame) melee needs is helmets like ranged has. There are so many different specialties of melee that play so differently (even conflating sword/spear, there's also boomerang, yoyo, and flail, setting aside "other"), so much moreso than ranged even with its helmets… to me, the greatest tragedy of melee is these other subclasses that then get overlooked because people want the best "melee" weapon.

    I'd suggest three subclasses, for managability: true melee (sword/spear), reach weapons (flail/yoyo), and projectiles (boomerang and shooting-swords, and let's toss in throwing too). True melee gives you large defense and damage buff on spears/swords but denies you any projectiles on your swords (so stuff like terra blade can be either "true melee" or projectile specialty). Other two are progressively weaker defense and give appropriate benefits.

    Melee does have a unifying "gameplay feel" in that once you have the weapon you're all set (i.e., they don't use ammo, mana, or summons) which makes it newbie-friendly, but the projectile swords are strong enough that they don't leave room for other playstyles to feel competitive. Specialized helmets might help compensate that somewhat.

  2. melee is just broken really. saying you can choose to play long range or short range is clearly a flawed argument as the other classes have more range and way less defense

  3. Y’all need to stop pushing so hard to make the game harder, take y’all sweaty ahh back to Dark Souls, where the game is hard but not fun. What you’re trying to make Terraria

  4. The summon discussion misses one important factor. Summoner progression is a pain. The first 3 minions you can have are the slime, Abigail and the Flinch. Those 3 have to physically reach the enemy to attack, which depending on what you're fighting, might spend 80% of the time moving around trying to reach the mob, not to mention that they do so little damage early on, that the fights are actually longer, which means you have more time to make mistakes and die on 1-2 hits. If you defeat Queen bee, you get the hornet staff, which is your first ranged summon, as it shoots projectiles. It's the first actually viable option, and you're already over 50% done with pre hardmode by that point. So far, you only have 2 whips available to you, the third pre hardmode whip being post Skeletron (the first whip is so weak and short ranged, isn't even worth using). If you cheese the blood moon event, you can get the vampire frog staff, which while being a contact damage summon, it actually does a fair amount of damage. That's when summoner actually stops being a pain 80% of the time and starts being a viable class. With this, you can defeat Skeletron and get the last while before hardmode. By this point there's only one other summon available before WoF, which is the Imp summon. While the best pre hardmode, as it shoots piercing projectiles, you can't fight with them near water, which might now be the worst thing ever, its certainly worth mentioning. So you have to keep switching summons to fit the current fight best, and hopefully you defeat WoF. Only after you get the Spider staff, things actually start kicking off. With a few exceptions, most summons can fight both on ground and in the air, and you just have to keep your distance. I would say summoner actually becomes the glass cannon it's known for right before post-mech.

    Sincerely, a summoner main

  5. me watching this pretending I’m in the video 👁️👅👁️

    Non creative ideas do well but they usually have very creative good editing like siphos musicals 🔥🔥🔥

  6. The whole "Summoner is a glass cannon" thing is actually a myth. The difference in survivability between Summoner armor and Ranger armor is almost marginal. Not only does Defense only really make a huge impact to your survivability when you stack Warding with Melee armor, but Defense is only one of many aspects to survivability. You have max health, health regen, dodges, i-frames, health potions and more. To continue about the "glass cannon" thing, excluding Hybrid builds, Summoner actually has close to if not the LOWEST DPS ceiling out of all the "classes" depending on the circumstances. This is most apparent with Plantera where triple whip stacking Blade Staff gets 35-36 seconds killtimes at the absolute fastest on Master mode, meanwhile weapons like True Excalibur and Flamethrower among others can get sub-30s killtimes. Even Venom Staff with manual mana potion timing can match Summoner there.

    19:54 It's quite literally both at the same time oftentimes, that's the sad part.

    26:07 And yet a large majority of popular Terraria videos today are uncreative and same-y.

  7. I mean, I'm pretty sure hitting with the blade of the melee weapon is more damage than not. If whip stacking is part of "the true summoner experience" then actually hitting with the sword is part of the melee experience.

  8. i feel like id agree that most popular content being uncreative is true is because there are two types of "most popular content"
    informative videos, which is inherently not very creative in topic because it's just repackaging statistics/news/strategy
    no-hit fights/challenge runs, which are kinda just what they say on the tin

  9. 16:30 Nah, the most difficult class is throwing. Mage can be busted. Ive been playing mage since 1.2 and i would say the magic class is one of the best classes in the game. Throwing class was so niche and bad it became part of ranged. (Im excluding mods when i talk about throwing. In the base game, throwing disappoints me.)

  10. The content one is kind of a loaded question, because the most popular content in general on ALL platforms is the least creative stuff. Pop music is #1 for a reason

  11. I liked the melee rework regarding swords such as True Excalibur and True Night's Edge; Terrablade still has a projectile but less range. Those were probably the most prevalent "melee-range weapons" discussed before their rework. I think the Terrablade slash should really vanish drastically earlier or be a stationary slash that lingers for, idk, a millisecond.
    I'm not fond of the idea that giving melee less range directly equates to less fun but i have no point in that statement.
    I think melee needs some kind of incentive to get up close; either some movement "paired with weapon" or "singular high damage" move that's limited by range. For both, i think it would be neat if they related to some kind of right click function for melee weapons.
    (I'm not thinking of a right-click dash-charge move; just vague ideas).

  12. For the content being "uncreative" question, I feel that three thing where missed:

    1: Most "creative" ideas inherently lack accessibility, meaning they are harder to produce. I like to think of it like this, say a Youtuber wants to make a Terraria video, but hasn't played much, and hasn't interacted with the community much. What videos could they realistically make in a acceptable time frame? Basically just normal playthrough videos, this makes those videos extremely common.

    2: Creativity is generally defined by familiarity, meaning if something is unfamiliar in some sense, it is "creative". This means when you see something often, you generally consider it less creative. This ties into the previous point, accessible things are more common, and because they are more common they are more familiar, which makes then "uncreative". The other thing is that familiarity is different for each person, meaning something creative to me, might be perfectly normal to you.

    3: Youtube is a source of income for a lot for people , so doing what works to get views is rewarded with real world wealth.

    These things together is what leads to many popular concepts being "Uncreative". Theses are the concepts that are accessible, or have been proven to work, giving more incentive to reproduce them, which makes them appear less creative.

  13. melee is a bit weird imo.
    in hardmode you dont ever use a weapon without a projectile as a part of it as its pointless to try unless you are doing a challenge. yet if they didnt have anything with range then melee would need far bulkier armor to play properly for "casual" people, making melee armor to op as it would be used for other classes.
    melee for now is just ranged with less steps as you dont need ammo and i dont think there is a way to balance it to make it good for everyone with calamity being the closest to balanced in all ways

  14. Also summoner doesn't need too much defense because you easily can focus on dodging and avoiding enemy attacks, something terraria players really hate with how much they overhype empress of light

  15. I don't understand why they were mentioning new players for the summoner argument. Most new players aren't going to do a pure single class play through, they are explore the game and use what seems fun. Summoner is a no brainer for new players as who wouldn't want free damage? Just set it and forget it, then swap back to your nights edge, vortex beater, or whatever else. Thats certainly how I played my first run. Even now, after close to 2000 hours combined in modded and vanilla, I'm finding more enjoyment than I have in a while using mixed class armors. The red riding set being one of my favorite.

  16. 36:00
    Minecraft 2
    i want that, the game is terrible optimized from the very start because it was the very first, could minecraft live to the Minecraft 1 hype? Give 4 uptades and a better game engine, then yeah, especially if they get a direction to go qith that game
    About terraria 2
    Funny stuff could happend, a sequel is a new game, so artstyle, world generation, objective, vision for weapons and classes, biomes, ALL if that could be improved with what they learn over the years and moddding community, something there less chance to happend than minecraft actually, since you know, terraria has a "fixed" vision, while minecraft is all over the place with no exact plan

  17. I think the thing that makes summoner so hard is that it's still really underdeveloped. I'm not sure if it's the case anymore, but I remember counting the number of weapons to prove a point and there were literally more pre boss swords then there were minion staffs in the entire game, and a pretty significant chunk of the summoner weapon pool requires either significant RNG or massive amounts of farming. Not to mention seven of the eight hard mode ore sets still don't have a summoner option, they added the hollowed hood in 1.4.0.1 and just gave up

  18. summoner is difficult since you have to be somewhat close in range for summons to attack the enemies. also, pre-hardmode summons are not that great imo

  19. What I understand from the melee question is from those who agree : I know melee is the most op class, and I think we should nerf it and me myself never pick the weapons that are in the game and are good and close range myself because I want something easy while playing,from those who disagree: I know melee has more weapons than: night’s edge, terrablade, shadow flame knifes, solar eruption, true night’s edge.

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