Why Terraria Progression is a Flawed Masterpiece. Terraria, the first game in history to hit 1 million positive reviews on stream. Impressive for a simplistic indie game that released over a decade ago right? So the question is, what makes Terraria so successful? Today we delve into what fundamentally makes a game good and take a look at Terraria masterful progression and what can be done to make it even better! Enjoy!

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31 Comments

  1. i feel like the game speeds up too much once you defeat the mechs. planetera is easy same with golem and then lunar cultist and pillars is trial and error. then you defeat the moon lord and its done. wish there was more progression packed in the later stadhe of the game

  2. i usually go through brief stints of playing terraria, whenever im not addicted to the game for a few weeks or months i think "ive played this game so much in only 2-3 years surely ive rung it for all its worth" and then i sit down and get addicted again like its my first playthrough

  3. What red should do: make golem actually hard, make every post plantera item better and enemy/boss harder. Nerf the pillar weapons (and add more) so they are the same (if not worse) as the other options you get while grinding and act as a easy to get item for speed runners to grab while fighting moonlord instead of farming for a much better weapon.

    One example is really just to add more post plantera guns (there’s 3 you get before golem, 1 you get after) and add post golem rocket launchers.

  4. This is why I'm always trying to win every non-mandatory boss and event, this makes so evey drop is useful, and makes the game longer and more fun

    Honestly I think it would made sense if you needed to win both moon invasions before LUNATIC cultist

  5. I feel like Calamity fixes the Post Golem-Lunar Events progression perfectly. If you play on Revengence mode (which every player at least should) then Moon Lord and Lunatic Cultist are both balanced out to where you need slightly stronger gear to easily take care of them. For Lunatic Cultist, there are two new bosses added to give you the necessary gear to wipe him out: Plaguebringer Goliath for mainly weapons, and Ravager for mainly crafting materials and weapons. For Moon Lord there's an optional yet recommended boss that you could fight, that being the Astrum Deus. Astrum Deus not only gives the player a nice weapon to use and lunar fragments, but upon defeat you can mine astral ore which can be crafted into bars which can be used to upgrade some gear you might already have.

  6. I personally like it how it is after golem cause you have Martian madness, the frost moon, the pumpkin moon, old ones army tier 3, empress, and fishron (if you decide to fight him later)

  7. Honestly, if they added another boss or event or two that are required AFTER golem but before the Lunar Events, I would enjoy terraria so much more.

    I could imagine some kind of cool desert boss or event to bridge the gap or something in the regular caverns you need to fight before Moon Lord, it would extend the game a bit more and make those post-golem weapons a lot more useful, and these new bosses could also not drop much to avoid creating the exact same problem that you're trying to solve.

  8. I played in pre 1.2 era, and I hate the constant updating. When the Snow Biome was introduced it felt pointless and I stopped playing completely around 1.3 because I am somewhat of a perfectionist, but with sky islands rare, snow biomes and deserts sometimes taking up wasteful space (not to mention that deserts seem to pop up in multiple places) it becomes hard to complete anything without too many runs.

  9. i personally use both Nebula items as they both have different usecases.

    the Arcanum is good for crowd control while the Fist is great for single-target damage.

    i also like how the Calamity Mod helps make end-game progression a bit smoother – tweaking recipes, adding new gear, and of course the over-the-top bosses.

    that being sad, pre-hardmode still has lots of flaws (especially if you want to play as a summoner), but after 1,500 hours i'm kinda numb to it now lmao.

    i think doing (another) big final pass on all the items would be a great start, but at the same time painful as *fuck*. Adding a final end-game combination weapon for every class would be great too (i've seen too many suggestions for a magic tome called Apotheosis, for example), as well as making summoner have a bit of a smoother curve pre-hardmode (and in early hardmode – mainly with armour. There's only a handful of sets but a couple dozen weapons).

  10. It's amazing how the game progression transmit from you were only need to survive to the test of how powerful you are. In my opinion, post-plantera should have more content on it such as new powerful weapons or buff the one in game so that you can use till or near late game, because most of them would eventually get replaced by post-golem weapons

  11. I remember my first playthrough of terraria in 1.2. I love the fact that despite having no wiki, no outside help, and only my watching my dad play as my guide (I was about 9 at the time), I managed to beat the game through golem, found a duplication glitch, and Using the flamethrower and loving it. I built the ugliest house ever and it has been my favorite playthrough ever.

  12. me personally, a flawed gem is better than a perfect one, as the flawed gem shows more genuinity, and despite having one downside makes it all the more better, something that is perfect, is never truly perfect, being perfect is a flaw, yet, having a flaw that isn't being perfect, makes it truly perfect

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