Terraria is a game with a ton of items, and balancing them all can be pretty tricky. In this video, I explain why the melee subclass of Yoyos’ progression SUCKS! Then I end up making a mod that FIXES them, and other things I have changed in my videos.

Download Colossal’s Balance Mod for Tmodloader 1.4.4 preview:
https://steamcommunity.com/sharedfiles/filedetails/?id=2986585929

Join the Tmodloader Discord server:
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#terraria #tmodloader

50 Comments

  1. When I first played Terraria and crafted wooden yoyo, I thought it would be a pretty good class to pick for newbies. But unfortunately, it doesn't exist

  2. Changing the damage of a item like the Hel-Fire won't make it more useful. It's the debuff that makes it bad not the damage. The Amarok just has a better debuff ability even if it was a weaker weapon it is still the better weapon by far. Plus it is easier to get the Hel-Fire because once you get into hardmode you can just start killing enemies in the underworld. While the Amarok you have to go back to the surface and go to the ice biom. Now if you want the Hel-Fire to be as strong just use Frost Armor. Which then you get the Amarok debuff. Since you changed the Amarok damage wearing Frost Armor will just be like you have an Amarok still. Just using Hel-Fire and something you can get so easy. I know i was able to get the Hel-Fire easy but my first one fell in lava but then a second one drop. It took me a longer time to get the Amarok though.

  3. Believe it or not I was doing a Melee playthrough on Expert Mode and my first treasure bag from the WoF gave me the VALKYRIE Yo-Yo, so i was basically set until post-plantera lmao

  4. That's amazing I wish yo yo progression was like this instead of the state it's in currently. I found a lot of yo yos out classed fast and some I never bothered to even grind for

  5. here's all that's wrong with yoyos as of now:

    rally is way too rare: enemies that can drop it don't spawn very frequently and the chance is way too low, as well as risk is very high, using a wooden yoyo and little to no preparation.

    evil ore yoyos are kind of too strong imo, they can easily get you through king slime, eoc, evil biome bosses, queen bee and even skeletron, while being obtainable pre-boss (which imo can be considered as progression-breaking).

    then amazon, similar issue to evil ore yoyos, too strong, too easy to obtain, you can get it pre-boss and it makes majority of pre-hm a breeze.

    code1 is unreliably rare. you're either lucky and get it or you just skip it altogether. but it's still not as overpowered as the other 3 yoyos i previously mentioned

    hive five feels also very strong, you can easily obtain it with an evil ore yoyo or an amazon and i believe this is the go-to yoyo for the wof fight thanks to the bees it spawns. as all the other yoyos make the fight on expert/master mode extremely difficult and by far the hardest battle of the challenge. i also think this one's damage output at the time of progression is op

    valor and cascade are kind of.. nothing special. and can be annoying to get with some bad rng. they are not that much better than their previous counterparts, despite having no other upgrades in pre-hm. i say nothing special, because of how weak they are against expert/master mode wof and their respawning high hp hungries and leeches. they do fine against everything else.

    then in hm, the pre-hm yoyos are still good enough to obtain hellfire and amarok, that both break the progression, (and that is both before and after your balance mod). farming them is not that hard and this combined with having a way of cheesing the process and using king slime summons that drop those yoyos in their biomes makes all the other options with less damage completely useless and basically a waste of time.

    code2 is unreliable, unlikely to get it and not worth wasting time on it; it's not even that much stronger than amarok. and the worst part is, it can only be sold post-mech.

    yelets are extremely easy to get and are a massive buff to the damage, rendering code2 completely useless. i also don't like the damage gap between amarok and this one. one is just strong enough to get you through the early hm bosses and the other one makes it a walk in the park.

    the bag yoyos, you never get them, and if you somehow do, again, they aren't that much better than yelets. not a game changer and yelets are good enough to completely skip those.

    kraken i find easy enough to get to justify getting it, but again, having an option to go straight for the eoc yoyo, makes the existence of this one kind of questionable. and it's a nice upgrade, but post plantera dungeon is high risk, so it kinda sucks in that way.

    and eoc is again a massive upgrade, either from yelets, the bags yoyos or even kraken and it's easy enough to get, but again, it's not a good final pre-moonlord weapon. fighting moonlord with this thing is a pain. not nearly as much as wof, but still. it's a god damn, you shouldn't fight the final boss with a pre-golem weapon. i think the damage should be nerfed significantly and more yoyos should be added as there''s still the second half of the hardmode worth of content that could drop upgrades to eoc to make the progression and transition between yoyos smoother.

    it's kind of like stopping your weapon progression with a seedler. no duke fishron drops, golem moon events, eol, betsy, martian madness, pilars. nothing and there still could be some changes to add pirate invasion drops that would be slightly worse, potentially buff kraken, as i find post plantera dungeon more dangerous than a solar eclipse, that offers a better weapon. there's definitely some inbalance here imo.

    i believe there are some changes to yoyos in 1.4.5, so here's to hope the progression gets fixed. the biggest complains for me is the wof fight, the lack of post plantera weapons and how strong some upgrades are, as well as rarity of some other options. you usually end up using just a few of the same yoyo's in every run, because the rest are either not worth the time and effort or are too rare and incovinient to get

  6. I don't think you presented the video in the best way, the main issue I have is that you started by saying you'd explain why yoyo progression sucks and proceed to only explain the progression itself without properly explaining why you think it's bad, then you share how you would change it without giving much of an explanation of how it is better

  7. Thorium is a good mod for a lot of reasons, and recently got updated for modern tModLoader.

    My favorite weapon in all of modded Terraria is a Yo-Yo in Thorium called "Eye of the Destroyer." Like most Thorium weapons, it has a special ability, and you can probably guess what that is.

  8. Do you know what an actual quality of life-update would be? Making the equipment-drops stackable, ESPECIALLY the ones in the dungeon! Post-Plantera-Dungeon has so many equipment-drops that it fills my inventory in 5 min, when I‘m just there to get some ectoplasm.

  9. as with many things in Terraria, it was a neat idea that they chucked in a good framework for in one update, then didn't bother to refine or expand upon in further updates.

    you know, like the thrower class.

    or the concept of a final update.

    i have over 1,500 hours and could probably list more examples as i think of them, but that brief stint of throwing damage and yoyos are the 2 main ones.

  10. slightly disappointed the mod is just "i buffed stats and added recipes" rather than adding unique effects to each one (which would make them stand out a lot more imo).

    but at the same time coding is hard, so i can't blame you.

  11. I would’ve added some yo-yos while also changing stats, like getting the second best yo-yo in the game right after golem? There should be two or three yo-yo’s after it and before terrarian making EOC top 5, i would say one dropping from EOL and another from Duke, also adding more special effects only 4 out of the 15 or so ain’t right, I would say start from Valor+ should all have some sort of special effect

  12. So whys yoyo progression suck? You kinda just went through the yoyos without saying why it sucks. And your progression mod just makes them easier to make even though its not hard to get a good yoyo at any point of progression. Feels like the whole thing was built on "helfire hard to get", when its literally not you can farm it within 5 minutes of hardmode. Summon kingslimes down in hell makes it such an easy yoyo to get.

    Why's rally need to be craftable?
    Wooden yoyo is great for cave exploring and you just mine crimtane/demonite to craft a better yoyo

    Amazon is fine to use until queen bee wut
    Unnecessary swap with hellfire.

    I like other changes but really it's kinda just making everything craftable which is fine but unnecessary imo

  13. You know a games good when a set of random niche weapons getting critiqued is the worst thing you've seen on it in over a year.

  14. This mod is awesome as for a stat-rework mod.
    It would be awsome to maybe see some new yoyos to make progression better even after the Eye Of Cuthulhu yoyo.

    You know, like maybe a Duke fishron yoyo that has like 100 damage, but also shoots bubbles with like 30-40 damage similar to how Terrarian does it, but just shoot a less of them to balance it.

    The Empress of Light yoyo, that also might have some projectiles, but make it a little stronger then Duke's one since i feel like EoL is a little harder. Maybe make the damage same as Kraken, yet still make it shoot projectiles like the Duke's so it's slightly stronger. Or perhaps increase the ammount of projectiles… Or maybe a little mix of both… Idk really.

    Then i think it's enough, since adding a Martian yoyo, or Solar pillar yoyo wouldn't be as useful as adding the other two i previously talked about.
    So yeah, i think that's what could make the mod PERFECT. But it's still balanced out ideally.
    Also if anything from here is going to be added into the mod, maybe consider making it a separate one that depends on the main one with reworks of already existing ones.(So if the mod with these 2 new yoyos will be created it would be a different mod, that needs Balance mod to be turned on to be used. Just in case someone would want to use the Balance mod without an addition of these 2 new yoyos)

    Also, I saw @arcangel6465 in comments talk about a "mega yoyo-bag" idea witch is actually really helpful later on. Maybe make it so these tiny little extra yoyo things go around WITH your main yoyo weapon, and add extra 2 of them randomly flying around you, so that walking enemies can't come close and hit you(or at least to make it harder for them)

    About the craft of this thing…. Maybe add Hallowed bars to the already existing yoyo-bag?

    And maybe then also add something like a "Super yoyo-bag" for end-game that crafts with already existing mega yoyo-bag, and shroomite bars.
    What does it do? Well, maybe add +2 for range of all main yoyos, add +1 main yoyo, and +1 or +2 of the small randomly flying around you things. And maybe if for whatever reason your yoyo does not have unlimited flying time, then make it infinite.(Perhaps making Duke's yoyo limited in time for like 30 seconds would be a good thing, since Shroomite bars are definetly not a problem if you can bear Fishron)

    I'm sorry for making this whole thing so huge, but it's just what i wanted to say. Idk why, but if for whatever reason you actaully spent time on reading it, all i wanna say rn is…
    Thank you. Have a good day!🥰

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