Terraria/YMMV


 * And the Fandom Rejoiced:
 * More like the fandom exploded after it was revealed the release date would be May 16th. (To understand the impact of this announcement, note that this very announcement was made on May 12, just four days beforehand, when the fandom had been anticipating a wait of at least several more weeks).
 * Version 1.1.
 * Every truly major update has received this reaction, really. There's bound to be a lot more content each time.
 * Occassionally, minor changes are already a nice breath of relief for players: the removal of cactus damage was major for a lot of people.
 * Awesome Music:
 * This game's boss music will definitely hype you up. Even the first few bosses you'll fight have a really energetic theme.
 * The soundtrack for The Destroyer is rather slow paced for an intense boss fight, but it's pretty damn menacing.
 * The Corruption area once used the Blood Moon & Underworld music, but eventually it got its own theme, and it's a really good one.
 * The Crimson biome, added later on, has a very cool, dark sound to it.
 * The unique music for when there's a sandstorm is surprisingly epic. It's also quite a long loop and sounds like it could be a boss theme, but it isn't.
 * Broken Base:
 * Rocket boots used to run on mana, which meant that they could be used very extensively. Then came an update which made them run on a short timer instead, independent from mana. Many people were upset and wished for the "mana boots" to make a comeback, others argued it was necessary for game balance. This became a dividing factor amongst players; some felt game balance wasn't as important as the sandbox elements, stating that Terraria was more of a sandbox game than an RPG thus balance wasn't that important; others felt the opposite.
 * Around the same time, the "potion sickness" debuff was implemented; consuming a healing potion meant you now had to wait 50 seconds before you're allowed to use another one. Again, this became a topic in the Sandbox vs RPG debate.
 * Terraria version 1.0.6 quickly became one of the most polarizing updates in its history, not only due to the aforementioned changes but also due to a few high caliber bugs that made it into the game.
 * One of the more annoying changes is the inability to place anything in lava anymore, meaning that making tunnels to Hell are much harder to create now unless you exploit dropping sand into the lava or are really patient about using water to make obsidian walls or digging a reservoir to drain the magma into. Since mining Hellstone creates lava now, this makes Hellstone difficult to mine without lava-immunity potions or digging a reservoir below to carefully drain the magma into.
 * Fortunately, the release of 1.0.6.1 corrected the bugs, and fixed the fireblossom issue.
 * And then it got broken AGAIN when 1.1 made it so not even the sand trick worked anymore.
 * The announcement marking the end of Terraria's development after one last bugfix has broken the base into those who think Terraria is Ruined FOREVER, those who just accept that all things come to an end ultimately, and those who believe that the real experience has just begun, and its time for Game Mods to shine. Thankfully, Terraria's development was continued eventually.
 * Demonic Spiders:
 * Medusa. This enemy is a threat no matter how powerful your character is. It can turn you into stone if it sees you at all, and if you're in mid-air when this happens, you're very likely to die because fall damage is multiplied when you're petrified by Medusa. The worst part is that if you have an accessory which eliminates fall damage, such as a lucky horseshoe or wings, it will not save you and you'll still receive fall damage from this. To make it worse, Medusa is likely to show up anywhere near an underground marble area, not just inside one. In practice, since there's a lot of wide open cave areas, it could easily spawn where you don't expect it and surprise you.
 * While technically not an enemy, underground traps are the bane of every Terraria player, especially the explosive trap, which usually activates one second after you step on a pressure plate.
 * Bone Serpents found in the Underworld. If your character doesn't have knockback immunity, this serpent could easily knock you into a pit of lava, or trap you in a corner. It digs through blocks and it's immune to lava (all underworld creatures are), so walling yourself in or luring it into lava doesn't work.
 * In the underground jungle there'll be swarms of Hornets. 1.0.6 gave them a ranged attack, which can poison you.
 * Unicorns, which are faster, tougher and more powerful than most monsters.
 * Ear Worm: There's plenty of catchy songs in this game, and the fact you'll hear them often will only cause them to burrow into your skull deeper.
 * Fan Dumb/Fandom Rivalry: Everything about the whole Minecraft/Terraria argument. Boss monsters? Copying Terraria! Lava wells in ruins? Copying Terraria! Mushroom biomes? Terraria! More content added to Hell? Terraria! Because clearly Notch has run out of ideas and has resorted to turning Minecraft into 3D Terraria. This goes the other way too, with Minecraft fans accusing Terraria of being Minecraft but In 2D.
 * Fridge Logic: Bones can drop from Skeleton warriors in the dungeon, but not the random skeletons you find underground. Justified for game balance; bones themselves are a decent ranged weapon, and they can be made into Necro Armor, which is a ranged-based set of armor that increases damage and reduces ammo consumption.
 * Which may be explained by the skeleton's appearance. Its bones are green, and probably worn away from underground dampness or something.
 * Game Breaker: Originally, the Aqua Scepter sprayed a constant stream of water that did both continuous Knockback and damage, with a very low Mana cost per second.
 * Go to the underworld, create a line of something (like obsidian), put a lot of heart statues that're connected by wire to a one second timer that's switched on, you've got a setup that can allow you to solo all four hard mode bosses at once. Admittedly, you at least have to really work for this one, since heart statues can't be crafted, only found. And even with a 3rd party map viewer to guide your way, collecting enough of them for this to be viable takes a long time.
 * Goddamned Bats: As you get better gear, previously challenging monsters stop being so dangerous but due to the fact you get knocked back if you suffer so much as a single damage, they can easily become this, unless you have a Cobalt/Obsidian Shield to prevent knockback.
 * Clowns will spawn during hardmode blood moons. By hardmode standards, these guys aren't so dangerous. The problem was that, in earlier versions, they could throw bombs which **destroys terrain**. So whenever a blood moon occured, you'd pray that clowns wouldn't destroy the precious house you built. Thankfully they patched this so that the clown bombs no longer destroy any blocks, as this used to be the most annoying/hated enemy in the entire game.
 * Corruptors are this for those who like to make projects, as their spit corrupts terrain.
 * Lava slimes shed a small amount of lava when killed. This could cause a pit of lava in the underworld to overflow into other areas, potentially messing up your bridge across the area if you're building one.
 * Armored Skeletons in hardmode by itself aren't tough, but you'll learn to hate them; they can inflict a five minute debuff that halves your defense. This'll probably incentivize you to teleport back home and use the nurse NPC to remove the debuff, or to keep exploring, at greater risk than before.
 * Want to get your hands on some Meteoric Iron? You'd better have the patience of a saint, since Meteor Heads will be constantly harassing you as you try to pick it up.
 * Wizard enemies, which teleport through walls and shoot projectiles at you (which also pass through walls). They're tough enough to take a few hits to kill, and they love to appear behind walls so you can't immediately kill them. Thankfully, their projectiles can be destroyed by melee attacks.
 * Fire Imps, the underworld variant, are even worse. The underworld is at least 75 percent lava at surface level, and all the good hellstone deposits require digging through the towers spaced between the lakes. This means the Imps often appear in out-of-reach places. They can and will show up when you're busy fighting Bone Serpents or mining. Ah, and unless you take preventative measures to have flooded the area with water, or obtained the Obsidian Skull, you'll also be busy avoiding lava puddles and molten hot ore. Have fun! Fortunately, the spawn rate of the underworld was toned down in a subsequent patch, although fire imps are still a pain if they start lobbing fireballs from an inaccessible location.
 * There are actual bats in the game and they're just as annoying as you might expect. Their hit-box is a mere one block, making them ridiculously hard to hit with ranged combat, they do upwards of 20 damage per hit if you're not in high tier armor, which you likely will be when you first see them, and they like to swarm.
 * Then in 1.1 they added the Giant Bats, which are tougher and do more damage than the Hellbats. Oh, and they can also confuse the player, potentially making you walk yourself into lava or a crowd of Skeleton Archers. Or more Giant Bats.
 * A variety of bat in the game is the Hellbat being the worst of the bunch. While not particularly annoying by themselves, they can overtake beginner players quickly.
 * Harpies, whom appear at high altitudes. If you're building a sky bridge, their ranged attack could knock you off your platform, and you'll likely plunge to your death.
 * Gastropods shoot pink lasers from OFF SCREEN with ridiculous speed and accuracy, which deal quite a lot of damage.
 * Chaos Elementals will teleport right in front of your face.
 * Any enemy if you're trying to manage your items or craft something, especially worms. Even if they don't do much damage, they'll knock you around (and away from your crafting table) until you leave your inventory to kill them.
 * Goddamned Boss: Bosses like to keep themselves out of melee range a lot of the time, so you're better off using a ranged weapon.
 * Good Bad Bugs:
 * Fluid dynamics are completely broken, allowing you to create automated generators that create unlimited amounts of lava and water out of thin air, which in turn allows you to mine unlimited amounts of obsidian, which you can then turn into an unlimited number of obsidian skulls, which you can then sell for an unlimited amount of money. Basically, once you obtain a bucket of lava, your wealth is only limited by your patience.
 * On the same subject, trying to place a recorded music box on a table will duplicate the item by a massive amount, these boxes sell for two gold each, this makes not only getting the some of the hardmode equipment easy, but as well as getting the Legendary, Unreal and Mythical properties much more easy
 * The Eater of Worlds has a chance of dying immediately after he kills you, allowing you to run back to the battlefield and collect its loot. Normally, it's not supposed to drop loot; currently, it may be a bug.
 * Minimizing the program in a certain way causes it to run ridiculously fast in the background. This is handy if you want to park somewhere safe and wait for nightfall/daybreak, or if you've set up an automated monster-farming trap and want to wait for a bunch of Random Drops.
 * The differences between water and air pressure is ignored, so you can dive 300 meters underwater, dig a small tunnel, then dig up a bit into a roomy cavern, and the cavern will not get wet at all (to get the idea, imagine a J-shaped test tube that can fill all the way up on the right side without the left side overflowing).
 * During the Blood Moon, zombies can bash doors open, but only inward. Putting something that occupies the space but doesn't have collision (a cloth banner or another door, open in the opposite direction, for example) will make the door impossible to open inward, meaning that you can come and go freely but the zombies won't get in.
 * It's not entirely clear if the Dao of Pow and Light Discs should do what they do with walls, so the jury's out as to whether or not they fall under this category.
 * Hate Dumb: See the Fan Dumb section on Minecraft.
 * Hell Is That Noise: The noise that the giant worms make when approaching you while you're alone mining can be particularly creepy, especially if you're using headphones.
 * And the mummies, which have a much deeper, more ominous groan than almost any enemy in the game, despite being very easy to kill.
 * High Octane Nightmare Fuel: The deeper you go, the more Lovecraftian the horrors get. Then there's the Wall of Flesh...
 * Moral Event Horizon: The Player Character. In order to progress to the endgame, you must summon a boss in the Underworld, and in order to do so, you must murder the Guide with the Guide Voodoo Doll. As of 1.1, it's clear that death is not cheap for the non player character allies, as when they die they are not resurrected, but rather replaced, and thus this amounts to murdering the Guide simply to progress in the game.
 * The Scrappy: The NPC known as "Guide" who appears in every world upon creation, runs around and will move into any house you build. He's supposed to give tips to new players, but there's no way to get rid of him. Even if he dies, he respawns within a minute. But the worst of all is that he often opens your house's front doors during night when there's zombies outside, so it makes them able to enter your house and kill you. Even the creators themselves find him incredibly annoying: they walled him in and trapped him in their Let's Play (which doesn't help anyway because he can teleport). They even added an item recently called the Guide voodoo doll,
 * Since 1.0.5, he has become much more useful as he can show you everything you can craft with an item if you show it to him. Crafting is no longer a guessing game, and it certainly makes the world a whole lot kinder to new players who try to experience the game without immediately resorting to a wiki.
 * In later versions, he comes equipped with a bow. He's no longer a liability who stands around and does nothing while there's enemies nearby.
 * Scrappy Mechanic: Potion Sickness: a 50 second cooldown on all healing potions after you consume them. People weren't amused when this mechanic was added in. There does exist an item which cuts it down to 45 seconds, but that's still very long.
 * That One Boss
 * The Twins are incredibly dangerous. They'll charge at you nonstop while using ranged attacks, so there's no realistic way of avoiding damage.
 * Skeletron Prime has four arms, each of which can do a fair amount of damage, and his head gains defense when it spins instead of losing it like the last version did, which means his primary weakness is now his strength. But good luck targeting his head; his arms are bound to get in the way and will soak up damage to near the end of the night; if you don't beat him by then, he'll be able to kill you in one hit. It's a hard enough boss fight as it is, let alone the fact you're on a time limit.
 * Welcome to Expert Mode, where nearly every boss becomes this. The first boss, Eye of Cthulhu, will use an extra dash attack that's a lot faster than normal. Skeletron now shoots projectiles on top of everything else. The Wall of Flesh scrolls through the map faster the more you damage it. And so on.
 * Too Good to Last: The fan reaction to Redigit ending development.
 * This became subverted, however. After a long hiatus, Redigit continued development of the PC version.