#suggestions-voting

1 messages · Page 38 of 1

arctic boughBOT
#
**Make Drop Chances for Boss Drops increase with Revengence, Death, and Malice Mode**

Currently, drop chances only scale with Expert mode, going from 25% to 33.3%. Because you are adding difficulty, like Expert mode, it would make sense to increase drop chances for the items with Calamity difficulty increases. These chances are obviously left in the air due to it being difficult to understand balance depending on the amount of item certain bosses can drop, but 50%, 66.6%, and 75% respectively would make sense given the increase from Normal to Expert.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Buff the giant clam mini boss a little, since it just feels so underpowered**

Currently this mini boss is far weaker than any bosses or events fought at this point. The only "attacks" there are, is a simple teleport which can be hooked away from easily, and some clams spawned which just fall down and barely hit you at all. In hardmode the clam becomes a decent boss, but I think, even for a mini boss that our little clam here could use a small power upgrade, dare I say maybe an actual attack or two. Amidias is an extremely valuable npc, with his help and some beginner gear you can easily go into the abyss early game and get really good stuff there. the weapons sold are really good too.

Suggestion Author

@round nimbus

arctic boughBOT
#
**Make the flails' "Hold" attack (when you swing the mace around the player) true melee.**

Using them just feels like true melee, and it is really used in close range fights

Suggestion Author

@obsidian stream

arctic boughBOT
#
**Increase the range of most spears**

The obvious and strongest trait of spears, usually, is their fantastic range. That's the reason they exist altogether. Yet in this game, spears most often have SHORTER range than a normal true melee sword! Even when they have roughly equal, or even a bit higher range, a sword will have much more effective range and usability in general since they're basically giant hit rectangles while spears are a small line, and the extending animation of the spear means it's not using its full range most of the time.

Increasing their range would play more into their niche and make them a much more interesting option, where true melee swords have more dps while spears have longer range. There's a few ways to go about doing this, from adding shaft to the sprites themselves, upscaling them (lol), or changing their attack animation to utilize their range better.

This might require affected spears to get compensation nerfs, of course.

Suggestion Author

@sudden hearth

arctic boughBOT
#
**Making an option in the config that can disable force auto swing on every weapon**

so some people like when you spam you're mouse to fight so can you do something like a server config that disable's the force auto swing on every weapon

Suggestion Author

@digital talon

arctic boughBOT
#
**Make 2.0+ Malice mode fights drop more gold**

Since previous "Malice only drops" were changed, I don't really see an incentive to do malice. Now if you make it so that farming the fights in malice, doing a harder fight should reward the player with more money.

Suggestion Author

@wintry hare

arctic boughBOT
#
**Add the dodge chance (or at least a lowered/nerfed version of it) from the Brain of Confusion to the Amalgamated Brain and the Amalgam**

The fact that it is gone makes me want to keep using the Brain of Confusion as it is. The buff the brain got in 1.4 made it a really good accessory, on par or even better than the DR of the worm scarf. I feel like it would be a good addition to the Amalgam line to make it worth using.

Suggestion Author

@wintry hare

arctic boughBOT
#
**Astral Pottery**

Since astral furniture already exists, but astral pottery does not, I think it would be cool to finish the set for astral clay to make pottery to go with the furniture. Especially since there is no use for Astral Clay aside from making the vanilla pottery items, which is flatly boring.

I imagine that for some of these pottery items, they'd faintly glow with an orange or teal light, and have an alien design to them (Klein Bottle vase? Mobius Strip plates?). Though of course they'd be entirely decorative.

Suggestion Author

@sullen lintel

arctic boughBOT
#
**Lower the early game movement speed increase and slightly buff early game boots**

The buff that Calamity gives makes early boots much less useful as accessories and makes early game progression less satisfying by making getting or upgrading boots feel much less eventful for those who use them. This can be fixed by making apart of the speed increase be in early game boots instead of the player, which would make them more useful as accessories in the early game since it gives more of a reason to not just grapple around instead of using them. It also would mean that there's more satisfaction in getting or upgrading them for people who use them, but people who don't use them can still be as fast as they need to be since there still is a moderate increase in player speed without boots.

Suggestion Author

@silk shuttle

arctic boughBOT
#
**Make astrum aureus' Aureus Spawns take no damage from summons and sentries**

It is entirely outside of the player's control if summons decide to kill those nightmare mines. The fight is already hard enough on summoner, and I think this would only improve the experience of fighting this boss. This would not affect whips, since those are controllable.

Suggestion Author

@slim zenith

arctic boughBOT
#
**Allow Lava Waders to be crafted from Obsidian Skull Rose**

Lava Waders have an interesting crafting recipe. In vanilla 1.4.1 onwards, you need to obtain water walking boots, lava charm, and obsidian rose, but you must combine at least one of those accessories with an obsidian skull (they all have combinations with this accessory) in order to craft lava waders. However... they might have forgotten something when adding obsidian rose to the lava waders recipe: they did not allow for obsidian skull rose (obsidian rose + skull) to be crafted into lava waders, meaning if you made OSR, you basically just wasted an obsidian rose.

In Calamity, outside of grinding for the 2% drop rate from exclusively fire imps, there is only one other way of obtaining it (to my knowledge, anyways, correct me if I'm wrong): crafting it. However, the jungle rose is also a royal pain to get, perhaps even more so than obsidian rose. They're very rare to find in their own right (quote: "Jungle Roses appear as 1 block tall red flowers on Jungle grass. Cutting them drops a Jungle Rose, with a chance of 1/20 (5%)."). (Note: I suggested this without knowing that the dryad sells them)

My suggestion is to allow OSR to be crafted into lava waders so that the players who make the mistake of crafting it don't waste their obsidian rose.

Suggestion Author

@broken hawk

arctic boughBOT
#
**Boss summons non consumables toggle**

It is a very OP-method of getting money quick and when you play on a multiplayer server it can get very difficult to tell people that they should not abuse it because you get 50 gold each time you defeat EoC. I believe this should be something the player can choose for themselves whether they want to play with it or not.

Suggestion Author

@steel warren

#
**Research for quest fish**

Quest fish can be researched in the base game, so for the sake of consistency and also making 100% modded journey mod more satisfying (but tedious hehe).

Suggestion Author

@dreamy dawn

arctic boughBOT
#
**Blood worm cage**

The blood worm is the only catchable critter that cannot be put is a cage, jar or other. This has bothered me for a long time as even the truffle worm another boss summon can be caged. Like I don't get why I can't add it to my zoo.

Suggestion Author

@dreamy dawn

arctic boughBOT
#
**Reset dodge cooldowns when a boss is summoned and there is not a boss active**

Dodges currently work by guaranteeing a proc once, and then going on cooldown, usually for several minutes at a time. This is a great change that makes them consistent and able to be built around.

However, the cooldown is consistent no matter what you got hit by, and so if you get hit by something like a demon eye on your way to summon a boss, it's a great inconvenience because you can now not proc dodge for 2 minutes. With the length of some bosses, that's often the entire first half of the fight where your dodge is on cooldown because you got hit by a small enemy. Where it really matters is for fights like Supreme Calamitas, where she does more damage at the beginning of the fight. That dodge you've lost to a random demon eye can be the difference between life and death if you get hit in the first bullet hell.

Resetting the dodge cooldown when a boss fight starts would remove this issue by giving you a fresh dodge at the start of a boss fight, rather than brutally punishing you for getting hit by a 1 damage slime before a boss fight.
This also wouldn't apply if you summoned a boss in the middle of another boss fight, in order to prevent cheesing that way

Suggestion Author

@hybrid nimbus

arctic boughBOT
#
**Revamp/Addition to More Interesting Method of Making Ores Renewable (Other than just 'Ore Slimes')**

Ore slimes are incredibly efficient at their job for renewability of ores, but is a boring method and just requires Zerg potion and farm, further amplified by the fact that they are not only legitimate but often the go-to method for scarce ore like perennial and uelibloom ores.

While many of these may end up still being "to kill something", I just want it to be more interesting than slimes. Also I like the Luminite Planetoid idea so you will find a lot of the idea similar to that. This suggestion is to gouge public interest on reworking ore slimes

(This txt file is just for further clarification)

Here are some example ideas that I can come out with (pardon if they are uninteresting, devs will come out with better idea than me):

  1. Have Cloud Elementals/other related enemies like Harpies drop Aerialite Ores
  2. Have Cryogen spawn crystallined structure of Cryonic Ore on its initial defeat/in a more limited way in subsequent defeat (so you are not forced to mine on each Cryogen defeat)
  3. Have nearby Living Mahagony Trees/Leaves Blocks converted into Perennial Ore at the place where Plantera is defeated
  4. Have Astral Ore generated further into the Underground Astral Infection (which is currently mostly unused)
  5. Have Jungle Biome generate a 'tree' made of Uelibloom block (similar to current Astral Infection altar/tree) structure on Providence' initial defeat

Scoria not included since I feel it already has unique acquisition and is abundant in amount; Brimstone Crag is planned for rework; Cosmilite and Auric to my knowledge is planned so also excluded.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Terraria be set to new title screen by default**

After Calamity mod installation, automatically set to new title screen, without need to do it by yourselves, since some people won't even know there's a new one

Suggestion Author

@spice walrus

arctic boughBOT
#
**Add the Mana Cloak effect to the Ethereal Talisman**

The Mana Cloak is an accessory added in Terraria 1.4 that provides a fun and interesting way to play the mage class, that being having the option to pick up special falling stars to restore mana instead of always relying on mana potions. The item is now one of the possible ingredients for the Ethereal Talisman, being a mana flower upgrade, but its effect does not carry over to the Ethereal Talisman. I'd really like it if it did, that way I can have the effect of my favorite mage accessory in a viable build.

Suggestion Author

@night palm

arctic boughBOT
#
**Add a 'Whip Bonus' to defense on all summoner armor set bonuses**

I think it would help the survivability of summoners a lot if striking an enemy with a whip gave a defense and DR boost for 10 seconds. This wouldn't break other classes that just dipped into summoner, because it would require a summoner armor set.

Suggestion Author

@slim zenith

#
**Make minion summons only cancel through right-clicking the buff icon**

you have no idea how infuriating it is to be in the middle of a boss fight as a pure summoner, only to find that all of your minions have been cancelled due to having too many buffs. The boss hit you with a debuff? say goodbye to all you're summons. The buff given by summoning minions should be permanent/irreplaceable unless the palyer intentionally right clicks on the buff icon to cancel/remove their currently spawned minions.

Suggestion Author

@viscid meteor

#
**Nerf Malice Mode Desert Scourge's charge attack**

The problem is the strength in which the boss homes in on the player combined with the speed of the attack, you get put in situations where regardless of dodging, it can just turn towards you so you get hit anyways. Grappling hooks work a lot of the time, but sometimes the speed of the charge is too quick to be dodged even that way since there's still the delay between when you click the grapple button and when it actually hits whatever you're trying to grapple onto.

Suggestion Author

@silk shuttle

arctic boughBOT
#
**Make Bloody Tear not use Blood Orbs on it's recipe, or make an alternative craft recipe**

Bloody tear can be useful on its own right, but it does not solve the problem of the blood moon being a completely random event. In my current playthrough, ive yet to see a blood moon for the first time as im currently facing Moon Lord due to sheer bad RNG. This will pose a problem as it will lock me out entirely of Bloodstone tier items and useful items like blood oranges.

Suggestion Author

@olive bolt

arctic boughBOT
#
**Remove coral from Shield of the Ocean and Coral Spout recipe**

The recipes already uses Sea Remains, which were introduced to reduce clutter in crafting ingredients, and also uses Coral on it's recipe, making it twice the redundant.

Suggestion Author

@olive bolt

#
**the Wall of flesh instead of dropping *classname emblem* will drop something like "Rusty emblem" that can be turned into any existing emblem on the sharpening station**

I think it is item that should have variability even if you unlucky

  • Because its really annoying to have to kill the Wall of Flesh multiple times just cause RNG screwed you ove
Suggestion Author

@spice mesa

arctic boughBOT
#
**Make calamity fish placeable on weapon racks**

All fish in the base game can be placed on weapon racks why not add that to calamity.

Suggestion Author

@dreamy dawn

arctic boughBOT
#
**Make Queen Slime drop souls of light.**

There's the altar rework for getting quick souls of night, but nothing similar for souls of light. Also the fact it's Queen Slime specifically is because
1: First hardmode boss, so not particularly hard to fight.
2: Hallow themed
3: King slime used to be used for this but it got fixed, so now the other royal slime can take that role

Suggestion Author

@cunning river

arctic boughBOT
#
**Replace items in Zenith recipe with upgrades**

The Terratomere is the upgrade of the Terra Blade/Edge, and is used for crafting the Exoblade. The Terra Blade is also used in Zenith’s crafting recipe, meaning you have to get 2 Terra Blades. The Terratomere is available by the time you would get the Zenith anyway, so why not. Same goes for the Horseman’s Blade, if you crafted The Last Mourning you would have to get 2 of them to craft the Zenith. My suggestion is that in the Zenith’s recipe, the Terra Blade is replaced with the Terratomere, the Horseman’s blade with The Last Mourning, and in the Exoblade’s recipe the Terratomere is replaced with the Zenith.

Suggestion Author

@cold plinth

arctic boughBOT
#
**Make more variations on Summon Tag weapons**

What do I mean by Summon Tag weapons? I mean weapons like Whips that grant tag damage. I suggest more variations of these because Calamity Mod already has a few non-minion/sentry weapons that are summon damage, like the Slime Puppet Staff and the Borealis Bomber, as well as the mechanically unusual Cnidarian, but these weapons don't have tag damage to boost other summon weapons. Giving these weapons and any similar future weapons Tag Damage to boost summon damage not only solves another consistency problem, but also might make tag damage weapons more interesting than just whipping away at the enemy.

Suggestion Author

@bitter mirage

#
**Give the Blight Slimes a special behavior to set it apart from other slime enemies**

Right now, as it stands, there are a LOT of slimes in Calamity, with not a lot being different at all from eachother besides what materials they drop. I feel like the slime which is negatively impacted from this the most is the blight slimes, as they can be found right off the start of making a new world, and aren't tied to any ore. Basically, the enemy's only purpose is to be a way to obtain blighted gel. I feel like maybe giving these slimes are little bit more of a unique behavior (like having them do something else besides just hop around like a typical slime), would greatly help the enemy not just feel like a necessary tack-on to the roster of enemies of the Corruption/Crimson.

Suggestion Author

@solemn kiln

arctic boughBOT
#
**Increase Twinkler Spawn Rate**

A small one, but I was at 99.5% in my Cal Bestiary, when the last one left was the Twinkler. Compared to the ludicrous enemy spawnrate, Twinklers will not spawn with the sheer amount of Sightseers and Novas swamping one's player character. Just give me more. It took me 30 minutes to find one.

Suggestion Author

@winged rune

arctic boughBOT
#
**Replace the Squirrel Squire Staff with the Finch Staff in the Starter Items bag**

Having a following summon, rather than a weak sentry in the starter bag would prove much more useful in the beginning of playthroughs, allowing summoners to have something more viable for the initial exploring of a new world. 1.4 Terraria adds the chance for finding a finch staff to living wood chests, but remains uncraftable.

Suggestion Author

@sturdy dragon

#
**Crafting Recipe for the Finch Staff**

Found normally in living wood chests, this 7 damage summoner weapon remains uncraftable. Something simple like 10 wood and 1 Bird would make it easily obtained pre-desert scourge, and a valuable starting weapon for the summoner class.

Suggestion Author

@sturdy dragon

#
**Make astral variations of biomes work with the pylons of those biomes, just like hallowed does**

Currently, if you had for example a desert pylon, but the desert gets overrun by astral when you will wof, while it will still be an astral desert, your desert pylon won’t work. You can use a desert pylon in a hallowed desert, and npcs can live in the astral biome just fine unlike evil biomes, so i don’t understand why this is the case (unless it’s an oversight).

Suggestion Author

@fathom bronze

arctic boughBOT
#
**this might be difficult, but PLEASE add more parry weapons**

A parry enthusiast like myself love this mechanic and want to explore something like this into terraria. It’s a mechanic I love to use because of the satisfaction I get when I counter attack the enemies attack or projectile in other games. Though We do have the ark series, but it doesn’t give me the satisfaction of actually parrying an attack but instead only give me a damage boost.

So I want to see something more like an actual attack come out of a parry. A parry that shoots projectiles, make a slash/stab, deflect a projectile to make it yours, etc, anything else other than a dmg boost to a weapon.

I just want to expand and explore the potential parry can have and have some parry fans like myself can enjoy playing this great mod. I know you just introduce the parry mechanic, but this can be a gate way to making more weapons with this mechanic. It’ll encourage players or true melee players to take risk and practice patience and prediction to deal more dmg.

It’s a really cool mechanic in many other game platforms and hope to see terraria calamity have a take on this and explore this mechanic to the fullest potential.

Suggestion Author

@zealous pond

arctic boughBOT
#
**make whips deal additional damage if they hit an enemy with the end of the whip**

I feel that a whip might be more painful if you hit something with the sharp tip rather than the blunted sides. The damage could be between 150-300% of the base damage and doesn't affect tag damage. This doesn't have to be applied to all whips, but would be a nice mechanic on a few of them.

  • seperates whips far more from melee weapons
  • replaces the critical strike the summoner class is missing for 99% of the game
  • encourages you to build a distance from the enemy but still stay fairly close, further reinforcing the summoner class play style
Suggestion Author

@zealous fog

arctic boughBOT
#
**Add a setting to toggle off Quality of Life changes like the Faster Building speed and Faster Movement Speed**

The player should be able to choose their playstyle, and for most people who normally play vanilla terraria the movement speed and building speed that early on in the game (as soon as Calamity is enabled essentially and a world is made/loaded) can seem overwhelming

This allowing for the player to choose if they wish to have those faster speeds enabled or if they wish to grind for the items which would normally provide those speeds (As in Hermes Boots/Architect Gizmo Pack)

This would allow for those who wish to have the fast speeds to enjoy them but also for those who don't want to be that fast early on/don't want to build that fast to have the goal to obtain the items which allow for such speeds.

Suggestion Author

@torn temple

arctic boughBOT
#
**Remove damage falloff of Draedon Arsenal weapons**

Having to charge your weapon from time to time so you can use it is a bit tedious, but manageable. Being forced to do so after and before every boss fight because if you don't your weapon wont be doing as much damage as it could is not.

The damage falloff of Draedon Arsenal makes it so you will not only will want to charge your weapon when they are empty, but also when they are half empty, and some weapons can get depleted that fast in just a couple seconds of usage. Removing the damage falloff would mean you would only want to charge your weapons when they are depleted, which would make it much more manageable.

Suggestion Author

@olive bolt

arctic boughBOT
#
**make destroyer smaller again**

revengeance is supposed to make the things harder but bigger destroyer just makes easier to see that he is coming and makes him become one even easier target

Suggestion Author

@onyx iris

arctic boughBOT
#
**Reduce the chaos state duration on the normality relocator while no bosses are alive**

As of current, maneuvering around the world while using a normality relocator feels slow to use due to the long 20 second cooldown.

Suggestion Author

@ruby shard

arctic boughBOT
#
**Add a slight undewater glow effect to Lumenyl on the abyss**

"A shard of lumenous(sic) energy" strikes out a bit weird when it does not provide light at all. It not only would make sense, but it would make the process of gathering Lumenyl, a pretty used material, much easier, plus, it would make for a nice ambience in the depths of the abyss.

Suggestion Author

@olive bolt

arctic boughBOT
#
**Add a volume bar to Calamity Mod Music's configs**

I don't think that the music is particularly too loud/ quiet, I just think it's too different from the volume level of the Vanilla music.

A volume bar in the mod configs could solve those issues and give us as players a bit more customizability of the individual volume settings and would allow us to listen to the Calamity OST without needing to hear the Vanilla OST on full blast.

Suggestion Author

@tidal brook

arctic boughBOT
#
**Make Profaned Guardians invulnerable when it is not their phase**

The Profaned Guardians are intended to be killed in this order: Healer, Defender, Commander. However, since Defender and Commander can be damaged even when it is not their phase, it interferes with summons and other homing weapons, making it very difficult to damage the correct Guardian. Making them invulnerable when it is not their phase would fix these issues.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Make celestial onion have a different effect in Master Mode**

Making it have no effect makes the item useless. A better alternative to no effect would be to make it do some other permanent increase if you're playing in Master Mode, such as a permanent increase in health and mana.

Suggestion Author

@silk shuttle

arctic boughBOT
#
**Have the Boss Health Bar Indicating Phase Transition**

(The picture is taken from Starlight River Mod, just as a reference of what this suggestion wants)

While most of the Hard Mode bosses have pretty reasonable Phase transition such as 50% HP = Phase 2 and so on, particularly many of the late game bosses can have their Phase Transition happening at seemingly random timing. This especially apply so for Duke Fishron, Polterghast, Devourer of Gods and Yharon (and especially these two), Exo Mechs (less so, but it is good idea for new player to know it is 70/40 and 60 for Twins exactly) and Supreme Calamitas (bullet hell, big phases like Seeker and hearts).

This feature will give a very direct indicator of when the boss will change behavior without requiring the player to either "just know it" (eg: Wiki ed) or only through repeating attempts.

As some bosses like Cryogen, Yharon have a lot of different subphases, I will leave it up to the dev of whether they count as phase transition or not
While the Calamity boss HP bar is no longer default and obviously a reference, it will be appreciated if it get this feature too

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Journey Mode Research Quantities**

I just entered the space lab planetoid and have noticed a few things that seem wrong.

Prototype Plasma Drive Core: You can only get one of these per world so it seems strange that you need to research five.

Laboratory Electric Panel: This is a decorative background object and to keep consistency it should only need 1 to duplicate instead of 100. Additionally, crafting 100 of these would be pretty expensive.

Suggestion Author

@rancid onyx

#
**Sulphurous Sand Should be Diggable With Gravedigger's Shovel**

Although this is subjective, I think many would come to agree that sulphurous sand is a "soft" block and should be diggable.

Suggestion Author

@rancid onyx

arctic boughBOT
#
**Add some sort of indication debuff sets exist**

this is a pretty big mechanic that both the game and wiki do a really good job of not telling you it even exists, able to either make a DOT extremely effective or not effective at all. even if you have to go to the wiki for specifics, there should be something in the bestiary perhaps indicating that a boss is weak to X debuff or resistant to Y DOT

Suggestion Author

@nimble nymph

arctic boughBOT
#
**Upgraded acid protection**

It kinda sucks that you can only ever get most of the way protected against the sulphur sea, outside of stationary effigies, so maybe an accessory or upgraded potion that completely negates sulphur sea damage?

Suggestion Author

@cunning river

arctic boughBOT
#
**Make bladecrest oathsword projectiles fire in the direction of the cursor, not the direction the player is facing**

With the way the sword's projectiles function, it makes it very inconvenient for boss fights, since you're constantly running from the boss. The weapon would be far easier to use if they fired left or right based on the cursor's position and not the player's.

Suggestion Author

@soft wigeon

#
**Make a Non-Consumable Summon for Duke Fishron and Old Duke**

These bosses are some of the only bosses in the game that the summon is consumable. With the fact that legendary and challenge drops are available on all difficulties now, the non-consumable summons for other bosses make farming for their certain drops much easier. I agknowledge that you can buy truffle worms from Amidias in HM, but that still is a consumable summon. If you need to farm for drops from Old Duke or Duke Fishron it takes significantly longer due to the need to acquire the bait.

I suggest adding non consumable boss summons, maybe crafted out of 10 truffle worms and 10 blood worms respectively.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make Skeletron unable to deal contact damage for a few frames after spawning, similar to the Perforator Hive**

This change would be very helpful, because Skeletron spawns on top of the player, making contact damage from him spawning nigh unavoidable.

Suggestion Author

@soft wigeon

arctic boughBOT
#
**Rebalance/Adjust the chaos state debuffs for both the Normality Relocator and Rod of Discord.**

Many of the bosses in calamity, especially the late post-Moon Lord bosses, are made easier using the Rod of Discord/Normality Relocator. While these items are not necessary, they are extremely useful and beneficial. Previously, the recharge time (chaos state debuff) was 10 seconds. In version 2.0, the Normality Relocator now gives a 20 second recharge time, and the Rod of Discord now gives a 15 second recharge time, both in and out of boss fights.

Outside of boss fights, this long delay can hinder one's movement, but inside, it can be an inconvenience, a distraction that can turn the tides of the fight against the player. Even though these items are not necessities, they are useful enough to assist in these battles.

Arguably, the Normality Relocator is extremely overpowered. It can be used without having it in your hand, and it keeps your momentum after teleporting. However, I believe that the 10 second delay was good enough. At the very least, the normal rod of discord's chaos state should be 10 seconds, not 15, as it is less overpowered.

Suggestion Author

@noble sequoia

#
**Make the new 2.0 Storm weaver attack (Storm Wave) more spaced.**

I think the new storm weaver even though its more intresting, its new attacks can be very very hard. With the new attack with the slashes from above, you have too use the rod of discord, go around, (which is extremely hard with the tornado attack) or not moving risking being hit by storm weaver with his dash. It would be amazing if the spacing not be as packed together as much, As it can easily kill you if you dont have high survivability.

Suggestion Author

@marble helm

#
**Rename the Slime God to something else**

One of the many discussions that has come about with the new 2.0 update and Calamity coming over to 1.4 was the fact that the slime GOD is somehow weaker than the slime QUEEN. There have been various suggestions about how to fix this in the past, but none of them have received any particular fanfare. The idea of renaming SG isn't very outlandish either, as Goozma has been a name commonly associated with The Slime God (specifically a hypothesized Post-Yharon Superboss variant) in years past, so it would be equal parts a fun callback and a slight ironing out of something many people, myself included, have considered to be one of the hiccups of the 1.4 port.

Suggestion Author

@slow mirage

arctic boughBOT
#
**Rename Acid Rounds**

I know their tooltip says that they “explode into acid”, but their current name implies a connection to the Sulphurous Sea/Acid Rain when they’re actually based on the Plague. It would be more intuitive for new and unfamiliar players to give Acid Rounds a new name that establishes a direct connection to it, like most other Plague-themed equipment.

Suggestion Author

@dense agate

arctic boughBOT
#
**Change the recipe of the true bloody edge to require 3 of each mech boss soul instead of a broken hero sword**

Since it's the crimson counterpart of the night's edge, the true bloody edge's recipe should match that of the true night's edge, should it not?

Suggestion Author

@soft wigeon

arctic boughBOT
#
**Make the Aero Stone increase fall damage resistance**

It's a post-Desert Scourge wind-empowered stone accessory that grants some of its energy to boost your mobility. But it doesn't reduce fall damage, unlike the very similar pre-boss Frog Legs. Surely a boss-drop mobility accessory that has similar functions to a pre-boss accessory should also reduce fall damage as well, perhaps on a greater scale.

Suggestion Author

@bitter mirage

#
**Decrease the Amount of Auric Ore Use for Auric Bars**

I suggest decreasing the amount of Auric Ore used for Auric Bars to 20, making it 4 ore per bar. The reason for this is because making it a ton of ore just makes the player have to spend more time searching around the world for Auric Ore. Unlike other major mining points in the game, like at the start or right when entering hardmode, by the point in the game were you need Auric Ore you are already so OP compared to any enemies you may encounter underground that it is just a tedious task to mine for the ore. Decreasing the amount of ore would be a nice QoL change to help speed up the post-Yharon farming process.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make Soaring Insignia boost rocket boot flight time**

In vanilla, Soaring Insignia boosts rocket boot flight time and wing flight time. This change would be more consistent with vanilla while also not invalidating every boss.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Rework Exoblade because it’s borderline useless and boring right now**

Exoblade is honestly in a really bad spot right now. Not being good on Supreme Calamitas is one thing but it’s not even good on Exo Mechs despite being made after beating them. Compared to the other Exo weapons like Photoviscerator or Celestus, and even Auric-tier melee weapons like Dragon Pow or Ataraxia, I find that Exoblade feels outclassed and unoriginal. It’s just a boring sword that fires a projectile that doesn’t home OR pierce. I really think that a rework is needed to do Exoblade justice, and to give endgame melee some more interesting and unique options.

Suggestion Author

@proud steeple

arctic boughBOT
#
**In-game Debuff/Buff Catalogue**

Currently the mod has quite a number of debuffs from many sources (weapons, environment, enemies). The issue with this is that many of them do not explain their mechanics clearly when hovering over their icons, which are often just short tidbits of text vaguely related to what is happening. The most reliable way to see the specifics is to consult the wiki, which some players may not want to always have to pull up.

It would be helpful to have some sort of in-game catalogue where the player can view the specific numbers, source and mechanics of any debuff so they can play around those mechanics and know what to expect from dangers that utilize those debuffs, or even how to utilize those debuffs against enemies (if applicable.) Not everyone will find a use for this, but having an in-game way to see a source of danger can be a useful tool, such as existence of the bestiary.

This idea could be expanded to list buffs as well. While most buffs do have their details written on their sources (potions, special tiles, items), it would be useful to have a centralized location where their numbers, source, and mechanics can be viewed, instead of having to read the tooltip of every one of their source items. This could allow the player to easily plan ahead what buffs to use for future scenarios, or just have an easy way to find what items have the buff they need.

tldr a detailed beastiary but for debuffs and buffs

Suggestion Author

@quartz steppe

arctic boughBOT
#
**Rework the Blood Clot Staff**

The blood clot staff summons a blood clot. This blood clot will act like many other minions and charge at enemies, but I think the blood clot staff should be changed to a staff that summons something else. Also the corruption counterpart is the dank staff and dank creepers are part of the hive mind fight, but blood clots are a new thing that weren't in the perforators fight. Maybe the staff could summon perforator worms.

Suggestion Author

@valid pagoda

arctic boughBOT
#
**Improve the visuals for Astrum Aureus' Jumping**

The changes to his jumps, while very nice from a balance standpoint, look very very very weird. There is no anticipation, no follow through, no impact, no exaggeration. It just looks very very stiff, weightless, and lifeless, which the boss itself is anything but. Just tweaking the code to make him have cleaner visuals that apply to the principles of animations would greatly improve the fight, because right now, It feels like Aureus is being held up by ropes.

Suggestion Author

@solemn kiln

#
**Rework Progression of Slime God**

Currently, Slime God comes before Queen Slime which does not make much sense progression wise. Additionally, the Slime God in lore is the ruler of all things slimy, which includes his creations of King Slime and Queen Slime. The Slime God is also one of the first beings ever to be in Terraria. It grew from bacteria and began consuming things around it. An ultimate and ancient existence such as the Slime God should be given a place in progression as such, so I suggest a progression change. In his current spot, you fight just the Crimulan and Ebonian Slime Gods with no Slime God Core, giving you the currently available loot. Later, post-ML, you fight the Slime God Core in addition to the Crimulan and Ebonian Slime Gods in a much harder fight, potentially between DoG and Yharon as there is currently no intermediary bosses there.

This change would truly put Slime God on the pedestal it deserves for how ancient and powerful he should be according to the lore.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Add vanity/cosmetic look to rusty medallion**

Not much to say here, I think the rusty medallion would look cool hanging from my character's neck or something.

Suggestion Author

@rancid onyx

arctic boughBOT
#
**Remove the crafting recipe for the Gelatin Crystal**

The Gelatin Crystal can grow naturally on the underground Hallow biome and can be found relatively easy, the player is basically guaranteed to have one in their world the moment they enter hardmode.

Calamity's added recipe to the item is pretty useless due to the changes made to boss summon items, now that Gelatin Crystal is not consumable and the player only need to find it one time in the entire playthrough, the recipe only takes away vanilla's unique boss spawning method and turn it into another boring "craft item, hold it on the air, defeat boss", which Calamity has been trying to move on from.

Suggestion Author

@untold violet

arctic boughBOT
#
**The Journey Mode Biome Crate requirements are skewed and should be fixed**

Currently all 4 fishing crates introduced in Calamity (Abyssal, Astral, Brimstone, and Sunken) require 10 items researched in order to be added to the Journey Mode duplication menu. This is noticeably out of line with the other vanilla Biome crates (Jungle, Sky, Corrupt, etc.) which each require only 5 items researched.

The main vanilla Wooden, Iron, and Gold crates take 10 items to be researched, but the vanilla Biome crates only take 5, which is one probable reason as to why this skew happened.

Suggestion Author

@scenic elbow

arctic boughBOT
#
**Slime God Idea**

Currently, the Slime god boss fight is kinda slow and both of the slime gods have attacks which are pretty easy to dodge, and one slime god dying doesn’t cause the other to get anything new, and just buffs their stats. I have an idea to fix this.

Randomly, throughout the fight, Slime god will “enrage” either the Crimulian or Ebonian slime gods by changing the background. This gives the slime god in question new attacks.

Suggestion Author

@idle cloak

arctic boughBOT
#
**Fix The Minimap Icon For The Destroyer**

Currently, with increased size and length, the "head" icon on the minimap is misplaced and not aligned with the head. This causes confusion during fights and often leads to getting hit.

Suggestion Author

@feral grove

#
**Improve the Kelvin Catalyst Stealth Strike AI**

The AI for the stealth strike is laughably bad, trying to hit enemies out of range while ignoring ones literally right next to the player. It often doesn't do any damage at all, locking onto an offscreen enemy that it cannot hit.

Obviously, this is a major problem and the stealth strike is almost unusable in a lot of situations.

Suggestion Author

@feral grove

arctic boughBOT
#
**Slow down Death WoF's lasers**

They're absurdly fast. Too fast. These lasers make WoF one of the least pleasant bosses to fight, especially since the lasers make it astoundingly hard to even build Adrenaline.

Suggestion Author

@bitter mirage

#
**Revert Gamma Heart**

The new gamma heart summon is underwhelming to say the least, as personally, it was one of my favourite summons before the rework and now it shoots green goo instead of green death lasers.

Suggestion Author

@honest lantern

arctic boughBOT
#
**Make cyborg sell tesla potions**

It's not at all necessary, but cyborg doesn't sell any potions, and tesla potions aren't sold by anyone, and the theming fits so

Suggestion Author

@cunning river

#
**Make potions of return craftable with blood orbs**

They aren't craftable with blood orbs which is inconsistent with other potions. I hate fishing.

Suggestion Author

@rancid onyx

#
**Rework the vanity look of the “profaned soul crystal”**

Notice, I have been permitted to suggest a “vanity” change for the accessory “profaned soul crystal” -permission from “MishiroUsui/Amber.

The profaned soul crystal is an accessory that only becomes crafty post-SC and Exo mechs. However, it can be gotten from a special challenge pre-Sc by defeating providence under specific conditions The reward for doing the challenge is the profaned soul Crystal which until SC can be used as a vanity item.

I propose two changes, both vanity wise; although some may see this as a specific item suggestion, I have no idea how to make it not.

The changes are simple, add a different version that can be gained by completing the challenge and display that you have completed the said challenge. There is no way to tell if you made the item or did that challenge; those who did it can take pride in their achievement.

Another change would be to make the vanity visually better and more unique when you complete the challenge so that it would be a different item than the one you can craft and purely vanity. Change the look of the wings in the vanity to be more in line with larger versions, more similar to the wings providence uses; allow the face of the vanity slot to change depending on time, for example, blue at night, basically upset the vanity looks, and even maybe, if possible when you die using the item in vanity you gave the death animation of providence. Also, maybe add a custom death message alone with these changes; regarding the wings, they should look better than celestial boots vanity wise, more extensive and more pronounced. There changes I have suggested are purely vanity, and I believe they allow for the clear distinction between when you create the Crystal to where you actually do the challenge

Suggestion Author

@wintry forum

arctic boughBOT
#
**Dynamic Widgets for Sun-Spirit-Style Summon Weapons**

The sun spirit staff line of summon weapons consumes all available minion slots, and scales off the number consumed. However, it's not easy to tell how powerful it is at any given time except by testing your DPS or memorizing how powerful it will be for a given number of minion slots. I propose a dynamically changing weapon description or summon buff icon that says exactly what the damage is based on how many slots it's taking up.

Suggestion Author

@loud coral

arctic boughBOT
#
**Change the sprite of the boomerang from the victide set bonus**

I'm not sure if people really care but, I'd like to see the victide armor set bonus to get a new sprite as well (The boomerang thingy). Maybe as a starfish?

Suggestion Author

@lucid delta

arctic boughBOT
#
**Make boss relics craftable using the boss lore + gold bars**

This would get around the technical issue that prevents boss relics from dropping in revengeance+. If the devs want the relics to only be available on rev+, then maybe a new token could be introduced that allows you to craft the master drops of a boss?

Suggestion Author

@slim zenith

arctic boughBOT
#
**make more accessories/armor that gives more sentries**

before mechs and after moon lord there is nothing that gives you more sentries so what about something that encourage the player to go for a more sentry focus class for summoner?

Suggestion Author

@limber prawn

arctic boughBOT
#
**Give All Alcohol Items An 'Alcohol Item' Tooltip**

(I don't mean to give it a lengthy explanation of alcohol items/how alcohol poisoning works, just a tag of 'Alcohol Item' or something similar that do the job)

This is because as of currently it is not really communicated super well of what is an alcohol items and what is not, especially the 'Tipsy' and Fabsol's Vodka buff have different colour scheme, which can easily make the player confused of them considered not as alcohol due to them can be crafted/not coming from Drunk Princess.

Originally I wanted to just give Tipsy and Fabsol's Vodka to say they are Alcohol items but I think it make more sense to give all the same treatment.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Buff Late Game Menacing/Lucky Reforge Modifier (Maybe Make Them Scale)**

(the document is just so I don't clog up the suggestion with all the gear I used)

As of currently Warding completely outclassed both modifier especially for late game. (Lucky is similar to Menacing in performance due to enemy defense)

For reference, this is a (defensive aligned), post-Yharon Auric Tesla Melee build:

  • Melee Damage Increase 105%; Melee Crit 65%; Defense: 256; DR: 12.28%

With full menacing you get: 105% + (4x7=28%) = 133% damage increase, which seems extremely good but weapons have a base damage modifier of 100%, so actually you increase your damage from 205% to 233%.
This is about (28/205) = 13.65% increase in damage output, instead of ~28% expected.

Now compare to Warding: you get: 256 + (12x7=84) = 340 defense and 12.28 + 7% = ~17.36% (it is not 19.28% because of DR softcap)
Comparatively you increased your defense by 33% (84/256) and DR by 42% (for 5.08 divide 12.28 ).

This should also be noted that this build is DEFENSIVELY aligned, the % increase will be even higher on a damage-focus build while impact of Menacing is even lower.

While having Menacing straight up scaling like Warding (double/triple even) will be way too much, what I means is they can at least scale a little. For example, make Menacing scale slightly in value while giving Lucky armor penetration and make both values scale with game progression (eg: Menacing = 4,5,6%) will make them actually worthwhile to use other than just to achieve a 'balanced build' or in no-hit situation (considering the cost of not going Warding instead).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Tweak the drops of the Cnidrion enemy that spawns in the desert**

As it currently stands, they only drop one item: The Amidas' Spark. Now, this item in and of itself is perfectly fine. It has a drop rate of 25%, and has a relatively useful effect all things considered.
My issue stems from the fact that it is also the only item in the Cnidrion's drop pool. I fully understand removing the victory shard from its loot pool and would like it to remain a Desert Scourge drop only, but I feel like allowing it to drop the shells, starfish, and coral to used to would be fair.
Given that it's a notably stronger enemy than most desert enemies, I feel like it would be fair to at least give it some additions to the traditional drop table it has, and perhaps lowering the drop frequency of the Amidas' Spark accordingly. It'd give more value to putting in the effort of actually fighting them, and potentially make intentionally hunting them down useful to players looking to make victide bars.

It'd also be interesting if you could use victory shards to convert extra Amidas' Sparks into more victory shards, but that's much more of a far-fetched idea that comes from little more than wishful thinking.

Suggestion Author

@still cargo

#
**Make pre hard mode summoning staffs better for exploring**

Everytime I play summoner I end up rushing for the Belladonna staff because it basically sees and attacks everything around me, and I'll end up using it all the way until the herring summon. I'm not saying Belladonna needs a nerf just that other summons should be able to do the same, most of the time they won't attack an enemy since it's either too far away or under a few blocks.

Suggestion Author

@lucid delta

arctic boughBOT
#
**Make all bosses drop ~60% less money after the first defeat**

To make grinding bosses for money a little less broken, but still viable.

Suggestion Author

@silk shuttle

arctic boughBOT
#
**Slightly rework Malice Mode Brain of Cthulhu**

The main problem with the boss is RNG, specifically with the bosses teleportation combined with the increased speed of the minions. If the boss decides to teleport where you're going to go or across from where it was relative to the player causing the minions to come flying your way, its a guaranteed hit taken no matter what you do. I think what can fix most of the RNG is simply to increase the minimum distance the brain can teleport relative to the player, and preventing the brain from teleporting where the player is going to go. EVEN FOR PEOPLE WHO LIKE THE FIGHT AS IT IS, the fight would remain basically the same in difficulty, just removing some RNG.

Suggestion Author

@silk shuttle

arctic boughBOT
#
**Buff the Silent Modifier and make it differ from Menacing**

Right now, Silent and Menacing are exactly equal in terms of their DPS for anyone using stealth strikes as Rogue. The only difference is that Menacing affects all weapons, with or without a stealth strike, while Silent is only usable for stealth builds. It seems unreasonable to have a default Vanilla modifier work better for Rogue than the class-specific one.

Additionally, using Stealth Strikes in a fight is a skill-based strategy as many rogue weapons do not home early on. A missed stealth strike is potentially 9 seconds worth of wasted damage which can be seriously harmful, especially in timed fights. Rewarding the player with more damage/stealth generation for playing a more difficult strategy sounds reasonable.

Suggestion Author

@feral grove

arctic boughBOT
#
**more armor like the obsidian armor**

the obsidian armor is the only one that gives something to the whips at this version of the game but going through the game with 15 defense is rough, so my idea is to add sets of armor that focus more on whips than summons in general

Suggestion Author

@limber prawn

arctic boughBOT
#
**Make calamity to support world's that are bigger than large**

Like the mod Awg also known as advanced world gen and it makes custom world gen's in custom size's so It would be great to have a support for a bigger world than large
Like look at this calamity is fun and all but resources and almost everything is limited so more than large world will multiply all of it the size's, the search for the map, the resources and lot more, it would be really beautiful to see calamity supports a mod like Advanced world gen mod or other mod that change's the world gen. thank you, mike.

Suggestion Author

@digital talon

#
**Make Boss Zen no longer a buff**

By having Boss Zen as a buff, it just takes up buff slots that should be able to be used for potions.

Suggestion Author

@cinder mica

arctic boughBOT
#
**make Draedon stuff able to be researched**

idk if it's a bug or not but if it isn't it doesn't really make sense since you can research the materials to make all of those and not being able to directly research them is just a time loss

Suggestion Author

@slow spindle

#
**Change the description of all permanent HP/Mana up's**

Just add something like:
"can be used once"
the reason for that i've crafted 3 blood orange's and hope that will boost my hp significantly, but only when i've checked wiki, i figured out about this thing.
it's a small thing, but i think this change will be good for new players, who never face with Calamity mod

Suggestion Author

@static plover

#
**make decrypted schematics**

Once you decrypted a schematic, it no longer has an use. That's why having the decrypted version as an item in case you want to read it again without recurring to wikis or having to spend time and resources decrypting it again would be nice

Suggestion Author

@slow spindle

arctic boughBOT
#
Make the Astral Infection Daytime sky look more... menacing?

Seems the 1.4. port led to the Astral Infection losing the daytime stars that made it very distinctive, but also more difficult to tell when nighttime came around. It does however make the Astral Infection more shallow, and not as cool as it should feel. It doesn't have to have the midday nightsky like before, it just has to feel... more like a infected land than it currently does.

Suggestion Author

@bitter mirage

arctic boughBOT
#
Nerf storm weaver

The fight went from a free kill to absolute insanity with one update, the boss has stupidly high damage and mobility, as well as his second and third phase attacks (the frost bolts and the tornadoes) being too oppressive.
other bosses like calamitas, scal, DoG and profaned goddes do not charge or ram you during their bullet hells, so why does storm weaver keep charging at me when there are 7 tornadoes on my screen about half the size of the sky blocking my escape or even movement other than vertical

either remove the tornadoes or make the worm deal no contact damage while he spams those attacks. something needs to be done since at this point beating the boss is a dps rush

Suggestion Author

@wintry fulcrum

arctic boughBOT
#
Add an optional config setting to disable all vanilla item adjustments in Calamity

This includes consumable, accessory, and armor adjustments for players who dislike the changes Calamity makes to vanilla items

Suggestion Author

@fervent heart

arctic boughBOT
#
**Improve the Bladecrest Oathsword's swing animation**

Right now, the swords swing animation looks extremely rough and jarring: the sword is swung in a manner that makes it look like the player character is holding it in their armpit, and the actual swing is very coarse fashion. No anticipation, not follow-through, no impact, no exaggeration at all. The Bladecrest Oathsword could definitely be changed to be swung similar to the biome blade's "biting embrace" attunement. Because, as it stands, it just looks very sloppily put together.

Suggestion Author

@solemn kiln

arctic boughBOT
#
**Adjust the damage that Devourer of Gods deals on Master Mode**

As title. DoG on Master Mode is a miserable and crushing test of your will to go on, and a far cry from the difficulty, fight length, and lethality relative to player power at any point in a Master Mode run before SCal and Draedon/ExoMechs.

Out of respect for the fact that balancing Master Mode is very low on the dev's list of priorities, I did a great deal of math and have come up with how I would change the damage of the fight.

The first chart is the changes I propose, and the second compares the lethality of the fight on Revengeance Mode and Master Mode, if the proposal were implemented. You can see in the chart that I've kept parity between the lethality of the two modes, which I think is fair due to how much longer the fight is already on Master Mode.

For any further questions on my math or to see the spreadsheet, please ask.

Also, I'd be 100% willing to do the testing of these changes, if that would be an issue

Suggestion Author

@slim zenith

arctic boughBOT
#
**Make SCal Drop More Ashes of Annihilation**

The SCal fight takes a long time, much longer than any other boss fight in the game, even Dreadon. This is mainly due to that SCal has so many phases where you're just dodging projectiles (bullet hells) or attacks from other enemies (brothers and Sepulcher) and not actuclly fighting SCal, which just burns time. I am not saying this is a bad design, I am just saying that the fight takes a very long time.

When crafting Shadowspec Bars it takes one Exo Prism and one Ashes of Annihilation, however the ratios of the amount of each resource, that Dreadon and SCal drop respectively, don't make sense. SCal takes about twice as long as Dreadon yet drops 18-27 Ashes of Annihilation, while Dreadon drops 24-32 Exo Prisms.

I suggest increasing the amount of Ashes of Annihilation that SCal drops from 18-27 to 28-37 to compensate for the longer battle time so when farming for endgame developer items the amount of each item about evens out.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Improve visual clarity during the Adult Eidolon Wyrm fight**

Because of the abyss pressure on your vision it's close to impossible to see some of the Adult Eidolon Wyrm attacks. Specifically the one that Lunatic cultist has, which fires shadow orbs vertically and horizontally. The same with shadow fireball attack, where after circling around he fires multiple projectiles at you, which are very hard to see.

There are a few fixes of what can be done to improve the fight besides just removing or replacing.

  • Changing the visuals of the water when the fight starts to a more brighter one.
  • Changing the projectile brightness to make it less black on black.
Suggestion Author

@marsh spade

arctic boughBOT
#
**Summon Count on Summon Icon**

I propose adding a count to the Summon Icon that already indicates which summons you have active that would also indicate how many of each summon you had active. For summons like the Ethereal Subjugator and others, it's not possible to just visually count the number of summons you have, which can lead to some frustration when planning out your optimal team of summons that you want.

Suggestion Author

@loud coral

arctic boughBOT
#
**Rename Blood Orange, Elder Berry and Dragonfruit (Calamity mod items) to something else.**

1.4 added food items with the exact same names as most (if not all) of the permanent health upgrade items in calamity. Overlapping names are no fun.

Suggestion Author

@meager current

arctic boughBOT
#
**Add a dialogue message to hint at jump being disabled when touching the ground during Ceaseless Void's vulnerable phase.**

Nothing wrong with the mechanic itself, but I don't think there is an indicator to the player that it might be happening (I was worried it was a bug until I asked in the discord). I think having a vague message pop up when the vulnerable phase starts along the lines of the "the air is burning" message during the Providence fight would do a good job of indicating to the player that whatever happens is intentional. Something like "The floor is cursed" that doesn't quite give it away, but keeps the player alert.

Suggestion Author

@steep eagle

#
add a multiclass weapon(s)

with a multiclass weapon i mean a weapon that has the ability to deal 2 damage types at the same time (but perhaps as different projectiles). here's an example of such a weapon: a rouge spear weapon that you can throw, but every second spear you throw glows and deals magic damage instead of rouge damage. keep in mind that this is just a simple example. i have no idea how hard this is to implement. this kind of weapon would both allow for better multiclassing, and getting spicy with a (insert class damage type) in a (insert class) build.

Suggestion Author

@waxen forge

#
**Add a summon item for Anahita and Leviathan**

Anahita is often extremely annoying to find since it depends on rng and it'd be nice to be able to summon her with an item.

Suggestion Author

@restive wagon

arctic boughBOT
#
**Make the charophyte set bonus pulse silent or quiet**

I often watch or listen to other media when playing terraria and hearing the pulse every 2.5 seconds becomes irritating quickly(even when my sound is turned down).

Suggestion Author

@willow moth

arctic boughBOT
#
**Reduce the collision hitbox of Poseidon projectiles**

Having the projectiles of the weapon be bulky and unwieldy is fine, however their current size makes them bounce from walls if you cast it while grappled to a wall, which looks really weird.

Suggestion Author

@gentle chasm

arctic boughBOT
#
**Remove Scarred Angelfish**

it's only purpose was to craft the revivify potion, which got removed. it takes the place of fishes ur actually tryna get

Suggestion Author

@mortal ruin

arctic boughBOT
#
**The Adult Eidolon Wyrm deserves a Relic**

Clocking in at 5.7 million HP and dealing a whopping 1,182 damage maximum (in Master Mode), the Adult Eidolon Wyrm is the only thing currently classified as a Superboss and it is by far the hardest single enemy in all of Calamity... but it has no Relic. The Cragmire Maw and Giant Clam have Relics, but the Adult Eidolon Wyrm doesn't. It seems a little strange for it, and presumably the future Superbosses, to be left out of the Relic party.

While I understand that Superbosses are designed to be in a league of their own and almost secret bosses in a way; Relics are not just another boss drop like Trophies and Masks (hell, they've been distributed to some mini-bosses in both Vanilla and Calamity, so of course they aren't just a boss drop). Relics are more similar to achievements than Trophies; they are marks of mastery over a deadly opponent in the hardest mode Vanilla has to offer and one of the hardest modes that Calamity has to offer.

Given the fact that (to my knowledge) all Superbosses will require a tough as hell fight to beat, I firmly believe that the Adult Eidolon Wyrm, and all future Superbosses, deserve a Relic. After all; anyone who has the audacity to take out a Superboss on Master or Revengence difficulty certainly deserves that little golden "I'm good at this game" badge.

Suggestion Author

@scenic elbow

arctic boughBOT
#
**Make profaned enemies drop geodes.**

Refighting a hard boss because you just... didn't get enough drops is fuckin stupid, so instead of making geodes only drop from providence,
Once providence dies, some kind of chat message telling you that profaned enemies will now drop geodes
Profaned enemies have a chance to drop geodes once providence dies

Suggestion Author

@cunning river

arctic boughBOT
#
**Tone down the spawn rates for the Blood Moon in pre-hardmode in Death Mode**

Literally noone does this event like you're supposed to in death - phm because you'll just get swarmed and die within seconds. Right now you either lock yourself in a box or use some item that skips the night. This makes the event at least more doable and less of a headache every time you see the message "The Blood Moon is rising..." pop up in chat in prehm. Grinding with this change is still perfectly doable if not more, because you won't get spawnkilled.

Suggestion Author

@small obsidian

arctic boughBOT
#
**Fix the Underworld Biolab**

In the biolab, there is a piping network that extends through the facility. The right side of this pipe network is actuated, but the left side is not and gets in the player's way. This appears to be an oversight.

Suggestion Author

@feral grove

arctic boughBOT
#
**Rebalance the Zenith so it is just a post-moonlord weapon instead of a post-yharon weapon**

Honestly I don't think it feels fitting as a post-yharon weapon, the Zenith doesn't really fit as an auric weapon, and if you want to have it permanently be auric tier it should be made to require a lot of post-moonlord swords and potentially have a rework. In my opinion just adding auric bars to its recipe seems like a sign of laziness from the devs.

Suggestion Author

@soft wigeon

#
**Make armors materials in later upgrades**

In Calamity, a good chunk of weapons and accessories are later used in higher tier items. I think this is an excellent feature, as it means you don't just trash all your gear for new stuff every time you kill a boss, you put it in a chest for later.

To me, it seems reasonable at least some armors could do this too, as opposed to now were for example, you kill perforators/hive mind, get arospec, then kill slime god and immediately garbage the arospec for statigel.

I don't have any specific armors to implement this for, more of a general idea.

Suggestion Author

@uneven ledge

arctic boughBOT
#
**Nerf Celebration MK2**

After testing several ranged weapons that the wiki suggested against providence (Astreal Defeat, Disseminator, Planetary Annihilation), Celebration MK2 (paired with mini nuke 1's) outperformed them by a landslide. I mean even post-providence ranged weapons don't deal as much damage to her as CMK2 does. (Tests took place in revengeance + master mode)

Suggestion Author

@meager current

arctic boughBOT
#
**Make a world purifier like in fargo's mutant mod but it also purifies the astral infection**

What I mean some people like to make it more tidy in the world so you could make islands of the evil/enfection and make it more tidy so it will make it more fun to look at it

Suggestion Author

@digital talon

arctic boughBOT
#
**Allow Putrid Scent to be converted into Flesh Knuckles**

In a similar way to Rotten Brain and Bloody Worm Tooth, via ecto mist and Tinkering Table for consistency, and to make it more practical for players on a world of the opposite evil than the one they need in terms of the biome mimics.

Suggestion Author

@outer cosmos

arctic boughBOT
#
**Decrease the size of the Pearl God’s blue dust explosions**

They ramp up in size as you shoot the weapon, and at max size, the dust explosions are so big that they can quite literally cover half the screen. It makes it difficult to see, which can be especially harmful in boss fights. There is no reason why they should be so big since they serve no functional purpose other than being a visual effect. These dust explosions should be significantly reduced in size so players can see while using this weapon.

Suggestion Author

@dense agate

arctic boughBOT
#
**Introduce a Stronger Wulfrum Enemy**

Maybe a Pinky-type of wulfrum enemy. This enemy could drop extra scrap and 1-2 cores to make getting armor and tools easier for early game/newer players

Suggestion Author

@celest acorn

arctic boughBOT
#
**Replace or change Ancient Fossil with Ancient Chisel in some way**

Ancient Fossil is a pre-hardmode, easily crafteable accessory that increases mining speed by 15% while underground. Chisel on the other hand it's an accessory that is found in Underground Desert chests, this one increases mining speed by 25% all times
In my opinion, I think Ancient Fossil should be replaced by Ancient Chisel, since they grant the most important part of their stats, the mining speed.
This would also include Chisel being on Archaic Powder. Chisel's mining speed increase could be toned down by a bit since it's pretty much greater than Archaic Powder's one.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Give the Putrid Scent a unique effect**

Its Crimson counterpart accessory, the Flesh Knuckles, got a good buff from the Calamity Mod in the form of +45 mx HP, while the Putrid Scent got nothing. This is especially egregious since both accessories also got upgrades in 1.4., with the Flesh Knuckle upgrades granting the same HP bonus, while the Putrid Scent upgrades are not so useful due to them not even granting the same damage and crit bonus from the original accessory.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Reduce how much the Background Aurora Moves in the Cryogen fight**

While pretty, it’s very very distracting since it moves a ton, generally making it more of a nuisance than a thematic element. Making it only move a little bit during the fight regardless of cryogen’s health would help tremendously

Suggestion Author

@solemn kiln

arctic boughBOT
#
**Nanotech should use the Vampiric Talisman instead of the Rogue Emblem and gain the Lifesteal**

This is pretty straightforward. The Vampiric Talisman uses a Rogue Emblem in its recipe but has no upgrade. Putting it as part of the Nanotech would allow players to only need a single Rogue Emblem instead of two.

Upgrade chains people, upgrade chains! There's no reason an ultra-lategame accessory should use a downgrade of existing items.

Suggestion Author

@feral grove

arctic boughBOT
#
***Potentially add an upgrade to the DCU***

The Drill Containment Unit is one of the most fun mounts in the vanilla game, however it feels like it could use an upgrade in calamity, something(s) to add that Calamity flare that everyone here loves. There's a lack of (subjective here) fun mounts in calamity, and a DCU upgrade could be a way to add some more fun.

Suggestion Author

@atomic patio

arctic boughBOT
#
Add a way to summon certain minibosses

minibosses such as the Earth Elementals are quite rare, and a way to manually summon them would be very much appreciated. this doesn't even need to be an ordinary summoning item, you can also (for example) have a miniboss spawn when you put a specific combination of blocks together or something. you can get as creative with this as you'd like, but trying to grind these rare minibosses for their unique loot can be really boring and really slow.

Suggestion Author

@waxen forge

arctic boughBOT
#
Make the elemental stones a separate accessory, and maybe combine with the HotE.

The Heart of the Elements was previously both a powerful accessory and a culmination of the whole pre-ML stage of the game. While the elementals now being more particular to the Summoner makes sense, the stones that are now no longer part of its recipe should still combine into a helpful accessory for all classes. Given that the stones also have an elemental theme, I propose this hypothetical be accessory be called the Stone of the Elements.

Further, this Stone of the Elements might combine with the Heart to combine their functions like in old versions of the mod, or with other elemental-themed accessories for other classes to add its function to those classes' elemental accessories.

Suggestion Author

@keen onyx

arctic boughBOT
#
**Utilise the new boss telegraphing in older fights**

More modern bosses in terraria such as the DoG rework, the Storm Weaver rework, Exo Mechs, and even vanilla's own EoL now use telegraphing for their attacks. I feel this allows for much more stylish and complicated attacks to be used without feeling unfair. My suggestion is that this be implemented into older boss fights, such as: WoF's laser spam, Polterghast's shots (especially from its little sentries, maybe also for its dashes in phase 2?), Profaned Guardians' spread spears, and etc.

This might be quite a lot of work to implement, but I think it would really help the feeling of fairness for players both new and old, especially those taking their first dip into more challenging modes! Perhaps this would also allow further changes to bosses?

Suggestion Author

@slim zenith

arctic boughBOT
#
**Make mining easier through the mod's progression**

Mining is a pretty big part of Terraria and Calamity, what with the added ores, the focus on large worlds, and the big arenas that are needed for some boss fights. Despite this, there aren't that many progression for the mining speed of the player until the Crystil Crusher. I think the Fossil/Archaic Powder line should be extended into hardmode and post-hardmode to significantly buff the player's mining speed. There could also be an upgrade line for the gravedigger shovel. Solutions vary, but the crux is that mining speed should scale better.

Suggestion Author

@gentle chasm

arctic boughBOT
#
**Disable the ability to use the Magic/Demon Conch during bossfights**

It’s overall pretty overpowered and can be used to manipulate the bosses into chasing the player while they have time to heal. This effect is especially overpowered in multiplayer where one player can lure the boss until the other(s) have defeated it.

Suggestion Author

@rotund cloud

arctic boughBOT
#
__**Way to get the Abyss all the way down to the Underworld**__

I know this is a big suggestion and that ya'll aren't working on that right now, but I think it might be possible to get the Abyss biome all the way to the underworld, but with some trickery.

The idea is to turn lava into a sort of void liquid in the abyss. That way you can have it go all the way down. Also see if you can make it so there is no interaction between water and lava whilst in the abyss, to make a clean barrier between the two without Obsidian getting in the way or the water evaporating cause of all the lava. Of course, the mock-up void liquid that is actually lava would have to be regenerating, to keep someone (like me) from draining that out (of course the anti-cheat of the spiiiicccy air definitely works on it's own)

Addendum: This would also make it so the player has a new challenge to overcome with the liquid being lava down there now.


As for why I think the Abyss should go all the way to bottom. It all boils down to the theme of the biome itself. It's a place that's implcitly themed as the endless oblivion. The Abyss where all things fall down to the deepest of the deep.

So having it essentially be a rocky test tube that abruptly ends right at the incredibly tame (in comparison) Underworld, it just feels like a let-down and makes the Abyss itself seem lesser for it. The player should not be able to dig to below the infinite depths and poke a hole in it. That makes no sense thematically.

It's an endless darkness that is the end of all ends and literally the place where you go at the very end of the mod. It should supersede the Underworld many times over, and literally not have a floor, just a hole to the void below the map (obviously engineered so the water doesn't drain, of course).

Suggestion Author

@sullen lintel

arctic boughBOT
#
**Make SCal drop a very strong light pet**

SCal and Exo-mechs are foils in many ways, that I won't list here. The Exo-Mechs also drop the best mount in the game (Draedon's gayming chair) so it would make sense, keeping with others parallels, that SCal drops one of the best other tools. Since she is a fire witch, she should be pretty good at making light, so it would make sense for her to drop a very strong light pet. Once the player kills SCal, they're certainly ahead enough in progression to not be bothered by things like "light/darkness" anymore (and it's in the continuity of Moon Lord dropping the suspicious looking tentacle).
Also, currently once you're done with SCal there's basically two things left in the game : Ancient Eidolon Wyrm and the Boss rush. Both have to do with the abyss. So having a very strong light for the abyss as a reward for SCal fight would make sense.

Suggestion Author

@gentle chasm

arctic boughBOT
#
***Make a Rogue station buff***

Every class has its very own station buff, Melee has the sharpening station, ranged has the ammo box, Mages have the crystal ball, and Summoner have the Bewitching table, each station has it's own use, all offensive, in different ways, but.. what about Rogue?

The rogue class is (at least in my opinion) a very fun and unique class, with a whole new mechanic and 3 new ways to play the game, yet, it has no station buff, a bit weird, in my opinion

As for what the station itself could be, i.. have no idea, but i have an idea for what it could grant

-Idea 1
Station buff that grants +X amount of stealth generation

-Idea 2
Station buff that simply grants more rogue damage/attack speed

-Idea 3
Station buff that grants armor penetration on Stealth strikes (could also be just an addon for sharpening station)

-Idea 4
Station buff that increases maximum stealth by X amount

Suggestion Author

@worn forge

arctic boughBOT
#
**Give the Dazzling Stabber Staff Armor Penatration**

I think it would be a nice nod to the Blade Staff, which this weapon heavily resembles, and increase the usefulness of the weapon. Damage would probably need to be reduced to compensate. Also, it would be nice if Dazzling Stabber Staff could be crafted with Blade Staff + Divine Geodes.

Suggestion Author

@slim zenith

arctic boughBOT
#
**Notification/Indicator that tells you when you have the invisible debuff to damage when holding a non-summon weapon**

There are many ways to integrate this, and if this suggestion gets enough votes, I look forward to how calamity devs will do this.

Suggestion Author

@wintry forum

arctic boughBOT
#
**QoL changes to get arenas easier**

Arenas are very important in Calamity, especially in post-hardmode (insert ref to exomech world size arena) yet there aren't really many mechanics to help the player make those arenas. There could be instant build items like there are in Fargo's Mutant mod, or ways to mine and build more quickly/efficiently. There could also be natural arenas to help the player fight. It's already somewhat the case with the Golem room being bigger. We could have a natural arena close to spawn for EoC/King Slime/slime god/etc, one in the underworld for WoF, one in the brimstone crag, a few in the jungle, an arena or at least big room in the Dungeon for Ceaseless/Poltergeist for example. If natural arenas are too much, they could be "pseudo-natural" by being made of blocs that breaks together like the fake dungeon bricks. You could even say those blocs can only be mined/only breaks together after a certain tier to not impede early game, etc.

There are many many ways to tackle this, but the base thing is : Arenas are too tedious to build for something so important to the game.

Suggestion Author

@gentle chasm

arctic boughBOT
#
**QoL change to Providence**

Make it so when she enters one of her cocoon forms, you get some form of audible or visual notification.
Currently i find myself taking the most amount of damage for straying too far away from providence when she enters her cocoon form, and by the time i realize she's in this form, i have already taken at least 100 dmg from the Holy Inferno debuff, for going too far away from her.

I have 2 ideas to solve this problem: Make it so there is a visual ring around providence, that indicates the range that you can move around in without going too far and triggering the Holy Inferno burn.
Or, make it so when she enters the form, there is an audible sound that indicates this. For example, the new Ark swords signal when you are able to use their parry ability again.

I don't think i am the only person suffering from this problem, i feel like it's something very important that was overlooked in the making of this boss.

Suggestion Author

@torn night

arctic boughBOT
#
**Add more respawn time per player in multiplayer or disable wormhole potions during bosses**

Currently if you have more than 5 players on a server you can cheese most bosses by just running away and waiting for respawns(expert mode). I feel that half of our boss victories were undeserved because of this. I suggest +1-2 seconds of respawn time per player or disable wormhole potions during bosses. I'm playing terraria with somewhat new players and we have beaten each boss(up to Moon lord) first try because there are 7 of us.

Suggestion Author

@willow moth

arctic boughBOT
#
**make certain actions take right click priority over others**

reason: currently its annoying to right click to parry with fractured ark only to instead read a nearby gravestone and subsequently die

make a right click priority system, where weapon right click abilities take priority over npc dialog and the such, or turning on/off a campfire or interacting with a buff station takes priority over npc dialog and junk

Suggestion Author

@analog willow

arctic boughBOT
#
**make you able to hover with the flying carpet of auric tesla armor like other hover wings**

the auric tesla has the flying carpet appear after you run out off fly time which is good but it can be better if it had the mechanic to hover by pressing down and forward like other wings has and by doing so you can be hovering whenever you want until you run out of fly time, it can also improve your dodging abilities because you dont have to be pressing the space bar constantly to stay in one point

Suggestion Author

@limber prawn

arctic boughBOT
#
**Add buffs for other summon weapon types to existing summoner armor sets that don't have them**

In both vanilla and calamity, and in terms of armor, there is next to nothing that benefits two of the three subclasses of summoner, namely whips and sentries. For whips, the only set of armor to benefit the subclass at all is obsidian armor, and the only armor sets to give sentries are available at two specific points in the middle of progression. These are pretty niche for when you obtain them, and I'm honestly saddened that there's no benefit to either whips or sentries in the other armor sets.

This suggestion aims to fix that. I suggest adding a few bonuses to the summoner armor sets, which would benefit these two subclasses (whip speed and range for whips, sentry slots for sentries). Most likely these will only come a little bit later in progression, and if they are closer to when the whip- or sentry-centric armor sets become available, their bonuses would likely not be as much as those. However, it'd definitely be nice to not have to rely on obsidian armor or valhalla armor for extra whip range or extra sentry slots.

Just as an example of what I'm talking about, Silva armor (with the horned hood) could increase whip range by 40% and speed by 25%, alongside the current bonuses. Another example: Auric Tesla armor with the space helmet could give an additional +2 sentries. Not suggesting these changes specifically, nor would these be particularly balanced; I'm just hinting at what it would look like should this change be implemented.

Suggestion Author

@broken hawk

arctic boughBOT
#
**Remove the Life Alloy from the recipes of the Elemental item set that have them**

This is an inconsistency that i don't understand why it exists to begin with.
Currently, Ark of the Elements, Elemental Axe, Elemental Disk and Flowers of Mortality have Life Alloy in their recipes, but no other elemental items do.
This is inconsistent and makes this specific items require a little more grind than the others for literally no reason.

Suggestion Author

@hearty mason

arctic boughBOT
#
**Add more wind effected weapons to the game**

When Terraria 1.4 came out these were one of the coolest additions in my opinion
It would be awesome to see more weapons affected by, or reliant on wind throughout the game

I recognize that Calamity devs are working on adding 1.4 content in the future, so let it be noted that this recommendation is only in regards to wind based weapons, which I feel vanilla Terraria could've had more of

There are only two paper airplanes currently, and they aren't very good as a consumable weapon, these are insufficient for boss fights and hard to collect many of
There could be craftable and consumable rogue weapons, similar to the various throwing knives, which are effected by the winds strength or direction
The "North Pole" weapon is the only non-consumable weapon which is effected by wind
With the addition of the many weapons in Calamity wind based weapons are slim-to-none

Suggestion Author

@hard oasis

arctic boughBOT
#
*Add configs for calamity mechanics and vanilla changes*

some of the changes and mechanics in calamity i feel like can have config, whether it is enable and disable or changing the effectiveness, sometimes i feel like the summon penalty is too much, having a slider for stuff like that and defense damage will put a little bit of a more beginner friendly playthrough or for some people to want to have a more vanilla like playthrough if they are just getting into modding

Suggestion Author

@fleet lark

arctic boughBOT
#
**Add noticeable phase transitions to Hive Mind, Cryogen and Calamitas**

Hive Mind's second phase and Cryogen's fifth phase cause the bosses to suddenly move towards the player without much warning, which can lead to hits that feel rather cheap if the player is standing close to the boss as they change phases.
Calamitas has a similar problem in that after the bullet hells she sometimes near instantly dashes into the player. This feels especially common after the second bullet hell, as she changes behaviour after it to constantly dash at the player.
I feel that if these bosses had animated phase transitions in which they cannot harm the player or be harmed they would feel more fair. It wouldn't need to be much, could be as simple as a noise and particle effect after a short pause. Plus, a little movie magic goes a long way in making boss fights feel that little bit more special.

Suggestion Author

@timid veldt

arctic boughBOT
#
**Remove Urchin stinger from Sulphurous Armor's recipe**

Right now, Sulphurous armor requires 45 Sulphurous sand, 45 Acidwood, 45 Sulphuric scales and 95 Urchin stingers. Doesn't something look quite unfitting here thematically? And it's the Urchin stingers, the reason i think it shouldn't be here is what it's artificially increases crafting difficulty. From dynamic acid rain, in to patiently waiting for their spaens, as strange terraria spawning system spawns only one per spawn. Even with max rolls, you must wait for a very long time to kill 5 urchins. The Sulphurous armor recipe is already quite time consuming, requiring 45 scales, but also require you RNG blessing to get 95 stingers.

Suggestion Author

@opal robin

arctic boughBOT
#
__**Make Yharon's background more appealing (via adding an object like a custom giant warm-colored sun)**__

Reason:
Instead of making the background sky just a recolor, I do suggest adding some more fanciness during the fight, like a custom object that's in the sky. This could make Yharon's fight much more amusing to other people, since he is a fire type of dragon. Also, what I mean by "custom" is just something that isn't from vanilla Terraria (just from the mod itself). This would make the fight more intense since Yharon is one of the final bosses in the Calamity Mod.

Other Options:
If Yharon is not going to have an object in the sky, at least try increasing the opacity of the sky's color a little bit so it feels like you're actually fighting a fire dragon a little more (maybe you can even do both of these options as well).

Suggestion Author

@tulip fiber

arctic boughBOT
#
**Make the Goblin Battle Standard and Pirate's Map instantly summon their respective events**

Like the celestial sigil change recently where using it would instantly summon Moon Lord, the same thing should be done with the goblin army and pirate invasion summon items so the player doesn't have to wait the 30 seconds or so after using the item (there should still be the timer when the invasions naturally spawn, of course)

Suggestion Author

@light sorrel

arctic boughBOT
#
Make Starlight (EoL sword) true melee.

Right now there's no point in doing EoL as true melee, and Starlight is such a cool weapon that has a short enough range to be true melee

Suggestion Author

@balmy rampart

arctic boughBOT
#
**Make the Chaos Candle and the Tranquility Candle's buff turn off when powered.**

Currently the candle light would turn off when powered but the buff would remain active, being confusing at times. Adding this would be a useful feature for afk farms or advanced farms with wiring.

Suggestion Author

@summer silo

arctic boughBOT
#
**Make the Vanilla Boss summons only cost 1 to research in Journey Mode**

Currently all Calamity-added boss summons cost 1 to research in Journey Mode due to them being non-consumable items. All Vanilla boss summons are also non-consumable due to Calamity's changes. However, due to them being consumable in Vanilla, they cost 3 items to research. The research cost of Boss (and Event) summons should be adjusted to align with that change.

Suggestion Author

@scenic elbow

#
**Move Amalgam's Double Potion Duration Effect to Core of the Blood God (and Give Amalgam New Unique Effect)**

Amalgam as of currently has emblem-like stat of +15% damage and effect when getting hit by enemy (but not offer any defensive capability), which fits its style of being a super aggressive accessory.

However, this also means that the +100% potion duration effect seems do not fit the item as it really is not accomplishing what the accessory is trying to do, and feels quite just for the sake of giving it a unique effect since its other (previous) counter part, the old Core of the Blood God have special effects tied to it. This effect just seems a bit random and slap onto Amalgam after the removal of its many (previously) strange effect from Leviathan Ambergis, Fungal Clump and so on.

(Worthy of mention is that it might possibly inherit Brain of Confusion's dodge later which currently seems more like an oversight, and fits the effect of the Amalgam much better).

On the other hand, Core of the Blood God have almost pure HP, protection and potion/utility effect, which seems perfect to get said effect instead.

Suggestion Author

@drowsy mantle

#
**Make Avenger Emblem Grant 15% (instead of 12%) Increased Damage Just Like Class Emblem**

Currently Avenger Emblem is just a nerfed down version of Class Emblem for almost no reason other than vanilla did it; which the downside make everyone just skip the item and only use it in late game item crafting into stronger accessories like Mechanical Glove/Fire Gauntlet and Destroyer Emblem.

On the other hand, it is after all 3 mechanical bosses are down, which is a massive progression in Calamity; and all it does apart from Class Emblem is really that it benefit multiclass more (which summoner multiclass is already nerfed by 50%); reduce RNG of having to farm WoF for class specific emblem; or to stack emblems which have an inherent cost of sacrificing utility. However there are many class accessories that already does similar like Celestial Emblem, Deadshot Brooch, Celestial Shell... which all offers much higher utility in other way.

The nerf just seems unjust for an item to be weaker than many items earlier in its progression.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Making the mod compatible with the "Wikithis" mod would be very useful**

It could save you time to go to the wiki and search
and it takes longer when the person doesn't have a good pc and it takes a while to open the browser and with a weaker internet it also takes time,

From what I've seen, it has compatibility with Wiki.gg so I wouldn't have much of a headache with compatibility of different wikis
and Wikithis already teaches how to make it compatible with the mod in the mod description

Mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=2832487441

Suggestion Author

@charred pumice

arctic boughBOT
#
**Changing Cryogen's projectiles to be less headache-inducing**

The snow biome has a very light colour palette for its background. Trying to see these tiny little white and blue flashing projectiles is giving me a migraine and I'd bet I'm not the only one.

Suggestion Author

@south mantle

arctic boughBOT
#
**Make Malice mod Providence fair in Coop**

In Malice mod Providence is always summoned in her nighttime form, and this lets her use her Holy Ray attack in any biome or any time of the day. In a solo playthrough this change might be fair, making the fight harder, but in Coop it is nearly impossible to dodge this attack for at least one player, because it locks on one of the players, direct hitting others or leaving them literally no time to evade the attack. In Malice mod this attack deals enough damage to one-shot fully healed character with Pre-Providence gear. This means that this fight is EXTREMELY hard due boss having multiple players HP scaling and close to impossible to beat without deaths

Suggestion Author

@hushed jungle

arctic boughBOT
#
**Add tile smoothing to the Sunken Sea**

Every other biome has smoothened tiles except for the sunken sea, it kinda just makes it look a bit worst and more out of place compared to the rest of the biomes.

Suggestion Author

@silk shuttle

arctic boughBOT
#
**Make it so ???, Hive Cyst, and Perforator Cyst can't be killed by Falling Stars to prevent unintentional Boss Fights.**

For some reason these stationary boss spawning entities can be hit by Falling Stars, which are fully capable of killing them in a single hit, and can cause a boss fight to start while the player is completely unprepared and is completely unavoidable.

Furthermore, Anahita is a Hardmode boss, which makes her near impossible to even survive a single hit from without late pre-Hardmode gear or even early to mid-Hardmode gear. This is quite a common occurrence with the increased falling star spawn rates in 1.4, and can make building a chore if you’re constantly worrying about getting one-shot if the game just gives you the worst RNG. This is without even mentioning how much this completely uproot hardcore runs. A simple immunity to Falling Stars could easily fix this issue.

Suggestion Author

@olive shale

#
**Remove the ability for Cnidrons and Trashers to phase through blocks**

This “mechanic” is incredibly unintuitive, obnoxious, and unnecessary. If you try to go anywhere lower than surface level in the Sulfurous Sea you get these 100 damage 400 HP defense-damaging tanks falling through the ceiling and bashing you within an inch of your life if you don’t have enough DPS.

Trashers are already obnoxious enough on the surface, but now you have to worry about them falling on you out of nowhere, and if you’re in a cramped space, you’re as good as dead. I’m not even sure what issue this is trying to fix? Is it to prevent players from just towering up to avoid them or something? You can still do that with platforms! All it really causes is for the player to get punished by an enemy they couldn’t see phasing through half a screen of solid blocks because they can just… do that, I guess?

This is just as true for Cnidrons except to an even worse degree due to their semi-miniboss status, their water blast machine gun, and having nearly 600 HP. It used to be understandable because Cnidrons used to spawn in the Underground Desert, it was cramped, and because they have a massive hitbox, made it easy for them to get stuck and get cheesed despite supposing to be a difficulty enemy, but it doesn’t make much sense anymore as they’re surface only spawns now, and it made no sense to ever give it to Trashers at literally any point. They spawn in a giant open sea and move incredibly fast already. It also makes them phase through blocks quickly which only compounds the issue.

Suggestion Author

@olive shale

arctic boughBOT
#
**add a recipe for katana**

it kinda sucks that one of the main ingredients to craft omniblade quite literally just requires sitting back and waiting, especially when the others require you to mine several ores and travel to multiple different biomes to accrue different specific items, it just feels out of place

Suggestion Author

@analog willow

#
Make Shark Fins generally more accessible OR less required in early Hardmode

It's pretty bad (compared to other similar uncommon materials like Trapper Bulbs or Turtle Shells) in the current state. Sharks are already uncommon enemies in vanilla, Calamity takes away one of their natural spawning points by default, then there are other smaller ocean enemies and ??? spawning randomly that further increases the frustration of this grind, and players are required to get at least 5 of these to craft the Aqua Scourge boss item, more if they want Megashark and other crafts. I know that Fins also drop from Sand Sharks during Sandstorms, but should this really be the go to place for Fins? It feels a bit off.

I don't think Zerg potions/Candle combo should be required in order to make the grind for a single boss summon item take less than an hour in the ocean, so I suggest either increase Shark spawn rates in hardmode ocean, make Sharks spawn in Sulfurous Sea (Sulfur Shark?), make Sand Sharks common enemies in hardmode desert instead of Sandstorm only, or make Shark Fins drop from some other Sulfurous Sea or Acid Rain enemy, OR make the Aqua Scourge summon item require less Fins. There might be other solutions for this, of course.

Suggestion Author

@deep holly

arctic boughBOT
#
**make cryo stone not kill the lunatic cultist clones in the phase where he tries to trick you**

its just plain annoying

Suggestion Author

@analog willow

#
**Make Void of Extinction's Apply Hellfire Debuff Effect Work on All Classes (Instead of Melee Only)**

One of Void of Extinction's effect is to apply hellfire debuff on melee attack, but Fire Gauntlet which is a melee exclusive accessory that is available at the same point of progression (post-Golem) already exist and also apply hellfire on melee attack.

Thus this restriction on Void of Extinction do not really seem like necessary, simply let other classes be able to apply the debuff if they are willing to invest an accessory slot for it.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Make For The worthy DoG eat the earth destroying everything in its path

cause why not?

Edit:
For the worthy already has a terrarain breaking boss Skeletron Prime and For the worthy is meant to be a non balance caring easter egg seed making a lot of bossess\ ridiculous with special gimmicks just increasing and decreasing size of bosses didn't feel "for the worthy enough" so I thought DoG already has a hardcore easter egg how about making another one especially for "for the worthy" seed

Suggestion Author

@graceful nacelle

arctic boughBOT
#
**Change or remove dryad dialogue**

Due to recent changes, Jungle Dragon, Yharon
no longer amplifies solar eclipse

Suggestion Author

@pallid crane

arctic boughBOT
#
Add a toggle to Shadow Potion Invisibility

Iirc the calamity mod config has a option to turn off stealth invis, and this is great, but having something that is more or less necessary in higher difficulties make you invisible is just not great, it makes it so easy to lose track of the player character, and it makes allies invisible on the minimap too. That also has the unintended side effect of making teleporting to allies absolute hell, and with the way terraria draws sprites on the minimap, someone invisible can cover up the dropped treasure bag indicator

Tldr: Shadow potions are necessary and annoying, add a toggle to bypass it's invis

Suggestion Author

@coarse fiber

arctic boughBOT
#
**Buff Ninja and Pumpkin armor**

With the pre-Hardmode ore armor reworks, the new stats on just individual pieces of said armor sets can overshadow the entire set bonus of both Ninja and Pumpkin. Gold and Platinum Greaves alone give 12% movement speed, which, with at least 2 Quick modifiers, already matches the Ninja armor’s entire set bonus, and the 9% crit (3% from each piece) is pitiful when considering it’s basically equivalent to 2 Lucky modifiers (8%), and Platinum Chainmail gives 6% crit alone. This isn’t even factoring in all of the other bonuses the Helmet and set bonus give on top of that.

Furthermore Pumpkin gives 10% damage. That’s it. You can get the same damage (per class) by crafting solely their Wulfrum headpiece. The fact that Pumpkin is all-class does not make up for this at all, considering Wulfrum is considered a joke in the community at the moment, and is constantly getting badgered for reworks, which speaks volumes to how underwhelming this armor set is when this is its only effect.

As a reminder, both these sets (unless it’s the Halloween event) are supposed to be post-Boss. These are supposed to compete with VICTIDE and they’re barely better than Cactus, let alone Copper or Tin. Let me reiterate; Copper or Tin. The starting tool tier. I completely understand if the devs simply say they don’t care, but I think reworking these sets to at least be viable competition like what was done with Gladiator and arguably even Snow armor would be worth consideration.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make the Ball and Chain a used item that toggles a state instead of favourited**

The Ball and Chain is an accessory that can be used to toggle double tap dashing items such as the Shield of Cthulhu, Master Ninja Gear and the Asgard shield line. Since Terraria does not possess a way to dash other than double-tapping, this can be very useful for situations where precise left and right movements are desired, such as building platforms or during sections of bossfights, most notably Supreme Calamitas' bullet hells.

Currently the item is implemented such that you must favourite/unfavourite to toggle dashes; however, there are many scenarios where needing to rapidly switch between enabling and disabling your dashes can mean the difference between life and death. It can be quite frustrating to have to open your inventory just to toggle an item, and dying as a result because of your inventory impairing your vision or your cursor being too far away from the desired Rod/Normality Relocator teleport location. I also believe that this is fair to the spirit of the mod, as this would be something players would be able to do in Terraria anyway, if not for the overly restrictive nature of the way the controls are programmed.

To remedy this problem, the Ball and Chain would instead serve as a quickly usable item in some form; examples could include granting a buff similar to Pet Summons, toggling a player state such as the Hermit pet or the Revengeance/Death/Malice items, or having it be an inventory item or equipable vanity accessory with a keybind not unlike the Normality Relocator. Any of these methods would surely make it more fluid to utilize in the middle of heated moments.

Suggestion Author

@elfin relic

arctic boughBOT
#
**Add more Mage accessories in the lategame**

As it stands right now, mage only get 3 accessories after Calamitas clone (Chaos stone, Sigil of Calamitas and Ethereal Talisman) with only one of those being in post-hardmode. That is a lot less than Melee, Summoning and Rogue class, and still less than Rangers (though rangers also somewhat have the same issue). What it means is that building a loadout for mages get pretty boring, since you just put your sigil/talisman and call it a day. You don't have the option to use different accessories for different playstyles or different fights. Also, between Vanilla and Calamity there are no accessories that boosts a "no mana potion" playstyle, so that's another thing that might be cool to add.
Basically, mage accessories progression is all out of whack and would gain a lot by adding a few accessories here and there

Suggestion Author

@gentle chasm

arctic boughBOT
#
**Adjust the Dark Spark in some manner to make it more satisfying to get/stand-out**

(I am the donor the Dark Spark was made for, for the sake of clarity)

The Dark Spark has become a bit of a relic in Calamity Mod due to balance changes, mechanical adjustments, and et cetera. While it's still a very visually appealing weapon, it being how it is currently holds it back, and I'm of the belief that it needs something of a facelift. Dark Spark as is, while it's definitely an interesting item that plays with the idea of being a reverse last prism, inherently has a number of mechanical issues as a result;

-It's extremely slow to get to the point where it's a technicolor light show, hampering the enjoyment of using it (17 seconds total for it to go from black to rainbow, as opposed to the Last Prism's 3.4 seconds going from diverged beams to single laser)

-Once it gets to that point, it drains mana extremely fast, requiring some form of mana flower to maintain - which inherently nerfs its damage due to mana sickness as well as being extremely resource hungry (common of all prism weapons but it taking 17 seconds makes this especially egregious)

-The only boss it could reasonably be brought to is DoG, due to lying after every other boss in the tier and DoG itself being a progression wall that has an explosion of new items beyond it that rapidly cause it to be outscaled and having an extremely small window of use

-Due to piercing damage being halved, as well as having a specific 85% damage nerf against DoG and DoG now reducing all non-head damage a great deal, it's no longer as good of an option as it used to be for DoG, arguably being outclassed by the much cheaper Phantasmal Fury, which can be made after killing Poltergast a single time as opposed to Dark Spark's minimum 2 on Expert

-Compared to the excellent sound design of Yharon's Crystal, the swooshy lightsaber noises the Dark Spark inherited from its predecessor could definitely be improved upon

All these things combined it's a very pretty toy that disappoints people when they finally do manage to pick it up, and while mechanically it still can do what it used to do, it feels a lot less cool now that Calamity's matured in both mechanics and aesthetic. The item is almost four years old now, and I think it's in need of a meaningful change.

Suggestion Author

@restive ore

arctic boughBOT
#
**Make Draedon Lab's Defense System Less Trivialized By Blocks (and More Interesting)**

Obstacles: defense system of the operating base of one of the most advanced alien race/entity in the lore, excavating the resources of the world and building an empire on it; while abandoned still helds significant treasure

Solution: 3 dirt blocks in front of the turret

The current turrets/defense system in Draedon Lab's, both biome and abandoned ones are weak at best and trivial at worst; easily bypassed by even a character with no gear by simply having some blocks in the inventory. This kind of break the immersion considering the lore impact of Draedon as a character and we later face Draedon's creation in the form of Exo Mechs (one of the two current 'final boss' of the mod).

These turrets (or lab defense system) should be made more impactful/less easily trivialized. While the approach depend on the devs, one of my own example idea is to have the turret fires attack much less often and cooldown based but have block piercing and higher damage, utilizing attacks such as Titanium Railgun will give the futuristic feel it needs.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Lower/remove the "woosh" noise from the chlorophyte armour set bonus**

Having to listen to "Whoosh" every 3 seconds can get annoying very fast, a simple change making it much quieter/removed entirely would be greatly appreciated

Suggestion Author

@viscid meteor

arctic boughBOT
#
**Rework boss aggro/targeting in multiplayer**

Late game Calamity bosses are very fast paced and have many high velocity projectiles, leading to a lot of cases where a distant player will suddenly be targeted and recieve damage when they had no time to react or no room to dodge. My suggestions for fixes, should they be possible, are:

Bosses will switch targets only in between distinct attacks (Some already do this, it seems, but some bosses like Eye of Cthulhu will randomly switch in the middle of rapid dashes)
Boss projectiles target one player at a time rather than both (Storm weaver seemingly targets both me and my friend with lasers, and we occasionally get hit by lasers intended for the other player while dodging our own.
Bosses switch targets after x attacks, and then roll a dice to see who they will target next. Higher/lower aggro changes the chance of being selected as the next target.

I don't know if these are the best way to go, but they are specific ideas that could be considered, because the inconsistency of boss aggro is a very frustrating artificial increase in multiplayer difficulty.

Suggestion Author

@arctic leaf

#
**INCREASE TROPHY DROPRATE OF SUPREME CALAMITAS, SUPREME CATACLYSM, SUPREME CATASTROPHE**

Building a trophy room is one of the best things to do with calamity, it shows hard work and challenges you have done, especially with relics.

Exo mechs have a 100% droprate for their respective trophies, depending on who you killed last. Requiring you to beat them at least 3 times.

With shadowspec weapons this becomes easier due to the high damage output. So beating them two more times is not that hard.

This is a completely different thing for Supreme Calamitas, Supreme Cataclysm and Supreme Catastrophe.

Due to Supreme Calamitas bullet hells, in which she becomes untargettable. the fight becomes 90% bullet hell. Farming 3 trophies each with 10% droprate is no fun when you constantly have to dodge. Even more so on Death mode.

I suggest making their trophies droprate 50% instead. This way its similar to Exo Mechs where you have to beat them more than once.

Suggestion Author

@gusty cobalt

arctic boughBOT
#
**Remove Invisibility potion's rogue bonuses and make a new potion that has them, minus the invisibility and going away on hit that invisibility potion currently has**

Several players have complained time and time again how they dislike not being able to use invisibility (and shadow) potions due to the invisibility, although good situational awareness is useful for knowing where you are even while invisible, most players cannot. This is worrying due to invisibility being pre-boss and most players still not having the skills needed to effectively use the potion. However one issue that does affect every player is that invisibility potion's buff goes away if you're hit, which is annoying as fuck, and causes potion supplies to quickly run out making invisibility potions very bad cost-effective wise unless you're nohitting and we do not want to force people to nohit to best use invisibility. I assume it would be a hassle to IL edit that out so making a new potion available early in the game to replace invisibility potion.
Shadow potion with this would also no longer make you invisible (which again players complain about over and over) and could turn you into a shadow instead.

Suggestion Author

@tacit arch

#
**Remove invisibility/shadow potion's weapon specific stat bonuses and make them just grant stealth regeneration and the other bonuses**

These bonuses are a completely inconsistent mess that likely cause way so much balance issues and make the potions way too valuable due to how every weapon gets a boost to one stat being the following:

Holding a rogue boomerang boosts rogue damage by 10%.
Holding a javelin boosts armor penetration by 5.
Holding a rogue bomb increases rogue velocity by 10%.
Holding a spiky ball increases rogue critical strike chance by 10%.
Holding a dagger increases rogue stealth regeneration by 8% even while moving
As you can see some of these boosts are fine, some are situational, one is concerning for balance and one is completely redundant once you get Dark God's sheath.
Having Invisibility and Shadow potion just add a flat 10% (or another value) stealth regeneration would be far more fitting (being invisible/concealed makes you stealthy, not stronger) and generalized for all classes and maybe less of must picks, allowing rogue weapons to be stronger without any buffs and more useful outside of boss fights while keeping them in the same vein and possibly having an easier time balancing them against them.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Make Astrum Deus spawn from the Sky when using Beacon**

Currently, the boss just spawns all slinked up where the astral flare explodes, which is an incredibly odd looking way to spawn in a boss. Instead, I think it would benefit the boss more to instead spawn offscreen from the sky and unravel faster with increased speed. This would not only look better, but make more sense in an "in-universe" aspect (you're using a beacon to call him down from the stars.)

Suggestion Author

@solemn kiln

arctic boughBOT
#
**Give the Abyss Minibosses Relics**

Every other Miniboss in the mod has a relic, so it feels weird and out of place that the Abyss Minibosses don't.

Suggestion Author

@slim zenith

arctic boughBOT
#
**Make a function to toggle a preview of where the boss arena limits will be**

For example, yharon and supreme calamitas make their own arena, with yharon having tornadoes and scal having unbreakable brimstone blocks. And it becomes annoying to have to spawn the boss and place blocks to mark the arena limits and then die because of the boss, so add a function to toggle a preview of where the arena limits will be.

Suggestion Author

@junior vessel

arctic boughBOT
#
**Add Fragments to the Astral Crate post-Astrum Deus**

The Astral Crate already drops Meld Blobs and this would provide a way to farm fragments without having to kill the pillars again.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Give mage more variety**

right now after just completing a mage play through, I find mage to be a class that takes almost no brain power to play, which i think sucks. Thats not to say the weapons aren't boring, they're super cool and they're very original, my problem is that there is no different playstyles, like in rogue for example, you can be stealth based or spam. In mage, there are no variations on playstyle. you just slap on a mana flower (which is obtainable pre-boss) and by a ton of mana potion for like 30 gold which is nothing, and you can spam any weapon indefinitely (yes i know mana sickness exists but still).

When I think of mage it makes me think of crafty genius wizards, not spamming goblins. I feel like mage should have more strategy and choices built in, like ranger getting to pick different arrows/bullets depending on the situation. Also right now accessories for mage are horrible, calamity literally adds one, ethereal talisman, and its just a post moon lord mana flower. 1.4 did add some new mage accessories, but guess what, they're all mana flowers too.

Basically I'm saying mage could use some more spice and at least add some interesting new accessories that are NOT mana flowers.

Suggestion Author

@uneven ledge

arctic boughBOT
#
*Add a "Guaranteed" Bee hive spawn to the Jungle Bio-Center Lab*

I saw this natural generation on my first playthough after the draedon update and thought it was a cool design, then looked up the wiki for info and noticed it wasn't intended for a bee hive to spawn like that, only a door leading to nowhere.
So, this idea would be to add both a "lore" connection due to Draedon's tampering on the Bees and also to give a little extra value to the Jungle Bio-center lab outside of the Draedon "questline" like how the Ice lab has the "Ice theme" guaranteed item or the space lab has the herb bags and planter boxes.

Suggestion Author

@scenic sigil

arctic boughBOT
#
**Add recipe for frostburn arrows out of flaming arrows and ice**

Not so necessary but still useful when you have crafted too many flaming arrows at the start of playthrough and then suddenly enter snow biome.

Suggestion Author

@abstract scroll

arctic boughBOT
#
**Make a big chamber in the dungeon to avoid the time consuming task of making an arena for polterghast**

Clearing up the dungeon and placing unsafe walls everywhere takes an extremely long time

Suggestion Author

@fierce glacier

arctic boughBOT
#
**Add vanilla rebalance toggles in menu config**

These changes have been around for a while, but they are kind-of annoying for new players. It's not currently possible for us to make forks of the mod which lack these changes, so we should be able to toggle them in the main version.
Obviously because of technical restrictions this can't be messed with during gameplay, and should only be accessed via main menu config editing.

Suggestion Author

@mortal pond

arctic boughBOT
#
**add visual effect for adamantite’s set bonus**

currently, the adamantite set bonus gives defense for damage done to enemies. it would be nice if there was a visual effect for this, like a shield getting more opaque the more defense gained.

Suggestion Author

@fathom bronze

arctic boughBOT
#
**Give an option for the player to either spare or kill Scal at the end of her fight**

I think the player should be able to play choose the fate of Scal. sparing her obviously does the same thing as what happens right now but deciding to kill her means she doesnt spawn as an NPC but perhaps drops more ashes of annihilation. Obv you can just re-fight again to get access to the NPC if you decided to kill her the first time. It could be done similarly to how you spawn the first of the exo mechs.

My reasoning for this is lore implications. The yharon fight can make the player question why they are randomly killing bosses and since Scal is after yharon it would make sense for the player to come to a realization and save instead of kill.

Suggestion Author

@heavy pawn

arctic boughBOT
#
**Change Flowers of Mortality's Holy Flame to Plague**

I recently unlocked the ability to make the Flowers of Mortality, and I noticed something about the item. It does less DoT than it's predecessors. Holy Flames does 25 per second, Brimstone Flames does 20 per second, and Frost Burn (unless it was changed and I missed it) does 8 per second. These combined do less than Plague, which is 50 per second, and reduces defense by a small amount. I do acknowledge that the flowers themselves do significantly more damage than the Wither Blossoms.

But, it's not just a change to make the weapon a bit stronger. It's also a bit of a thematic change, as well. The Flowers of Mortality are made from the Wither Blossoms Staff and the Viral Sprout, two poison based, DoT leaning weapons. I can understand that it's following the rest of the Elemental weapons in using the same three debuffs, but it's not (at least in my eyes) an Elemental weapon. Just like not every weapon that uses the Galactica Singularities is an Elemental weapon.

Plus, if you are using Statis' Blessing, or further down that accessory route, you already apply Holy Flames with every minion. In my opinion it wouldn't add too much additional damage, maybe a couple thousand to one of the longer boss fights over the duration of the whole thing.

Edit: Alternatively; lessen the damage of the weapon itself a tad and make it apply the full Elemental Mix.

Suggestion Author

@little peak

arctic boughBOT
#
**Make Yharon SubPhases (Especially Phase 2) Have More Balance HP Value/Spaced Out**

What I mean by this is that Yharon should have more equalized HP for its subphases, the following are how Yharon currently phases:

Revengeance: 100%, 90%, 75%, 55% = enter Phase 2; 44%, 27.5%, 11%
Death: (immediately enter subphase 2), 100%, 80%, 55% = enter Phase 2; (immediately enter subphase 5), 35.8%, 16.5%

As you can see especially for Revengeance Mode, Yharon Phase 1 subphases last very long while for Phase 2 it is constant Phase transition.

This causes the issue that Yharon is constantly having phase transition which during the transition is very much vulnerable to attack, which causes Yharon to transition to the next phase even faster, and for Death Mode it is worsen by the fact that Yharon have an unnecessary transition at the start of Phase 1 and Phase 2. On a high damage setup, this can even result in Yharon being "stunlocked" from the repeated phase transition.

Yharon's subphases should be spread more evenly, especially the HP distribution between Phase 1 and 2, considering Phase 2 have much more subphases. For Death Mode maybe even remove the unnecessary Phase transition for the subphases that are skipped.

Suggestion Author

@drowsy mantle

#
**Reduce the Buff that the Enchanted Sword receives or make it "use locked" until after EoC is defeated.**

It's just really really strong, too strong for a pre-boss item in my opinion.

Suggestion Author

@slate cedar

arctic boughBOT
#
**Make an Alternate Crafting Recipe for The Zenith That Uses The Upgrades to the Swords In Its Current Recipe**

Currently, the Zenith is even more annoying to craft than in vanilla as the swords in its recipe have upgrades and the swords have most likely been converted into those by the time you are Post-Yharon. This means that you must go back and reobtain all of these swords as now you only have the upgraded version. I suggest adding an alternate crafting recipe that changes the swords that have upgrades to the upgraded sword so you don't have to reobtain the items as well as other recipe changes. Here are the suggested changes:

Terra Blade - > Terratomere
Star Wrath -> Galactus Blade
Horseman's Blade -> The Last Mourning
Remove Starfury and Enchanted sword from the Recipe as they are used in another post Yharon Weapon, the Ark of The Cosmos. This would also be balanced as you have obtained the other harder to get weapons.

These changes would work to effectively streamline the crafting process for the Zenith so you don't have to re-farm and re-craft the ingredients. To account for these changes, I suggest adding an alternate recipe for the Exoblade that uses the Zenith instead of the Terratomere so you don't have to reobtain the Terratomere.

Note: The animation can probably be left unchanged as I'm sure most people would not care too much.

Suggestion Author

@burnt schooner

#
**Give Storm Weaver more clear telegraphs for charging**

I don't want to just make an entire suggestion asking for the boss to be entirely reworked, but I think changing storm weaver's telegraph for when it charges would very much make the fight not feel as unfair as it is right now. A lot of the time, the player wont be able to see storm weaver changing color when the boss is off screen. Even then, where the lightning comes from also isn't telegraphed at all, making what would be a simple and effective attack into something of great frustration to the player. Simply adding telegraph lines for where Storm Weaver and the Lightning it summons will go would go a long way to make the fight feel more fair in the grand scheme of things.

Suggestion Author

@solemn kiln

arctic boughBOT
#
**Replace the evil island with a subworld**

The evil island is a kind of weird way to solve the issue of not being able to access the other world evil. It's very out of the way despite being something that has its use in the early game, it's very small and spawns more harpies than anything evil. You need to spread the evil yourself with what you gather there for it to work well. The best use of the evil island is to get the chest with the evil dungeon item.
I think a more elegant solution would be to make a subworld with the other world evil. That way you get the real experience of the other evil without needing to have it in your world. You can get the shadow orbs/crimson hearts, the enemies, the bosses more easily without needing to put anything in your main world.
Also, and that's a lot more subjective so it's just a footnote, but I think it's way cooler to access the other world evil by taking a portal or whatever to an alternate dimension than by flying around the world like an idiot to find a small island inexplicably inhabited by another world evil. Makes more sense.

Suggestion Author

@gentle chasm

arctic boughBOT
#
**Make the Calamitas/Supreme Calamitas bullet hell bullets more visible during boss rush.**

In boss rush there is a visibility issue where the bullets specifically in the bullet hell phases of the Calamitas bosses are quite hard to see due to them becoming paler and more similar to the background colours. Turning off the background in Terraria settings does not help. It is not enjoyable to have a boss be more difficult due to it simply being hard to see what is going on. I have not noticed this issue with other bosses for the time being, but it still may exist.

Suggestion Author

@broken shadow

#
**Remove nightwither debuff from moonlord**

moonlord is super projectile spammy, therefor bieng punished for taking damage with more damage overtime is a little clunky, not to mention that it makes it hard to use life regen while moonlords tongue thing also stops you from using lifesteal, basically making it difficult if not impossible to use smaller healing sources for a majority of the fight, overall it just doesnt mesh well with moonlord and makes the fight much much harder than it has to be

Suggestion Author

@analog willow

arctic boughBOT
#
**Make trophies 100% drop rate in Master Mode.**

It is incredibly annoying having to deal with having a relic easily but not a trophy, for people who love to build trophy/relic homes this can lead to a lot of frustration as sometimes trophies just don't want to drop until 20+ kills.
We get shiny pretty relics on first kill, why can't we get trophies?

Suggestion: Make either 1st/5th/10th kill a guaranteed trophy drop.

Suggestion Author

@terse cape

arctic boughBOT
#
**Make Delicious Meat give "Exquisitely Stuffed"**

It's a Hardmode food that you can obtain after defeating Cryogen, by buying it off Permafrost. It should be able to give a stronger food buff than most other food.

Suggestion Author

@bitter mirage

#
**Increase Providence despawn range**

I've been trying to beat Providence with my friends, but she keeps despawning instantly unless someone is very close (like less than 200 blocks). It makes it really annoying to play it because as soon as the person that Providence is targeting dies, she despawns even when my friends are less than 300 blocks away.

Suggestion Author

@sly spear

arctic boughBOT
#
**Improve the Background Aurora in the Cryogen fight**

While initially pretty, it’s very very distracting since it moves a ton, generally making it more of a nuisance than a thematic element. Making it only move a little bit during the fight regardless of cryogen’s health would help tremendously. Also, changing the look to something more accurate to real life would not only help make it less distracting, but make it look prettier as well (like something along the lines of how the Spirit Mod does it/using primtrails instead of a multiple flat textures?)

Suggestion Author

@solemn kiln

arctic boughBOT
#
**Make Storm Weaver Not Close in (Except During Charging) If Player Is Inside Phase 2 Tornado**

The new Storm Weaver rework (especially Phase 2) feels nice to play, though the snow/wind blast attacks can generally use longer telegraph, one particular attack that I feel can use tweaking is the tornado.

Tornados conceptually basically is meant to change the flow of the fight by completely blocking off horizontal movement that the player is accustomed to for the first half of Phase 2, and must rely on vertical movement only to dodge Storm Weaver's charge. However, as of currently Storm Weaver just close in (non-charging) very quickly towards the player, which just results in the player having no place to move or Storm Weaver charging from a vertical position which puts the player in an undodgeable position. This fully incentivize the player to just slime mount fall/fly out of the tornado, making the attack very uninteresting.

Making Storm Weaver not do this and instead, only close in by charging will make the attack feels much better to fight it.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Death Mode Blood Moon Modifier Buff Enemies Instead of Blood Moon Spawnrate**

Blood Moon fishing is a new mechanic added in vanilla 1.4 Journey's End, and with the addition of Blood Moon fishing enemies/miniboss, they can become a new main source of Blood Orb.

However, currently they are completely overshadowed by the Death Mode massively increase spawn rate in 2 ways:

  1. Blood Moon enemies constantly spawning completely disincentivize Blood Moon fishing as you have to constantly fight;
  2. Blood Moon enemies just drop more blood orb due to their massive spawn rates.

On the other hand, there are also problem with such significant spawn rate boost early on being unbeatable, and results in chain-death if the player is in an undefendable position.

Death Mode modifier is specifically causing this problem so make it buff blood moon enemies in stats (maybe blood orb drop rate too) instead of just super boost spawn rate will make it much more reasonable early game and making Blood Moon fishing more viable.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Something to deal with the multiple evil biome patches**

This is by far one of the most annoying things about terraria when you actually think about it. There is only one patch of the Hallow and it's due to hardmode. There should be something that allows you to change how many patches of evil biome there are in a world on world spawn.

This is further backed up by calamity making boss summon unconsumable and crimson heart/shadow orb loot being renewable from crates that make there be much less reason to have many corruption/crimson patches in the world spawn, which would only end up corrupting snow/jungle more often. This is made even worse given that hardmode makes ANOTHER world evil patch spawn.

In a new medium or god forbid large world, theres no feasible way(without other mods/journey mode) you can stop corruption/crimson before biomes start getting infected unless you divulge hours of time early purely to making quarantine zones, which is extremely tedious and unfun to do.

also unless they're tightly knit together it just looks awful esthetically.

Suggestion Author

@atomic patio

arctic boughBOT
#
**Put some lore in boss summons, trophies and relics**

So I know lore is not exactly a priority, given that it's gonna be reworked and all that. So that's more a suggestion for the future when more lore will be added in-game.
Bosses lore came from... well, lore items. Which are just floating scribbles with two sentences from Yharim. That drops after you kill a boss. Now there is also the bestiary, giving a few blurbs more about the entity we fought.
There are still two obvious items that could support some lore that are already "vanilla" : the trophies and the relics. They could even replace the lore items, the Yharim TED talk could be moved to the Relics for example. That would lock it behind revengeance/master mode though, so it's not clear cut. Another idea would be putting it on trophies. Eventually, the trophies could be a guaranteed drop on first kill. Thus they would just be current lore items but that could be put on a wall. And even if the Yharim TED talk doesn't get moved to there, the trophies and the relics are prime targets to put some more lore about the bosses. After all they're trophies, they're meant to reminisce and celebrate the fight, why not talk about it at the same time ?
Perhaps more useful, it would be interesting to put lore about the bosses on their spawner. Most bosses are fought with spawners, so that would give lore about most of the bosses. This is important because spawners are of course used before the fight, so it gives you an idea of what you're fighting and eventually why rather than just knowing about it afterwards.
So there are 3 more "obvious" places to put lore. Not sure exactly if there is that much to say about Crabulon, but I'm sure there is plenty subject for important bosses like Moon Lord or SCal.

Suggestion Author

@gentle chasm

arctic boughBOT
#
**Make the laboratory furniture functional for NPC housing.**

I love the design of the furniture set, but I can't really use it to make a house for any NPC as-is, because as far as I can tell the set doesn't have anything that counts as a table or a chair.

I would say the crates (Reinforced Crate, Laboratory Containment Box, Aged Reinforced Crate, and Aged Laboratory Containment Box) should count as chairs, since they're the closest thing the set has to something that could realistically be sat on comfortably. The terminals (Laboratory Terminal, Aged Laboratory Terminal, and Exo Terminal) should count as tables, since they look somewhat like a workstation, and most work stations function as tables in vanilla. Several of the objects could count as light sources, since they glow, but the screens and displays would make the most sense.

Those exact furniture items working exactly like that isn't necessary, just what I think makes the most sense- I just want a table/chair/light source of some kind from this furniture set. Adding new items to fit those roles would also work, but obviously that requires more work than just adding a flag to items that already exist.

Note: There is an exo furniture set of regular furniture that somewhat fits the exo laboratory furniture, but obviously that's post-exo mechs, which would mean you can't make an NPC house with it until you're practically done with the game. Also, personal taste, but I think that set doesn't work so much for a factory building as much as a high tech lounge aesthetic.

Suggestion Author

@leaden sand

arctic boughBOT
#
make feather crown (and upgrades) wearable as a vanity helmet?

could work like occult skull crown, and i think it'd look nice if it replaced armor helmets instead of needing a familiar wig.

Suggestion Author

@ivory badger

arctic boughBOT
#
**Add toggle in options for innate 50% movespeed boost**
  • Simple to understand
  • Easy to add
  • Allows player to move at normal movespeed for any reason they would want or need to
  • It is one of the few changes that has an effect without deliberately deciding to interact with calamity content and most of that kind of thing has precedence as toggle-able
  • Adds compatibility/balancing options for various mod setups, like alternative movement altering mods (better movement, movement speed fixed, maybe terraria overhaul?, etc)
Suggestion Author

@meager solar

arctic boughBOT
#
**Make Rusty Medallion usable (or just give Ranger actual accessories)**

Rusty Medallion is currently at a massive contradiction with its own design. It currently release 3 Acid Droplets from the sky at a 20% chance. These droplets do 30% of the weapons base damage, capped at 30 total. Due to the frankly massive downscaling of the bonus projectiles this damage is pitiful, so it seems to be incentivizing a use alongside a high base damage weapon.

But with how pitiful the velocity is on these projectiles they never hit anything. So perhaps you'd switch to a faster weapon? Well now once the droplets actually hit enemies they do single digit damage. The best it can do is inflict Irradiated, which is actually a majority of the damage the projectiles tend to do. This, however, is also awful because Abyssal Amulet completely outclasses it in every aspect. Not only does it just inflict the debuff on hit of ANY WEAPON, but it deals about 10 times as much damage per second. With a duration of 2 to 6 seconds. And it’s obtained from the exact same location.

This is desperately asking for any kind of buff/rework. Perhaps it’d be better with an effect like Corroded Caustibow, or a large chance not to consume ammo, similarly to how mages have mana reduction on the Mana Flower line; maybe a projectile that scales damage with higher use times? A lot of players have an aversion to slower (both firing speed and projectile speed) weapons due to their high chance to miss, so indirectly buffing them with accessories could help increase their usage. The only other thing I could think of is earlier access to projectile velocity buffs. Obviously these would need to be weak due it mostly being an effect reserved for Elemental Quiver, but it’s a consideration.

tl;dr Rusty Medallion needs to have its projectile hitbox size increased, its ramp-up replaced with something more like Dynamo Stem Cell’s, its projectile velocity increased, and/or ALL of the above. Or just rework it entirely.

Suggestion Author

@olive shale

arctic boughBOT
#
Some more pumpler variants

It's a pretty unique weapon, being one of, if not the only weapon you charge up to do higher burst dmg. It would also make sense, with the pumpkin moon and post DoG pumpkin moon being 2 higher tiers.

Suggestion Author

@rough geode

arctic boughBOT
#
**Make High Damage, Slow Fire Rate Weapon (Generally) Benefit Slightly Better With Damage Increase**

Notably that ESPECIALLY those that have no piercing/aoe/additional projectile spawn or defense ignore mechanic. For example this will be weapon like musket and handheld tank.

There are many reasons for this, the file is a lengthy test to show how good ranger weapons of different characteristic scales with damage against DoG, but this is the tldr version:

  1. Due to math, high damage slow fire rate weapon scales very poorly the more damage increase modifier you have. This means the more damage focus your build is the worse these weapons scales for your build;
  2. These type of weapons are often very hard to hit (and costly to miss), which inherently make these weapons much harder to use and inconsistent;
  3. These weapon synergy way less with defense reduction like armor penetration, ichor debuff and so on. It is much harder to buff their damage and usefulness.

All of these results in why often the fast fire rate weapons are much preferred over the slow ones, and the buffs from this suggestion hopes to make them more viable.

To be specific this suggestions is not to say buff their base damage (as most of them perform better than fast weapon at low damage investment), but rather the fact that they scale very poorly with the more damage increase you have comparatively. The suggestion is so they benefit from damage increase slightly more than other weapons.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Boss summon item for Skeletron

There's a boss summon item for nearly every boss in the game, or at least an easy/reliable way to summon them repeatedly, except Skeletron.
Whilst he's not exactly a vital boss to farm, some of his loot has some low drop chances and could take on average ten attempts to get.
Spawning him those ten (or maybe more) times is just an unenjoyable chore, especially compared to just needing an item for all the bosses before him.
The way you fight him after the initial attempt relies on a rare accessory and NPC murder, and I reckon there'd be a lot of value in having a skull or something you can use like any other boss summon item to just call on skeletron to get those less common drops

There is the option to fiddle with configs to make the npc murder faster, but I don't think players should have to rely on buffing their NPCs with a config to be able to farm a boss

Suggestion Author

@whole glen

arctic boughBOT
#
Make a config for disabling the potions in shops...

I play multiplayer with a group of relatives and safe to say... they dont listen to the rules. When i say they cant buy the potions because we all think its cheating, they do it anyway. We should have the option to disable this feature!

Suggestion Author

@tawdry patrol

arctic boughBOT
#
**Make Calamity mod music configurable**

I and a lot of people complain about the Calamity music being too low compare to the vanilla one and that's sad because all the Calamity music are awesome but we can't enjoy it properly.

Suggestion Author

@celest horizon

arctic boughBOT
#
**Stop the new chlorophyte armor set bonus from hitting prismatic lacewings**

EDIT - CULTISTS TOO!

I just accidentally summoned empress of light while traveling through the hallow. Needless to say, I was not prepared and died very quickly. Giving lacewings some kind of immunity would stop this from happening again in the future.

Suggestion Author

@narrow condor

arctic boughBOT
#
***Make Sand shark tooth Necklace use stinger necklace on it's recipe, and inheret it's effects***

The Stinger Necklace is a post-queen bee Shark tooth necklace upgrade created from, you guessed it, a Shark tooth necklace and a honeycomb (hence why post-Queen bee), wich gives +5 armor penetration and releases bees when you're damaged, along with granting you the honey buff

The Sand shark tooth necklace is a Post-Plantera accesory wich grants +10 armor penetration and +6% damage crafted with a Shark tooth necklace, an Avenger emblem and a Grand scale, dropped from the Great sand shark

Since 1.4 added the stinger necklace, i tough of adding the Stinger necklace to the SST Necklace, by replacing the Shark tooth or adding it along in the recipe, and inhereting the honey and releasing bees effects (or only 1 so it's not too powerful for the great amount of effects)

Suggestion Author

@worn forge

arctic boughBOT
#
**Make the "Tainted" enchantment, actually viable**

It appears that the supposed "5x base damage" doesn't really do what it's supposed to, because the base damage doesn't seem to be representative of the often much higher DPS of the projectile on its own.

After some testing it seemed that every weapon tested performed worse with Tainted (Exxo Blade and Ataraxia for example) and all the DPS of the weapon comes from its projectile rather than its melee damage.

Increasing the damage boost from 5x to something much higher could fix the issue, or maybe transferring the damage its projectile would have onto the melee swings.
(for example, Ataraxia did 7k DPS with Tainted, but over 30k without it.)

(it's also worth noting, that the Elemental Excalibur Right-click function does not do noticeably more damage than it's regular attack, again due to the projectile. If Left clicking while close to the target, it simply does more DPS than right clicking.)

Suggestion Author

@amber dawn

arctic boughBOT
#
**Nerf the "Pumpler" ranged pre-hardmode weapon**

You can get this weapon before fighting any boss and it does around 1k-2k damage (with the right accessories pre-Crabulon) at a stage in the game where you do around 100-200 damage as ranger normally. Its by far not just the best shotgun for pre-hardmode but also pretty much the best weapon.

Suggestion Author

@distant urchin

arctic boughBOT
#
**Perforator/Hive summon items craftable without Perforator Mats.**

The cyst idea is cool, but while dying over and over to Perf or Hive while practicing their fights on harder difficulties, waiting for or finding a cyst is needless time wasted.

Suggestion Author

@viscid cedar

arctic boughBOT
#
Bladecrest Oathsword should fire its projectiles and swing in the direction the cursor is, not the direction your character is facing

basically you can't run away from something and attack it with this weapon

Suggestion Author

@sly wasp

arctic boughBOT
#
**Add more accessories/buffs/armor sets to benefit Sentries**

Sentries are a bit overlooked compared to normal minions, but in my opinion they can be a really cool playstyle that's different from normal summoner, since you have to keep moving them around during boss fights to make sure they can still hit the enemy and whatnot.

Unfortunately, Calamity doesn't really have anything to benefit sentries specifically- all of the armor sets and accessories add minion slots and mainly benefit minions. It would be nice to have some equivalent to the several accessories and buffs for minions that gives you extra sentries instead, or changing some of the armor sets to give an extra sentry slot or two.

Without getting too specific (since specific item suggestions are obviously a no-no) the easiest thing to add could be something that combines the accessories the drop from the Ogre, since those currently aren't part of any recipes, and are a bit underwhelming compared to other summoner accessories (they give 1 sentry slot compared to the 2 minion slots of an accessory you can get at a similar spot in progression)

Suggestion Author

@leaden sand

arctic boughBOT
#
**Make Devourer of Gods Cannot Contact Damage Player For Slightly Longer After Phase 1 Laser Net and (Before) Phase 2 Teleport**

(I cannot do better showcase since the file is required to be 8mb or below, first half is laser net second half is teleport)

What I mean by that is DoG shouldn't hurt the player by contact after Phase 1 laser net and before Phase 2 Teleport for slightly longer.

Phase 1 laser net is the big lasers where DoG turn invisible while does the attack; as of currently it go out of invisible way too fast.

Phase 2 teleport (especially REVENGEANCE MODE, where the teleport is slower) have slightly misplaced timing that causes it to be able to deal damage to the player before the teleport is finished.

Both of these can often cause unfair hit while dodging the lasers.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Death Mode Boss Relics**

Calamity adds a number of Relics that are obtainable from its modded bosses, which drop in both Master and Rev+. However, Death Mode is considered a higher difficulty than both, so I think a set of unique relics for this mode could be a good addition. They could be differentiated from normal relics by being Brimstone themed, similarly to the Death difficulty enabling item and maybe slightly bigger?

Furthermore, this would also allow Calamity to have Vanilla bosses drop Relics on its own difficulties, which normally isn’t possible due to programming limitations.

(Art made by me :) )

Suggestion Author

@dreamy belfry

arctic boughBOT
#
Elemental Summon Accessories should be visible in Vanity Slot

The waifus (elemental accessory summons) are really well designed, and their appearance can compliment a lot of vanities (including people who just want a lot of stuff around them)
I propose that, similar to the Howl's Heart, the elementals are still visible when worn in vanity slots.

To clarify, this refers to the-
Elemental in a Bottle, Rare Elemental in a Bottle, Pearl of Enthrallment, Eye of the Storm, Rose Stone, and of course the Heart of the Elements.

Looking at Calamity's Vanities, it seems to make the Heart of the Elements appear in vanity slots, which is nice, but no mention of the precursor accessories. I figured it was worth mentioning that mod adds that feature, though I think it would be beneficial to include it as part of Calamity by itself, including the five prerequisite accessories.

Suggestion Author

@whole glen

arctic boughBOT
#
**titanium/ adamantite armor should transition directly into frost or forbidden armor**

This makes sense in context considering the treatment given to chlorophyte armor being able to be upgraded to shroomite, spectre & turtle, so it would be a really good move should players want to use titanium/ adamantite then frost or forbidden rather go mining again for even more ore.

Suggestion Author

@flat basin

arctic boughBOT
#
**switch the left and right click abilities of the endgame crystal pickaxe**

I mean, i think the laser is useful and all but when im just trying to mine some ore its annoying to have to use right click when my brain is programmed that left click is the normal swing, so just keep the consistency, i dont really see why it was flipped in the first place

Suggestion Author

@frail trellis

arctic boughBOT
#
**Have the ability to right click a summon weapon to desummon it instead of retargetting**

A number of people (if not everyone who has played summoner) can agree that desummoning minions is annoying, having to right click a buff slot in your crazy amounts of buff to summon your shiny new summon or to get something else during a fight that is more designed for the phase you are in

And easy fix would be to just make right clicking the selected staff in your hotbar desummon it, since you already have to right click the buff slot to desummon it regardless, so it would make sense that aspect wouldn't change.

Also, with the addition of whips, the r-click mechanic to make a summon target an enemy is redundant now, since the target struck by a whip automatically makes summoned minions focus on it, so there really isn't much of a purpose for that anymore

Suggestion Author

@pallid spire

arctic boughBOT
#
**Introduce an Anti-"Cheese" Mechanism on Multiplayer for Calamitas and Supreme Calamitas, Specifically the Bullet Hell**

Currently Calamitas and SCal are very easy to "cheese" in multiplayer. This is due to how they focus on one player during their fight. This would normally not be an issue, however it becomes and issues when you get to their bullet hells.

With one player, the bullet hell covers them forcing them to dodge the attacks, however with more than one player, the boss entirely ignores everyone else besides the player that has agro. This allows the player with agro to fly away from the players without agro during the bullet hell phase, taking Calamitas/SCal with them. This means that for the entire duration of the bullet hell, only one player has to dodge. The thoughts of SCal having a box may come to mind, however there are plenty of ways to escape this box.

For Calamitas, I suggest making the bullet hell's vicinity much larger, something like 500 blocks in every direction so that it cannot be escaped. This would obviously require the acceleration of the projectiles to be decreased so you don't get hit by a super accelerated bullet from across the map. Another alternative would be something similar to the Providence burn aura but to a lesser degree so it is like a suggestion more than and order to the player.

For SCal, I suggest making her agro go to the player(s) that are in her arena and ignoring any player that is outside of it. If a player is outside of the arena, they get a debuff like the Providence burn aura but also an effect that makes them do only 1 damage per hit no matter the weapon.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make Terraspark Boots Grant Immunity To On-Fire Debuff (Just Like Its Ingredients Does)**

This seems more like an oversight, but Terraspark Boots which is crafted from Lava Waders do not inherit the On-Fire immunity that Lava Waders has, and later Angel Treads do have it.

While it can be argued that it is for balanced reason, since Terraspark Boots will make some boss debuff irrelevant (like WoF, Retinazer, Skeletron Prime), Obsidian Skin Potion, and Obsidian/Ankh Shield still grants On Fire Immunity anyway, so this is basically just an inconvenience more than balancing reasons. Considering Terraspark Boots have lengthy crafting recipe and relatively time consume to craft regardless of its ingredients are craftable, I think it is fine for it to have On-Fire Immunity.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
More boot upgrades during hardmore

I think it goes without saying that boots are practically necessary, with how much utility it combines.
From the moment you get hermes boots, you're constantly upgrading them, strapping on more and more utility and mobility until you get Terraspark mid to end pre-hardmode.
Then you enter hardmode, and after the three mechanical bosses you can make angel treads.
Then... nothing, until post moonlord, where you get seraph tracers.

I think the boots could really do with some more love in hardmode.
First and foremost, I think especially in higher difficulties where bosses may act as a brick wall of progression, having a few more steps throughout hardmode would go a long way to making the experience more enjoyable. Something like adding Spectre or Steampunk Wings to boots before seraph tracers. Allowing for the combination of wing + boot a little sooner, pre-moonlord.

That said, I think there are quite a few accessories that also have a place in the Boot Experience™️ but have been left in the dust. For example, Aero Stone, Gravistar Sabatons, Fairy Boots, maybe even Magiluminescence.
Accessories like these wouldn't feel out of place in the boots at all, nor do I think they would dominate the boots progression too much to make it feel like a "catch-all", and at the very least I think they're worth considering and thinking through.

To summarise, I think it would be nice if the boots had a few steps between Angel Treads -> Seraph Tracers, and I hope you agree <3

Suggestion Author

@whole glen

arctic boughBOT
#
**Fix Brain of Cthulhu’s Telefragging**

BoC has been a major source of ire for the Calamity community and most of the problems with it stem from its ability to teleport. BoC is unique as it is the only boss who’s ability to teleport is an active part of the fight. Bosses like Duke and Yharon use it as a means of repositioning for attacks, but a majority of BoC’s fight is trying to guess where it teleports. I can’t think of a single other fight in the game that is this RNG dependent.

BoC is also the only boss in the game with no telegraph for its teleport. Bosses like Skeletron and Devourer of Gods who teleport during attacks have blatant, glowing telegraphs, but BoC just phases in. Usually with active hitboxes before the player has time to react.

This has been accepted as part of the fight but makes no sense if one looks ahead in progression. Ceaseless Void is (was previously?) heavily inspired by BoC, yet not once does CV teleport. Furthermore, the more BoC-inspired aspects of the fight were removed recently for being poorly designed. Implementing removed ideas earlier in progression when the player has less movement options and with teleports feels like bad design.

One solution to this is increasing the perimeter BoC can appear around the player. This would help with telefragging but leaves the fight a bit RNG-y and worsens the situation with creepers; with the right bad teleports as BoC’s health gets low and it increases its teleporting, it can give ridiculous curves and velocity to Creeper's movement. Another fix could be to remove the contact damage on Phase 1 and early Phase 2; BoC only really needs its contact damage when charging, as it's when the player should be getting hit by it.

Or just rework it to be more like CV. Calamity has bosses with similar patterns and the two clearly have parallels, so simply using ideas from a fairer fight could give BoC a much needed glow up compared to Vanilla (which is where most of the problems came from).

Suggestion Author

@olive shale

arctic boughBOT
#
**Add an option to enable/disable Rage/Adrenaline bar sounds**

Simple QoL toggle, while in a boss fight you definitely want to hear if you have either bar, it's not really as necessary outside of combat to have an audio cue that you have rage up. Aside from that, the rage bar is a good visual indicator as to whether or not you have rage already. Currently the only way to disable hearing them is to reduce SFX volume entirely, which I think is a bit egregious.

Suggestion Author

@restive ore

arctic boughBOT
#
**reduce the amount of gravestones needed for a graveyard biome**

In vanilla, a graveyard biome is created when there are 5+ gravestones in a 170x125 tile area. Calamity increases the amount of gravestones needed from 5 to 20. This is way too many.

I don’t understand why this change was made to begin with, as graveyards are barely an issue. They only spawn zombies and ghosts, which are not a threat at any point in progression past the first few days. If one doesn’t like graveyards because they are ugly, then chances are this player will be destroying their gravestones anyways, graveyard biome or not.

Not only does this change serve basically no purpose, but it has multiple issues. For starters, it massively screws over builders. It will be much more challenging to create a graveyard-themed build now that you are required to squeeze 20 gravestones into it rather than 5. It is also more tedious to set up a graveyard biome now, which plenty of players will want to do because a variety of useful items are locked behind graveyards. If you don’t have any gravestones saved up for a graveyard, you will need to die 20 times, which is extremely tedious. Furthermore, this change has confused a lot of players. Just search for recent messages with the word “graveyard” in this server, and you will find most of them are players asking why they cannot set up graveyards.

Increasing the amount of gravestones needed for a graveyard was a bad idea. This number should be reduced, either back to 5 or somewhere in between.

Suggestion Author

@inland swallow

arctic boughBOT
#
**Make Light Disc reforge-able and non-stackable**

Light Disc previously utilized stacking as an archaic “2011 Terraria” way to allow the player to continuously throw even while the initial disc was still airborne, and most likely on its lengthy return which often would lead earlier boomerangs or a single Light Disc risky to miss. This allowed Light Discs to be more reliable in a full stack at the expense of losing its ability to be reforged.

Now that Vanilla terraria 1.4 and additionally, Calamity Mod, have increased the velocity of most boomerangs, with Light Disc now moving lightning fast, missing is much less punishing. However, Light Disc is now so fast that often the first boomerang will return before you have even thrown a second. Therefore, getting a stack of 3 or more, or maybe even 2 is pointless.

If Light discs are to keep their quintuple stacking feature useful, either Light Discs’ range/ rate of fire needs to be increased, and/or their velocity needs to be lowered. But a simpler fix would be to remove the stacking mechanic of Light Discs and allow them to be reforged like most weapons. If the gimmick of stacking boomerangs is desired, there would still be Bananarangs, which are much lower velocity, and their stacking mechanic is much more important. Bananarangs are also obtained in a way that makes stacking understandable, they are dropped from an enemy that allows the weapon to slowly become stronger as you kill and gain more, instead of being immediately and unfulfillingly crafted in a full stack like Light Discs. The recipe of Light discs could optionally/additionally be changed to be slightly more expensive, equal to 2-5 light discs or so.

Suggestion Author

@tacit basalt

arctic boughBOT
#
**Buff the Arcane modifier to scale with progression**

Arcane accessories are, frankly, pretty useless. Most of the time you'd prefer menacing or warding, even if you're relying heavily on your mana. If they scaled with progression similarly to the defense modifiers (like how warding goes up to 8 defense) they'd probably be a lot more useful. Maybe it could be changed to an extra percentage of mana instead, or reduce mana costs, so it scales directly with the permanent mana upgrades? Or just have it work the same as defense modifiers where defeating certain bosses upgrades them.

Suggestion Author

@leaden sand

arctic boughBOT
#
**Removed the Calamity duplicate of the Enchanted Nightcrawler**

It seems kind of pointless to have of a duplicate of this NPC because there is already an Enchanted Nightcrawler (NPC) that exists in the game. It would rather be best if the Calamity duplicate was removed and the Astral Infection spawning mechanic is applied to the vanilla version of that NPC instead.

Suggestion Author

@tender peak

#
Change Broadswords to Swing On Your Cursor's Side

What this basically means is that the sword will swing in the direction of the cursor rather than the direction the character is facing, and won't lock the player into swinging in one direction like some early vanilla broadswords.

Suggestion Author

@muted carbon

arctic boughBOT
#
**Give the 'tracer' line of wings the ability to hover by holding down, similar to the celestial starboard**

The wings have a lot more flight time than tracers, which can make them useful for some playstyles on post-ml bosses. However I think that it would make sense if the tracer wings had less flight time in exchange for better vertical control through the ability to hover. This would offer a great playstyle choice without impacting balance.

Suggestion Author

@slim zenith

arctic boughBOT
#
**Give Statis Ninja Belt and Above (Master Ninja Gear's Post-ML upgrades) the Component and Effect of Magiluminescence**

Magiluminescence have the effect of greatly increasing mobility by improving both acceleration and deceleration (you speed up and slow down faster). It is an amazing accessory that is underused as it is too niche to be used especially entering Hardmode since its effect is no longer worth an accessory slot (over just say +damage).

Statis Ninja Belt on the other hand is a very mobility-focus dash option with components such as Frog Leg (Frog Gear), longer dash and so on, however pales in comparison to its counterpart Asgard's Valor/Aegis which have debuff immunity, knockback immune and also a ram.

Thus, I feel that in an attempt to buff and also extend the longetivity of both accessories, Statis Ninja Belt can be given the component and effect of Magiluminescence which also fits ninja belt's style of being incredibly mobility focus. This addition will help the accessory feel much better, especially that it helps with "overdashing" (the dash is too long and end up dashing into another attack) by helping with deceleration.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
*Flasks for Plague, Astral Infection, Holy Flames, and Nightwither*

Rather self explanatory, just seems strange that there aren’t flasks for those debuffs, especially when they’re useful debuffs to be able to apply later in hardmode. Other flasks are eclipsed by the utility of Cursed Inferno and Ichor, so having a highly damaging debuff as an option would add a bit more variety to one’s options.

Suggestion Author

@quasi zinc

arctic boughBOT
#
**Nerf flasks' version of debuffs**

The debuff rework served to try and help make debuffs a more important part of weapon identity, but there is a major problem in the way of reworking debuffs, flasks. Thanks to a single buff, rogue melee and summoner a large portion of debuffs for free on top of their usual benefits. In order to counteract this and open up the possibility of debuffs and debuff oriented weapons getting more focus, flasks could have a weaker version of the original debuff they intend to inflict. This would allow them to have some version of easy debuff application, without making the original debuff oriented weapons completely purposeless.

Suggestion Author

@pine kestrel

arctic boughBOT
#
Scoria ore gets highlighted by the dangersense potion

-Scoria ore in the abyss gets highlighted by the dangersense potion, for consistency and because I sometimes get bonked by the projectiles while fighting minibosses in the abyss. They hurt u like any other environmental hazard, and if you think they arent fit to be a trap, consider the fact that things like cobweb get marked by it too

Suggestion Author

@rapid hinge

arctic boughBOT
#
**Highlight the new items in the shop after a major event**

after defeating certain events/bosses npcs will start to sells new items calamity already tells you who is selling new items by putting a "!" above the npc but it doesnt tell you what is new in the shop if you are new to the game it can be hard to tell what new items are available in the shop so by highlight them like new items in your inventory after opening it would be a great QoL change

Suggestion Author

@limber prawn

arctic boughBOT
#
Make the Soul of Cryogen quieter

As it stands now, the Soul of Cryogen is a good and useful wing item at the stage you get it. I find myself holding onto it for a while for the free damage boost and projectiles it spawns.
However, anyone who's used it (or perhaps refused to for this very reason) will know that it is REALLY annoying. Every moment you're in the air, flying or gliding, an icy projectile comes out and makes a loud noise when it hits the ground or an enemy. These are good projectiles, but the noise they make is ungodly and obnoxious.

It wouldn't be so bad if it only makes the noise when it hits enemies, so my suggestion is one of the following-

  • Remove/Reduce the sound of the cryogen's projectiles so it's not so obnoxious and deterring (especially in multiplayer)
  • Make the cryogen projectile only produce sound if it hits an enemy
Suggestion Author

@whole glen

arctic boughBOT
#
Give the Tavernkeeper Armors the same "Minion damage nerf is reduced while holding x weapons"

The 50% damage penalty for summons is pretty big, and I like that balance mechanic.
However, some equippables have exceptions to it, which I think plays really nicely into allowing some hybrid builds throughout a run.
I think that the tavernkeep armors (Squire, Apprentice, Huntress, Monk, Valhalla Knight, Dark Artist, Red Riding, Shinobi Infiltrator) should also be granted this exception.
Each of them supports non-minion weaponry, and also give minion damage buffs at the same time. Supporting both Summoner and Non-Summoner playstyles.
I think it would be reasonable to give each of them the ability to wield their respective weapons without a minion damage penalty, encouraging more creative builds at their respective stages.
Otherwise, the sentries they're quite literally created to support do half the damage when you use the class's other weapon of choice.
I.e. the Apprentice using their associated flameburst turret, which they have a set bonus for, when they pull out a magic weapon (which they also have bonuses for) they get penalised for it.
These armor sets are intended to allow you to use their respective sentries alongside their associated weapon type.

Suggestion Author

@whole glen

arctic boughBOT
#
**Make Tigerskin Craftable**

As a core component for a decent ranged weapon, it's pretty frustrating that the only way to get this traveling merchant item is to just wait until the next day rolls around. There's no skill in it, no way to speed it up with a mob farm.

Suggestion Author

@opal verge

arctic boughBOT
#
**Have Some Sort of Indicator (Maybe an "Aura") for Ceaseless Void's Black Hole Phase Range**

I don't know how to make the title clearer, but Ceaseless Void basically have 2 phases: Energy phase (you hit dark energy to destroy them), and Black Hole Phase/"Suck Phase" where Ceaseless Void is static and you are dodging a spiral bullet-hell style attack.

During Black Hole Phase, as an anti-cheese mechanic Ceaseless Void will reposition if the player attempt to run away from CV, but this range can be very not obvious and sometimes the player can accidently cause CV to reposition, making the attack much harder.

This suggestion is so that a clearer "out of range" indicator is given to CV during Black Hole phase so that they have a clearer idea of how much range they can work with while dodging the attack. An idea can be something like an aura or darkness effect for outside the range (as in, the area that is out of range are darkened).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Buff the Amphibian Boots**

Currently the Amphibian Boots completely fall out of progression in the Calamity Mod. In Vanilla, as the highest upgrade for Specter Boots was Terraspark Boots, the Amphibian Boots still had usefulness in their own little niche pocket of the game. However, in the Calamity Mod, due to the excessive amount of upgrades to the Specter boots, with them eventually being crafted into the endgame wings, the Amphibian Boots completely lost all attraction that there could be to crafting them as they have little to no value in the progression of the run. This is somewhat of an issue as it locks the player into using specter boots and its upgrades instead of giving you options.

I suggest buffing the Amphibian Boots by having them be crafted at an anvil instead of a Tinkerer's Workshop so that they are pre-boss and can be made without fighting the goblin invasion. Additionally, they should give increased water mobility and decreased breath loss (not completely negated). This effect would be applied to Sailfish Boots as well, which fits thematically. This change would increase their usefulness as it makes early game world exploration more convenient as well as events like acid rain easier.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Add an option to make the Travelling Merchant spawn more often**

Let's say that you're trying to craft Auric armour, but you can't craft it because you're missing the Frost Barrier. Currently, you have to either try to find the ruins of an Ice Clasper (10% drop), or you wait for the Travelling Merchant on a full moon. He only has a 24% chance of spawning on a day, which means you might have to sleep for about 3 full moons, which is time-consuming.
I suggest it only adding 3-5% more chance for every day, so it's not broken.

Suggestion Author

@unreal flax

arctic boughBOT
#
**Add Power Cells and/or Power Cell Factories to the Cyborg's shop inventory**

Power Cell Factories are currently non-renewable, which obviously could just be a balancing factor to make it harder to get a ton of them, but it doesn't really make a ton of a difference since getting a few early on will give you way way more than enough for everything you'll ever need, unless you're trying to speedrun the game. Adding them to the Cyborg's inventory (or another NPC) would be a great quality of life feature so you don't have to destroy every single lab in the world just to get a limited amount of them.

Suggestion Author

@leaden sand

arctic boughBOT
#
**Make Providence stay still during the Holy Ray attack in Revengeance and up**

This move has a cool concept, staying between converging rays, but not when the thing shooting the rays is also moving. Many times, the angle of the rays combined with Providence's movement make the move impossible to dodge without rod of discord, and it's very frustrating. She also doesn't seem to aim exactly at the player she's aggroed on, so the point of convergence where the player has to dodge to is already away from the player's original position at the start of the attack, especially if the player is already moving (because of this, in multiplayer she sometimes seemingly isn't targeting anyone when shooting the rays and the rays appear right next to players and are unreactable). I don't really see why she's able to move during this attack if she's unable to move during her cocoon bullet hell attacks, besides the literal "cocoon" concept.

Suggestion Author

@barren meteor

arctic boughBOT
#
**Rename Nuclear Fury**

The Nuclear Fury is crafted from two sea-themed spell books, the Razorblade Typhoon and Poseidon, as well as Sea Prisms. The name "Nuclear Fury" does not really fit the theme of this evidently sea-themed weapon. The weapon does use Luminite Bars, Unicorn Horns, and Souls of Sight in its recipe as well, yet none of these items warrant the name as none of them are remotely nuclear-themed.

Therefore, I suggest renaming the weapon to something sea and/or space themed, such as "Cosmic Maelstrom", "Ocean's Wrath", or "Celestial Vortex". These names however are just ideas and this is open to interpretation.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Allow pet dyes to work on the Demonshade Armor summon**

Just a thing I noticed that bothered me a little, player expression through fashion is important, especially at the endgame when you have everything ya need for it, just something very small

Suggestion Author

@lavish sage

#
**add recipe for zapinators**

its a 22% chance for a traveling merchant to spawn, and even then zapinators are in the "extremely rare" catagory of what he can sell, when you consider this is used to craft the lazhar, which is used to craft another magic weapon, you see the issue (the player has to literally play a waiting game just for a singular component of a weapon)

Suggestion Author

@analog willow