#suggestions-voting

1 messages · Page 1 of 1 (latest)

arctic boughBOT
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**Replace Perennial with Chlorophyte, and buff the later to post-Plantera tier **

A very bold progression suggestion to aid in multiple factors of the game that the mod is currently having some trouble in my opinion.
In my point of view, we are experiencing the following issues:

-Chlorophyte is severely underused due to being directly available at the same time as Hallowed armour.
-Theres a substantial amount of overlapping armour bloat at the point that you defeat the third mechanical Mechs in the current reworked progression.
-The exact same issue applies to Reaver armour, the stat increase is too small for players to consider farming again, and Chlorophyte armor upgrades such as Beetle/Spectre/Shroomite will be better than it regardless.
-Perennial is uninteresting as a concept, from its armour and weaponry to its acquisition method.

There before, in order to aid with item bloat and give further purpose to Chloroyphyte, i suggest to move Chlorophyte further down the progression line, make it spawn once Plantera has been defeated ( with the subsequent buff the armors and weapons would need ), and eradicate Perennial ore. This would aid in:

-Make armour tiers more distinctive and avoid bloat.
-Chlorophyte is much more fitting to be eligible to spawn after Plantera's death than perennial ( directly related to the jungle, grows like a plant, etc. )
-Salvageable Perennial weaponry and crafteables can easily be adapted to Chlorophyte since they share the same motif.
-Avoid making players to farm armour out of underground armour back to back.

Suggestion Author

@olive bolt

arctic boughBOT
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**Make Chlorophyte set bonus only activate if the player is under max health or enemies are near**

Mainly because the sound that plays can get a little annoying hearing it every few seconds even when it isn't doing anything.

Suggestion Author

@carmine remnant

#
**Add/Allow more items that interact with Defense Damage**

Currently, the only item that interacts with defense damage is Draedon's Heart (arguably Bloodflare Core?), and while it has a unique effect, defense damage isn't nearly as relevant in the late game as it is in Hardmode and pre-Hardmode. A few items in the earlier sections of the game feel like adding some kind of method of interaction with DD to them would be thematically appropriate, and could also increase their usage, such as Armor Bracing, Anechoic Plating, Rover Drive, Mollusk armor, etc.

Simply adding new items with this purpose could also work to add some more variety to accessories and how defensive items interact with the player instead of simply dealing with pure defense, damage reduction, immunity frames, or regeneration as most do already.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add Post-Providence Boot Upgrades**

Currently, the post-ML progression goes that you get your respective class specific Lunar armor and the wings to go with it because the buff from using the Lunar wings with their respective armor is just that good. However, after you defeat Providence and you discard your Lunar armor and Lunar wings, the benefits of having an extra accessory slot by using Seraph Traces often outweigh the detriment of not having the applied buff from whatever wings you are using and increased flight time. This causes Seraph Tracers to be significantly more alluring as it allows for access to another accessory slot.

I suggest adding post-Providence boot upgrades to add incentives to use wings and boots instead of just combining the two into Seraph Tracers. This could possibly be done by combing Angel Treads with the Soaring Insignia to increase wing flight time or combining the boots with something like the MOAB to allow for access to the 3 extra jumps. Just something to increase the desire to have boots + wings instead of just combing them for the extra accessory slot.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**make multiple per item recipies less grindy**

im fine with having to get things like cores of calamity, however, why do you need to get multiple? you already have to go to the sky, underground ice biome, underworld/dungeon, and dungeon, and then beat calamitas too, i dont see why recipies couldnt just call for 1 or 2, it just annoyingly boosts how long you have to stay in each area by a small ammount when it needs 5, same with life alloy, if you can show that you can go around the map and get all the ores, you shouldnt need to get x ammount of each ore, maybe you should just need 1 life alloy

Suggestion Author

@analog willow

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**Make the Cool Whip minion move much faster**

The Cool Whip snowflake minion moves too slowly to reliably attack bosses such as Cryogen and Aquatic Scourge, which just isn't fun.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Add an upgrade to the Gravedigger's Shovel or Tools with Similar Effects**

Gravedigger's Shovel is a very useful pre-Hardmode tool that mines a 3x3 area out of soft blocks like mud, snow, dirt, and ash. This is very useful for navigating biomes like the Jungle and Snow biomes, as well as terraforming the surface, and just general clearing out large areas of soft blocks (like for Hellbridges), but for as useful as its effect is, due to the powercreep of Calamity, and even vanilla to some extent, it eventually becomes outclassed due to how absurdly fast pickaxes manage to get the later you get in the game, and as you collect more buffs to mining speed through progression. However, picks still mine less blocks at once which can make tunneling a bit annoying, and typically clearing out larger areas is reserved for bombs, but if an upgrade to the shovel was added it could help both these niches and allow it to last longer, perhaps having a naturally higher mining speed as well so you aren't forced to run a bunch of buffs just to keep it up with your normal tools. Possible stronger effects could be added as well, such as being able to mine harder blocks by becoming a jackhammer, or digging a larger area. There's a lot of possibilities with these kinds of tools, and I think Calamity could make good use of such options.

Suggestion Author

@olive shale

arctic boughBOT
#
**make astral spawn on the opposite side of hallowed**

they can spawn in the same place meaning you have almost no hallow (astral takes priority)

Suggestion Author

@fathom bronze

arctic boughBOT
#
**Make Potions More Accessible and Less Grindy**

Basically make acquiring potion more friendly/less overwhelmingly grindy. Bosses are balanced around having potions as otherwise they will be underpowered as soon as the player get some.
However, this approach can be very new player unfriendly as not only are beta testers very skilled individual, but also that new players have higher tendency to die a lot due to being unfamiliar with the boss, resulting in high attempt count on the bosses even with full potion buffs. This can quickly stack up potion farming cost which will be not sustainable very quickly.

Thus, the following are a series of proposed example ideas that can be done to make potions more accessible:

1) Make Super (200), Supreme (250) and Omega (300) healing potion have better convertion ratio; say 1 to 3~5 ratio

  • Super is super grindy before Astrum Deus or Moon Lord is beaten due to requiring pillar fragments, Supreme requires 1 Unholy Essence per potion and Omega is 10 blood orb per potion, all are unreasonably high and super grindy

2) Make multi-line fishing poles available earlier

  • Currently the earliest multi-line fishing rod available is perennial (Feral = 2), which is still bad, and only at scoria (Rift Reeler = 3-5 lines), and then it jumps in progression to Uelibloom (Early Bloom = 6) and Cosmilite (Devourer of Cods = 10).
  • More multi-line fishing rod should be accessible earlier, especially Mech tier as due to the Hardmode Ore rework they are big obstacles that can possibly require many tries to beat

3) Make Amalgam's 'Double Potion Duration and Potion Buff Don't Disappear After Death' effect available earlier

  • Can be in the form of an accessory drop. This effect is extremely useful but available too late at post-DoG, especially that Amalgam don't offer utility and is pure damage.
  • Ravager can be suitable to drop it as it drops unique accessory like Blood Pact, Flesh Totem and Bloodflare Core
Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Slight modification to the Bladecrest Oathsword**

Rather than having a multi-homing projectile sword that bypass tiles without useturn, I believe that the sword should instead, shoot 2-3 projectiles that deal 90% of the weapons original damage, losing the homing but rather, gaining the ability to follow the cursor. Currently the weapon both feels very strong yet highly unwieldy as you can currently only aim it towards the direction your character is facing, by making it follow the cursor I believe this fixes that clunkiness whilst making a more (balanced?) weapon with a more unique ability that isn't just another haha homing go brrr weapon.

Suggestion Author

@hollow dagger

arctic boughBOT
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**add a research facility varient of mimics that drop suspicious scrap**

it would add a renewable way to obtain scrap and be a neat enemy to encounter in the otherwise pretty desolate facilities

Suggestion Author

@analog willow

arctic boughBOT
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Add more sentry summoner focused armor sets and accessories

calamity already adds many very cool and very well designed sentry summons, and its a shame we cant get more use out of them beyond being a bit of bonus damage on top of our minions. More sentry focused items would make them much more viable as a playstyle. Currently, a sentry summoner build starts and the beginning of hardmode, and stops improving after plantera. Your sentries get better, but you dont get more slots or other kinds of buffs.

Suggestion Author

@mental void

arctic boughBOT
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**Make Heart Of the Elements, When The Visuals Are Turned Off, Not Disabled The Elementals**

At the moment, when the Heart Of The Elements’ visuals are turned off it disables the elementals. This doesn’t make much sense as the item’s ability is literally to spawn the elementals.

I suggest making it so if visuals are turned off the elementals do not disappear. Alternatively, when the visuals are turned off the elementals disappear and are replaced with a crystal above the player’s head (similar to the chloraphite armor set bonus). This crystal would shoot the elementals’ projectiles instead of having the elementals physically around the player.

Suggestion Author

@burnt schooner

arctic boughBOT
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**Make the Master Mode's accessory slot locked until the Celestial Onion is used**

I suggest that Celestial Onion acts as a key to unlock the extra slot if the Master Mode and Rev/Death are active simultaneously so there would be less problems with balancing and there wouldn't be a reason to touch the Demon's Heart

Suggestion Author

@unique monolith

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Make Flowers of Mortality consume integer number of slots

Flowers of Mortality is an unique summon weapon because it uses half a minion slot for one flower with a maximum of 5 minions that take up 2.5 slots total. However, you will normally always have spare 0.5 minion slot due to lack of weapons with similar mechanics (closest being Ethereal Subjectator, which is several bosses away). A simple solution to this is making Flowers of Mortality instantly spawn 5 flowers at the cost of 3 minion slots.

Suggestion Author

@true lodge

arctic boughBOT
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Provide a version of "Critter Shampoo" that affects sentries

Summons being able to be dyed via critter shampoo is great, unfortunately sentries do not get affected by this
Either make Critter Shampoo affect sentries, or offer a sentry-based variant <3

Suggestion Author

@whole glen

arctic boughBOT
#
**release a build of calamity on the latest preview branch before the 1st of each month**

if possible it would be nice for devs who rely on calamity to have access to the latest build of calamity before the 1st of each month as this would help developers to be able to update their own mods with the new tmodloader changes before the deadline comes.
if this is not possible due to the internal development process that is understandable but i think this would be great for a lot of mod developers here.

Suggestion Author

@real notch

arctic boughBOT
#
**Make Death Mode Have More Identity **

Malice mode is being removed this patch after a fairly poor reception by the community and its clear that some players would like a greater challenge. Its also clear with the removal of iron heart and defiled rune that the team would like to avoid putting dev time into extraneous game modes that few will ever play. Difficulty is subjective so its hard to find a balance that is just right between Normal, Expert, Revengance, and Death. Though my experience with the game, I found Expert and Revengance to be definitive experiences with well balanced adjustments. However, Revengance to Death left me wanting a little more. Death mode didn't change enough for me. Most notable changes I found were the weather and new environmental ways to die from heat and cold, which were fun for a while before becoming a minor annoyance until their eventual removal. Malice mode was a different story. Entirely new AI for every boss and boosted projectile speed and contact damage, that looked like a new challenge for a full play though, but ended up being balanced to replay old bosses. Who does that? There are also fan mods out there that add a harder difficulty beyond death so what needs to be done? Well, we don't need an extra game mode right now, we just need you to--
Make The Jump to Death Mode Feel Just As Good As the Jump to Revengence
ie. Make Death Mode More Distinct
How can this be done?

  1. Look though the Malice AI changes and see if there is something, if anything, worth keeping. then experiment.
  2. Find new ways to affect the world around the player to make it feel different, think of it as a successor to the hot and cold weather system and under ground darkness. find new mechanics and refine them to fit the world better than the environmental hazards did.
  3. Refine the reward systems for players that complete the game in Death mode.
    The goal is a small difficulty raise, but a refined experience.
    Make Death Mode Great Again.
Suggestion Author

@uncut dock

arctic boughBOT
#
Make the Abyss wider

With the issue of dungeon intersections solved, the avenue seems open to making the abyss wider. I think it would benefit the tense atmosphere by virtue of having a larger oppressive space to traverse whilst avoiding threats, as well as fitting more with its theme of being a deep ocean area.

Suggestion Author

@open prism

arctic boughBOT
#
Rework the oathblade upgrade line

the first two ph weapons are great with their new reworks, but the upgrades are all samey and are also just generally inferior when compared to other options (such as the frostbrand or the terrablade)

i suggest giving the upgrades the swing and projectiles of the forbidden oathblade, just scaled to be more in line with the upgrades (more projectiles, ect)

Suggestion Author

@frosty star

arctic boughBOT
#
**Make the endurance potion scale with progression**

Currently the endurance potion only gives 5% damage reduction which really isn't that much, the vanilla one gives 10% damage reduction, it was reduced to make it more balanced, but 5% seems a bit too low, especially in the endgame.
So how about making it scale with progression, for example: 5% pre WoF / 7,5% after WoF / 10% after ML,
or use the same scaling as with the warding modifier.

Suggestion Author

@languid rose

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**Rework the Slime God spinning attack in his second phase**

The spinning attack in the second phase of the slime god fight is very unfair, the teleporting should be removed or adjusted, i think that having the spot that the slime god teleports to marked like skeletron has in his fight would help a lot with that.
It is very annoying when the boss gets these cheap hits on you through the teleports, especially on higher difficulties.

Suggestion Author

@languid rose

arctic boughBOT
#
**Increase Amount of Shadowspec Bars yielded From One Craft**

Currently, farming both Supreme Calamitas and Exo-Mechs for Shadowspec Bars can be very tedious since the fights take so long. This often leads to the fight becoming more frustrating after every consecutive kill. This means farming becomes less of a challenge and more a just dragging you feet through mud as you re-kill the bosses over and over again.

To fix this, I suggest changing the crafting recipe for Shadowspec Bars to use more Auric Bars and yield more Shadowspec Bars respectively, decreasing the amount of farming you have to do for Ashes of Annihilation and Exo Prisms.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Add chest loot to the Sunken Sea**

Currently, aside from locating the biome lab, there isn't much incentive to explore most of the biome. The 2 main reasons to come are either to gather prism shards or fight the Giant Clam, both of which can be done in 1-2 trips. Scattering chests about with helpful gear would give much more reason to explore the place. Additionally, given the lore surrounding the place, said chests could generate in ruined building structures to help better sell the idea that this once was a sprawling underwater city.

Suggestion Author

@livid sail

arctic boughBOT
#
**Make Amphibian/Sailfish Boots in to the Frog Gear upgrade line**

Right now lots of players need boots for horizontal mobility, but when post-ml they have 2 options which neither is a very good idea: craft the Seraph Tracers and abandon luminite, starboard, tarragon wings or stick with Angel Treads until Elysian Tracers or even later. And then the Statis dashing upgrade line feels a bit underpowered compared to Asgard’s Valor due to lacking the ram iframes. I suggest put amphibian/sailfish boots in the frog gear’s recipe and in turn make it into the Statis’ ninja belt line. Not only will it solve the problems above but I also think it would make sense and be quite balanced. The 3 types of post moon lord movement accessories boots, wings and dashes take 2 slots with seraph (or more) tracers and Asgard’s valor, and would take the same amount of slots of Statis’ ninja belt and wings.

Suggestion Author

@loud meadow

arctic boughBOT
#
**Rework/Improvement/Upgrades on Ambrosial Ampoule**

Currently the accessory is just incredibly boring after the removal of honey dew from its recipes and not upgraded into the Sponge. It is pretty much just a stat stick that provides 5% DR and 2 HP regen/second, and immunity to some debuff.

While the item is strong, it requires cryonic bar which makes nearly all of the debuff immunity it give irrelevant (mech and post-cryogen), as in not even non-boss enemy apply them. The only relevant debuff afterwards is cursed flame which is applied by Exo Mechs, but at that time you have way better accessories (for obvious reason). All of these just make Ambrosial Ampoule outdated almost instantly by the time you get it and boring.

Reworking the item will of course works but is the nuclear option; improvement on the item to give it more unique effect to make it more worthwhile; or to give it an upgrade, all works to increase the longetivity of the item beyond just a stat stick.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove/Replace the Obsidian Rose that is found in the Shadow Chest Beneath the Brimstone Crag**

currently, there's 2 ways to get the accessory that are added by the calamity mod, crafting it, or from a shadow chest below the Brimstone Crag. i understand that the obsidian rose is necessary to craft Lava Waders for Terraspark Boots, which eventually craft into Angel Treads, Molten Skull Rose for Void of Extinction, Profaned Soul Crystal, and the Brimflame Robes but do we really need to have it in a shadow chest that you can only access after skeletron, when we can craft the same accessory with exactly 1 jungle rose, 10 obsidian and 10 Hellstone?

Suggestion Author

@glossy stratus

arctic boughBOT
#
**Make Ninja Dodge Not Activate With <1 Damage**

There are some enemies, that after a large amount of progression, deal only 1 damage to you (due to your defense) and die from one hit from you and are mostly just annoying rather than an actual danger. However, then Ninja Dodge from several accessories such as Statis Ninja Belt, which is meant to protect you from strong attacks, can go to waste from a hit from a, for example, Slime, while travelling to your boss arena, making you wait 90 seconds to start the boss with the dodge ready. I suggest this gets changed by making it activate only through taking more than one damage.

Suggestion Author

@steep ingot

arctic boughBOT
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**Bloody tear being decraftable back into blood orbs**

Honestly this is just a QoL type of suggestion I think that letting players be able to turn excess bloody tear drops into blood orbs so they can get the potions they want faster might be a nice change. Being able to craft them back into the amount of blood orbs it takes to make them would be kinda nice.

Suggestion Author

@light mauve

arctic boughBOT
#
**Give Upgrades to Ironskin Potion**

Currently Ironskin is a simple potion that gives 8 defense which while is useful, quickly get outdated as you enter Hardmode, and completely unusable post-ML.

While other potions like swiftness and regen (cadance) and food buff remain relevant, Ironskin simply get outscaled.

Giving upgrades to ironskin potion (in a fashion similar to profaned rage/holy wrath) will fix the problem by making it scales with game progression, which is needed to make the potion worthwhile of using.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**rework/nerf storm weaver lightning orb attack, or buff all the other attacks**

most attacks never hit me in first phase except the lightning orb, on multiplayer it closelines and on singleplayer its such a nuisance, he places it in the exact spot that you are chasing, the tail, causing you to ram right into it and take fatal damage, its not like you can avoid it cuz i dont think you can deal damage to him in any other spot but the tail, its just really awkward, you could also take the route of buffing all the other attacks so it all feels hard and awkward, whatever works

Suggestion Author

@analog willow

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**Allow the Moon Lord's phantasmal sphere projectiles to give a warning before firing**

The phantasmal sphere projectile attack seems to only ever fire towards the direction of where the player was before acceleration. I find it would be a great addition if there could be some sort of warning for where each of the phantasmal sphere projectiles are headed towards, and would make the Moon Lord fight much more qualitative, given that the current function of how the spheres fire relies on how lucky the player can get fitting in between each gap without being able to read them.

Suggestion Author

@rotund cloud

arctic boughBOT
#
**Update the dryad's world evil status text**

this may be kinda small, but when talking to the dryad and clicking status, it should tell you how much of the world is corrupted/hallow/crimson, however, this does not currently include the astral infection's %, despite being the definition of a world evil

why is it not there? it should be

Suggestion Author

@dense mantle

arctic boughBOT
#
make the recharging station + battery factories' UI scale with zoom level.

I usually play on the furthest out zoom, and I suspect a lot of people do. When managing my base though, I find myself having to zoom in for specifically those UIs. When zoomed out, they're too small and I'm unable to read the number at all on how many batteries there are.
Ideally it would be nice if they had a UI that scaled proportionally to the current zoom level.

Suggestion Author

@whole glen

arctic boughBOT
#
**Require destroying Golem's head in revengeance or death mode.**

Golem is still too easy compared to all the bosses around him. On my most recent playthrough on death mode, it took me HOURS to beat Astrum Aureus, finally just narrowly succeeding, and then I went and fought Golem next, winning on my second try. It just feels so anti-climactic. He needs to be harder so he doesn't feel like a joke.

My suggestion is to make it so you HAVE to kill the Golem's head- either by making it so his body is invulnerable until you do, the same way Skeletron/Skeletron Prime/Etc. works, or by making it so the other enrages and stays alive when you kill one, so killing the body leaves an angrier head alive.

Suggestion Author

@leaden sand

arctic boughBOT
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**Make the point-blank bonuses for Ranged weapons have more interesting abilities**

That point-blank damage bonus is a very nice twist to the whole ranged class, encouraging players to get close up to get the highest damage in a similar fashion to True Melee. The cherry on the top of this cake could be even bonus abilities, perhaps simple changes such as a gun spawning bullets around the enemy if shot at point-blank range.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Add an additional effect to Draconic Elixir for Godslayer**

Currently, Draconic Elixir has 2 effects. 1: A buff to ariel mobility and a defense boost. 2: A buff to the Silva revive.
While the usefulness of the Silva revive has been debated upon in the past, I have no objections to this. However, this gives Mage and Summoner an advantage over Melee, Ranger, and Rogue. These three classes wear Godslayer Armor, as opposed to Silva, and this is reflected onto their Auric Tesla armors. Since Godslayer no longer has a revive and instead has a dash, Draconic Elixir does nothing extra for these classes. But why should Mage and Summoner get a buff to their armors' effects and not Melee, Ranger, and Rogue?

Adding some sort of extra buff to Draconic Elixir that solely benefits those wearing God Slayer Armor would help to ensure that no class has an advantage over the other. Some suggestions include but are not limited to:
A heal based on percentage of damage avoided by using the Godslayer Dash; A second dash charge that can be used whenever, but consumes the potion's effect; More immunity frames with the dash

Either way, Draconic Elixir could definitely use an additional perk for those wearing Godslayer.

Suggestion Author

@green quail

arctic boughBOT
#
Expand the loot pool for the Bleached Angling Kit to include more quest rewards from the Angler.

I think it's safe to say, we all hate the Angler.
To that end, the Angling kits are a wonderful addition. However, the minimal difference between the Sandy and the Bleached kits (one extra item and better drop chances) really don't warrant the jump in boss difficulty to one of the first pre-hardmode bosses to one of the first post-hardmode bosses. There's almost nothing changing between them.

Farming the Desert Scourge is vastly more convenient both in terms of time and effort than farming the Aquatic Scourge. I don't think the loot tables properly reflect this.
I think that these kits should be more reflective of the angler's drops. I see little issue with the Sandy kit, moreso the lack of extra items in the Bleached kit that are found later dropped by Leviathan and Anahita.
Leviathan and Anahita's drops include things like the sponge, hotline rod and the endless water bucket. Items like this I think are thematically appropriate, but they're normally available from the moment hardmode starts from the angler quests, and I don't see why they shouldn't be available in the hardmode Bleached Angling kit.

I reckon that by shifting this fishing based loot to the hardmode fishing based loot kit as if it were reflective of the hardmode angler rewards, it would give people more incentive to fight the Aquatic Scourge more often, beyond just only bothering with the Desert Scourge. Given he's an underwater boss, specifically in the sulphuric ocean, it would also encourage players to get more accustomed to how to deal with the sulphur and they'd spend more time lurking just above the abyss.
Besides being a helpful change to loot pools and more accessible utility QOL items, I think for players who become aware of the usefulness of farming Aquatic Scourge from that angler pack, it would help encourage them to explore and learn about things in that area that they may otherwise only glance at and slap on a potion or accessory to deal with it without giving it much thought.

Suggestion Author

@whole glen

arctic boughBOT
#
**Add customizable invisibility visual**

Currently having the invisibility buff renders the character’s visual to be completely vanished. It would be good to have some sort of customizing tool for stealth visuals, maybe even able to be dyed. Its very unfun to play without fashion, you know.

Suggestion Author

@opal kite

arctic boughBOT
#
**Make Bloody Tears stackable.**

A problem similiar to one the voodoo dolls had: due to high spawn rates the player gets a lot of bloody tears from one blood moon which floods the space in chests/magic storage

Suggestion Author

@unique monolith

#
**Make Catastrophe's sword slashes give off light/be fully bright at all times**

This is simply a disparity that is not shared with any other SCal projectile currently, and can make them seem out of place (especially with the red filter applied with colour lighting making them a weird orange instead of blue). This would also help with visual clarity, which with a boss like SCal is important.

Suggestion Author

@winged laurel

arctic boughBOT
#
**Give Alternative Blood Orb Potion Recipes That Require Progression Material To Be Crafting Station Locked Instead Of Material Locked**

The title may be abit unclear so let me give some examples:

Potions using Blood Orb sometimes use boss/progression material
eg: Crumbling, Shattering, Astral Injection and Gravity Normalizer, Ceaseless Hunger, Penumbra...

Blood Orb potion crafting recipe is intended to basically be a 'less material grindy' method of potion acquisition by only having Blood orb as material, but some potions still being locked behind boss material defeat this purpose.

Thus, the suggestion is so that these potions can ALSO be acquired purely using Blood Orb through alternative recipe that is only crafting station locked (even if they will be acquired later than their progression). This is already done in game by having Omega Healing Potion being Cosmic Anvil locked so it is not out of the way.

For example, Crumbling can be Hardmode anvil/forge locked; Astral Injection, Gravity Normalizer, Penumbra, Shattering are Ancient Manipulator locked, Ceaseless Hunger is Cosmic Anvil locked... and so on.

While in this recipe you will acquire potions later than how you normally would with boss material, they open up option most notably refarming them late game (as many of these are useful even at end game) through Blood Orb only.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Give more minibosses map icons**

we all know how bosses have icons so you know where they are right?
it's the same case for giant clam, but none of the other minibosses
you don't know where minibosses are until they are on your screen, and even then, sometimes they don't spawn on screen at all!

examples: earth/cloud/sand elemental, evil mimics, ice golems, ect

you miss them a lot of the time because you never see them, and you most likely will despawn them while running around looking for where they are. if the giant clam has a map icon to find them easier, so should other minibosses

Suggestion Author

@dense mantle

arctic boughBOT
#
**Give better visual clarity to when you're allowed to damage Thanatos**

The exo mech's are a "fair" bossfight in general considering its a 1v3(4) but the only thing that i would complain about them its Thanatos, there's so much stuff going on the screen that its so annoying to keep track of changes on 6 pixels of Thanatos body to be able to damage it for 3 seconds
I know its a worm boss, but to be able to kill any exo for last that ISNT Thanatos its nothing but a burden

Suggestion Author

@scenic sigil

arctic boughBOT
#
**Allow Hallowed and Cryonic Ore to Spawn in Biome Variant Blocks**

On a recent run, my Hallowed spawned in the Snow Biome, and after beating Cryogen and the Three Mech Bosses, I noticed that Hallowed and Cryonic Ore only spawned in the parts of the biome untouched by the other.

Since the Hallow spawns in a V, part of it was in the Caverns layer outside of the Snow, and part of the Snow was outside of the Hallow, but I'm also using "Begone, Evil!" so if you don't kill these bosses before it gets time to spread, well...

While this feels more like an oversight, I can guess that this is probably equally true if your Corruption/Crimson spawns in the Snow biome, and if your Hallowed spawns in the Desert as well. If this was intentional, all this really does it force the player to finishes the bosses quickly, lest their world is overtaken by the evils and it messes with the spawning, or, otherwise, forces the player to go to obscure parts of the biome just to get a resource that should be plentiful through out.

Suggestion Author

@olive shale

arctic boughBOT
#
Give Anahita & Leviathan a more predictable summon condition.

Anahita & Leviathan is a boss that holds quite a few useful morsels of loot, and has a fair amount of value to farm the fight.
However, waiting for the RNG of "???" to spawn in the ocean is quite a chore, and leaves you running back and forth just spending time arbitrarily. No gameplay, just hitting A, then D, and sometimes going up for air.
Sure, potions can make it a bit easier, but ultimately it's still a boss that cannot spawn unless you get lucky with RNG.

The perforators and the hive mind, along with plantera all have this same issue, however the perforator and hive mind both have summon items as well, and plantera went from having no summon item in vanilla to being given one specifically to deal with this problem in calamity.
I think the same courtesy is owed to Anahita and Leviathan, to make her easier & more reliable to summon.

To clarify when I say "Summon Item", I don't neccessarily mean something like "Hold item, click, boss spawns."
One suggestion is that it could be similar to the Empress of Light, where there might be a Baby Leviathan critter floating around the ocean under certain conditions. You could kill the critter to summon the boss, or capture it and use it to summon the boss at a later date.
Perhaps an altar you can use an item at, on the ocean's floor or something.
I just think the mod would benefit from having some freedom of choice as to when to summon the boss, besides just hoping something shows up when you want it to.

Suggestion Author

@whole glen

arctic boughBOT
#
**Change the recipe for "Sirenproof Earmuffs" so the player can craft them basically as early as ??? can spawn**

When I want to go farming for stuff in the ocean I don't want to die to random Anahita's spawning before I'm ready. Don't really see the point of locking the convenience of not having ??? spawn every now and then before you're ready behind Plantera. Argueably the item is most important before that stage of the game anyway since at that point you are far more likely to be undergeared.

On a side note: I think ??? can spawn pre-hm, not sure about this one but if thats the case I really dont understand what the point of that is, in case it is intentional.

Suggestion Author

@distant urchin

arctic boughBOT
#
**Make Tenebris glow like ores when Spelunker effect is on**

Tenebris is really hard to spot and you need it like ore for some armor/accessories/weapons so it would be nice for convenience.

Suggestion Author

@distant urchin

arctic boughBOT
#
**Add debug tools for world generating steps**

I don't know if it is possible but it should be I think. Sometimes it happens that something is not generated like Uelibooom ore or Exodium planetoids (I even remember having generated background but not blocks of the biolab). And I suggest to add debug items that will force the game to try to generate again

Suggestion Author

@silent ravine

arctic boughBOT
#
**Give Aureate Booster and Hadarian wings a bonus effect**

The addition of bonus effects to wings allows the player make creative choices between extra damage, regen, defense, movement speed, flight time and acceleration and more when deciding what wings to use in a loadout. Some of these effects work only when a full set of armor is equipped, enhancing the armor set's abilities further. However both the perennial themed wings and astral themed wings both do not have any effects when equipped. Considering these sets are explorer/movement based, I feel like these wings should aid the set in some way that compliments their armors. Perhaps Aureate booster could fire off mini seeking projectiles when worn with the reaver armor, as this set leaves you with less offensive power. And maybe astral wings could negate low gravity effects when wore with astral armor (astral itself isn't as offensively weak as reaver armor). Something small and simple like this goes a long way in influencing a player's choices throughout a playthrough, and it would also make these sets and set bonuses more viable.

Suggestion Author

@cyan zinc

arctic boughBOT
#
Add plague wings

There are 2 Plague themed armor sets now and an absolute ton of plague themed weapons, but no plague wings. This kinda sucks, and additionally plague wings could give you more of a reason to use plague armor in general, as ngl other armors at the time are just plain better for ranger and summoner at that time anyways

Suggestion Author

@rapid hinge

arctic boughBOT
#
**make repair units able to be caught with a bug net or other means**
  1. pls i want a pet repair unit
Suggestion Author

@rancid flicker

arctic boughBOT
#
make Magic Missile be required for only sky fracture's weapon line

Magic Missile is currently used for 3 calamity weapons: Carnage/Night's Ray and Shifting Sands. However, it already has a use in vanilla as a component for Sky's Fracture (which line gets extended by Calamity up to exo tier) which means that you will need a total of 4-5 Magic Missiles to get all the weapons. Flamelash is the same tier as Magic Missile and yet not used in a single recipe, which is why i suggest to replace it for some crafts.

Suggestion Author

@true lodge

arctic boughBOT
#
**Add some way of seeing the distance needed to trigger the Holy Inferno debuff during Providence's cocoon phase.**

It's very difficult to notice the debuff because the player is likely focused on the attacks which leads to tons of unnecessary damage.

  1. A transparent field of sorts similar to astralgeldon in the catalyst mod is one way of implementing this.
  2. The field can be removed in death mode for the sake of difficulty.
Suggestion Author

@onyx gazelle

arctic boughBOT
#
**Bring back the infinite flight ability of the Soaring Insignia, but as an endgame accessory instead.**

Obviously, the Soaring Insignia in vanilla is overpowered for Calamity, since wings not having infinite flight time is part of their balancing, you're only supposed to have infinite flight while on mounts that have worse mobility than wings. (like the witch's broom or similar) Removing the infinite flight ability entirely though feels like a bit much.

Since the gamer chair mount kind of makes wings obsolete anyway, having an upgrade to the Soaring Insignia locked by Supreme Calamitas would fit as a sort of parallel to that. Infinite wing flight is just a really cool ability, and having it entirely removed is lame, so making it post-Calamitas seems like a fair compromise.

Suggestion Author

@leaden sand

arctic boughBOT
#
**revert the velocity buff on the light disc**

the light disc goes so fast now that stacking it has no effect anymore
something similar might be happening with the bananarang but i haven't checked

Suggestion Author

@simple pilot

arctic boughBOT
#
**Add an Endgame version of the Biome Blade**

I know that technically we already have the Ark of the Cosmos, which don't get me wrong I absolutely love to death, but obviously its the final upgrade to the Fractured Ark, NOT the Biome Blade which kind of disappoints me given that I much prefer the Biome Blades gimmick over the Fractured Ark.

Suggestion Author

@analog sonnet

arctic boughBOT
#
Sync Calamity Changes to NPCs with 1.4 NPCs

Not sure if its a bug or something that went unnoticed, but the npcs like the Golfer, Zoologist, etc. dont get the same buffs as the other town NPCs in hardmode and post moonlord.

Suggestion Author

@muted carbon

#
**Make it So Astrum Deus' 2nd phase can't spawn within 30 blocks of you.**

The Transition of AD from Phase 1 to Phase 2 can lead to some serious problems like him spawning right in you causing all of your Adrenaline to be drained and can be potentional death. This would save alot of problems for players that keep on dying by that feature

Suggestion Author

@cedar ember

arctic boughBOT
#
**Make DOG's laser wall sound use Gauss Rifle's hit sound instead of Space Gun's shooting sound**

Shortly, it's just disappointing to hear in-game, that an eldritch godlike creature that shoots deadly laser walls to incinerate you, uses such boring and mundane sound, shared with some wacky early-game weapon. Let's just admit, that Gauss Rifle's hit sound (i don't know how it is called in the game files, my bad) fits this attack much better.
This is a small yet important tweak, that can make player's experience way better

Suggestion Author

@sterile wind

arctic boughBOT
#
Imo it should be more clear that summoner weapons are weaker when you hold a weapon of different class

alot of newer calamity players aren't aware of that so they may use summons to help them and then be dissapointed that they do so few damage (it actually happened to me lmao)

Suggestion Author

@hard ice

arctic boughBOT
#
**Make frost barrier's drop chance higher**

It's very annoying to get for the auric tesla body armor. Ice clasper is an already rare enemy and the 10% chance makes it even worse. I know it can be bought from the travelling merchant but waiting for him to spawn and using cosmolight every 10 minutes isn't very engaging

Suggestion Author

@onyx gazelle

arctic boughBOT
#
**Remove True Excalibur from Ark of the Ancients recipe**

I've noticed the mod seems to have some odd passion for this weapon in particular, considering it's used in not one, not two, not even three, but four calamity recipes, on top of being crafted into the Terra Blade (Terra Edge, Angelic Alliance, Elemental Excalibur and the aforementioned Ark of the Ancients). Out of all of them, this is the recipe where it's inclusion feels the least necessary, as it could easily just be replaced with Hallowed Bars or a similar crafting material around that stage of the game. If the Ark should still continue the theme of combining various swords together, the Beam Sword could be a viable candidate to take True Excalibur's place.

Suggestion Author

@livid sail

#
** Voice Acting **

I know this may seem like a stupid idea or ridiculous but hear me out on the. What if voice acting for certain bosses and NPC's was in the mod, for example during the Supreme Calamitas fight she says things in the chat area but your to focused on the fight, so I thought I could be a good feature so you can know what is said during a boss fight with out looking in the chat area. I know it sounds silly or stupid, but there food for thought.

Suggestion Author

@stone tangle

arctic boughBOT
#
**Make Plague Hive an actual uprade to Alchemical Flask by giving it the on-hit Honey effect from Honey Comb or switch it for Toxic Heart or Hive Pack and their effects**

Plague Hive is such a non-upgrade to Alchemical Flask, the only reason I can imagine someone making it is purely because they have the Honey Comb on hand. The only thing it adds is the ability to release bees that inflict plague when hit, and on hit effects on the player are some of the worst effects for an accessory to have in the game. The few that are good actively mitigate the damage taken from the hit in some capacity, but Toxic Heart has no such ability. This is one of the many reasons Honey Comb was so bad back in 1.3, because it didn’t have the Honey buff effect on hit, only the bees. I’m not sure why the same exact problem was repeated by the Calamity devs with this item. Simply giving Plague Hive the Honey buff on hit from its precursor, or just swapping it for one of its previous materials like the Toxic Heart or Hive Pack would make this item into an actual upgrade as opposed to what it is now.

Suggestion Author

@olive shale

#
**Give Dungeon bricks, Dungeon furniture and Dungeon platforms recipes to allow them to be renewable and accessible**

Dungeon brick walls of all 3 colors can be purchased from the Clothier, allowing a player to obtain all 3 types of brick, but in both Calamity and Vanilla the player cannot craft Dungeon platforms at all, and all of the furniture inside the Dungeon is limited and exclusive to being picked up inside of it despite looking just like the bricks.

Not only does this make all these building materials obnoxious to get, to the point where typically you’ll just use different furniture, but it is also one of the only furniture sets in the game that is non-renewable for no practical reason. (And makes the other two completely unobtainable.)

Even just shoving Dungeon furniture into Dungeon crates would be better than having to hope that the Dungeon generated with the right pieces of furniture you want to use. Furthermore, considering the implementation of Ecto Mist, it’d be quite easy to simply allow the player to craft between different brick colors as well, so you don’t have to use the roundabout method of buying walls from the Clothier, and the new recipes would make the other furniture sets obtainable by extension.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add Hardmode exclusive recipes for the "Bloody Tear" and the "Diving Helmet"**

I understand this mod isn't a "Vanilla Crafting Recipe Mod", but the developers have come up with some great Vanilla Recipes for items that are harder to get or only have a slight chance of spawning in your world. I would like to see recipes for both of the items mentioned above if they are not already planned, as they can be difficult to get under certain circumstances. Allow me to explain:

The Bloody Tear is a very useful item, especially since it is no longer consumable thanks to Calamity. Blood Orbs are super important for farming in order to make potions that some may deem necessary for beating bosses. If the potion you like isn't conveniently offered by an NPC thanks to this mod, then using Blood Orbs is an even more convenient option to make the potion if you do not have the needed ingredients. The healing potion "Omega Healing Potion" also requires Blood Orbs to create, which makes them a necessity near the end of the game.

Here's the problem; there is the small but possible chance that you can play an entire Calamity playthrough and not get a Blood Moon a singular time. It's possible, and is something my friend dealt with. This locks off very useful items like the aforementioned Blood Orb and even the Money Trough, as the Money Trough also requires Blood Orbs to craft if you somehow did not get it to drop. The Bloody Tear is also a drop chance, and while many Blood Moon related enemies may drop it, it is still just that; a chance. If you get a Blood Moon and do not get the Bloody Tear, you're fresh out of luck for Blood Orb farming later.

The Diving Helmet is much more straightforward. Sharks/Trashers are a rarer Ocean enemy than most, and the Diving Helmet is only a 2/5% chance, and is also required for the inevitable crafting of the Abyssal Diving Gear/Suit. It is up to the developers where in progression these items could be crafted, but I think Hardmode would be best.

Suggestion Author

@main gate

arctic boughBOT
#
**More "Other" type Summoner Weapons please! Also maybe Auto-swing for the Borealis Bomber?**

I'll admit I'm a bit biased, but I loved the Slime Puppet Staff and the Borealis Bomber for the niche extra-damage they gave me as a Summoner in order to compete with the high DPS of my friends while playing. The fact that they home in makes things even more interesting, and provides a use for my Mana that would just be sitting in the corner otherwise. The Slime Puppet Staff helped me way into Hardmode until I obtained the Borealis Bomber which has helped me all the way up to Polterghast so far. I feel like this opinion may change upon seeing if Calamity has more whips to offer in the future, but I loved these weapons so much and they'll be a part of my Summoner playthroughs from now on. Would love to see more weapons like them!

Would also like to suggest; perhaps the Borealis Bomber could be auto-swing, just like the Slime Puppet Staff? In terms of damage/DPS, the Borealis Bomber is much better than the Slime Puppet Staff, but when you upgrade, you start to miss the benefit of being able to just hold your attack button rather than hurt my poor mouse button's feelings with how often I hit it. Other than that, loved the niche these weapons provided! Super great weapons that I wanted to provide positive feedback for as well. I loved being able to actively participate in a fight instead of letting my Minions/Sentry/Elementals do all the work.

Suggestion Author

@main gate

arctic boughBOT
#
**More Lab-themed furniture (for the sake of NPC housing)**

Building lab-themed NPC housing is a struggle, there aren't any tables/chairs nor lamps that fit the broader hi-tech lab aesthetic which the displays and terminals bring, and I believe that sort of furniture would be a welcome addition for the builders in the community who would like to build a laboratory that would make Draedon proud, but can't because not a single table fits the proper aesthetic.

Suggestion Author

@north flare

arctic boughBOT
#
**Add cross-mod support for Colored Damage Types mod**

It's a great QoL mod, and being able to also change colors for the rogue class would be cool. From their github it looks like its supposed to be a simple proccess.

Suggestion Author

@quasi kernel

arctic boughBOT
#
Devourer of God's projectiles should despawn during his death animation

This really doesn't need an explanation, the boss is dead but it is still possible to get hit by him before the game registers a kill

Suggestion Author

@zenith hearth

arctic boughBOT
#
Make Eater of Worlds and Brain of Cthulhu drop teratoma or bloody worm food!

please make it so that when you kill EoW or BoC they have like a 10 or 20% chance of dropping teratoma and bloody worm food respectively. its really annoying to wait 10 to 15
minutes to find the cyst in a bad spot and get stun locked

Suggestion Author

@flint pine

arctic boughBOT
#
**Resprite the Slime Crown and/or King Slime on Platinum worlds**

This is a little niche change that could make the sprites make sense with the world. This fits in with the starter bag dropping Tin gear instead of Copper if on a Tin world.

Suggestion Author

@green quail

arctic boughBOT
#
**Buff Shroomite Armor so its an actual upgrade from Chlorophyte**

As things are right now Chlorophyte is actually better than Shroomite even though Shroomite is supposed to be an upgrade. This is because of the somewhat busted set bonus that is not comparable to any other armor at that stage in the game imo. Either nerf damage done from the Chlorophyte ability or buff the Shroomite armor (I prefer the latter since I like what you did to the Chlorophyte armor a lot)

Suggestion Author

@distant urchin

#
**Make the Blossom Flux not consume arrows sometimes like the Megashark**

Blossom Flux has a crazy fire rate (although its tooltip says "Average speed" fire rate for whatever reason) like the Megashark, Megalodon etc.. but it doesn't share the reduced amo consumption those weapons provide, as such currently the Blossom Flux eats through a ton of arrows very quickly which makes grinding very annoying for people that don't want to use stuff like Luiafk

Suggestion Author

@distant urchin

arctic boughBOT
#
Make being able to disable invisibility effect from invisibility potion (yes).

This potion gives buffs for rogue weapons but it makes harder to just play the game so it would be very nice if we had opacity option for this.

Suggestion Author

@high forge

arctic boughBOT
#
**Differentiate the Desert Prowler Armor from the Fossil Armor**

Both armors are pre-Boss Ranged armor sets that you get their materials from the Desert. They conflict with each other.
Perhaps you could rework the Fossil Armor to be obtained a little later, or something even more drastic, but ultimately, these armor sets should be more different from each other.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Let the Rare Sand Elemental's Healing Orbs travel through walls**

Title is straightforward, but essentially the Rare Sand Elemental from the "Rare Elemental in a Bottle" and the "Heart of the Elements" has a healing orb that is created, then travels to the player. The problem is that if this orb hits a block, it will break and disappear. This is a problem because fighting indoors means you do not get the benefit of healing from the Elemental, making it pointless indoors. On top of that, the healing orb specifically travels upwards before homing in on you. This means that the healing orb may hit a ceiling or block above it before even having the chance to try and travel to you. Changing this would mean that you can also lay in bed while getting the healing orb from your Elemental for extra regeneration which would be neat!

Suggestion Author

@main gate

arctic boughBOT
#
Prevent heart statues from working during boss fights on death mode or higher and optionally decreasing Iframes so people cant summon weaker bosses to tank.

Reason: This falls in line with the philosophy of many death mode changes which attempts to prevent cheesing such as not being able to nurse midfight and not being able to use magic mirror midfight.

Suggestion Author

@tired trellis

arctic boughBOT
#
Is it OK if you can change how the Cosmic Plushie should be obtained so it can be accessible to Journey Mode Players

Similar on how you'd get master world pets and mounts in Vanilla

Suggestion Author

@slim mango

arctic boughBOT
#
**Allow both evil biome shrines to generate if both evils are present (e.g. Drunk world seed)**

Currently, only the shrine from the "main" world evil (the one picked during the generation of the world) is able to generate, regardless of if both evil biomes are generated or not.
Reason: Allowing both shrines to generate in their respective biomes would allow all shrine contents to be more legitimately obtainable, without the need to create a second world and it will make the world feel more complete.

Suggestion Author

@merry jasper

arctic boughBOT
#
**remove sepulcher's ability to despawn piercing projectiles, or make it move faster**

currently, sepulcher deals no contact damage and simply spawns projectiles, which is already great quality of life- however, its size means it frequently covers brimstone hearts, rendering them inaccessible until it moves out of the way. waiting is often risky because it moves slow enough that you could get yourself killed if you're focusing on the hearts rather than just the projectiles around you. this may not be as much of a problem for more idle classes with big areas of effect or homing, like summoners and mages, but it really sucks for rogues and (with certain weapons) rangers, who need to focus on their accuracy and where their hits land. either removing that feature altogether or making it move out of the way faster would resolve this.

Suggestion Author

@ivory badger

arctic boughBOT
#
**Make the opposing evil floating islands larger, so that the opposite evil bosses are easier to get, or make a way to obtain the opposite evil biome blocks with e to mist and etc.**

I feel, maybe, that the floating evil island is too small to be useful for resources, and waiting for the biome to spread is unnecessarily time consuming. Also, with a larger island, the opposite evil bosses would be easier to fight and spawn (more space, more hive/perforator cysts and crimson hearts/shadow orbs), alongside a greater lake for easier fishing. Furthermore, many challenge playthroughs I do involve defeating EVERY boss and mini boss in the game, so having to spread an opposing evil for a boss can be wasteful of time.
In continuation… altars should spawn in those islands, or some sort of replacement, as an alternative option to the underground. I am also going to provide another optional mark to take it one more step further…
Hardmode evil components and crimtane/demonite should be obtainable here, as a way to get the other resource from a biome, and as such— the respective mimics should be spawned, rather, based on which biome it is spawned in, or some specific evil-exclusive material to be placed alongside one of the keys.

…it’s a lot, but it would make it a lot easier than generating a whole new world for a slightly different resource… or expanding that little island.

Suggestion Author

@vapid sigil

arctic boughBOT
#
**Simplify Astreal Defeat’s crafting**

As a powerful bow and a component for the Heavenly Gale, Astreal Defeat is one of the harder weapons to craft due to one of the component: Spirit Flame. The player need to have an evil infected underground desert in order for desert spirits to spawn, not to mention that they are not really common and the drop rate is quite low. The mod can add recipe for the desert spirit lamp or alter Astreal Defeat’s recipe in order to make this less of a nuisance for players.

Suggestion Author

@loud meadow

arctic boughBOT
#
**Make the debuff of Chaos Candles be toggleable with wiring similar to Water Candles in vanilla**

This makes AFK farms a lot easier to use as the candles won't have to be replaced every time you want to use it

Suggestion Author

@steep herald

arctic boughBOT
#
**Add a second direct rogue drop from Moon Lord**

Currently, Moon Lord directly drops 2 items for each class, except rogue, which only gets the Utensil Poker. Adding a second drop will help with the lack of rogue weapons post-Moon Lord, and allow for more options when deciding what rogue weapon to use after killing Moon Lord.

Suggestion Author

@ivory shard

arctic boughBOT
#
**Move the Terraprisma to be a Moon Lord drop, but keep the no-hit option for getting it from EoL**

The Terraprisma is MUCH stronger than every other summon weapon, because it's meant to be a post-game challenge to no-hit the EoL. By making it drop from her without a nohit, it becomes absurdly busted, making every other pre-ML summon weapon practically obsolete. Obviously it could just get nerfed, but I think having it drop from Moon Lord 25/33% of the time makes more sense, so you can still use the pre-ML summon weapons and also keep its strength the same.

Letting players get it early by doing a nohit before ML isn't really a problem- it just makes things a bit less linear, which is something Calamity already wants to do anyway with boss summons being available early.

Suggestion Author

@leaden sand

arctic boughBOT
#
Starlight in Ele Shiv recipe

Since the Elemental Shiv is now crafted with the Starlight, can you rework it and its upgrade(s) to be similar to how it functions

Suggestion Author

@slim mango

arctic boughBOT
#
**nerf moray eels and box jellyfish**

they are way too op for pre-boss ocean enemies, so i think they should either be nerfed or only able to spawn in the abyss because they can literally 2-shot early players

Suggestion Author

@simple pilot

#
Make Draedon Labs Emit Sounds

Draedon labs may go completely unnoticed to new players and they may complete the entire game without knowing about them at all. If Draedon Labs emitted a small warbing sounds to bring players attentions to them depending on how close the players are to the labs they wouldnt have to find all the labs at once late game just to fight draedon, which I assume is unintended.

Suggestion Author

@stark dagger

arctic boughBOT
#
**Put Desert Medallions in Pyramid/Desert Chests and Lab Seeking Mechanisms into Gold Chests so New Players Actually Find Calamity's Unique Structures**

Similarly to how Suspicious Looking Eyes are put into Gold Chests, putting Desert Medallions into, or replacing the Eyes that already spawn in Pyramid or Desert chests could help guide new players into knowing about the Scourge, considering the removal of the guaranteed desert entrance makes it a bit more difficult to even know anything is under the desert, and makes the Sunken Sea even more obscure than it already is.

Similarly, labs have a major issue of being fairly obscure unless you stumble upon exactly the Large Planetoid, as the small labs are surprisingly rare for when they're supposed to be found in progression, rarer than even Glowing Mushrooms biomes! With the increased size of Glowing Mush biomes it's easy to find 2 or even 3 before finding a single small lab! In my most recent run, I managed to visit every single major lab in preHM, and didn't see a single small one until late into Hardmode, and the only reasons I could find all the big ones is that I knew them and the Lab Seeking Mechanism already existed! Either small labs need to have their spawn rates increased (since Large is the default world type, this seems like a Small world compatibility holdover), small labs should have their own, easier-to-accidentally-find locator, NPCs should mention labs and the Seeking Mechanism, or you could add Lab Seeking Mechanisms to Gold Chest drop tables to hint the player in on the labs even existing.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Draedon Power Cell Factory and Charging Station Have Glowing/Shining Parts (to grab player's attention)**

Both are extremely important features of the biome labs (and essential to fight Exo Mechs, one of the two current final boss) yet they are not obvious at all.

Using the picture shown, the first thing that grab the eye might be the Hologram, then the computer-like structure above, then the fuel tank then the flaming plagued bed; meanwhile factory and charging station are nearly ignorable.

The purpose of this suggestion is to give an intuitive way to signify their importance through lighting, as an object that emit lights tend to grab attention and perceived as more important. This is especially important for new player who are not aware that these items are prerequisite to such important content of the mod.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make the "Guide to Critter Companionship only work when favorited**

Make the "Guide To Critter Companionship" only work when favorited like the Lore items back in the days so you don't have to remove the "Guide To Critter Companionship" from your inventory in order to kill pigs and Prismatic Lacewing

Suggestion Author

@sage lintel

arctic boughBOT
#
**Add a wing corresponding to the umbraphile armor set**

After defeating calamitas/plantara, each class splits from the 5 helmet mech armors to a class specific armor (shroomite, spectre, beetle, tiki, and umbraphile). Each of these armors also has a wing item associated with it, made from the same materials and giving buffs when worn with its armor. That is except umbraphile, rogues have to use mothron wings at this stage, which give no class specific bonuses.

I would just like to see this irregularity changed to give rogues their own wings, especially as these sets can be used all the way to moonlord. Maybe have the wings use solar veils and ectoplasm so they're locked behind both bosses?

Suggestion Author

@uneven ledge

#
**Add the "A glimpse into what will be..." tooltip to the Desert and Aquatic Scourge Relics**

All the other relics that use future redesigns have this tooltip to indicate they are not accurate to the current look of the boss. The only exceptions to this rule are the two Scourges. You might argue that the redesigns are similar enough to the current designs to not warrant it, but the Hive Mind relic has it too. It seems to be an oversight.

Suggestion Author

@woven knot

arctic boughBOT
#
**More Post-Moon Lord tools**

The current progression is Lunar tools, then Blossom pickaxe and Grax, and then the Crystyl Crusher. This feels sparse compared to the rest of the game, where you can craft tools with essentially any material you have, even if it provides no benefit. There is also one explicit gap, which is the lack of a meld construct hamaxe, despite the existence of the Genesis Pickaxe.

Expanding all of the tools (and potentially things like fishing rods or grappling hooks) to cover all of Post-Moon Lord progression would fill in these gaps and act as a breath of fresh air.

Suggestion Author

@wicked harbor

arctic boughBOT
#
Put autoswing on prismatic breaker's right click

All other weapons with a right click autoswing while prismatic breaker doesn't

Suggestion Author

@vivid juniper

arctic boughBOT
#
**Rework Meld Constructs into meld's lunar fragment block and use Meld Blobs as the main crafting material.**

Reduces redundancy in the meld crafting tree as currently meld blobs are only used to craft meld constructs, as well as creating parity with the other lunar fragments.
They only use one base material, and meld is currently missing it's associated fragment tile.

Suggestion Author

@wide mica

arctic boughBOT
#
**Make Yharon's weapon drops inflict Dragonfire**

It would make a lot of sense if the weapons that drop from Yharon were able to inflict the Dragonfire debuff (especially the Dragon's Breath). God Slayer Inferno is a singature debuff inflicted by bosses that is able to be inflicted by the player, so it would make sense that Yharon's weapons were able to inflict it instead of the On Fire! debuff.

Suggestion Author

@gusty oasis

arctic boughBOT
#
**Make class proficiency have a higher impact on gameplay**

As it currently stands class proficiency is just a pat on the back for being consistent in what class you play. I feel like it should offer more diverse effects along the way or at the very least give a more interesting and more powerful final bonus at max level such as an extra minion slot for summoners or an increase to the stealth bar/ stealth regen for rogue (both are just examples of simple but meaningful bonuses).

Suggestion Author

@prisma relic

arctic boughBOT
#
**Make the Arms Dealer sell fallen stars if the player has the Star Cannon or any of it's upgrades in their inventory**

As the Arms Dealer usually sells the ammo item for a ranged weapon, it would be a good idea to have him sell fallen stars, because collecting them can be tedious. Also, there are multiple weapons that fire fallen stars, so it's not like it'll go unnoticed or be not used.

Suggestion Author

@tropic zephyr

arctic boughBOT
#
**Make the Red Devil for Demonshade armor a toggleable effect**

Whenever you have the Red Devil activated, it will automatically attack anything it can, which in some cases can be annoying, like if there is a voodoo demon above lava. Unlike regular summons though, it isn't able to be turned on or off, so you have to unequip your armor to get it to go away. This could be implemented through either a hotkey or by right clicking the Red Devil buff shown under your hotbar.

Suggestion Author

@thick lion

arctic boughBOT
#
**Make the Cultists have the critter tag so you can use the Guide to Critter companionship on them**

The Cultists mess up everything from Deus fight to polterghast grinding, and I dont think removing an integral part of the game is a good suggestion, so if they had the critter tag they would receive no damage from summons/homing weapons when you pass through ONE SPOT on the entire map that is necessary to enter the dungeon

Suggestion Author

@cedar dawn

#
**Make axe of purity's upgrades be able to purify blocks**

Alright so, axe of purity has the right click to purify stuff right?
then you upgrade to inferna cutter and that ability just goes away?
how this can be fixed:
Make it so that inferna cutter and grax retain the purity ability (In the case of grax you could have right click cycle between attacking, using as a tool, or purifying kind of like the ark weapons)
I understand that by the time you upgrade to inferna cutter you'll likely have access to the clentaminator, however using that can be costly whileas axe of purity's right click is free, and also a bit more of a precision tool incase there's anything you'd want to keep corrupt/crimtane/hallowed for whatever reason.
Plus there's really no reason for an upgrade to remove an integral part of an item.
One way I could see this helping newer players is if someone got axe of purity, saw the upgrade to inferna cutter, then just got disappointed that they cant purify with it anymore.

Suggestion Author

@leaden coyote

arctic boughBOT
#
**1.4 Brain of Confusion ability for it's upgrades**

Because the brain of confusion now has newer abilities in 1.4, being able to have a chance to let you dodge, I feel like it should also apply to the Amalgamated Brain and The Amalgam

Suggestion Author

@slim mango

arctic boughBOT
#
**Custom light sources for lab**

adding lab themed light souces will be appreciated
i think glass lanterns just dont look that good with lab stuff
idk it doesnt really affect gameplay and this is a "would be neat" moment
but would be neat

Suggestion Author

@solid pewter

arctic boughBOT
#
**Make Space Ore Planetoid Generate Non-Duplicated Ore (until there are at least one of each)**

Space Planetoids offer a lot of benefit, one of which is Ore Planetoid which yields a very significant amount of one random type of Pre-Hardmode ore. However, as of currently the ore being generated seems random, which means if you are unlucky you can just have 4-5 planetoids generated with copper ores.

The suggestion is so that the type of ore they generate are at least semi-consistent, where there will be at least one of each type of ore that can be generated, namely: tin, copper, iron, lead, tungsten, silver, gold and platinum.

This way if the player is in need of a specific ore, they will know with certainty that it is there somewhere, instead of taking a complete gamble.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework Fossil Armour into an early pre-boss melee armour**

Pre-boss class specific armours are cool, we can settle on that. They give incentive to explore biomes and they give a good feeling about your class as soon as you start your world. Mage gets to explore the jungle and get a nice set of Jungle armour out of it, summoner gets their cool reworked Wulfrum armour, rogue gets to explore early the neigh-useless ice biome to get an early stealth strike armour out of it, and melee gets... - nothing? the generic ore armours? furthermore, ranger gets two armours made with desert materials?

By reworking fossil armour into an interesting melee one (suggested ideas can be incentive true melee, fossil spikes on melee hits, petrify enemies for easier melee combat at the start of the game, and so on) we can both leave rangers focus on the much more interesting Desert Prowler armour and give melee classes the early game armour tailored to their class that they deserve.

Suggestion Author

@olive bolt

arctic boughBOT
#
**Give The Bee custom hit effects**

The Bee is an accessory referencing a shield of the popular Looter-Shooter game Borderlands, while it can be a good accessory, it lacks the satisfying hit effect of the original games, which in combination with the sound, made it so satisfactory to use. Lets give it some love by adding custom hit effects that mimic the former item in-game when you get to score a hit if your HP is full.

Suggestion Author

@olive bolt

arctic boughBOT
#
**Make Yharon Give A Small Telegraph Before Teleports At The Location It Will Teleport To (when initiating bullet hell or teleport charge)**

This is just to make the fight more fair and much more intuitive at learning Yharon's pattern, rather than only through repeating unreasonable amount of attempts or read on Wiki; meanwhile for Veteran players this do not really make the fight easier as they already know the pattern anyway.

Yharon's teleport for initiating bullet hell is always consistent: it teleport above the player after doing a roar, just the lack of telegraph make it non-obvious to new player that they should avoid going up when it is happening.

Yharon's teleport charge is the same deal as it always cycle through a very consistent pattern, just it can again, be very non-intuitive for new player; as unless one read about the Wiki it can be difficult to find out that Yharon is following a pattern in the first place.

Giving the teleport a short telegraph at the location where Yharon will teleport to (as in really just a split second) while seems minor will make it much more fair especially for new player so that the teleport will not just be a 'surprise mechanic' that can only be learnt through fight knowledge (aka just fight it 100 times and just know the pattern), but rather can also be react to.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Make exhumed weapons do more self damage

This would make the weapons worse of course but their entire stick is to be powerful but risky. Every weapon (except for gruesome eminence) does one damage to the player. Self-damage should be risen to gruesome eminence's level to make them more true to their design.

Suggestion Author

@burnt prism

arctic boughBOT
#
**Add the segments on the minimap that DoG has to other worm bosses**

This is pretty self-explanatory. It's a neat feature that should, frankly, be vanilla, and it would be great for bosses like the two vanilla worms especially. There is a seperate mod that already implements this for the vanilla bosses, but it would be great if this could become a feature in Calamity, especially considering DoG already has it.

Bosses this would include are the Eater of Worlds, the Destroyer, the Desert Scourge, the Aquatic Scourge, Astrum Deus, Storm Weaver, Thanatos, and the Adult Eidolon Wyrm.

Suggestion Author

@sleek kindle

arctic boughBOT
#
The Brimstone Crag having a different background in hell

Reason: To differentiate it more easily when you enter the biome.

Suggestion Author

@cunning orchid

arctic boughBOT
#
**Adjust vanilla boss summoning items so they only require 1 to duplicate in Journey mode**

This is mostly just for consistency. All calamity summoning items only require 1 to unlock replication when researched in Journey mode, since they do not stack and are not consumable. Vanilla boss summoning items have the same properties: they cannot stack and are not consumed. However, the vanilla boss summoning items require 3 to research compared to calamity summoning items which only require 1.

Suggestion Author

@hazy harbor

arctic boughBOT
#
**Add Journey Mode replication support to Draedon power cells and Draedon arsenal weapons.**

The Draedon power cells are important for charging Draedon arsenal weapons. While they are certainly not difficult to obtain once you have power cell fabricators, which are replicable, I do not see why we should not be able to replicate the power cells themselves.

The Draedon Arsenal weapons are not replicable either, setting them apart from the rest of the weapons as the only ones (to my knowledge) unable to be replicated. I can see how this could be a problem considering the charge mechanic, however I do not see why this cannot be set to a default 0% just like when it is crafted (or pulled from mods like cheat sheet, which do allow you to pull Draedon Arsenal Weapons).

Suggestion Author

@hazy harbor

arctic boughBOT
#
**Rename the Blood Orange and the Dragonfruit**

Now that Calamity has been updated to 1.4, the Blood Orange and the Dragonfruit share their name with a vanilla item. Changing it or the vanilla counterpart's name would help give more distinction if you're searching through item lists or crafting menus.

Suggestion Author

@gusty oasis

arctic boughBOT
#
**Make Providence Delete Magma Blobs When Transitioning Phases**

Providence is such a fun fight, my favorite in the game. Every time I die to this boss I never get mad and always acknowledge “yeah, that’s my fault for dying there”. But there’s one small thing that keeps me from saying this is the perfect boss fight. When Providence changes phases from her fireball bombardment to a radial holy or attack, every projectile she has fired gets destroyed. This is good because it allows you to draw all your focus to a somewhat difficult to dodge attack. Except for the small, sometimes unnoticeable, molten blobs, which aren’t deleted during this phase change. Due to their lingering nature, it can be very hard not to accidentally step on one of these while focusing on her radial bullet hells. While in other phases these plops are fine, but in this phase it’s strange that every other projectile gets deleted besides this one. Another way to remedy this is to make these blobs more visible, their translucence coupled with the tinted daytime background can make them hard to see sometimes.

Suggestion Author

@cyan zinc

arctic boughBOT
#
**Reduce the noise on Cold Divinity**

Yes, I know I can lower the volume on the "sound" setting but it is still quite loud and high pitched. I love the weapon, but my ears can't really stand it.

Suggestion Author

@half snow

arctic boughBOT
#
**Sea Prism Shards do not align properly when placed**

When placed by a player the Sea Prism Shards do not rotate properly leading to prisms that are placed on a wall or ceiling facing as if it had been placed on the ground.
Thank you.

Suggestion Author

@rocky mirage

arctic boughBOT
#
**Rework/Change the Pattern of Devourer of Gods Phase 2 Grid Laser Walls (to allow dodging while being mobile)**

With DoG gaining the ability to consistently fire laser barrage during Phase 1 and Phase 2, the problem with Phase 2 huge laser wall (the one in grid-like pattern) being contradicting with the rest of the fight had been more significant than before.

DoG with the most recent rework, turn him into a very mobile fight where the player are incentivize to stay moving consistently while accounting for DoG's own movement, with laser barrage forcing you to make immediate decision to reconsider your option and reposition accordingly. The flow of the fight feels very fast pace and agile, and the fight feels very satisfying.

However, the Phase 2 grid laser wall completely contradict the rest of the fight, as you are suddenly being forced to come to complete halt and requires very precise positioning between the grid pattern lasers with little to no warning. This completely breaks the flow from the rest of the fight.

The suggestion is not to 'remove' the grid laser wall, but rather rework the pattern to one where you can dodge while being mobile/continue moving; or to keep the grid pattern but make the lasers come in a way that dodging while mobile is an option (currently if you try to move during walls, the lingering lasers will hit you).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**magic conch QoL recipe**

Make magic conch craftable from a few ocean biome items/desert scourge drops like corals, seashells, shell piles and starfish and add 10 fallen stars just like for the magic mirror QoL recipe.

This would make it easier to get the magic conch if the player wasn't lucky enough to find it from sandstone chests and doesn't want to fish for it or isn't aware that you can get them from certain crates.

This would make getting to the sulphuric sea for the acid rain event or going into the abyss less tedious and would also make it easier to try to defeat (if they weren't able to beat them on their first try) Leviathan and Anahita if the player didn't get the magic conch.

Suggestion Author

@slender ginkgo

arctic boughBOT
#
Make more hints of yahrim in the game

So yahrim is the big bad tyrant but he barly exits other than the two biome he destroyed and I think a statue or a painting of him will be cool so the player at least know how he looks

Suggestion Author

@lethal sorrel

#
**Make the Mounted Scanner symmetrical when used with an even number of minion slots.**

This has been a game breaking bug in the Calamity Mod for a long time now. When the player has an even number of minion slots and uses them all to summon Mounted Scanners, they are not placed symmetrically around the player. This causes a cascading effect which makes the weapon literally unusable and is probably the reason why my wife left me. It is a disgrace that such an issue has remained in the game for so long with seemingly no attention from the developers. Fabsol, pls fix.

Suggestion Author

@dusty canyon

arctic boughBOT
#
**Make the Frost Barrier a craftable item**

i think the frost barrier should be a craftable item since its a crafting material for the Auric Tesla Armor. It's a rare drop from Ice Claspers, which are a rare enemy themselves. You can buy them from the Traveling Merchant, but only on a full moon. These requirements are very situational and you have to be very lucky to get the frost barrier from either methods. You also can't reset the Traveling Merchant's shop by using the Cosmolight, so you have to get a Traveling Merchant on the night of a full moon. This makes crafting the armor set very tedious, since I like to use the best equipment I can before fighting the next boss, which in this case would be Supreme Calamitas/Exo Mechs.

Suggestion Author

@torn plume

arctic boughBOT
#
**Remove Pearl Shards from Firestorm Cannon Recipe**

Firestorm Cannon has no reason to be locked behind killing Desert Scourge, and the Victory Shards were just left in from when they were obtainable preboss through Cnidrions. Firestorm Cannon is also quite weak against later bosses, making it a largely irrelevant weapon at the post-Desert Scourge stage.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Adjust the Yharon charge noise to be less high pitched/straining or replace it entirely**

Music/Audio experts could describe this significantly better than me, but the sound Yharon makes sometimes “strains” (not sure of a better word but it’s extremely “frustrating” to my ears to hear so often) my ears to such a bad extent that I have to disable audio for the fight, especially when heard so repeatedly across many attempts. It’s nice in isolation, just not when used so frequently, and would be a major QoL fix if changed.

Suggestion Author

@lean hawk

arctic boughBOT
#
**make soul of night/light a guarantee drop**

Even with the highest difficulty it still have only 36% chance to drop and is painful to grind in early hardmode without making the farm, also making the farm for soul of light take very long time and doesn't worth it since you can later farm queen slime for soul of light. and for soul of night, breaking all altar on medium world usually give only 70-80 souls and sometime not enough to craft all important early hardmode item.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**alter the treasure bag contents of the mechanical trio when using the alternate progression.**

No idea how much of a coding nightmare this would be but make it so the treasure bags contain the tier of ore defeating that boss unlocked? The Trio have the smallest Loot Pools and it would give some encouragement to rematch them for something other than hallowed ore once you beat all 3. Only major issue I can see is that you could speedrun early hardmode with the right setup.

Suggestion Author

@quiet jewel

arctic boughBOT
#
** Make Queen Slime drop Crystal shards**

Crystal shards are really commonly used and sometimes are considered hallowed “conterpart” of cursed flames/ichor. Since calamity make the latter 2 items drop from bosses to make them more easily and conveniently farmed, therefore, making Queen Slime drop crystal shards would fit the theme and make sense.

Suggestion Author

@loud meadow

arctic boughBOT
#
**Some recipe changes regarding 1.4 weapons**

These are just ideas that fit the general theme and find more uses for new weapons. Planetary annihilation requires blood rain bow. Quad-barrel shotgun replace shotgun in some recipes (such as shredder). Cosmic rainbow requires eventide. Magnetic meltdown requires resonance scepter. Augur of the elements requires blood thorn. Nuclear fury requires weather pain. Face melter (not yet approved by donor but they seem absent) requires stellar tune. Enchanted pearl requires pearl (from oysters).

Suggestion Author

@loud meadow

arctic boughBOT
#
**A recipe for the compass**

it's a pain to farm for :D

Suggestion Author

@outer dew

arctic boughBOT
#
**Remove Acidwood from the recipe of Sulphurous Armor, or make an adequate number of acidwood trees always spawn at world gen**

It's a pain to get. Half of the time the world doesn't even spawn with the amount of trees needed to make the set. Sure, you could just plant them with acorns or fish for them, but that's a pain, and farming for Urchin Spikes and Sulphurous Scales is already a pain to do. The planting part feels a bit unecessary considering no other armor has you do that just to obtain it.
I have no idea if this has already been mentioned, rejected, or changed, so pls don't get upset with me if it has lol

Suggestion Author

@tropic mesa

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
#
Craftable flinx fur

flinx fur should be craftable this would help summoner players like myself get it with out haveing to wait on flinxes or build i giant farming zone it could be made with silk or cobwebs or something along those lines

Suggestion Author

@agile bear

arctic boughBOT
#
Seeker mechanisms for the other lab variants

This would make it easier to obtain suspicious scrap

Suggestion Author

@bright harness

arctic boughBOT
#
**Allow players to toggle the Chaos Candle and Tranquility Candle**

Basically, just allow the player to turn on and off the Chaos/Tranquility candle and by Right click on it, just like the 1.4 Water Candle

Suggestion Author

@sage lintel

arctic boughBOT
#
**Make Increased Mining Speed Boost Optional**

Maybe an unpopular opinion but, I would like to see the Mining speed boost config option returned to Calamity. The speed boost is very fast with Mining potions plus the mining speed buffs you can get from multiple sources and accessories that are available quite early on (Even crazier in Hard Mode). OR Maybe reduce the speed boost.

Suggestion Author

@stuck basalt

arctic boughBOT
#
**Sulphuric Sea and Astral Biome Tree Fruits**

Yeah, i know that there aren't many reasons to do it and its something very, but every vanilla tree has one, and i'd really like something alien-like or acidic one (a Durian, for example)

Suggestion Author

@safe junco

arctic boughBOT
#
**Remove or greatly reduce the boost to blood moon spawn rates caused by Death mode**

While it may be somewhat fun to fight hundreds of enemies, it's not fun to be forced into it, completely unprepared. Death mode blood moons boost spawn rates so high that there are typically over 100 enemies detected nearby with the radar, and about 30 right next to you at any time. This makes blood moons more of an annoyance than a challenge, as there are so many enemies that you can't do anything while a blood moon is happening, and you're forced to wait it out if you don't have cosmolight. It's inherently impossible to balance, since enemies that are a fair challenge in regular numbers are going to be nearly unbeatable when there are 100 of them. Force town safety also doesn't work for this, and blood moons can't be skipped in prehardmode, or even fast-forwarded with beds. Extreme spawn rates are still possible with zerg potions, so nothing would be lost from removing or reducing this, but Death mode would become way less annoying.

Suggestion Author

@wet nest

arctic boughBOT
#
**Make Extracinator craftable**

Basically, add a crafting recipe to Extracinator to avoid things like people finding it literally POST PLANTERA (which makes it quite useless at that tier)

Suggestion Author

@sage lintel

arctic boughBOT
#
**Add a vanity version of the Snow Ruffian armor set's wings**

The Snow Ruffian's wings are (in my opinion) some of the best looking wings in the game! However, because they are tied to the set bonus of the weakest rouge armor in the game they cant be used for designing a good looking character. If you could craft a vanity accessory that looked the same it would allow the wings to be seen and 'used' beyond the first forty minutes of a new game.

Suggestion Author

@exotic nimbus

#
**Remove Cnidrion**

In my opinion, the Cnidrion serves no purpose. They are annoying and the one thing they do drop, Amidias' spark, would make more sense to be Stormlion, which inflicts the Electrified debuff, rather than the Cnidrion, which shoots water.

Suggestion Author

@short aurora

#
**Give Dunerider Boots a better upgrade that doesnt take away their sand effect**

Dunerider Boots being "upgraded" into spectre boots seems like a waste of time instead of fishing for a different pair of boots to upgrade. The dunerider boots have a neat effect of a "pre-hardmode asphalt," but that effect get take away when they are "upgraded." Having a separate upgrade, possibly a hardmode version of the dunerider boots makes much more sense.

Suggestion Author

@grave vortex

arctic boughBOT
#
**Add Rage/Adrenaline boss rush curses**

Rage and Adrenaline are very powerful and are implemented to help ease the difficulty of revengance/death mode but by the time you're facing the boss rush you'll be so powerful you wont need it... right?
this way players can suffer the true hell of these harder modes by taking away this balance

Suggestion Author

@zenith phoenix

arctic boughBOT
#
**Change the Devourer of Gods' boss summon**

My suggestion is a device that creates a rift to replace the current cosmic worm summon. It can behave similar to the Terminus (in that it requires the player to hold the item down to spawn the boss in) while spawning the Devourer of Gods in the location of the cursor after being held and used. I think this would make plenty of more sense and fit more with the theme of the Devourer of Gods, given that it is a worm that travels across dimensions, traveling through rift holes it makes, rather than the current, ordinary cosmic worm.

Suggestion Author

@rotund cloud

arctic boughBOT
#
**Rework Soaring Insignia Nerf**

The Soaring Insignia was balanced in vanilla as there wasn’t any post ML content, however in Calamity it was obviously OP. However I think the nerf was done incorrectly.

Instead of merging the Soaring Insignia’s flight time and making it a speed item (which calamity already has plenty of), it should be a flight buff but at a cost. This could be done in a similar way to Dimensional Soul Artifact. For instance, it could be “You Have Infinite Flight However you have 50% reduced movement speed”. The item could also be given the ability to hover, making its purpose seemingly be for exploration and building while still having a nerf to reduce how OP it would be in boss fights.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**More armor/equipment in the future with similar buffs to Whips!**

I am unsure as to what Calamity has in store for Whips in the future since they were added, but one thing I would definitely love is set bonuses and equipments that give buffs to how Whips work for summoners. For context, the Obsidian Armor in Vanilla Terraria has a set bonus that gives you 50% whip range and 35% whip speed. I feel like Whips could definitely shine in Post-Moonlord with interesting bonuses and equipment like this!

Suggestion Author

@main gate

arctic boughBOT
#
**Add biome torches to be consistent with vanilla**

Biome pylons are in development but I don’t think biome respective torches are, despite them being a lot easier to add. For sulfuric torch you need hardened sulfurous sand, brimflame torch requires brimstone slags, astral torch requires stardust or sth like that. And obviously make torch god’s favor effect work on them. The trickier one is that sea prisms are already used to craft ultrabright torches. I suggest ultrabright torches to be placed underwater, or add another underwater torch for the sunken sea.

Suggestion Author

@loud meadow

#
Adding a new Item to allow builds that work/trigger on a specific hp% threshold

Such accessory could look like this:
While above 40% health loose X life per second. While below 40% regenerate X life per second, regardless of any debuff beeing applied to you.

It could support a variety of other items, including Frozen shield or mutated truffle for example.

Suggestion Author

@sterile flume

arctic boughBOT
#
Remove Astral Chest and make Heavenfallen Stardisk drop from Astrum Aureus

Astral Chest is very inconsistent since it's 1) locked behind Aureus (unlike vanilla biome chests requiring Plantera; 2) doesn't have a key; 3) for some reason the only Calamity biome to have a dungeon chest. It has little to no reason to exist, since all the other materials have other obtain methods and Heavenfallen Stardisk can become a normal Aureus drop or drop from post-Aureus astral enemies.

Suggestion Author

@true lodge

arctic boughBOT
#
**Give Hover ability to Celestial Tracers and Drew's Wings, and Fast Ascent ability to Elysian Tracers and Elysian Wings**

Hovering and fast ascent from the Warp Star is incredibly useful, not just in combat, but just generally for getting around the world. I would like the ability for superior air mobility paired with the ground mobility of the boots, without having to pick between the two.
Alternatively, there could be a separate crafting path that does not give the wing abilities to the tracers, and allows a different pair of wings instead.

Suggestion Author

@jolly trellis

arctic boughBOT
#
**Dynamic Whip Tag**

(First off, I am not sure whether the game allows one to add additional functions into the damage calculation and even if, the technical realization may be too difficult and in that case, just ignore this).

While trying to balance the unofficial calamity whips mod to find something somewhat balanced for the already strong summons and the increased risk of playing with whips instead of focusing only on dodging, I thought about how to maybe best handle the whip progression so that whips do provide an advantage at all stages in the game but also keep the buff relatively constant. The problem with that would be that either early whips barely do anything except being a replacement for classless weapons or that endgame whips are barely stronger than early game ones and must be carried by their own damage.

One potential solution would be to change how whips affect damage from Damage = MinionDmg * WhipMult (for examle 1.2) to Damage = min(MinionDamage * WhipMult, MinionDmg + Cap).
This change means that the damage added by a whip tag is always some multiplier, unless the damage added exceeds some cap. This means that early game whips can improve damage by a good amount but barely do anything lategame ("Ah, lemme make my god devouring worm summon 20% stronger by hitting a target with some jungle vine and hornet stingers held together by duct tape").

Additionally, if people complain too much about multiplicative whip tags being almost useless for weapons like blade staff, then we could take this a step further using min(MinionDmg + Cap, max(MinionDmg * WhipMult, MinionDmg + WhipFlat)). This gives the whip flat tag damage which could be scaled to not be broken for the few low DMG hitters but for most summons the multiplicative bonus is bigger than the tiny tag bonus and makes it work like normal.

TL;DR: idea to enforce reasonable progression with whip tag damage caps and maybe even give stuff like blade stuff room to exist without being OP

Suggestion Author

@tacit basin

arctic boughBOT
#
*_give the Abigail’s Flower a buff for Post-ML_*

Abigail’s Flower is a Pre-Hardmode summon, which gets a considerable buff at the start of hardmode. So, it’d make sense for it to also get a boost at the start of Post-ML. And for the sake of simplicity and consistency, no new attacks will be added.

Suggestion Author

@obsidian vortex

arctic boughBOT
#
**Introduce a Scaling System (similar to damage reduction) for Movement Speed (so we can finally buff items that give movement speed)**

To clarify the current damage reduction (DR) system basically make it so DR give less direct benefit for the later point of DR you have (eg: you have like 20% DR, but it actually only give ~15% in benefit).

While seem like a straight nerf, this is come with the intent of being able to buff movement speed item without them becoming overpowered in mind.

The current state of movement speed is basically that movement speed (MS) don't really do anything at low value; however, once you reach a certain "threshold" (it is a high number, like around 180~200% +), it starts to increase your actual speed by mad, which is why many MS items give pitiful amount of MS right now.

The intention of this suggestion is so these MS giving items (especially those with its entire focus on giving speed, like Reaver Armor) can finally not be restricted to low numbers due to fear of the player breaking the sound barrier.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove Tenebris and Depth Cells or Differentiate Them From Lumenyl**

After defeating Calamitas, 3 materials spawn in the Abyss; Tenebris, Depth Cells, and Lumenyl. Currently, Lumenyl is the easiest to obtain; both dropping from enemies and glowing brightly while growing off of walls. Depth Cells drop exclusively from enemies, and Tenebris is a slightly darker version of Planty Mush that grows into it like how Chlorophyte grows into Mud Blocks.

While it makes sense to have a Crystal Shard type resource, an Ore Type resource, and a general drop from enemies (arguably paralleling the Crystal Shards, Souls of Light, and Hallowed Ore of the Hallow), the problem is ALL OF THESE ARE FUNCTIONALLY IDENTICAL. They are all used in the exact same recipes, with the exact same ratios, (with the small exceptions of Depth Swarmer and Silva armor) and Calamity makes such a small attempt to differentiate the three materials to the point that removing Tenebris and Depth Cells, and making Lumenyl more commonly drop from enemies would functionally change nothing about the Abyss or its progression.

While I think it's interesting Calamity has a block that grows like Chlorophyte, it's nearly impossible to actually see in the Abyss, so unless you completely destroy your shelves, it's easier to just amass it all from fishing. And Depth Cells are just lame. Just another enemy drop. I'd argue simply removing these bloat items would be the easiest thing to do, and for thematic uses like in Silva armor, Planty Mush is just as good for the role, and far easier to obtain.

A more time consuming task would be to actually seperate the three into individual roles, and give them all their own reasons to exist. Also I'd like for Calamity to use the "ore growing" mechanic more often (cough Uelibloom cough Hive Blocks are still unrenewable cough), but Tenebris is arguably a horrid use of it, growing into a block that already grows in small patches. But if they can fix it, I'd prefer it.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make other calamity maces work the same as 1.4 maces and consider as true melee when spinning**

1.4 rework of the mace flails made them significantly more interesting, and calamity’s approach—urchin mace has been pretty successful. Therefore reworking other mace-shaped flails would be a great idea. Mainly just Ball o’ fugu and tumbleweed (yateveo bloom and rem’s revenge could do but didn’t ask for approval). Ball o’ fugu could release spikes when laid on the ground like flower pow. And tumbleweed with its projectile could work like drippler crippler (and possibly include that in its recipe?)
Urchin flail share a too similar role with urchin mace so it probably should not be reworked the same way.
Plus spinning maces have every reason to be true melee, might be hard to program tho.

Suggestion Author

@loud meadow

arctic boughBOT
#
Add more flavor text in the tooltips of exo weapons

Giving each of them flavor text similar to the reworked victide weapons' flavor text can solidify exo weapons as some of draedon's greatest weapons. This is already present in exoblade's tooltip,so other weapons in the set should get a similar thing too. Vivid clarity's tooltip also does a nice job at describing how advanced and powerful it is as a weapon

Suggestion Author

@rapid bough

arctic boughBOT
#
**Make it an option to disable the wings on endgame boots (celestial tracers, elysian tracers)**

Make it an option in the config where you can disable the wings part of the celestial tracers and elysian tracers, allowing you to get the boosts of them without them counting as wings, which also allows you to use a different set of wings (not allowing Drew's wings and Elysian wings ofc)

Suggestion Author

@swift sierra

arctic boughBOT
#
**Make Skyfins less oppressive**

The Skyfin rework is certainly better than its old AI, which was really janky and unpredictable. But it poses a new problem: it is extremely aggressive. This early pre-hardmode enemy stays on your rear almost as well as a post-DoG Mothron, and is hard enough to attack that they often pile up in swarms and charge you constantly. They are a massive nuisance if you try to fall into the Abyss while an acid rain is active, and rain can only be stopped by an item from the Abyss.
I recommend something like making them slower, charge less often, or reset their charge if they take knockback. This would go a long way to making the acid rain more fun and tolerable, especially with the rest of its reworked enemies.

Suggestion Author

@woven knot

arctic boughBOT
#
**Add Draedon, Empress of Light, Deerclops, and Queen Slime To Boss Rush**

The aforementioned bosses are the only bosses not in boss rush. When the purpose of boss rush is to fight every boss, this just feels like a mistake. This issue should be remedied to make boss rush serve its proper purpose.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Supreme Calamitas - Give a Slight Pause Before Bullet Hell Starts OR Some Way To Telegraph Where the Initial Wave of Bullets Come From**

Bullet hell projectile are designed to basically spawn slightly out of the screen of the player, and from a dedicated direction that differs for each bullet hell. However, this comes with the problem that the initial (first) wave of bullets of each bullet hell (BH) can be extremely untelegraphed due to many things, notably:

  1. It can be difficult to pay attention to Scal's HP bar in the heat of battle; for new player, they don't even know when each BH begin
  2. Because bullet hells are spawn outside of the screen, if you are "moving against the bullet hell" (shown in the video), you will get hit before you can react
  3. You basically "just have to know" where the bullets of each bullet hell will becoming from (eg: BH2 you must move up, if down = get hit; BH3 you must move down, if up = get hit), which I do not feel is ideal

This small change will relief a lot of very frustrating moment, especially considering that BH projectiles are some of the most damaging one in the Scal fight.

The examples I think of are a slight pause so the player know it is coming (maybe even adding the Scal's laugh in BH1), which will make sense considering she has dialogue for each BH, but unlike Draedon, she don't have voices to indicate phase switch; for telegraph, maybe some sort of "indicator" (eg: lighting up, flames etc) at the screen border will make sense to tell the player that the bullets are coming from said direction (without requiring the bullets to be in screen).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add the ability to change the height and width of the stealth meter**

I believe it would benefit people that have a difficult time seeing the meter (due to how small it is), and I also think it would be a good option for those that want to change the stealth meter to be as big as the Rage and Adrenaline meter.

Suggestion Author

@tawdry canyon

arctic boughBOT
#
**Boss Rush Providence Tier Change**

Move Providence to be the first Tier 5 boss instead of the last Tier 4 boss, to match with similar boss difficulty and scale as other tier 4 bosses within Boss Rush

Suggestion Author

@clear forum

arctic boughBOT
#
**Make Yharon's arena borders not hurt you**

Giant pillars of fire limiting your arena space as you fight this wretched being. In theory, its very cool. Fire coming out of everywhere, limiting the movement of the player, and adding cool visuals to the arena. Practically however, it just means that you'll need to place a giant column of blocks to prevent this mechanic that comes off as annoying and tedious. Lets sacrifice a bit of realism to make the fight much more practical so you don't have to build aesthetically defunct one block thick walls every time you fight it for the sake of convenience, while it stays visually pleasing and useful.

Suggestion Author

@olive bolt

arctic boughBOT
#
**Boss Rush Background Improvements**

Have the background Sigil become redder and more intense after each phase, using the music videos for the Boss Rush themes as inspiration

Suggestion Author

@clear forum

arctic boughBOT
#
Make crabulon spawn naturally

Whenever you spawn crabulon at first it has a neutral state, which honestly makes no sense because why would you summon crabulon if you didnt want fight it? I feel like it would fit having spawn patterns like aquatic scourge where it spawns randomly in a passive state.

Suggestion Author

@stark dagger

#
**Make Providence's Cocoon phases have visible markers**

Whenever Providence does their Cocoon attacks, make a effect circle around them at the distance you start getting the Holy Inferno debuff.
I feel like I never know I'm taking damage from it until I'm 300 hp down.

Suggestion Author

@desert fog

arctic boughBOT
#
**Increase Urchin Spawn and/or reduce amount for sulphurous armor**

Its an absolute pain just farming for urchin stingers for sulphurous armor. I skip the armor 100% of the time.

Suggestion Author

@rose urchin

arctic boughBOT
#
**Exo mech rebalancing: why it needs to happen and the root cause from what I’ve seen/asked/experienced**

The primary complaint about exo mechs is the sheer information overload that happens during the fight. The exo mechs also have a very iffy difficulty disparity between the mechs, I think the culprit to both is clear: Artemis.

From any video of draedon fights, asking around here, or my own playthroughs(almost done with my 4th). These all have shown that Artemis is not only the chief cause of this visual clutter or “wtf is going on” but also the only actual mech with a danger threat. Thanatos Apollo and ares are unbelievably easy to dodge, and dodge without hitting another mechs projectiles. Artemis dumps too much projectiles too frequently and it is unbelievably hard to keep track of projectiles. Now of course if you just nerf Artemis to make it not bs, the mechs would be a piece of cake. Artemis from any example I can think of and have found needs to get nerfed hard and the other three mechs need to buffed to make the mechs danger way more equal without one being the oppressive one or without all of them being oppressive. Also nerfing Artemis depending on how it’s done can severely reduce visual clutter and the others can get buffed in ways that don’t add more.

Suggestion Author

@atomic patio

arctic boughBOT
#
**Consistency regarding Borealis Bomber**

The Borealis Bomber is the midpoint between the slime puppet staff and the endgame scal enchanted staff. All three of these items are extremely useful, however, Borealis Bomber lacks autoswing.

Changes requested: Borealis Bomber be made to have autoswing

Reasoning: Consistency among weapons, not having my hand hurt from trying to use the funny kb staff

Suggestion Author

@delicate tree

arctic boughBOT
#
**Block some places for the teleportation potion**

Someone had a bad luck of using it and then teleporting in the deep abyss. That would really suck for medium/hardcore players or players with a lot of money (especially master mode)

Suggestion Author

@polar ermine

arctic boughBOT
#
**Remove the spawn delay when refighting Scal**

On a first playthrough you'll be doing a lot of fights against Supreme Calamitas, and the delay after using Ashes of Calamity in subsequent attempts leads to a noticeable downtime that gets a bit annoying. It should just skip the intro screenshake and get right into the fight once you've seen it already.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Make Thanatos' Segment Opening Mechanic/Laser Fires Happen More Consistently**

While meant to be a unique mechanic for Thanatos, what end up happening is that Thanatos' attack (except when Berzerk) become extremely inconsistent, where sometimes it fire like mad while other times it refuse to attack.

This is especially worse where it is invincible in the process which forces the player to intentionally close in and put themselves in bad position for the sake of making Thanatos damageable. On top of that, to compensate the inconsistent damage timing, Thanatos is given Negative Damage Reduction which just end up with many massive melt moment.

Thus, in my opinion Thanatos should just be given consistent segment open timing, while the 'only damageable when segment open' mechanic can be kept. The change isn't really a nerf but just to make Thanatos way more consistent in both attacking and also damage timing. If the devs feel it is still a nerf then maybe can give Thanatos positive DR to compensate.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Aero stone changes**

Aero stone is no longer used for Heart of The Elements and is a mostly unused accessory.

Solution: Add the increased flight time to vital jelly, a component of Grand Gelatin, and remove the Aero Stone from Desert Scourge bags to cut down on early game accessory bloat.

Suggestion Author

@cursive marsh

arctic boughBOT
#
Boost the Acid rain event chance of happening cause if you havent done the event its impossible to start it forcefully and you gotta way for ever for it to start unless you are lucky.

It took me 24 hours irl for it to spawn and i even had bed and in that time i had over 50 bloodmoons before the event happened.

To fix this, up the chance of the event happening or make a rare enemy which drops Sulphuric Scales for you to be able to craft the item or change the recipe cause its the only event you cant craft the item for it without doing the event and i personaly hate that.

Suggestion Author

@rancid abyss

arctic boughBOT
#
**Crafting recipe involving the Giant Pearl**

The buff provided by the Giant Pearl is unbelievably helpful, but other accessories you need often prevent you from being able to use it later. Slowing down enemies is quite helpful, as some enemies tend to be fast [scorn eaters for example], and the pearl makes them a bit less dangerous to deal with because it will slow them down. It also allows you to land more hits on the enemy if you're cornered. The upgrades can also increase the radius of the aura, allowing bigger enemies [again, scorn eaters for example] to be slowed down with ease. One of the upgrades could also allow it to slow down regular projectiles a bit as well, but I won't count on that happening.

Suggestion Author

@open prism

arctic boughBOT
#
**Give Upgrade to Fairy Boots Combining Bloom Stone (at some point)**

Bloom Stone is currently not really worth using due to its effect being too specific/weak, as in best case scenerio (only when on ground, daytime) it give 6 life regen, which is still worse compare to Ambrosial Ampoule provide 4 life regen (always), defense, DR and immunity to some debuffs.

Meanwhile it thematically fits perfectly to fairy boots for them to be combined, which also serves the purpose of creating more diversity in boots than just tracers and angel treads (eg: hellfire treads, amphibian boots, fairy boots...)

The upgrade do not have to be instant (so as to not immediately invalidating the value of using Bloom Stone), but if there is an upgrade at some point later then I will say it will still be worthwhile considering Fairy Boots' strong effect.

This suggestion is also to finally give these 'Ancient Relic' or elemental stone accessories a use, as currently except for Rose Stone (which combined into Heart of the Element, but by itself is bad) and Chaos Stone (but really only used in nohit setup due to its downside), other accessories are either just a stat stick (Aerostone for example eventhough it is good) or straight up unusable (Cryo Stone, Bloom Stone).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Nerf DoG's 1st phase Speedy Attack**

I was playing in Death Mode & the 1st phase was worst to learn the attack pattern than the 2nd phase, cause in the 2nd phase you can actually get tf away from the boss to get some distance and not constricted by that annoying attack when he locks into your character, pls fix that, nobody I know likes that change in DoG, remove it from his 1st phase pls 🙏.

Suggestion Author

@heady sphinx

arctic boughBOT
#
**Add Time Based DR to all Boss Rush bosses.**

One complaint I have with Boss Rush overall is that by the time you challenge boss rush, your gear at endgame tier has such high dps that you don't really have the time to enjoy and get challenged by the earlier bosses, and to some extent the later bosses too.

Not to mention that with malice AI (which I wouldn't be surprised that they'll get tougher in a later patch so it fits with boss rush tier mobility), the actual fights should be a lot more different than their initial ones outside of boss rush. Therefore giving each boss a more reasonable amount of time to fight would be a good idea instead of just shredding the earlier ones. Plus it's probably a good idea to keep Timed DR unique to Boss Rush and not bosses outside of it.

Suggestion Author

@clear forum

#
**NPC - Monster Hunter (Or Headhunter)**

A new NPC that, according to the biome they’re in and the progression state of the game, will sell mob drops according to where he’s placed.

A lot of mods have a lot of quality of life features, and for all I know this probably exists somewhere, but I feel like the idea of having a heavily biome reliant NPC that sells randomised equipment drops (eg. Jellyfish Necklace, Bone Sword, Rod of Discord etc.) could be a unique and helpful addition that might also make other NPCs inventories less convoluted and messy (looking at you, dryad). It also enforces players putting more houses in more biomes, and can encourage exploring into biomes you would otherwise want to just ignore (eg. Granite biome)
Prices could easily be scaled by rarity, and (an interesting function, if at all feasible), you could instead “requisition their services”, sending them out for X amount of in game time to retrieve the item for you.

Suggestion Author

@warm prairie

arctic boughBOT
#
**Make the Necro Armour more interesting**

As it stands, the Necro armour is quite a bland armour set for the stages of the game it is viable (post-Skeletron as usual, and also post-Plantera due to the Bone Wings synergy buff). It exclusively gives ranged damage buffs and no other stats or effects apart from defence, which makes it very "meh" in comparison to other armours on it's tiers, such as shadow armour with its speed, crimson with it's regen, aerospec with it's fallspeed and fall damage immunity, and the post-plantera armours such as perennial and spectre.

I suggest giving something to necro armour that makes it stand out more from other options at it's tier; make it more desirable to get, and use. Perhaps reworking it alike to the early-hm armours, or simply giving it a wider array of stat boosts, such as movement/jump speed, or ranged velocity, could be done.

Suggestion Author

@winged laurel

arctic boughBOT
#
**Buff the Gravistar Sabaton and Include it in the Seraph tracer/Angel Treads recipe**

The gravistar Sabaton's quick fall ability could be verry useful for avoiding projectiles but as it stands wasting an accessory slot on it isnt worth it so it doesn't ever get any use, so i propose that it be included in one of the later game boot accessories so you can quickly move down if you need to avoid a projectile. I also suggest that it be buffed to make you fall even faster than it already does, as as it stands the fall speed effect is hardly noticeable and its frankly disappointing that it is as useless as it is. With the proper attention it could become an essential movement accessory for this stage in the game, because being able to fall faster (almost like a downwards dash) would open the player up to a whole new direction of movement, and would generally raise the skill ceiling and fun of boss fights as a whole.

You could even make them there whole own tier of boot between the angel treads and sereph tracers, as they add enough utility to make it more than worth the time, and would also spice up hardmode a little as there is hardly any accessory progression in this stage of the game, at least when compared to pre-hardmode.

Suggestion Author

@young vine

arctic boughBOT
#
**Make the Adrenaline/Rage/Stealth/Charge bars rotatable**

Considering the various Health/Mana/Map customizations 1.4 added, making the various bars calamity adds rotatable would make room for more comfortable customizations. It could be implemented both as a slider in the configs (like the positions) and bars could also be rotated by holding onto one of the bars' extremities and sliding em to rotate, maybe.

Suggestion Author

@brisk portal

arctic boughBOT
#
**Add crafting recipes to the Architect Gizmo Pack (building) accessories to make them easier to acquire earlier in the game.**

These accessories prove incredibly useful for those who like to build, but their availability is entirely dependent upon the RNG of the travelling merchant. For those who are unlucky, this can mean a painstaking waiting time or finally acquiring them at what is essentially the end of the game. By adding a pre-hardmode recipe it gives those who enjoy building the ability to acquire them quickly while not causing any imbalance to the game's difficulty flow.

Suggestion Author

@oblique pier

arctic boughBOT
#
**Add a way to control the volume of Rage and Adrenaline**

Me and a pal was playing a game when we noticed we were getting a weird sound, it took us some time to realize it was the rage meter reaching full and then depleting but it kept going on and off because of enemies going in and out of our range. My buddy decided to stop playing because of this and we didn't want to mute the game volume to fix this. So if you could add a volume setting in the configs that we be nice. Thank you for your hard work.

Suggestion Author

@cyan pulsar

arctic boughBOT
#
**Change fairies so that they no longer block the placement of blocks**

This change is done so that fairy boots are less annoying to build with

Suggestion Author

@neat kraken

arctic boughBOT
#
**Rework the enemies of the Acid Rain Tier One event**

The first tier of Acid Rain event faces some problems that can make it less engaging and fun than it could be. Some of them are:
-Four out of five enemies do not actively hunt down the player, and can get stuck on the complicated terrain of the Biome.
-The random nature of the event can make most players not prepared to face the Acid Water, where most enemies reside.
-Explosive toads are unable to be fought with true melee, which consist of most melee weapons by that point.
-Sulphurskin potions are too expensive, requiring 15 Sulphurous Sand and 15 Urchin Stingers for a single potion of 2 minutes of duration.

The Goblin Army, another invasion-type event that is fought at around the same time, plays out much smoother and faster paced than the former for a myriad of reasons, including every enemy actively targeting the player (some even teleport to them), lack of difficult terrain like Sulphurous Waters, and lack of preparation like Buff potions or Accessories to combat most of the enemy types.

For these reasons, i suggest giving a rework to the enemies of the first tier of the Acid Rain event to make the experience much more faster paced and enjoyable.
-Nuclear Toads no longer explode via proximity, and instead detonate upon death, conserving the design of the enemy, and removing the annoyance factor of it, specially for melee classes.
-Water Leeches and Acid Eels can leap out of the water in an attempt to fling themselves at the player and dealing contact damage, diminishing the necessity of the players to sink themselves in the poisonous water.
-Radiators are much less common, to compensate, they get a bigger area of effect, with a visual force-field to indicate this, in an attempt to reduce the number of them stuck in hard to reach pockets of water.
-Additionally, reduce significantly the resources it takes to craft the Sulphurskin Potion, and buff it to negate completely the effects of Sulphurous Water.

Suggestion Author

@olive bolt

arctic boughBOT
#
**Change Herring Staff buff tooltip to make it a bit more unique**

This is a simple (possibly low effort) one, but my idea was to change Herring Staff's buff tooltip from The herring will protect you to They are flopping. Menacingly.

Suggestion Author

@austere hound

arctic boughBOT
#
**make demon scythes not able to track you in stealth**

i hate it when im in hell in stealth the demons cant see me but the scythes still go after me and its really annoying i just think that they should make the scythes not target you when in stealth but still shoot them but no movement tracking and they just shoot in random directions

Suggestion Author

@dark charm

#
**Make the charge stay when reforging Draedon Weapons**

The charge goes back to 0 when we reforge Draedon weapons. This could be little annoying for some people so my suggestion is to make the charge stay so we won't have to recharge it every time we reforge the weapon

Suggestion Author

@sage lintel

arctic boughBOT
#
**Give Amidias' Spark some type of upgrade**

Amidias' Spark has a great concept, dont get me wrong, but it's held back somewhat. At the moment, it seems like an accessory you put on in the early game when you have an open slot. It's decent for when its available, but it falls off later. Chances are, if you're in the endgame you'll get several that there's really no use for considering the pitiful damage of the sparks. If it had some kind of upgrade, such as making it drop more sparks, or make the sparks deal more damage and inflict a debuff, or combine it with the shark tooth necklace or a similar accessory for the armor penetration, it would be more useful and players would have a reason to keep a spare one, or at least consider not immediately selling it or throwing it away.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Resprite of Brimstone moons/monsters**

Since Supreme calamitas got a resprite and I never really like the look of the brimstone moons, and I'm sure other people also haven't so I think it deserves a resprite. I was thinking something along the lines of a ball of mixed stones and pulsing flesh and a face of brimstone flames to keep the original "creepy" look.

Suggestion Author

@winter elbow

#
**Improve Art Attack or Fabstaff, or make a different Rainbow Rod upgrade**

As of now, there are two items that require the Rainbow Rod, the Art Attack and the Fabstaff, however, both are pretty underwhelming. The Art Attack, while functioning like the Rainbow Rod, deals absolutely pitiful damage even at maximum, and getting it there is a chore in combat. The Fabstaff deals good damage, being in the Shadowspec tier, but its projectile is not guidable, so it doesn't really work as a Rainbow Rod upgrade. The only item that is both viable and has the mechanics of the Rainbow Rod is the Gruesome Visage, but as an Exhumed weapon, it has its own identity and spot in progression, plus it isn't related to the Rainbow Rod at all.

I really love the guidable magic weapon mechanic, and it really hurts that between Moon Lord and SCal, there's basically no options. My ideal answer to this would be making the Art Attack deal a lot more damage, have some other good effects, and most importantly get to its max damage faster than 4.5 seconds, because I really do like the idea of a guidable magic item that deals more damage (maybe inflicts different debuffs?) based on what you draw with it. I don't know if you can request a change to a Dev weapon, I suspect you can't, but making the Fabstaff a guidable weapon would also be nice, since it comes from the Rod, but it has the same problem as the Gruesome Visage of being at the end of progression. Another option could be to make an entirely new weapon that builds on the Rainbow Rod's mechanic later in progression, but I don't know what that would be.

Suggestion Author

@loud coral

arctic boughBOT
#
**Introduce more options for supporting other players**

Everyone loves the spectre hood right? I always get sad when we progress past it. Taking the form of either accessories (why mana polarizer gotta be so bad) or helmets for existing armor sets, some series of items that reduce damage/defense/attack speed of the player wearing them but convert an amount of their hits to either healing, buffs for their team, or both would allow for interesting synergies and more options in multiplayer.

Suggestion Author

@lapis nimbus

arctic boughBOT
#
**SUMMON DESCRIPTION UPDATE**

when using a summon, sometimes they will use up all your remaining minion slots and up all damage, there should be a like of text in the weapon description or somewhere on screen that tells you how many it's using when it was summoned for easier usage with other summons

hell just make a "minion slot left" counter in general if anything

Suggestion Author

@dense mantle

arctic boughBOT
#
**Sound/visual effect for dodge cooldown ending**

In the mod usually most, if not all of the cooldowns for certain items' functions such as the Angelic Alliance's Divine Bless have sound/visual effects for when their cooldown ends. One thing Calamity changes is dodging. It's changed from random chance to being the next hit you take, and then you would wait for the cooldown to end to dodge the next attack (if hit, of course.) However, there isn't an effect for when this cooldown ends, unlike other items which have cooldowns. This isn't consistent, and with the fact you usually want to focus on not getting hit (especially in things like Providence and SCal's bullet hells) it isn't too viable to bring your focus away onto the top right corner.

Suggestion Author

@civic rain

arctic boughBOT
#
I'd like a setting to disable the easier, cheaper reforging from the goblin tinkerer. (And also disable the rogue reforge refunds)

I like having to use the enchantments that I get and worry about losing a good enchantment when going for the best one. Plus, I'm finding master-mode, death-mode a bit easy with unreal/legendary weapons. That said, I am still only prehardmode, and I have not played through the mod before.

I know I'm in the minority when it comes to enjoying the platinum-sink enhancement system, but it should literally be the easiest change to implement, which is why I feel comfortable requesting this feature. Thanks for reading.

Extra: I also think an option to disable fishing gear drops from the desert scourge + disabling blood orbs for potions would be great ideas. However, you can just play around these things if you want (throw fishing gear away + not use blood orbs), while you cannot change the reforge system.

Suggestion Author

@steep oxide

arctic boughBOT
#
**Be able to transfer Rotten Matter to Blood Samples at Ectomist**

Since ectomist is a new 1.4 feature to allow transfers of evil biome materials, I thought it would be a good idea to be able to transfer the tier 2 evil boss materials. This would make fighting the alternate tier 2 evil boss much easier instead of creating a small biome and waiting for the spawn to happen. This would also help with people wanting the alternate equipment from the bosses.

Suggestion Author

@winter elbow

arctic boughBOT
#
**Make money only drop from bosses once**

As we all know the current money drop rates for bosses are completely busted right now, but instead of simply nerfing the amount given why not only give it when you first kill the boss? Then it could be a kind of reward in addition to the drops and would not completely invalidate money farming since boss drops still give sellable items.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Make Ancient Hallowed Armor good**

Due to the hardmode rework, Hallowed Armor's defense was buffed, but it seems the Ancient Hallowed armor was left the same, even though the means to acquire both of them is the same. It would only make sense to also buff the Ancient set.

Suggestion Author

@fervent mauve

arctic boughBOT
#
**Make Blood Moons More Consistent**

A surprisingly common occurrence in the Calamity community is the chance for Blood Moons to not spawn for the player until very late in the game, and sometimes not at all (though this is very rare). The fact the event is entirely RNG based and the spawner can only be crafted after the event leaves it in a very strange place. With the increased importance placed on Blood Moons by Calamity (Blood Orbs and Bloodflare Cores), making the event more consistently spawn would be a great help to gameplay overall.

This could be done in a number of ways, such as making it a guaranteed spawn after killing a certain boss, like BoC or EoW, by giving Blood Orbs ways to drop outside of the Blood Moon; at rare chances perhaps, so Blood Moons are still needed to farm them, but to allow the spawner to still consistently be crafted, or by changing the spawner recipe to allow it to be obtained without the need for the event itself. All of these would be simple ways of preventing the Blood Moon drought so many players complain about.

Suggestion Author

@olive shale

arctic boughBOT
#
**Improve the water visual, mainly in the abyss and sulfurous sea**

Calamity enriched the underwater content a lot by adding the sunken sea, sulfurous sea and the abyss. However in the last 2 biomes your vision underwater is severely disrupted even if you have the optimal loadout. It’s just too green to see rusty chests or even anything in the sulfurous sea and vision is still too dark even if you have 7 light level. Furthermore, reaper shark is nearly invisible even with hunter potion on, I think experiences in these areas would significantly benefit from some adjustments.

Suggestion Author

@loud meadow

arctic boughBOT
#
**Content balancing for moon events**

Frost moon and pumpkin moon offers a variety of great weapons and gears, but their drops not being class-balanced made them less fun. Melee, ranged and mage typically go after frost moon for North Pole, Chain Gun, Razorpine, etc. Since pumpkin moon weapons for those classes are not as powerful. Meanwhile summoners need pumpkin moon for Raven Staff, Necromantic Scroll and Dark Harvest, but frost moon doesn’t have ANYTHING for them. Furthermore, rogues need neither moon events until DoG! I think it would be nice if both of them can offer useful gears for each class.

Suggestion Author

@loud meadow

arctic boughBOT
#
**Connect the Spirit Glyph and its upgrades to the Ancient Relics**

These are two groups of accessories that are all similar aesthetically. The Spirit Glyph, along with its upgrades the Hallowed Rune and Phantomic Artifact, is a summoner accessory, and the Ancient Relics (Aero Stone, Cryo Stone, Chaos Stone, Rose Stone, and Bloom Stone) all have different effects that benefit a summoner/mage. I would love to see the relics given some attention, maybe making an upgrade to the Elemental Heart (the only item that has a relic in its crafting recipe) that requires the other relics. It could also require the Phantomic Artifact and maybe be in the DoG tier or around there, and be a late game summoner/mage accessory, an Elemental Heart-style effect that deals a lot more damage and has more additional effects from the other items.

Suggestion Author

@loud coral

arctic boughBOT
#
**make soaring insignia gradually reduce air mobility instead of killing the infinite flight**

simply put, making SI a percentage based wing increase makes it rather boring. this rework would further build on the "increased air mobility" trait by having it diminish until it becomes a negative while also not compromising the infinite flight trait

Suggestion Author

@shadow ruin

arctic boughBOT
#
**Remove Perennial Ore and Perennial Bars**

Perennial Ore is probably the most useless Ore in Calamity. It is used for mediocre weapons and armor that are easily replaced by other, often better, weapons and armor at that stage of the game. It is rarely used, if at all, for anything other than making Life Alloy. It feels like an extra often skipped ore that is unnecessary for progression.

With the apparent stream of removing features that are underused to reduce bloat in the mod, Perennial Ore seems like a good candidate for removal. When you defeat Plantera you unlock a whole plethora of new items, including drops from the solar eclipse, pumpkin and frost moon events, and the dungeon. In all of that, Perennial Ore sits there, unused. It is just Chloraphyte but different and less useful.

I suggest removing Perennial Ore and most of the items from it. Here is how I think the items crafted from Perennial Bars should be adjusted to meet the change of Perennial Ore and Bars being removed:

  • Grax and Life Alloy: Swap Perennial Bars for Chloraphyte as they are locked behind other progression barriers
  • Everglade Spray, Hellkite, Mangrove Chakram, Necklace of Vexation: Swap Perennial Bars for some amount of Chloraphyte Bars and Living Shards.
  • Everything Else: Has many, much better alternatives at the same progression level, and therefore is unnecessary and should be removed.

Overall, these changes would serve to streamline progression and remove underused items that have many replacements to reduce bloat in the mod.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Re-add the "moonwalk" feature to the Nights Edge and Excalibur or possibly swords in general**

In vanilla Terraria, the Nights Edge and Excalibur swing slightly different from other swords, they swing in the direction the cursor is instead of which way you're moving. This is sometimes called moonwalking. This is very convenient during boss fights: no other true melee weapon lets you use it effectively while moving. However this feature was removed in Calamity for reasons I can't understand. In my opinion you should be able to moonwalk with every normal sword (a sword without a custom swing animation) The recently reworked Calamity swords do this naturally due to their custom swing animations, so it is not really a new idea either.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Allow for expert/revengance exclusive drops to be toggled in the mod settings.**

I really like revengance mode but part of the fun for me is being able to get items that are exclusive to that difficulty alone. This is the same with expert mode in which the higher difficulty is compensated by more powerful items. It just feels weird that the items that were previously exclusive to these difficulties (such as the Shield of Cthulhu and Malachite) are now dropped in every difficulty. I am currently using Malachite on a rogue playthough and although it is both incredible powerful and incredibly fun, it is very broken for its tier. This would be fine if it were exclusive and required extra effect to acquire, however in its current form it just feels odd considering the other rogue weapon dropped by the Plaguebringer is far less powerful. I think the ideal solution to this would be a toggle in the mod's settings that would change the drops from being available in every tier to being only available in specific difficulties along with re-adding the exclusive rarities that distinguishes them. This would also help to cut down on the bloat that is found in most bosses as they are not only dropping their regular items but also their expert and revengance exclusive ones as well.

Suggestion Author

@sterile tree

arctic boughBOT
#
**Rework or Buff some former expert drops**

Items like Spore Sac, Bone Helm and Gravity Globe serve virtually no purpose in the context of calamity, being pretty much useless compared to anything at their tier of progression, or compared to drops from other bosses like Shield of Cthulhu or Worm Scarf.
This also applies to calamity accessories such as the Ambergris, Gehenna, Toxic Heart, Sabaton and Frost Flare being straight up bad, or accessories like Yharim's Gift and Nebulous core being boring in design.

Suggestion Author

@round mist

arctic boughBOT
#
**Make Plague Hive Worthy of Being an Upgrade**

Plague Hive is currently identical to Alchemical Flask except it also releases bees. That's it. The bees aren't even very strong; you might as well not upgrade it at all.

Simply add the Honey effect from Honey Comb, give it back some of its previous effects, or remove it. It has no reason to exist if it isn't actually differentiated from Flask in any meaningful way. If it would be too strong at it's current stage with more effects, it'd be better to move it further down progression than to keep it in the game at all.

Suggestion Author

@olive shale

arctic boughBOT
#
**Create a separate mod that only includes the QoL changes**

I love Calamity a whole lot, but one thing that always discourages me from trying other mods is having to try and find different mods that try to recreate the quality of life stuff Calamity adds without needing to have it constantly installed. While there are also many other mods that have similar effects, not all of them are available, and also not all of them are implemented as well as Calamity. Such as the instant Moon Lord summon being a completely separate item, and recipes for gear being completely different and often times unfair.
Such QoL changes would be:

  • Slight boost to new player stats/Starter Bag
  • All boss summons are non-consumable
  • Weapon Proficiency
  • Planetoids, maybe?
  • and much more
    Being able to access these changes outside of Calamity would be fantastic, and of course, there could be a config menu for which ones to keep or not.
    Or if not, and the devs would like to focus on more important things, you could simply go to the "Vanilla Changes" page from the wiki, and then just copy/paste everything listen there into the mod. (I would probably do this myself if I had access to the code)
Suggestion Author

@jolly trellis

arctic boughBOT
#
**Make Empress of Light’s Everlasting Rainbow Attack Less Annoying**

The Everlasting Rainbow attack is probably one of the worst in the entire fight. Most of the attacks are very dodgable, however the Everlasting Rainbow is extremely annoying because of the trails.

The problem is that they look like just particle effects yet they damage the player, and it almost seems like a Fargo’s Soul Mod circular attack. The second problem with the trails is that there is very little space between the end of each trail and the next star in the attack.

I suggest shortening the trail to make it easier to dodge as well as a visual change making what will damage you more distinguished from what is just a particle effect.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**make the calamity style boss bar show the shield percentage left on the lunar pillars**

the vanilla boss bar style already does this, and for those who aren't aware of or willing to download the better boss bar mod, it would be great if calamity's boss bar showed that percentage, or at least a remaining enemy count (which iirc is a 1:1 between enemies and % anyways). without it, it feels kind of blind with how much progress you have left, especially because the enemies at different tiers don't spawn immediately.

Suggestion Author

@ivory badger

#
**Make it possible to disable some innovations in the mod settings or simply remove these things from the mod**
  • non-consumable boss and event summon items(maybe except for all bosses after moonlord)
    -Ability to buy event summoning items
    I don't like these changes because:
  • non-consumable boss summoning and event items devalue alternative ways to summon the boss (larva of the queen bee, independent arrival of mechanical bosses at night, perforator cyst, martian probe, etc.) and remove time to farm resources for them, and farming is part of the terraria
    but it's probably not right for all players, so i want to be able to disable them at least for myself, sorry for my bad english.
Suggestion Author

@reef stag

arctic boughBOT
#
**Add a Devourer of Gods in the background of the sky, similar to easter eggs you can see in backgrounds, like demon eyes and special clouds**

I feel like this could be a fun change, in vanilla terraria you can occasionally see demon eyes flying around in the background, which always made me smile as it's quite a fun little thing. So I wondered, could there be a Devourer of Gods that occasionally portal hops (lore accurate) in the background to snatch something - some sort of prey - and quickly exit again. It wouldn't provide any benefits or negatives, just a fun thing that has a small chance of happening for new players think "what was that", and veterans to think "oh i know you". I understand if this isn't a necessary change, so wouldn't be implemented, but I think it'd be fun.

Suggestion Author

@signal belfry

arctic boughBOT
#
**Increase the Wall of Flesh's "Death Lasers" Visibillity on the new Hell Background.**

Since the Background Changes in 1.4, the WoF Death Lasers have become incredibly hard to see due to the new Background being almost the same hue of red. My suggestion is to either give them a different color so they are more visible, or give them more visible particle effects.

Suggestion Author

@shadow lichen

#
**Buff "Luxor's Gift" for Summoners.**

As many of you know, Luxor's Gift is an incredibly powerfull accessory. It is pretty carries for most of pre-Hardmode since it gives you more damage options and increases your overall damage by a ton in preHM.
That is unless you play Summoner. On Summoner this Accessory only spawns a single glyph that rams into enemies. While also having the worst minion Attack Pattern it is very underwhelming compared to its a.e. Meele or Rogue Effect.

Suggestion Author

@shadow lichen

arctic boughBOT
#
**Allow Reaper Sharks to drop Reaper Tooth at any point in the game.**

Currently, lower Abyss monsters only drop special loot after Polterghast has been defeated: Drops such as "Reaper Tooth". This seems contrary to the non-linear design Calamity attempts to achieve. Not only that, but it's potentially infuriating for new players. As a new player, I was enthralled by the terrifying Abyss. It's my favorite part of the mod. After attempt after attempt, I finally beat a Colossal Squid. Then a second one. Then a Reaper Shark. I felt punished and betrayed when I realized that I wasn't just getting unlucky drops; I was prevented from the appropriate drops I was due because I hadn't beaten a specific boss yet. This is not good.
For the sake of balance, we should prevent players from getting most lower Abyss loot until after Polterghast is defeated, but the Reaper Tooth is an appropriate drop for the challenging area. It requires an Ancient Manipulator for most of the crafts, so players must defeat the cultists anyway to make full use of it. If players are able to subdue a Reaper Shark at any point in the game, they should be rewarded with a Reaper Tooth.

Quoted from Calamity's Suggestion Don'ts: "Fighting a boss earlier than intended is more challenging than going through normal progression, and receiving powerful loot for doing it is to reward the player for accomplishing it."

Suggestion Author

@wind pebble

arctic boughBOT
#
**Make the Ravager's rock pillars and flame pillars have less health or have them spawn farther away from the player.**

Normally, when fighting the Ravager, you would need to run away to avoid his fists and homing nukes, and in the last phase, to avoid his slams. However, whenever he lands after a jump or a slam, either two rock pillars or two flame pillars appear on either side of the player. Albeit a bit far away, they can still be hard to avoid due to how fast you can run at that stage of the game, causing you to run right into them and be hurt because of it. I feel like it would be a good idea to make the rock and flame pillars that the Ravager spawns have lower health to make killing them a more viable option, or make them spawn a bit farther away from you, to avoid them trapping you and to give you more time to steer away from the pillars when they spawn.

Suggestion Author

@upbeat lake

arctic boughBOT
#
**Make sharpening station work for rogue weapons**

Alright, this might sound a little random at first but there are some good reasons to do it,
so, we already have some melee stuff that applies to the rogue class (Flasks, crumbling/shattering potions) so this would further go into calamity's already existing design philosophy with the rogue class
Additionally, as it stands, rogue does not currently have any class station, which conflicts with vanilla's design philosophy, and sharpening station is right there so.
And, this makes sense from a logical standpoint too, sharpening station works for melee because you can sharpen a sword, it should work for rogue too since you can sharpen a knife.
In conclusion, making sharpening station apply to rogue weapons would benefit the class and make it fit in better with the other 4 classes.

Suggestion Author

@leaden coyote

arctic boughBOT
#
**Add accessories that give benefits for using the point blank shots mechanic**

This mechanic is extremely interesting and fun to mess around with but currently there is no item that makes it intriguing to use other than high damage, having items to expand on the mechanic would not only make it more exciting but also amend the problem of a general lack of accessories for ranger.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Lava Slimes drop Hellstone ore once Eater of Worlds/Brain of Cthulhu has been defeated**

Simply put, since there are already many slimes that drop ores to help reduce grinding, might as well utilize an existing otherwise useless and annoying slime to drop Hellstone Ore. Additionally, if the devs want, it could also drop Obsidian too.

Suggestion Author

@jolly trellis

arctic boughBOT
#
**More naturally spawning boss conditions**

I love the sheer amount of bosses that Calamity adds, though it's really hard to get to fight them all without the use of Boss Checklist or the Wiki. I would like it if more Calamity Bosses followed the Vanilla way for boss summons, is that there is at least one way to summon them without needing to craft a summon item. (Of course, the only exception is the mech bosses, but even so, the item has a chance to drop from enemies)
Some examples of this could be:

  • Crabulon spawning on it's own randomly in the Mushroom Biome (If the player has at least 200 health)
  • Brimstone Elemental spawning once a set amount of Brimstone enemies are defeated
  • Calamitas Clone giving a message similar to Eye of Cthulhu one minute before spawning, once AS, BE, and Cryogen have been defeated
  • Once hardmode initiates, a giant encasing of ice spawns in the ice biome, and attempting to break any blocks with your pickaxe for a bit causes Cryogen to spawn. (Once Cryogen is defeated, that could instead be where the Archmage is located, and you "save" him by right clicking him similar to the Goblin Tinkerer)
  • Sandstorms can appear naturally again, and Desert Scourge is the only enemy that can spawn during it, spawning after a random amount of time in the biome
  • Attempting to unlock the Astral Chest in the dungeon will provide the player with the spawner for Astrum Aureus
  • Dragonfolly spawns naturally on the Jungle Surface once Moon Lord has been defeated
  • The Altar of the Accursed is located within the depths of the Brimstone biome, and can only be mined and activated once Yharon has been defeated

Of course these are just suggestions on how it could be implemented, but regardless, I really would like to progress through the game without needing to manually craft each spawner.

Suggestion Author

@jolly trellis

#
**Introduce Some Sort of Herbs and Fishing Farm Automation System**

While seems like a weird idea, here is the rationale:

Many games with heavy planting/farming usually have huge payouts, but for Terraria you only do them for restocking consumables, and due to how vanilla plant and fishing system is, to make them more interesting will require huge revamp/rework too.

Thus, we go the opposite approach: satisfaction from automation; such as games like Factorio where while initially you have to do things yourself, you can slowly optimize to the point of complete automation. All that the devs do is to just make sure it do take effort, such as crafting, progression, upgrades cost and so on.

The idea is not exactly out of the way either, as we already have an appropriate theme of Draedon Lab, with the many instance of Biome Labs being closely related to the idea. We also already have 'automation' in the form of Draedon Power Cell Factory which produce cells without any input.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add a completion meter for the Slime Rain**

The Slime Rain is the only event in which it can be completed by killing a certain amount of enemies that doesn't have a meter to show completion. Such meters have been added in the past to existing events like Boss Rush and Acid Rain, so adding a meter for the Slime Rain doesn't just increase consistency, but it also helps keep track of the enemies killed since the Slime Rain can be such a long event early game.

Suggestion Author

@gusty oasis

arctic boughBOT
#
**Have Skyline Wings Provide a stat boost if worn with Aerospec Armor**

The Skyline Wings are a common staple of most Calamity playthroughs (at least in my experience) but one thing they lack that almost every other wing set provides is a stat boost if worn with corresponding armor. The Aerospec Armor is immediately outclassed at the point in which Skyline Wings are accessible, so perhaps providing a minor stat boost if worn with them could help keep them viable for longer, leading to more variety in customization.

Suggestion Author

@gusty oasis

arctic boughBOT
#
**Super Star Shooter effect for Star Sputter's small comets and Starmada's fallen stars**

The Super Star Shooter has the effect of when the star it shoots hits an enemy, it summons a slash like projectile to hit the enemy again, would be pretty nice if that effect was transferred to the Star Sputter and Starmada as well

Suggestion Author

@slim mango

arctic boughBOT
#
**Make Rare Elemental's healing projectile go faster**

Usually when you're fighting a boss (when you need healing the most), you'll be going very fast to dodge the attacks. The speed at which the healing projectile moves at simply isn't fast enough to catch up to you. After a while, the projectile then disappears as it reaches it's lifespan, and you are left without heals.

Suggestion Author

@wooden ocean

arctic boughBOT
#
**Refine Some of The Drops and Drop Rate From Fishing Crates (notably Ore and Bars)**

Mainly to fix some of the inconsistency with some crates in terms of loot.

Corrupt/Crimson Crate: Not dropping Demonite/Crimtane ore or bar
Obsidian/Hellstone Crate: Not dropping obsidian nor hellstone (while Brimstone Crate drop both)
Brimstone Crate: Drop Bloodstone but not Blood Orb (can also be an opportunity to get non-bloodmoon blood orb in case blood moon refuse to start)
Hallowed/Divine Crate: Drops Unholy Essence (post-Provi) but not Hallowed Ore/Bar post-3 mechs

On top of that, many of the crate ore/bar drops are also in extremely pitiful amount to the point of impossible to sustain. For example (can seen from picture) Brimstone Crate's hellstone drop rate (same for Astral Crate for Astral Bar); while some Calamity ores are much more generous (eg: Jungle Crate drop 4-7 Uelibloom bar at 15% or 16-28 ore at 20%, same for Cryonic from Frozen Crate and Scoria from Abyssal Crate)

Refining/Fixing some of the inconsistency in these drops will make fishing actually much more viable as a method of ore replenishment.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make it that when Providence is summoned in a hallow-underworld hybrid biome, she would be in the hell form**

In parts of hell that’s directly beneath the hallow, the enemies would drop souls of light, so that is technically a hybrid biome. And when you try to spawn Providence there, she would be in the hallowed form, attacking with deathray and dropping the wings. Clearly, players who summoned her this way intend to spawn the underworld version and just happen to be under the hallow. And the V-shaped hallow typically ends near the middle of hell—which is also where most players dig hellevators or demon conch’s destination, in other words, places you’d be in when you’re trying to reach hell as fast as possible. So this is really annoying when you have to fight her hell form multiple times and you’ll have to move away quite a bit to summon her.
In other words, her summoning now prioritizes hallow over hell, just swap them.

Suggestion Author

@loud meadow

arctic boughBOT
#
Make Summons Prioritize Killing Healing and Defender Profaned Guardians first

since with the healing guardian alive both other guardians are up front with damage reduction due to the healing guardian tagging behind not being tracked, its kind of a must have for summoners since otherwise you have to focus on tagging the certain guardian, which its also super hard to tell which is which as well
its not really important but its been implemented with other bosses before so i assume it would fit profaned guardians too

Suggestion Author

@stark dagger

arctic boughBOT
#
change some items obtained from shrines to instead be boss or enemy drops

it feels like most of the time i never end up finding most of the shrines in my world just because of how long id need to search to find each one (or any).

luxor's gift is very strong but rarely obtained in my experience, dropping from scourge would keep it relatively on-tier while making it farmable
crimson/corrupt effigies are the same way, and it would be nice if they dropped from perfs/hive mind
fungal symbiote from cryogen crabulon to synergize with his claw drop
etc.

it would also allow for multiple of these items to be obtained from each world for multiplayer purposes, since not many other items are restricted to only one per world.

Suggestion Author

@hazy bone

arctic boughBOT
#
Make Old Duke-Duke Fishron be spawned by a non-consumable item.

Even though the BloodWorm is just like the truffle worm, Old duke takes many attempts and doing the acid rain- looking for the Bloodworm is really slow and troublesome. If they got changed to be similar to Seafood, it would be much easier to grind and complete.

Another thing that might be just as good or even better is increasing the spawn rates of truffle worms-Blood worms. Even though the spawn rates as is are fair, they could be higher for a compensation so you don’t run out of them and have to grind to grind again.

Suggestion Author

@quick nimbus

#
Slightly shift old Duke scales bonuses to more dmg% and less crit%

The current max bonuses it can provide are 28% damage and 14%crit. It is set up to not work well with summoners since the crit bonus takes a large portion of the cake. In theory it could have beautiful synergy with mutated truffle.

Scales also has synergy with omega blue.

The tentacles either can't crit or have 100%crit anyways with abyssal madness.

Adjusting scales could buff niche low health builds, open the item for the summoner class and could improve synergy with certain items like truffle and omega blue.

Suggestion Author

@earnest helm

#
**Change the Name of Cosmilite Bars to Cosmilite Plates (With a Possible Re-sprite)**

Devourer of Gods is a giant armored worm. It doesn’t really make sense for him to drop bars as his armor isn’t made out of bars. DoG’s armor is made out of segmented plates connected together. As such, he should drop these armor plates.

Note: It would make sense for this name change to be accompanied by a re-sprite.

Suggestion Author

@burnt schooner

#
**Have The Regenator 'Make The Player Cannot Have More Than 50% HP' (Instead of Reduce Max HP by 50%)**

Basically say you have 600 max hp:
Old Regenator = (600x50%) = 300 max hp
Suggested = you have 300 / 600 HP, but cannot heal above 300 in any way.

While seems to make no difference, the main distinction is that this will make the item being able to benefit from 'low on life effect', such as Old Duke Scale, Necklace of Vexation and so on while still keeping the same low hp downside.

The intend is to introduce more build option, especially for items with effect depend on HP value which generally are underused in their current state due to them being massively inconsistent.

A Low Life build support like this will be what is needed to give the push for those items to shine.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add an extra indicator to tell whenever you hit a Daawnlight Spirit Origin target**

It's hard to tell when you're getting the DSO crit without looking at the healthbar or the damage value on hitting an attack. This problem is especially evident when you're fighting a boss like Devourer of Gods which is offscreen for a lot of the fight, which makes it hard to tell unless you are watching over the boss healthbar while the boss fight is going on.

A way to execute this would be a small ping sound, similar to tf2 crits.

Suggestion Author

@crisp yoke

arctic boughBOT
#
change the glove of recklessness

right now the glove of recklessness is massively outclassed by the glove of precision, with one basically giving higher velocity and damage with the penalty being negligible for players using stealth, while the other gives inaccuracy in exchange for 2% net damage. making the glove of recklessness instead increase attack speed further with a larger stealth damage penalty rather than a general damage penalty might instead give the accessory use for rogue players who spam rather than using stealth.

Suggestion Author

@hazy bone

arctic boughBOT
#
Buff mutated truffle

In general the player base appears to think that truffle underperforms. However a minion acc with an implemented threshold interaction is a very unique item and could probably be utilized more if buffed in any way.

Buff options could be

-increased base dmg
-buffing the part that makes this acc unique, the below 50% form. The enraged form currently isn't that much faster than the regular form so it could benefit from even more speed, it could benefit from additional attack patterns or from new properties like being able to crit/benefit from the players crit bonus

... Or sth entirely different. Just the idea about giving it a buff in general

Suggestion Author

@earnest helm

arctic boughBOT
#
Exo mech arena “catalyst”

Frame of the idea:
This can take any form, whether it’s an item, or making the crystyl crusher with ashes of annihilation (post scal pre exo). It could be a small pat on the back for doing scal first.

The problem (imo):
Of course, it takes ages and ages to destroy so much terrain, and I believe this is a problem. Hear me out:
The style of the fight is obviously much easier when falling and continuously moving in 1 direction. The fact that it becomes exponentially easier with the more space you have, it makes the fight more of a test of patience rather than skill; the more hours u spend destroying terrain, the easier time u will have, to an immense level.

The QoL mod argument:
Yes I’m aware that things like luiafk and Tedit exist, and that’s a perfectly valid argument. This suggestion is to kinda see if many people prefer to not use these mods. In my case, I like to do many of my play throughs with no QoL mods to experience calamity to its fullest, so a calamity item for exo arenas would be amazing for me. I guess it just depends on how many other people do the same.

Suggestion Author

@merry crown

#
increase the transparency of the tesla potion effect

the tesla potion's effect is too visually obstructing, which makes quickly getting close to or around bosses and enemies without getting hit difficult despite the slow-down effect.

Making the circle a bit more transparent would be good enough, but I've always found certain effects like the electricity of the tesla potion and the flames of the inferno potion very distracting to the point where I tend to avoid them, so an option to disable/simplify the tesla potion effect in some capacity would be very helpful

Suggestion Author

@buoyant thorn

arctic boughBOT
#
**Add a Cosmilite Pickaxe and/or Drill**

While I expect that a Cosmilite Pickaxe will likely be added naturally in the future when the Distortion Biome is added, I'd like to argue that even now, a pickaxe on this tier would be very useful, and thematically appropriate.

Currently, when it comes to pick progression, of all stages in the game, post-Moon Lord is the strangest. The first pickaxe you get post-Moon Lord is the Blossom Pickaxe... and that's it. It's literally just Blossom. Sure Crystyl Crusher also exists, but it's DEV-TIER. The only thing you'd use it for is Boss Rush at the moment. Furthermore, the pickaxe functionality is rarely used. It's closer to a Rocket Launcher with destructive ammo in it's current form, used for clearing out large areas.

On top of this, literally every other bar in the game has a set of associated tools, except for Cosmilite. Blossom is nice, but as you progress further, arena demands and resource demands become much greater, so having some sort of intermediary between Blossom and Crusher would be very useful to a majority of the playerbase. Especially since without it, you currently mine Auric Ore with the pickaxe from Providence. This is a several tier jump, and it feels rather odd. The only other tools I can think of with similar longevity are Reaver Shark and Pwnhammer.

Lastly, and more of a desire than a true part of the suggestion, after Moon Lord, drills are unceremoniously dumped into the trash and forgotten. Of all the bosses that it would make sense to have a drill be crafted from, I think the Devourer of Gods would be it. The way he tunnels through the world and dimensions is very reminiscent of a drill, and even if the devs would rather keep Blossom as the only pickaxe, this provides a decent alternative to allow Cosmilite to still fill a tool niche.

Suggestion Author

@olive shale

arctic boughBOT
#
*Have profaned guardians do more / team attacks:*

I suggest this because the profaned guardians fight is one of my favourite in terms of music and artwork but is lacking in the attacks area, I'm trying to make it less of a circle chasing simulator and more of an inclusive fight where the player has to adapt their strategy over the fight

but add death laser thats a must

Suggestion Author

@neon abyss

arctic boughBOT
#
Change how the Storm Weavers first phase works

Storm Weaver is by far the hardest Sentinel - so it makes no sense to make the boss that needs the most attempts the most tedious to make an attempt on. The first phase is time-consuming whos only value is making Adren stalling easier

Suggestion Author

@deep hamlet

arctic boughBOT
#
**Rework The Absorber's Recipe**

The Absorber currently pretty much have half of its effect being really great, especially for tanks. While the other half is straight up useless.

The accessory currently pretty much just exist to give these very much niche pre-Hardmode and Hardmode drop some use so as to give them a reason to farm them at all, which I do not think is really good as it is pretty much just bloat for no reason.

Reworking the Absorber's recipe will help with that.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**rework Laudandum into something that has to do with Rev+**

Launandum is an item that works very similar to Heart of Darkness and Stress Pills. The latter 2 items both have something to do with Rage/Adrenaline, which makes sense as they are Rev+ only items, and Rage/Adrenaline are Rev+ mechanics.

Laudandum is not only the (in general) weakest of these items, it also has nothing to do with Rev+ or it's mechanics. Currently, Laudandum takes some debuffs and turns them into buffs, that's it. It could become a non-Rev+ item without any changes and everything would still work.

I suggest making Laudandum do something with Rage/Adrenaline. Such a rework could be: "adrenaline doesn't go away if you take (x) damage or less while it's not fully charged" or "speed increases by (x) while rage mode is active". These are just some examples.

The Laudandum's current effects are very unique, but they shouldn't be locked to Rev+. Either making Laudandum non-Rev+ and then adding another Rev+ item could work, or reworking Laudandum and adding another item that works similar to how Laudandum works now (that isn't Rev+) could also work.

Suggestion Author

@waxen forge

arctic boughBOT
#
Give Brimstone Elemental sound queues or visual queues for it's laser beam and it's defense-form attack

I don't know if it's just me but trying to time these attacks to dodge is quite annoying especially sense each one does so much damage

Suggestion Author

@deep raptor

#
**Have some sort of indication that flying during Devourer Of Gods enrages it.**

It wasn't clear at all in my first playthrough that DoG goes from generally avoiding the player to always charging head-on, if you're flying, making the fight much harder. I didn't know it until I looked up a guide on how to beat it. This should be more clear in-game somehow. Perhaps having what DoG says hint at it if the player is hit while flying/in the air for too long?

Suggestion Author

@astral spoke

arctic boughBOT
#
Decrease the amount of coins dropped from bosses late game

Having the items sold by npcs/reforges cost money is practically useless due to the amount of money you get from hardmode/post-moonlord bosses. Reducing the amount of money dropped from most of these bosses makes you genuinely consider what to spend your money on rather than saying screw it because you have 300 platinum.

Suggestion Author

@stark dagger

arctic boughBOT
#
**Have the Bloodfin not be consumed upon pressing the "Quick Buff" button.**

The Bloodfin is a nice alternative to the Supreme Healing Potion, as it trades off 10 health healed for a neat little buff that increases health regeneration. One thing that has prevented me from wanting to use it more often is the way it acts as a "buff" potion. Myself and a lot of players will often use the "Quick Buff" button before starting a boss fight. This will consume the Bloodfin as well, despite it being more of a "Healing Potion with an extra buff" than a "Buff Potion".

Essentially, this means you have to either use your buffs one by one to avoid using the Bloodfin through "Quick Buff", use "Quick Buff" and then put the Bloodfins into your inventory, play the risk of handicapping yourself early into the fight with a whole minute of not being able to use potions, or just not using Bloodfins at all. I feel like changing this so that Bloodfins will not be used with Quick Buff would be less annoying for players who just wanna press their "B" key before a fight starts, and let this niche healing potion become even better than where it is now.

Suggestion Author

@main gate

arctic boughBOT
#
**Remove the hitbox from DoG's head while it's invincible**
  1. Due to some transparency bugs, while transitioning to second phase DoG can sometimes be fully invisible after coming out of the portal (example provided), so you some of these times can knock into the head without even knowing this, and so you'll die or take a lot of damage.
  2. You can't avoid this without dodges like Black Belt or Evasion or Brain of Cthulhu because the head can't take damage at that moment, which is a bit inconvenient in my opinion
  3. It's pointless. Like, literally. No other part of the body deals damage, only the head. Why?

While we're on the topic of DoG, I think it should deal no contact damage in p1 until it's fully visible, same applies to the Guardians (no transparency)

Suggestion Author

@orchid frost

arctic boughBOT
#
**Make Providence’s projectiles more visible**

When fighting providence, (especially when fighting her in hell), it can be quite difficult to notice some of the smaller projectiles, since they are the same colour as the boss and the background, using a danger-sense potion actually makes this problem worse. In fights such as SCal and DoG, the projectiles are much easier to see and therefore avoid.

I suggest changing the background in the providence fight to a much darker colour, like in the SCal and DoG fight

Suggestion Author

@bronze rain

arctic boughBOT
#
**Add more ambient entities**

Terraria Journey's End created ambient entities to make it so the game feels a lot more alive and pretty in general, and I feel like it'd be a great idea for Calamity to do the same and add more flavour to the world and also be consistent with 1.4.

A few examples of that would be special clouds of relevant figures from the mod, having the Astral Meteor be visible falling in the background upon entering hardmode or defeating Astrum Aureus, and certain creatures or objects passing by in the background in certain biomes at certain times, such as Scryllars in the Brimstone Crags or maybe even the Devourer of Gods seen in space.

Suggestion Author

@untold violet

arctic boughBOT
#
Nerf plague bringer!

He is way too fast and just needs to be polished a bit. His dashes feel janky and are sometimes unpredictable

Projectiles

There are just way too many!! I always try and skip him if I can cause even if I dodge his dashes I just get hit with a crap ton of projectiles for no reason.

Suggestion Author

@drowsy ocean

arctic boughBOT
#
**Give Plaguebringer Goliath a guiding laser during her dash phase.**

Plaguebringer Goliath's dash mechanics can be pretty confusing for anyone who just started fighting her, as unlike Queen Bee who only dashes from 2 points, PBG can dash from a lot more points, making tracking her a lot more difficult. Giving her a non-lethal, guiding laser that points from herself to the player during her dash phase would help players getting used to how PBG's dashes work while not being a jarring telegraph due to how PBG is already very mechanical in design.

Suggestion Author

@wise radish

arctic boughBOT
#
** Replace Cnidrions that spawn in the Ocean with a hydrated variant**

For some reason, Cnidrions can spawn in the ocean biome which makes no sense with their sprite and lore. I think its a cool idea however to have a really rare hydrated Cnidrion that can spawn in the ocean biome with a more fitting sprite than the dried up desert one. The aquatic scourge is already basically an ocean equivalent of the desert scourge, so I think that Cnidrion should have one too.

Suggestion Author

@cerulean charm

arctic boughBOT
#
**Refine the Non-Offensive Aspect of Adrenaline**

Currently the only non-offensive aspect of Adrenaline is it give DR for 1 hit if you get hit after the bar is filled, which is not well explored to say the least.
Besides, I feel the current Adrenaline bonus is always too extreme:

Early game = bosses are easier to nohit, and Adrenaline invalidate them further by often allowing you to melt bosses completely
End game = Bosses are absurdly hard to nohit, and the payout usually is not enough to win you the game as it just dont do enough.

Thus, I feel to solve both problem, we ought to break tradition and make Adrenaline ALSO give non-offensive buffs that are relevant.
Some example of such buffs are:

Increased Damage Reduction during Adrenaline;
Reduced defense damage taken during Adrenaline;
HP recovery based on missing HP
; and so on.

The intend is to make Adrenaline much more of a comeback mechanic for performing some outstanding dodges in dire situation, rather than purely as a win-more mechanic.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**A Zenith recipe rebalance with lore consideration**

so we all know how the new Zenith recipe has made it unusable for the stage of the game that you get it at.
so my suggestion is that we make it a post polterghast, and it make more since for it to be because from the sprite you can see that the when you use the Zenith you just throw the all the blades that it's made from and the extra Zenith blade, which is the literal manifestation of the journey from the start of the game, which indicated by the copper short sword, to the end of it, which indicated by meowmere and star furry which are dropped by the moon lord, and everything inbetween, which indicated by the other swords, holding them together. so wouldn't using Ruinous soul, which is a soul-ish material, make more sense? the Ruinous soul uses the swords to manifest the 'soul' of the journey form the start till that point which hold all of them together? much better than just stitching them together with some fancy metal.

Suggestion made by: @M_Swedgy#0332

Suggestion Author

@livid monolith

#
make providence always drop 4+ profaned moonlight dye when defeated at night

right now providence drops 3-4 dye in all modes, but 4 is needed to make the effect as intense as possible. i feel like always making her drop 4 (or more) would be nice so unlucky players wouldnt need to fight her again to get the full effect of the dye.

Suggestion Author

@hazy bone

arctic boughBOT
#
Add yharim's last sentence from scal lore item's description to the exo mechs:

It's one stupid thing, but add Scal lore item's final sentence to draedon too, since they are at the same tier, scal could be a final boss as draedon

Suggestion Author

@dawn flare

arctic boughBOT
#
**Make Calamitas Clone's dashes in her final phase slower.**

GOOD grief, they are simply way too fast. I get the point, this clone is fucking pissed as shit and wants you dead, but that speed is WAY too much.

Suggestion Author

@bitter mirage

#
**An option for people who don’t want to see nudity to turn it off, for stuff like the Elementals, or just remove the nudity entirely.

**
I am sure I am not the only person who wants to play Calamity who has convictions about nudity, and I think it is a shame for us to have to quit our playthroughs because of this. Terraria is rated T for Teen, so I think many people may be drawn to it that don't want to have to deal with this.

Suggestion Author

@worthy sorrel

arctic boughBOT
#
**Change Both Pre-Hardmode Oathblades to face the cursor direction**

they're melee weapons, meaning you to be close to the boss, and since they face the direction you're running, its hitbox usually can't line up and hit. To change this would to simply allow running in the other direction while swinging the sword in the opposite. Also bladecrest won't target with its scythes if they're shot away from the enemy, another reason to add a way to turn around while still moving in the opposite direction, made slime god a lot harder.

Suggestion Author

@eternal swift

arctic boughBOT
#
**Special Enchantment for endgame wings**

Similar to the Empress Wings where you have the ability to hold W while flying to give yourself a huge verticle boost. This could be very helpful especially for bosses like Exo Mechs or just general use really. The way to balance it out could be "Grants ability to boost verticle speed while holding W but reduce total flight time by 35%" or something like that.

Suggestion Author

@dusk niche

arctic boughBOT
#
**Remove the Debuffs that Prevent You From Fighting on Brain of Cthulhu**

When debuffs like Distored on Slime God Core, and Cursed on it's slimes get removed, it makes me wonder why the hell Brain of Cthulhu gets to keep the same debilitating debuffs.

Weaker debuffs with these kinds of effects were removed from bosses for less. Even if I can't convince people to get the physical aspects of BoC's fight overhauled (probably one of the lamest fights in the mod, only emphasized by the debacle with its Malice overtuning), I cannot imagine a single reason why allowing Brain to have a random chance to prevent you from using your weapons at all is just part of the fight. This is literally just a hold over from vanilla, and it has no place in Calamity's current design philosophy.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add countermeasures to BoC telefragging**

Sometimes the brain just teleports way too close to the player in the direction they're going, especially evident in Death mode (This is worse in malice mode, though we all know what's happening to malice). This is rather annoying, and feels unfair.
Perhaps a telegraph should do the trick.

Suggestion Author

@hasty veldt

arctic boughBOT
#
**Rework Hellblasts during CalClone fight**

At the moment, the Hellblasts during the CalClone fight ignore immunity frames and dashes. They also randomly speed up making the fight really painful due to the RNG it contains.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Reduce Titan Heart research cost from 25 to 3**

This would put it more in line with most other consumable summon items, such as the Bloodworm. Additionally, only 3 are required for its other use, that being crafting the armor set. This is similar to a handful of other armor sets (Turtle, Frost, etc) whose primary materials also only require 3 to research. Even if Atlases aren't overly uncommon, this just feels like an unnecessary grind for a mode that's meant to drastically reduce grinding.

Suggestion Author

@livid sail

arctic boughBOT
#
**change hallow generation to actively avoid surface jungle**

on 2 playthrus recently, my hallow strip has gone straight through the jungle. while this is very convenient for souls of light because of the spawn rates, it's horribly inconvenient for everything else. pixie dust, light shards, and unicorn horns are completely unobtainable until you defeat a mech boss for the steampunker, leaving you with far more difficult (if not impossible) ankh charm crafting, a need to farm biome mimics for adequate healing potions, and very poor mobility for your first mech or cryogen (skyline wings/bundle of balloons, unless you choose to endure fishing quests for fin wings), among other things. having the initial generation avoid the jungle would be a great precaution against this.

Suggestion Author

@ivory badger

#
**Make boss rush Scal weaker and every boss before her stronger**

I love the idea of boss rush and the music is my favorite, but most boss rush runs are just breezing through more than 90%, then dying to Scal, and its kinda upsetting. I get that obviously Scal is the final progression boss so she should be the hardest, but I don't think its very fun to have the overwhelming majority of bosses be easy and then 1 boss be super difficult.

Suggestion Author

@long stirrup

arctic boughBOT
#
**Remove the boss rush configs and/or merge them with Terminus**

The curses being tied to configs contribute to them not being used, while also not fitting the mod gameplay-wise, as most configs change UI elements, performance or heavily change vanilla content, while the curse configs just exist for the sake of it.
Completely removing them, or merging to Terminus, with an UI made to activate and deactivate the curses at will, similar to The Grand Design would be viable options, with the latter making more players would take notice of the curses.

Suggestion Author

@round mist

arctic boughBOT
#
**More gel ammunition**

Flamethrowers can and only use normal gels, which is plain and boring. The evil blighted slimes are kinda useless because their sole purpose is to drop a material that makes some weapons and Slime God summon. Making blighted gel usable in flamethrowers would make blighted slimes more useful and make flamethrowers more interesting. Also pink gel and purified gel can get used as ammo and possibly have some custom effects.

Suggestion Author

@loud meadow

arctic boughBOT
#
**Let us move the Cooldown Rack**

That's it, simple as. If you're using Fargo's or similar, the area beneath your item bar gets filled up with two or even three rows of potion buffs and you can't see the cooldown rack anymore.

Suggestion Author

@cedar yoke

#
**1.4 rocket support for more launchers**

Most of Calamity’s launchers only inherited the ammo’s damage given that 1.3 doesn’t have much rocket types. I suggest the aforementioned so that launchers can be more interesting with cluster bombs instead of using all mini nuke I.

Suggestion Author

@loud meadow

arctic boughBOT
#
**Give The Burning Sky contact damage**

At the moment, The Burning Sky is one of the most confusing weapons in the game.
The Burning Sky deals melee damage despite nothing about it being melee. The old Burning Sky at least functioned like a sword, but the current Burning Sky functions nothing like a melee weapon. If holding the Burning Sky allowed it to do some form of contact damage, then I could somewhat excuse the clear misclassification of the weapon.

Suggestion Author

@gusty oasis

arctic boughBOT
#
**Add an item that summon the wind**

there is a lot of items that summon something like the rain, acid rain, desert storm... but nothing to summon the wind! Just for people who like the wind and the storm, like me!

Suggestion Author

@civic swan

arctic boughBOT
#
**Astral mines in astrum deus boss**

This might just be something thats been slowly getting to me because of the amount of times I died to it (probably is) but, please nerf or at least change the astral mines in some way

  • Less contact damage
  • Making the mine spawns fixed and set distance apart from each other
  • Spawning less in phase 2
  • Making the mines significantly more visible
    Usually when im not getting dp'ed by the pair of cosmic worms, im usually running into the mines in the dumbest way possible, currently it feels completely rng how well I do in the fight. Im pretty much praying "Please dont spawn the mines in a unlucky pattern, I beg of you, spare my measly 715 hp life." I could have some attempts where I can easily no-hit 70% of the fight only to get screwed over because there happens to be some mines in a straight line upwards and my only option is to get hit by the boss. Phase two spawns so many mines that I often forget that im playing terraria and that im not in the NK side of the DMZ
    (im not sure if this will be relevent but, this is in death mode)
Suggestion Author

@ornate igloo

arctic boughBOT
#
**Remove Rover Drive from The Absorber's recipe, and add it to The Sponge instead with inherited effects.**

Rover Drive has recently been reworked to stand out more on its own. Its inclusion in The Absorber is even weirder now because the accessory does not inherit ANY of Rover Drive's effects, and Rover Drive is the only mechanical material within an array of entirely organic materials.

On the other hand, The Sponge is not only a mechanical / organic hybrid, but also has Rover Drive's visual effect in it. Moving Rover Drive into The Sponge's recipe with Rover Drive's effect inheritance would help making The Sponge more interesting while making the recipes of it and The Absorber more consistent.

Suggestion Author

@wise radish

#
**Allow Old Hunter armor to count as Desert Prowler armor**

Old Hunter is literally just Desert Prowler dyed black. If someone prefers the design of Old Hunter, I don't get why they'd need to craft two sets of Desert Prowler just to get it.

Suggestion Author

@olive shale

#
**Make Adrenaline and Rage Accessible Through Difficulty Toggle In Normal and Expert Mode**

While this might sound extremely weird, but here are why I think it make sense:

i) the mod is actively being balanced around Revengeance Mode with no Adrenaline and Rage usage, this means that Expert/Normal Mode WILL ALWAYS be easier than designed.

Meanwhile people who are playing on Expert or Normal Mode are likely either want to have an easier time or are still accustoming to the mod. Having fun is much more of a priority for them than a perfectly balanced game, and they can easily toggle Revengeance Mode if they feel it is too easy.

ii) It helps Normal/Expert player make the jump to Revengeance Mode, as they don't have to (re)learn how to use Adrenaline and Rage.

iiI) The mod is pushing towards the direction of not having anything locked behind difficulty, this suggestion fits this approach too.

iv) The mod can finally add interesting effect on weapons that interact with adrenaline or rage, as the feature is now available for everyone in any mode.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Have the rest of Draedon's Arsenal researchable**

Despite the concerns with researching Draedon Arsenal weapons, The Dynamic Pursuer is one of them, yet can be researched for some reason : P

Why not make the rest of Draedon's Arsenal researchable then if Dynamic Pursuer can without any problems : P

Suggestion Author

@slim mango

arctic boughBOT
#
**Improve or Rework Shroomite Armor Set Bonus**

Currently Shroomite's set bonus of stealth just do not really work under any situation, as even for outside of boss fight (eg: events) you often are still forced to move, and pretty much is only usable during OOA.

Otherwise, shroomite is just a pure stat stick, and pale in comparison against other armors with proper bonus like beetle, spectre or even chlorophyte. The set bonus is just outdated and definitely need a buff or rework.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove ambient noises from Wulfrum Controller**

Either remove the ambient noises for the summon, or only have them play while they are attacking. The constant little beeps and such are extremely annoying especially if you're just at your base doing some organization.

Suggestion Author

@jolly trellis

arctic boughBOT
#
***Wulfrum Pylons***

make Wulfrum Pylons a little harder to kill. The buffs they grant to other wulfrum enemies are fine as is, but farming for the gear is messy if they die too soon(I can never find em when I want em)

Suggestion Author

@buoyant quiver

arctic boughBOT
#
**Make it so you can hit the midas' prime coin with the titanium railgun**

I like the whole idea of making weapons less brain dead and more original, and I think it would be a nice, cheeky nod to the game it was inspired from. Using a combo of weapons or making them combo together has been a cool idea ive never really seen done in other mods, and it would be a cool feature to implement. I would personally use it pretty often but I dont know about everyone else

Suggestion Author

@terse badge

arctic boughBOT
#
**Remove Yharon's roar SFX when he creates a bullet hell**

Yharon's new sounds are nice, but the one that has little to no effect is the bullet hell orb. He still roars and completely covers it up, because his roar is quite loud. Part of the reason these new sounds exist is to avoid Yharon's roar driving you nuts, so why is it still the case for this one attack?

Suggestion Author

@woven knot

arctic boughBOT
#
make omega blue and fearmonger armor grant stealth

right now these armors act as multiclass choices for players who either like the effects of the armors or are using multiple classes and like the extra benefits they gain from these armors' damage bonuses applying to all classes. giving these armors stealth (even less than the on-tier single class armors) would help to make these armors viable for rogue similar to how these armors already grant bonus max mana and minion slots.

Suggestion Author

@hazy bone

arctic boughBOT
#
**Give the arms of Ares' Exoskeleton some light movement while still keeping the weapons relatively in place.**

Ares' Exoskeleton is an interesting summon weapon that lets the player equip Ares' arms as summon weapons. The only visual issue that sticks out with it (and, by an extension, is also an issue on Ares himself) is that the arms are incredibly stiff, even when the player is flailing around with them. Giving the arms slight movement would help making the weapon feel a lot more natural visually.

Suggestion Author

@wise radish

arctic boughBOT
#
**A specific set of items that would allow you to locate the Biome shrines, such as how the Seeking Mechanisms allows the player to find the Arsenal Labs relatively easily. **

In addition, the biome shrine items should be given upgrades which may or may not integrate them into existing crafting trees.

Usually, players skip them because of how much effort most are to attain, with the items not being included in any particular crafting tree also being a reason they're usually not hunted after. By adding another set of Seeking Mechanisms for shrines, players would actually go for the contents of the shrine much more often.

These changes should happen because they would create a great amount of incentive to get these items, as well as making them much more valuable, viable, and important to the player base as a whole.

Suggestion Author

@round spindle

arctic boughBOT
#
**Make Cell Phone's recall speed improved to match Recall Potion's **

Currently Magic Mirrors and Cell Phones take about 1 second to use to recall home. Recall Potions are significantly faster. It would be great if the Cell Phone gained the Recall Potion's faster recall speed as a reward for crafting the ultimate information accessory.

Suggestion Author

@wind pebble

arctic boughBOT
#
**Exo probes?**

So in this mod's lore the mechanical bosses are draedon's old toys, and the Exo Mechs are a significantly improved version of them.

But I pondered to myself about the Destroyer and XM-05 Thanatos having one specific difference, probes.

Why not give T Hanos some probes to assist it, like how it's predecessor has it's own probes? Would be fun to relive the hell of probe swarms at post-moonlord.
A main thing to note is that they're not active while there is two other mechs already fighting alongside Thanatos. Possibly activating on the final phase where Thanatos is the last mech remaining.

Another thing is, these probes can help out to prevent cheesing, like going out of the mech's reach or compensating for it's negative dr. Depends from what the devs' want to do with it.

Suggestion Author

@normal nebula

#
**Make "Calamity" (the accessory) not instantly kill the skeleton merchant**

honestly why is this a thing. i'm pretty sure it has to be a bug or an oversight

Suggestion Author

@wispy arch

arctic boughBOT
#
**Rename Wulfrum Pylons**

Now that there are actual items in the game called “Pylons”, it may be confusing for newer players who have not seen the enemy before to hear “Pylon” and assume a teleportation station of some sort instead of an enemy.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**A Marble Golem and Marble Golem Statue that summons them when powered**

We have Granite Golems and their statues for if we need granite but can't find/don't want to destroy a Granite biome. It'd make sense to have another infinite source for the other type of stone. And if not a golem for it, then maybe make it something that Medusas drop?

Suggestion Author

@young bear

#
**Make it so that minecarts are useable with Wulfrum Acrobatics Pack equipped**

As of now the WAP (oh lord that acronym) isn't functional with minecart railways. If I had to guess, the minecart hook used to get into the cart is being messed up by the WAP. Make it so the WAP can only be used by hooks in the hook slot, so people don't have to keep constantly switching it off and on an accessory slot

Suggestion Author

@forest moth

arctic boughBOT
#
**Allow Teratoma to be crafted into Bloody Worm Food and vice-versa in a Graveyard**

Graveyards have been used before as a place to acquire items from the opposite evil, so why not allow the Hive Mind and Perforator Hive summons to be swapped?
Since their summons are made specifically from their individual materials and it's generally not easy or convenient to wait for a Cyst spawn in the evil island, the opposite evil boss is often impractical. Adding the possibility of swapping summons in a Graveyard would allow players to summon the opposite boss more easily.
This becomes specially relevant in Hardmode, when said bosses drop the new evil materials (Cursed Flames and Ichor).

Suggestion Author

@distant mason

arctic boughBOT
#
**An accessory/a way to keep full charge on draedon weapons on the go/mid combat**

Draedon weapons are a unique type of weapons, where you need to charge them to use em and for full capablity. This restriction hinders their usage, since it is common for them to run out when doing the mundane tasks (events, bosses, exploring)

Later on the playtrough this comes a huge issue, when fights like scal and exos start lasting around 3-5 mins per kill (and don't get me even started on bosh-rush). Thus, the power of em starts to drop/totally stop when at 0% charge

This could be changed with a way to keep their full charge on/charging em mid combat

Example ideas:

-Allow draedon fuel to go to ammunition box, using em to keep the charge at max
-A new accessory, which example you can put draedon fuel into and use that to charge weapons mid combat
-A tool of sorts, which allows charging while exploring

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Remove the Ceaseless hunger potion’s ability to suck up hearts during a boss battle**

Using this in combination with a max heart statue set up is comparable to activating god mode, healing 360HP every 10 seconds with a max set up if I’m not mistaken. Comparing this to the omega healing potion which is intended to heal for 300 every 60 seconds and you can see how broken this is. For reference, a bad player like me was able to first try DoG, Yharon, SCal and the Exo Mechs on revengance mode for my first time playing it, as soon as I was able to obtain and craft a lot of these (relatively cheap for this stage in the game) potions. Disabling their ability to suck in hearts during a boss battle is a good change I believe as it fixes this incredibly OP cheese method, as well as maintaining the utility of the potion.

Suggestion Author

@solar pewter

arctic boughBOT
#
rework the dark god's sheath (and upgrade)

right now the sheath adds 100% crit whenever a stealth strike is performed, which removes any usefulness of crit post-ml on rogue. changing this bonus would help to make crit useful. increased damage, increased crit (just not 100%), etc. would keep the accessory effective while not invalidating other builds.

Suggestion Author

@hazy bone

arctic boughBOT
#
**Uncap the pick power of Wulfrum Digging Turtles.**

Wulfrum Digging Turtles adapt their pick power to the most powerful pickaxe in a player's inventory, up to a maximum of 160% (which is just enough to break Adamantite and Titanium). Capping said pick power is odd because most other methods of mass mining (like rockets that can break tiles) aren't really capped, and this also applies all the way to late game (Mortar and Bouncing Mortar Rounds). Uncapping the pick power of Digging Turtles would allow players to have an option of mining late game that is a middle ground between mindless LMB holding and massively destructive methods.

Suggestion Author

@wise radish

arctic boughBOT
#
**Stop Arid Grandeur from making you hover if used in the air**

So we all know the biome blade's desert attunement, Arid Grandeur. It's amazing! Works wonders for true melee players on slime god/wall of flesh, but the thing is - how are you supposed to dodge WoF/SG if you're forced to hover in the air by the pogo ability it has?

Here's where my suggestion comes in: make it so the pogo ability actually works ONLY ON TILES and NOT on bosses/enemies. Here I am, trying to do a True Melee run because it's fun/challenging, but my only strategy for WoF is stalling for adrenaline and then getting 30-45% of it's HP in one go and leaving with 100 of my OWN hp and a dream to stall long enough for a 2nd adrenaline rush.

So, in conclusion, fix arid grandeur locking you into the same position until you either jump/dash away or stop attacking.

Suggestion Author

@round drift

arctic boughBOT
#
**Make Calamity Music Boxes Wireable**

I was playing about with music boxes and logic sensors recently and noticed the vanilla music boxes can all be wired on/off however I tried testing this on the crabulon music box for example and nothing seemed to happen I think this is something a lot of mods seem to be missing when they add music boxes to the game. But it would make sense since the vanilla music boxes can be wired. You could use a Logic Sensors with these.

Suggestion Author

@brave shadow

arctic boughBOT
#
**Allow mining of Sulphurous Walls above a certain height limit**

I have generated about 15 Calamity Worlds and about 70% of them have at least some form of this type of bug during World Generation where Sulphurous Sandstone Walls generate in completely arbitrary locations. Worse more, they constantly generate water so it quickly just overflows your Sulphurous Sea (which isn't a bad thing at it's core, so long as the walls are only underwater). And even worse still, you can't even mine them to fix it.

Either please fix this bug, or allow the player to mine natural Sulphurous Walls above a certain height limit, that way you can fix stray walls while also keeping the underwater walls.

Suggestion Author

@jolly trellis

arctic boughBOT
#
**Have Sea Remains require Shell Piles in its recipe**

I feel like since 1.4 has added Shell Piles, there isn't much to do with them, I feel like they should be used in the Sea Remains crafting recipe instead of coral, starfish, and seashells since they are also used to make Shell Piles the recipe would also be much cheaper as a result
Not to mention you can also find Shell Piles in the ocean as well

Suggestion Author

@slim mango

arctic boughBOT
#
**Remove Static Refiner**

The Static refiner is just a Solidifier with extra steps. It serves no purpose in the game other than being a waste of Purified Gel.

The main reason for this is that the Static Refiner requires Purified Gel to craft items out of Purified Gel. Having a crafting station use items to craft other things out of those same items doesn't make sense. Crafting stations can be used for progression locks, such as the Ancient Manipulator, however Statigel items are already locked behind Slime God, so it doesn't make much sense to have a special crafting station. It would make much more sense to just remove the Static Refiner and just use a regular Solidifier instead. This would reduce bloat in the mod by removing an unnecessary extra crafting station and would also not alter progression in any way. This also wouldn't cause any issues with themes as the Solidifier is already a crafting station for Gel-themed items.

Note: I understand that there are themed crafting stations for the purpose of making those pieces of furniture, however the Static Refiner can be used for everything a Solidifier can be used for as well, so overall, it doesn't make the game more organized as most other themed crafting stations do.

Suggestion Author

@burnt schooner

#
Change Wulfrum Screwdriver to be a True Melee Weapon

The screwdriver already does everything it needs for it to be a true melee Weapon imo, no projectiles allowed unless true melee strikes are required for them to spawn, and its gimmick requires true melee strikes anyways

Suggestion Author

@sour crypt

arctic boughBOT
#
**Rework Corruption's worldgen so that Eater of Worlds and Hive Mind can be reliably fought underground.**

Both tiers of evil bosses (Eater of Worlds / Brain of Cthulhu and Hive Mind / Perforators) are intended to be fought underground as they have an enrage state on the surface. Yet with Corruption bosses, the generation of the biome is too cramped on the underground side to be able to be used for any boss fights at all. And at the point of progression they're meant to be fought in, excavating and expanding the biome will take way too much time and will be largely irrelevant by Hardmode. Reworking Corruption's generation to expand the underground parts of it would help making the intended way to fight its bosses a lot more accessible to the general player.

Suggestion Author

@wise radish

arctic boughBOT
#
**More Cooking**

There are not many food options to be made that don't require niche fish or golden animals.

There should be food options that can be made with plants. Various ones should modify the effects to mimic potions alongside the existing stat improvements.

They should also build off of pre-existing recipes. Think of it as seasoning! The Bowl of Soup food item is very lackluster and could use a little spice!

(P.S. hadal stew is not very scrumptious)

Suggestion Author

@viscid yarrow

arctic boughBOT
#
**Add more ways to obtain the Exquisitely Stuffed buff**

Currently, the only ways to obtain this buff are from presents, mob drops, crafting Golden Delight (requiring a golden critter), and the Seafood Dinner, which is the only other craftable source.

Given how useful Exquisitely Stuffed is, and the average Terraria player's aversion to fishing, it would be beneficial if there were more ways to consistently obtain Exquisitely Stuffed, especially without having to fish for it.

Suggestion Author

@proud palm

arctic boughBOT
#
**Add ability to Feller of Evergreens to replant trees automatically**

We have the staff of Regrowth for herbs to automatically replant them if the player has seeds in their inventory, why not give a similar ability to the Feller of Evergreens, as well as it's upgrades? So long as acorns are in the player's inventory, trees will be replanted immediately. This is useful just in case if you have a long stretch of flat ground, by the time you get back to planting them there isn't a dye plant blocking your path. Also is useful if you're in a hurry.

Suggestion Author

@jolly trellis

arctic boughBOT
#
Have it so that the water bottles and the potions they are required for, are of the same quantity

Yes, I know this is incredibly minor. But as compensation, it shouldn't be hard to implement.

Suggestion Author

@iron cedar

arctic boughBOT
#
**Move Skyline Wing to Same Tier As Aerospec Armor (pre-Skeletron)**

Previously Skyline Wing being the only pre-HM wings poses concern for being overpowered, therefore bones are added to the crafting recipe to lock it behind Skeletron.

However, the existence of Fledgling Wings (from Sky Island chest) makes this no longer the case, and do not really impacted the game greatly as the existence of balloons are on par with pre-HM wings (if not better).

Fixing this will help resolve the inconsistency of having the equivalent of what feels like Aerospec Wings to be locked behind a different tier of progression.

Suggestion Author

@drowsy mantle

#
** While the Old One's Army event is active, disable the Minion Damage Reduction when holding non-summoner weapons on Old One's Army Sentries .**

The Old One's Army is structured around the use of sentries like the Lightning Aura Rod to take care of more disposable enemies like goblins and kobolds while the player uses their class weapons to focus on larger threats like the bosses and tougher enemies.

The damage reduction on sentries while the player is holding a non-summoner weapon is entirely antithetical to the design of the event and makes it significantly harder, as the player essentially has to handle the entire army themselves. The Lightning Aura Rod, with its 6 base damage, is dropped to just 1 damage by the reduction. The Cane has 26 base damage and drops to 3.

Old One's Army is a pretty widely disliked event to begin with and this only makes it worse. It wouldn't impact the wider balance of the game or break the event if the Old One's Army sentries were given an exemption to the rule just while the event is active.

Suggestion Author

@faint spoke

arctic boughBOT
#
**Make the Trasher detectable by the Lifeform Analyzer**

The Trasher is a very special enemy. It spawns the Angler when killed if there isn't an Angler currently in the world, has an Accessory drop in the Diving Helmet, a unique Pet drop, the Trash Can, can drop the Gatligator in Hardmode, and if it kills the Angler in hard mode, the Angler will drop a Golden Fishing Rod at a 100% chance.

There's numerous reasons a player might seek one of these out, and as such it makes sense for them to be detectable by the Lifeform Analyzer, especially since the Sulphurous Sea's generation could result in it spawning off screen out of the player's sight with no way for the Trasher to reach them.

Suggestion Author

@faint spoke

arctic boughBOT
#
**RESPRITE THE PHANTASMAL FURY PROJECTILE**

so at the current moment the is like 15 pixels and looks more like a fist then a soul
which is kinda annoying for the time you get the weapon
i think this could be fixed by
making the projectile a bit bigger and increase the resolution.

Suggestion Author

@zinc junco

arctic boughBOT
#
**Incentivize Using the Correct Planter Boxes**

For some reason, despite having a multitude of different planter boxes in the game, each named after a specific herb, they are all functionally identical outside of aesthetics. I think incentivizing the player to use the correct boxes for the correct herbs could be used as an engine to help with the common issue of people being dissatisfied with farming.

Allowing players to either get more herbs when herbs are in the right boxes, have the herbs grow faster, or perhaps even allow herbs in planter boxes to ignore their typical blooming restrictions (ex; Deathweed only bloom during Full Moon/Blood Moon, which is very annoying due to how useful they are, Waterleaf only in rain, etc.) could help vastly with part of one of the more annoying aspects of potion crafting in Terraria, which is important, as the Death Mode difficulty is typically balanced around having these boosts. Furthermore, I think that aligning these changes with improvements to the Planter Box system could be a great way to kill two birds with one stone, since trying to making farming actually enjoyable otherwise would require a massive overhaul of the current farming system.

Suggestion Author

@olive shale

#
**Rework the initial Hallow/Corruption Hardmode Infection**

One thing that's always annoying is hoping the initial V shape of the corruption and hallow will be in a favorable position, and the diagonal shape isn't very intuitive.
My suggestion is that any Corruption or Crimson biomes once Hardmode starts instead extend all the way down to Hell, and a random line of Hallow spawns on top of one of the Corrupt/Crimson biomes instead (Since there is at least always 2), similar to how the Astral Infection spawns.
This also is helpful since you most of the time get certain hybrid biomes that don't allow for the grass variant to spawn, like the jungle, which makes farming Pixie Dust a serious pain. Speaking of, this would also remove the fear of the corruption spawning on top of the jungle and slowly eating it inside out.

Suggestion Author

@jolly trellis

arctic boughBOT
#
**Rework Tooth Ball's stealth strike to reflect Perforators closer.**

Tooth Ball and Rot Ball are consumable rogue weapons dropped by Perforators and Hive Mind respectively. Both weapons share the same stealth strike (spawning rain clouds on hit). This makes sense with Hive Mind, but Perforators doesn't have anything to do with rain clouds, and reworking Tooth Ball's stealth strike would help it being thematically more relevant as a Perforators drop.

Suggestion Author

@wise radish

arctic boughBOT
#
**Introduce More Ways To Make Having High Mana More Meaningful For Mage**

With how Calamity having a lot of mana cost reduction items across the board, most Mage weapons have very low mana cost and can sustain on mana easily even without manaflower/mana potion spam. On top of that, mana potion also just makes having max mana meaningless as even on mana intensive weapon just spamming mana potions will work fine.

Thus, I think it will be great to introduce more ways to make having more max mana more useful for mage than just "oh there is a mana upgrade, sweet let me grab it".

This might be a specific idea, but one idea I have is to introduce a series of mage-specific buffs that only works while holding mage weapon, where you sacrifice max mana for some useful buffs (ideally defensive/utility only, so it dont become a min-max game with damage buff/mana sickness).

The idea of the tradeoff is of course that when you sacrifice a lot of max mana by using many of these buffs, you will have to rely on mana sickness much more which can stack much quicker when you have low max mana.

Some example idea are:
Shield like Rover Drive; Mana regen when you get hit (that still works while firing weapon); periodic healing similar to rare elemental in a bottle, improve life regen/defense... or even go crazy like have a buff that reduce a lot of max mana but give you mana flower effect without requiring an accessory slot

The execution is up to the devs, and I am just presenting one of the idea I had in mind.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Buffing the Rover Drive**

It's not a big deal but I realized, that if your shield gets damaged, it does not repair. Only when it's fully broken. Maybe it is better when it can be repaired in that damaged state as well.

Suggestion Author

@slender stratus

arctic boughBOT
#
**Make the Rover Drive Shield appear when put into vanity slots**

It's a cool effect and would be nice to have the shield be visible without needing it to be in the main accessory slots.

Suggestion Author

@ashen phoenix

arctic boughBOT
#
**Change the way the Music Mod's music boxes work**

The music in the calamity mod is, as the kids say, 'bussin' but, my main issue is the fact that that the moment they're out of my accessories it reverts back to the prime terraria soundtrack, which isn't a problem, but its jarring after listening to the calamity OST for the last six hours.

So I suggest that they should work by having them favourited in the inventory

Suggestion Author

@short aurora

arctic boughBOT
#
**Make deerclops despawn if you encouunter it and leave the snow biome**

Since deerclops is counted as a boss, you will be constantly charging adrenaline. This would make it easier to completely cheese some bosses or parts of the game. Another solution is that you guys can make deerclops enrages if you run away and and make the movement speed, damage and defense increase and make him follow the player untill he dies. (note: the boss dissapears after a day but the player could be constantly spawning him)

Suggestion Author

@sly musk

arctic boughBOT
#
**Change the way dying during a boss works in multiplayer**

In multiplayer, it doesn't matter how much you die as long as one person is alive so the others can respawn, this kinda feels cheap because you can slowly chip away at even if you've died plenty of times, in singleplayer if you die at all the boss battle ends, so multiplayer ends up feeling kinda like your cheating, giving you a hollow victory when you do actually beat the boss, this also discourages people from using builds that aren't based around being defensive.

You could instead make it so that during a boss, you aren't allowed to respawn unless either the boss is killed or everyone dies.
(maybe with some sort of spectate the boss battle thing to make it more fun)

Pros
-Bosses will be more challenging and fun to beat in multiplayer
-Dying during a boss matters a lot more
-Multiplayer boss fights will feel more like singleplayer boss fights (just with multiple people)

Cons
-This change only really applies to multiplayer
-If you die early, it'll be really boring (especially during the longer bossfights in the game)

This solution definitely isn't perfect, but multiplayer bosses are not as fun as they could be.

Suggestion Author

@crimson sequoia

arctic boughBOT
#
**Update the animations for the Deep Sea Dumbbell (and others)**

With 1.4 we were able to pose the players arms in far more natural ways (namely in things like the lawnmower and nightglow weapon)
However, the deep sea Dumbbell (and likely others I am unaware of) remain stiff, holding the item over the players head when "flexing".
I believe these animations should be revisited, if only for minor things like this.

Suggestion Author

@wide mica

arctic boughBOT
#
**A New Purpose for NPCs**

In Terraria, NPCs are a very neat function. They sell stuff, they say funny voice lines, and they (as of 1.4) allow you to teleport between towns you build across your world.
However, this doesn't stop NPCs from being considered almost entirely useless, or at the very least, not being something that deserves any sort of attention. Of the NPCs in Terraria, only the few that have a "bonus function" are ones that get any sort of attention from the community. Take the Goblin Tinkerer; he sells stuff like a normal NPC, and talks like a normal NPC. You know what he does that makes him a character people go to time and time again despite being a seemingly average NPC? He has a second purpose, a function that allows you to reforge your gear to get potentially better stats than they may already have.
My suggestion asks to give EVERY NPC a "second purpose." My goal in asking this is to create an environment in the Terraria Calamity Mod where you don't outgrow your NPCs, your beloved villagers you risked life and limb for in the past to unlock them.
My idea to add a Companion system is one that could potentially solve this problem. It would essentially make your NPCs mobile, giving you more chances to interact with them as well as have them aid you in combat scenarios. They could offer you insight or information you wouldn't have otherwise once you get to know them and talk to them more often. Not only would this be convenient, and helpful, it would also give the NPCs that desired "second purpose".
This idea has multiple ways you could implement it, but it is far from the only thing that you could do to fix the current NPC situation. If you gave the NPCs a new purpose, the Terraria Calamity Mod would be better off for it in its entirety.

Suggestion Author

@wicked glen

arctic boughBOT
#
**Rework Cinders of Lament**

Cinders of Lament is mid at best and terrible at worst in terms of summon items. It suffers heavily against small targets and the majority of the time spent using the weapon is firing the brothers at yourself rather than them actually attacking the enemy you want them to attack. This causes it to have extremely low DPS compared to other on-tier summon weapons, such as Metastasis and Vigilance. Against larger targets like bosses it can do better, however more often than not it suffers the same fate due to just having low overall DPS.

Another issue is that it seems much more like a magic weapon than a summon weapon, as it doesn't really summon a minion to attack the enemies but actually fires minion-like projectiles. The "minions" don't even home, like at all. I understand Calamity has summon weapons that are not as traditional, but the Cinders of Lament does not even remotely function like a summon weapon.

I suggest reworking the weapon almost completely. I suggest to change its gimmick, so that instead of the brothers actively trying to attack the player, there would be a chance for them to do so. Additionally, to make this gimmick worth it, the closer the player is to the enemy, the more damage the brothers would do, however it would also increase their chance to attack the player.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Add a way to summon events without needing exclusive items from the event to summon them**

In calamity to summon a Blood moon you need to either craft the item with drops exclusive to the event or get lucky and get it dropped by a mod from the event. A similar story goes for Acid rain and I assume other events, You need either drops or items excusive to the event that if you were in a point where you need a certain drop from the blood moon to progress. (this was my case, I needed to kill eow but there weren't enough of the orbs to spawn in another boss + the fact that the vile mushrooms never spawned, but the dryad sells vile powder on the blood moon) So I just had to afk sleeping waiting for the blood moon to arrive, this took like 20 days or so when I eventually got it. I am in a similar situation now were I need an acid rain to spawn so I can get the sulphurous armour. If the devs could add summons to events that don't need exclusive items from them (e.g. for the caustic tear instead of 5 sulphurous scales it could be 20 acid wood 40 Sulphurous Sand and maybe some platinum or gold. Without this change it feels like the game is much more RNG dependent than anything. I would just like to stop having to AFK watching YouTube while I wait for an event with a 1/360,000 chance every frame to spawn in.

Suggestion Author

@timber steeple

arctic boughBOT
#
**please fix the grid laser in DoG phase 2**

whenever i dodge the first set of grid lasers BTW this is the attack that was specifically designed to be a jarring stop to the rapid movement of the attacks prior so it feels terrible when i stop to dodge the lasers and then the 2nd set comes and the lasers from the first set havent disappeared in time for the 2nd so i always get hit for 250 +debuff because the attack designed to make me stop didnt give me enough time to reposition from the 1st set to the 2nd set without being hit by the lingering ones from set 1

Suggestion Author

@regal anchor

arctic boughBOT
#
**Make Eutrophic Furniture take Smooth Navystone to make instead of regular Navystone**

Navystone is much like Marble and Granite in that it has a regular version and a smooth version. However, both Marble and Granite use the Smooth version of each block for its furniture crafting, since the smooth versions are what players are more likely to build with.

As a result, players wanting to build with the Eutrophic furniture set are likely to convert all their Navystone into Smooth Navystone, then realize they made a mistake and have to destroy more of their Sunken Sea to craft the furniture. This is a bit unintuitive.

Suggestion Author

@faint spoke

arctic boughBOT
#
**Lower the damage of adrenaline initially, then make the upgrades more impactful and the final one still give you the full power of the current adrenaline**

We all know Adrenaline is extremely overpowered early game, as 200% extra damage for 5 seconds can just end the fight right there (And can bring an early boss from full to dead with one adren, which like, dodging easy attacks for 30 seconds to instakill a boss is not fair at all and the reward is way to great for the effort) While later on, it does good damage but not outright cheeses the boss entirely (Around 20% damage to Yharon, skipping brothers/seekers/scelp2 in SCal and doing good damage to her, getting past the all 3 mech phase while fighting Exos, showing adren late game is still fine, which is a nice payout when it's a lot harder to not get hit by later game boss fights, especially SCal which reduces adrenaline regen)

With the Adrenaline upgrade items, you could make Adrenaline start out weaker (say, 100% over 200%) then the upgrades can be used to make it stronger. Using the example of starting out with 100%, can make each Adrenaline upgrade give 50% or something around those lines to eventually still get the full 245% with maxed out upgrades. Just an example, can be whatever values make sense for the devs.

With Adrenaline starting out weaker, it's still very powerful and will help with your DPS against earlier bosses, but not so utterly broken that it obliterates early game bosses, and still keeps the full power of it at endgame where it's fine.

Suggestion Author

@pallid spire

arctic boughBOT
#
**Nerf the HP of DoG, or buff the Difficulty of Yharon/Supreme Calamitas**

I am unsure what the intended difficulty is for these fights, because on one hand DoG took ages to beat, while Yharon and SCal dropped like flies (seriously, I just beat them both first try and under a minute no less)
DoG basically is the final boss here, since once you beat him the rest of the game is way too easy. He either needs to have his HP nerfed, or Yharon and SCal's difficulty and HP buffed quite a bit. Personally I liked the previous SCal difficulty much better, she was such an iconic and intimidating superboss.
For reference, I am playing Summoner on Revengeance.

Suggestion Author

@jolly trellis

arctic boughBOT
#
Add arsenal / draedon lab furniture

Arsenal style offers a cool taste of lab looking building materials, but 2 things that lack are the chairs and tables themed around arsenal style. Here, as you can see in my lab styled build, they stick like a sore thumb and they dont fit at all. I suggest adding arsenal styled furniture, outside of the exo stuff, since they are almost endgame and this build is currently being done in pre-hm

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Make the Calamity Boss Health Bar appear for certain Blood Moon Fishing enemies**

The Calamity Boss Health Bar appears on certain rare vanilla enemies like the Ice Golem and Sand Elemental, but for some reason it doesn't appear for some of the Blood Moon fishing enemies. My suggestion is to allow the boss health bar to appear when fighting the Blood Eel, Dreadnautilus, and Hemogoblin Shark enemies since these guys have pretty high health. And this would render the boss health bar useful while fighting these foes.

Suggestion Author

@tender peak

arctic boughBOT
#
**Put vanilla and Calamity's Non-consumable boss summon items into the "Misc" tab in Research duplication page.**

In vanilla, boss summon items tend to be placed in "Consumables" tab of Research duplication page, since they're consumable. But with Calamity converting vanilla boss summon items to be non-consumable and its own boss summon items mostly being so as well, they show up in no tabs anymore. Putting these boss summon items in "Misc" tab would help making lookups of these items easier.

Suggestion Author

@wise radish

arctic boughBOT
#
**Make legendary drops guaranteed after a certain number of kills**

It is rather annoying to repeatedly grind the same bosses over a period of time in order to obtain a specific 10% drop.
Given the fact that items like The community requires killing Anahita and Leviathan, which must be summoned through killing an Unknown entity that has a quite low spawn chance and hard to spot in the ocean, then only 10% for the item to drop is quite a pain.

I suggest adding a drop guarantee or pity mechanic into the game, easing the grinding part. It can be like this:

Make a variable "x" and set it 10, then make the drop rate 1/x for The community in this case for example
Every time the boss that drops it is defeated (Anahita and Leviathan), x is reduced by 1 if the item did not drop, making the drop chance increase to 1/9 (and 1/8, 1/7 respectively).
When the item is dropped, instead of resetting x to 10, it should be set to "x+10" to compensate with the increased/guaranteed drop chance while remaining the intended 10% as a rare drop rate. For instance, getting the drop with a 1/6 chance will reduce the drop rate to 1/16

(I am unaware of the legendary rework)

Suggestion Author

@grave wasp

arctic boughBOT
#
**Make Devourer of God's Laser Telegraph Convey Distance/Time of Arrival**

Basically make it so it is tellable from the telegraph that which laser comes first and which come later, because with the current (new) telegraph, it just fills out the whole screen by telegraphing for lasers that will hit you 5 seconds later, which is not helpful and confuse you more than it helps. Look at the video for example.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make the world selection menu default to Expert Mode**

Having it default to Expert would help new players to realise that that's meant to be the default Calamity experience (maybe a contextual tooltip to help them know that it's a part of Calamity). And I know this is possible because Calamity already defaults the world to Large, so why stop there?

Suggestion Author

@lost geyser

arctic boughBOT
#
make Cosmic Gurdians spawn from a portal rather than just appearing

in their bestiary entry, they are described as "creations of the Devourer brought from their home dimension to aid it in battle". However, nothing actually tells you that they come from Distortion and simply appear somewhere near DoG. Since DoG uses portals to travel to his dimension and back, i suggest CG doing the same. This will make them feel slightly more threatening and be more thematically connected to DoG.

Suggestion Author

@true lodge

arctic boughBOT
#
**make wulfrum acro pack equippable in the grapple slot**

i enjoy the acrobat pack, but the fact i have to put it into an accessory slot slightly bugs me, if it's a hook then why not put it in the hook slot?

Suggestion Author

@rain canyon

arctic boughBOT
#
change gem tech armor's gem breaking priority from "last used class" to "last class that dealt damage"

right now you can continue to use the high offensive ability of gem tech while not worrying about losing a certain class. especially with scal, you can just use a weapon belonging to a class you havent specced into much to cause that gem to be broken rather than the classes you have specced into. for example:

scal bullet hell starts
the player, mainly speccing into mage and summoner, fires an arrow
the player takes damage
the ranger gem breaks, which doesnt lower the damage output of the player

with the new system, one of the mage/summon gems would instead be broken. this change would keep this armor better suited for its nohit role, and especially when considering this armor is most often used for scal, would help to prevent cheesing its penalty.

Suggestion Author

@hazy bone

arctic boughBOT
#
**Make Midas Prime bullets pierce while ricocheting to another coin**

Conceptually, Midas Prime is very fun, and it's reception seems to be positive all around; However, in-game, it mechanically doesn't feel like it offers "advanced" strategy in the sense that it's usage boils down to tossing four coins and shooting at them without much other consideration, which may or may not be preferable for many people.

I believe it would benefit from (potentially) having an overall reduction to the multiplier from simply ricocheting off of coins, but giving bullets a certain amount of "pierces" after ricocheting would add much more strategy and technique to how coins are utilized, in the sense that "sandwiching" enemies between coins would allow the bullet to pass through them several times in a row and dealing damage several times, in a manner reminiscent of "railcoins" or "coin adding" from ULTRAKILL, the game referenced by Midas Prime. Additional pause between each ricochet would make for proper "coin adding" to be possible/easier, but may not be necessary/preferred.

Suggestion Author

@sweet mist

arctic boughBOT
#
**Make the Slime Gods able to drop through platforms**

Slime God was easy to nearly completely trivialize in my playthrough by simply getting under them with platforms. King Slime avoids this issue by dropping through platforms when you're below it, so I think it would make sense for the Slime God slimes to imitate that behavior.

Suggestion Author

@fresh dock

arctic boughBOT
#
Make cosmolite bars generate naturally after DOG.

kind of like how luminite generates after moonlord. It's the same issue how killing moonlord once isn't enough for an armour set, same with DOG and all of it's gear. Also considering how difficult he is compared to moonlord, I would be a nice change.

Suggestion Author

@fickle estuary

arctic boughBOT
#
**Allow base Lab Seeking Mechanisms to locate the nearest Arsenal Lab**

As of now, the most annoying item in the game to find the materials for is the SHPC. The SHPC requires not one, but four Suspicious Scrap. This requires locating four or more Arsenal Labs, and they don't even guarantee suspicious scrap on larger worlds. Allowing for base Lab Seeking Mechanisms to locate the nearest non-special Arsenal Lab solves the problem of the SHPC, as well as finding more Power Cell Factories and Charging Stations.

Suggestion Author

@gusty oasis

arctic boughBOT
#
**Add Fearmonger wings and a... god slayer jetpack i guess?**

since silva wings gives buffs to silva armor, i think that godslayer and fearmonger could get their own wings giving his respective buffs
also fearmonger wings should be made as a spooky wings upgrade, since fearmonger is a upgrade from spooky armor

Suggestion Author

@royal trout

arctic boughBOT
#
**Move the difficulty changing icon to the left of the map icons by default instead of being under the second to the left**

The placement of the icon seems odd, and might benefit from being moved somewhat

Suggestion Author

@delicate aurora

arctic boughBOT
#
**Add a better visual cue to Queen Slime's AOE slam attack to show its hitbox**

Pretty simple change, when fighting queen slime I often got hit with this attack because I was simply near the boss and would take massive damage midair for seemingly no reason. It took me a while to realize that the slam attack had an AOE effect, and even now I'm not 100% on how far the hitbox goes out.

Suggestion Author

@pliant phoenix

arctic boughBOT
#
**Mark enrage conditions and other miscellaneous text in boss summon items differently colored**

Boss summoning items sometimes have important info in the tooltip. However, this is easy to look over in a glance and too much info makes it look kind of messy. I think making important text actually look important would help this problem.

Suggestion Author

@small obsidian

#
**Make the Metal Monstrosity projectiles unique Rogue-Class Spike Balls**

While changing the class of a vanilla weapon may be off the table, the projectiles spawned from the Metal Monstrosity are the vanilla spike balls, meaning that you are doing Ranged damage while using a Rogue weapon, which doesn't make much sense. I only ask that this small oversight be fixed.

Suggestion Author

@jolly trellis

arctic boughBOT
#
**Put starfury into the recipe of ark of the ancients, rather than fractured ark**

Starfury shares a spot w the enchanted sword shrine weapons of being a sword needed to craft the fractured ark. Starfury shoots stars when used, similar to the ark of the ancients, which shoots 3 on swing.

The issue I have with this is that fractured ark does not shoot stars whatsoever. It only shoots beams on parry mode. This could be fixed by putting starfury into the recipe of aota, since that weapon inherits the star shooting property.

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Add more ways to be immune to dragonfire pre-yharon**

Currently, dragonfire is an incredibly detrimental debuff from yharon, both reducing the player's move speed by a significant amount, and also doing anywhere from 54 - 126 damage, of which the higher value is the most common. This effectively adds ~100 damage to every single yharon attack (assuming the player is not getting hit every 3 seconds, which would likely result in the player dying anyway), and the only way to be immune to it pre-yharon, is to use dynamo stem cells.
if the player is using any of the 4 classes that are not ranged, they have to give up an accessory slot just to be not take an extra 100 or so damage, and the only benefit they gain is a movespeed increase.

If being completely immune is too much, enable some fitting items to resist dragonfire, reducing either the damage dealt to the player, or reducing the amount of time it is inflicted for

Suggestion Author

@left moss

arctic boughBOT
#
**Add a second, somewhat consistent, method of obtaining cell phone components sold by the Traveling Merchant**

The title is mostly self-explanatory, but still needs a little bit of clarification. The mod currently adds alternate methods to obtaining the components of the PDA, most of which involve crafting. However, there are a few exceptions which are notably annoying to get for a similar reason, but don't have an alternate solution: the stopwatch, and the lifeform analyzer, both of which are exclusively sold by the Traveling Merchant.

However, it is possible that he arrives for days on end and never sells either one of these. DPS meter doesn't have this issue, as that one can be crafted, but the other two can't. This distinction between DPS meter and the other two TM PDA components doesn't really make a whole lot of sense. Maybe add some way to obtain these two accessories? It doesn't have to be crafted, it just has to not rely on TM rng.

Suggestion Author

@broken hawk

arctic boughBOT
#
**Rework crown jewel accessory**

At the moment it’s a pretty boring stat boosting accessory, so i think to make it more fun, it could be reworked into a miniature version of king slimes crown jewel servant from rev+. It would act similarly, flying around and shooting 2 or 3 projectiles at enemies. This would make it a good early game summoner accessory.

Suggestion Author

@fathom bronze

arctic boughBOT
#
**Add a crafting recipe for magic conch**

No, not the weapon, but the item that teleports you to the ocean. Calamity already has a recipe for the demon conch and it would be practical and canvienient to have one for the magic conch aswell.

Suggestion Author

@sly musk

arctic boughBOT
#
Fix Devourer of Gods iframes post-lasergrid pre-teleport

Devourer of Gods should not be able to deal damage before the teleport after the laser grid attack, its a cheap kill and it can catch people off guard when you are supposed to be immortal before the teleport.

Suggestion Author

@stark dagger

arctic boughBOT
#
Add a crafting recipe for stained, brutal calamity music box

As a lot of people would agree, Scal's theme SLAPS but it is divided into 4 different parts. I think it would just be a nice option to have if you like the whole song or don't have a favorite part.

Suggestion Author

@fickle estuary

arctic boughBOT
#
**Add a option to turn off scope's right click**

since recon scope is a powerful accessory for ranged dmg
but his right click can be annoying when you have to use a weapon that haves a right click attack

Suggestion Author

@royal trout

arctic boughBOT
#
**Expand the World Creation Menu to Have Revengence and Death Mode**

I don't know if this is entirely possible, but Death and Revengence should have their own section in the world creation menu to set the game mode. This change mainly serves to make Revengence and Death serve as an actual difficulty like expert and master instead of just a game mode, which is what it feels like right now.

Obviously it is convenient to be able to change difficulty if the one you originally selected is too hard, but this would allow for the in-game difficulty slider to be more hidden. The suggested change is more QoL and visuals than anything else.

I'm not great at photoshop, but I created an image of what this could look like.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Summon Minions hide into the player when there are no enemies around**

I especially love to have summons out to help keep enemies away while I'm building. One major problem with this however is that if there are no enemies currently around, then the minions just get in the way and block your view of building or mining.
My suggestion is that all summoned minions are "absorbed" into the player if there are currently no hostile enemies around, and then come back out if there are enemies.

Suggestion Author

@jolly trellis

arctic boughBOT
#
**Make the flame visual effect of the accessory "Calamity" still visible even if the item is equipped on vanity slots**

It's a really gorgeous looking sprite and not a really used item. That's a great way to give it some love.

Suggestion Author

@gray crystal

#
**Add a more active summoning weapon to the starter bag instead/plus the squirrel staff**

The squirrel staff just doesn’t do enough damage to use by itself for the start of the game, so a new/better summoning weapon could fix this problem

Suggestion Author

@hazy anvil

arctic boughBOT
#
**make ankh shield (and its upgrades, including elysian aegis) provide immunity to the distorted debuff, or have an npc sell gravity normalizer potions**

the distorted debuff is one of the most difficult debuffs to deal with - it essentially negates your mobility aside from slow horizontal movement and leaves you stuck in one spot midair if you don't know, thoroughly, how it works and how to counter it. even then, it hardly matters because it's such a sudden change in the middle of the already stressful sequence of fighting the vortex pillar that it's incredibly unrealistic to expect players to be able to adjust. while it would take away a lot of the risk from the vortex pillar fight, it feels wholly unfair. either making immunity to it more accessible, reducing its duration, or replacing it entirely with another debuff, perhaps a strong damage debuff like electrified, would solve this.

Suggestion Author

@ivory badger

#
**Make abyss scarier**

Maybe add some features to enemies like at some points you have to stand still to be ignored and not get jump scared and die though this would make the abyss more annoying and harder to explore with the already existing breath meter.

Instead of adding features just make some scary-looking fishes that sometimes whiz past you or confront you and scare you then just leave, or just add ambiance, sound or make the music sometimes go completely silent when something happens or something is close by. Would make it more atmospheric and unique to other biomes.

Suggestion Author

@sharp aspen

arctic boughBOT
#
**Change the recipe of "Sirenproof Earmuffs" so that it'd be accessible in early Hardmode.**

Sirenproof Earmuffs is an item that lets the player disable ??? spawns. It's a very helpful item to be used for Ocean grinding. But the fact that it's locked to post-Plant (due to Living Shards in its recipe) makes it a bit out of reach to get since ??? can already be easily killed by accident by the time one is in Hardmode. Making the item accessible in early Hardmode would help making the item be usable to its full potential.

Suggestion Author

@wise radish

arctic boughBOT
#
**Reduce the drop rates of most weapon and accessories from normal enemies**

I respect the sentiment to reduce grinding, but if every second enemy is dropping the same item, it kind of defeats the purpose, and quickly fills up your inventory. This is especially prevalent while preparing for WoF, as you're going to quickly have an inventory full of Oathe Blades and Ashen Stalactites. If If you're exploring the desert, expect to bring home several Amidas Pendants and Stomrjaw Staves. Or if you're building a skybridge, you'll be overencumbered with Sky Glazes. Or just simply exploring underground and you'll be overwhelmed by mana and vital jellies.
I understand that even if you have more you can just sell them, but it is more annoying than anything since money is so abundant in Calamity and it just takes up an inventory slot.

Furthermore, it doesn't really make sense when compared to vanilla. All calamity weapons and accessories dropped from enemies have a super high drop rate, while you're going to be spending a good while to get a jellyfish necklace, Bat Bat, or Demon Scythe. I'm not saying to make the game more grindy, but at the same time if you do need to "grind," then it's a good excuse to utilize Terraria's building mechanic to assist in such a way to help.

Suggestion Author

@jolly trellis

arctic boughBOT
#
**Add Calamity health/mana UI support for Fancy and Bars style**

The classic style shows different colored hearts and mana based on calamity permanent consumables. This should also work with the other styles.

Suggestion Author

@abstract mortar

arctic boughBOT
#
**Allow holding shift on armor sets to show the stats and description of unique set bonus summons/weapons **

This exists for the reworked Wulfrum set and would be convenient to have for other armor sets that give a unique summon/weapon.

Suggestion Author

@fading bobcat

arctic boughBOT
#
**Fix Yharon's telefrag issue**

Ive noticed that in Death mode, Yharon will sometimes teleport into the player while trying to teleport somewhere near the player making an unavoidable attack, and since you get pretty much 4 hit by him it makes the fight very annoying as sometimes it seems as though it is left up to RNG

Suggestion Author

@dark stag

arctic boughBOT
#
**Add a lategame equivalent/upgrade to the Drill Containment Unit**

Its such a convenient mount thats just left behind by the power creep of ores and picks, i think it could use with a nice refresh. Compared to a ton of items that later on get equivalent versions or upgrades it was sorta left behind despite it being so useful for ore gathering in the late/endgame of vanilla.

Suggestion Author

@novel stream

arctic boughBOT
#
***Make more accesories visible on the player***

There are many accesories in calamity, every one with many diverse effects, and many also affect the player's vanity, similar to many vanilla accesories, however, there are only many because of the sheer ammount of gear there is on the mod, in reality, there is a limited number of accesories that grant the player vanity, take for example the Shield of the Ocean, it looks cool as hell, i gotta say, but it's a shame that despite being a shield accesory, it grants no effect on visuals

Other examples that would look cool but really make you say "Oww, why?" are the Necklace of Vexation, Statis' Ninja belt and void sash, Sand shark tooth and reaper tooth necklaces, Gravistar Sabatons, Giant tortoise shell, Deific amulet, Yharim's Insignia, Badge of Bravery, etc.

Some of this could be implemented more difficult than others (Sash and belt, tortoise shell, SotO) while others only require some pixels (Reaper and SST necklaces), and it would be a change (a big one, for sure) that i'm pretty sure more than 1 person would appreciate, little details are always loved.

Suggestion Author

@worn forge

arctic boughBOT
#
**Make the Witch's Broom and Bone Helm not exclusive to Expert Mode**

As Calamity already makes every expert mode exclusive item available on all difficulties, there is realistically no reason these two items should be exclusive to expert mode or any higher difficulty at all.

Suggestion Author

@rotund cloud

arctic boughBOT
#
**Let the Ares Exoskeleton save your last loadout**

Ares exo is a unique summon in that you need to select a loadout for it, I like this very much but its somewhat inconvenient when you need to take it off for visibility reasons. as it takes up a huge amount of space around you. I think making it so that the item remembers your last loadout and instead loads that back up immediately would be much better, since if you need to change it, your gonna be sitting there anyway, but if you just need to pop it back on with no changes, you don't have to sit there anymore.

It makes it less annoying when you have to turn it off so you dont have to sit there and fiddle with it when you want to turn it back on.

Suggestion Author

@novel stream

arctic boughBOT
#
**Make Slime God, Astrum Areus, and Ravager Actually Jump Instead of Fly**

With the current way the bosses behave, they jump, hover over the player, even if they continues to move around, and then slam down. That is not a jump, the boss is flying. The boss should jump onto the player, not do this weird hovering thing that makes it difficult to predict when the boss is going to slam down. Visually it also just looks weird, as it is a boss that is clearly designed to be a land-based boss and yet it is flying around.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Have the Bladecrest oatsword have it's blade on the side where the cursor is, rather than the direction which the player is facing**

Bladecrest oatsword is a cool pre-hm sword, which you use for most of your pre-hm journey. It has one annoying issue: when you use it, it's blade is fired on the side which the player faces. This can be an issue, since you usually want to shoot to the direction you are retreating to, not the way the boss is

And on the counter argument of saying ''Just use the opposite side left to right key'' this is not the usual way how weapons operate. Aka you have to learn a new way of playing for just one weapon.

Suggestion Author

@tiny fjord

arctic boughBOT
#
*Add support for Phase Indicator*

So I was browsing the workshop recently and I came across this mod called Phase Indicator, and it does exactly as you'd expect it to, it's a simple addition that does so much for giving the player an indicator for when a boss kicks into overdrive. I think adding compatibility for this mod would be a nice QoL addition.
Here's the mod in question: https://steamcommunity.com/sharedfiles/filedetails/?id=2834539716

Suggestion Author

@autumn lance

arctic boughBOT
#
buff mana potions by making them restore a percentage of the players mana

allowing mana potions to restore a percentage of a players mana would further incentivize increases to maximum mana and increase the usefulness of the arcane modifier. higher tier potions would restore a higher percent of mana

Suggestion Author

@hazy bone

arctic boughBOT
#
**Nerf the DoG laser attack in phase 2**

The first phase of the devourer of god is challenging and fun but in phase two the fight is more complicated (its normal). The attacks are complex and varied which makes the fight interesting but when the boss reaches about 45% of his life it will start to make an attack where it launches lasers in the form of a grid and the problem is in this attack. It is almost impossible to dodge, the time between the beginning of this attack and the appearance of the lasers is too short, the reaction time is not enough for most people to memorise or position themselves between the projectiles, moreover the lasers are too close to each other and the player placement must be perfect if they want to dodge them. This unique attack ruins DoG fight for new players who are unable to dodge this attack. I propose to make it less strong by increasing the delay between the beginning of the attack and the appearance of the projectiles and/or to increase the position of the lasers so that the player can position himself more easily without taking damage.

Suggestion Author

@celest horizon

arctic boughBOT
#
**Allow the Steampunker to sell solution of the opposite world evil when in a graveyard.**

This would allow players to acquire red solution in a corruption world and purple solution in a crimson world, which is otherwise impossible.

Having access to these solutions would make it much easier to obtain large amounts of the opposite evil in a world, without having to wait for the biome to spread from grass seeds.
The Dryad already sells seeds of the opposite world evil under these same conditions, so it seems reasonable to have the Steampunker follow suit.

This would be particularly useful for farming things such as cursed flames/ichor, as growing a reasonably-sized underground biome of the opposite world evil can be quite tedious and complicated.

Suggestion Author

@rich glacier

arctic boughBOT
#
**Disable Daawnlight Spirit Origin adding targets to passive creatures**

When you have Daawnlight Spirit Origin equipped, any critters around you create targets, which adds a lot of clutter to the screen, and it would be nice if it no longer added targets to any passive creatures.

Suggestion Author

@wise anvil

arctic boughBOT
#
**Add a dedicated melee pre-boss set**

So, we all know the wulfrum rework, we all love the wulfrum rework. One downside of it though is that the only pre-boss melee set in the mod is no longer available, with the closest runner up being ancient shadow armor which is world evil specific and requires a lengthy grinding process.
This leaves early game melee with ore armor. Just ore armor. We already have the fungal symbiote accessory early on for melee so a mushroom themed armor would fit right in. The specifics of it can be worked out in the dev team of course. If there's already an early melee set planned, great, if not, then this could be an idea for one.

Suggestion Author

@leaden coyote

arctic boughBOT
#
**Profaned Energy fireballs despawn after it is defeated**

Possibly one of the most annoying enemies in hardmode is the Profaned Energy, simply because it's fireballs are impossible to get rid of and you just need to wait it out. It wouldn't be so bad if they were just a quick projectile, but they linger for so long and do a pretty moderate amount of damage, as well as move very quickly horizontally.
My suggestion is that they either just flat out despawn if the creator is killed, or they fizzle out in some way, still lingering a little bit, but their life source is no longer there so they can't exist anymore.

Suggestion Author

@jolly trellis

arctic boughBOT
#
**Increase Droprate of Urchin Stinger or decrease requirement for sulphurskin potion**

Ocean spawn in early game is terribly slow especially since most players doesn't have abundant access to things that increase monster spawn rate, making it pretty time consuming to farm for even just a dozen of sulphurskin potion on top of the sulphurus armor. Alternatively the current cost can be maintained but produce 3-5 instead of 1 potion similar to tesla potion

Suggestion Author

@dark estuary

arctic boughBOT
#
**Blend the Lab and Hazard plating**

I'm one of those few souls that actually likes to decorate their base, and for the draedon components, a lot of them don't blend very well. I'd only ask to make them less ugly when put together like this.

Suggestion Author

@jolly trellis

arctic boughBOT
#
**Rework the Rev+ Wall of Flesh fight**

Revengeance Wall of Flesh is pretty much a cake walk. Death Wall of Flesh on the other hand, is simply too hard.
It's simply just an endless barrage of projectiles that won't stop coming and its super hard to dodge all of that stuff while trying to damage the boss. It's just not fun to fight the Wall of Flesh in Deathmode at all, and it's especially egregious considering how Rev Wall of Flesh isn't that hard
Perhaps one way of improving the Wall of Flesh in Rev+ is instead of making the projectiles just random, perhaps the projectiles are fired in challenging, but understandable patterns. This makes the Rev WoF a little harder, but assuming the patterns remain the same in Deathmode, it will make the fight not stupid hard.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make calamity furniture function like vanilla furniture**

Calamity adds a ton of furniture, but many of them still have their 1.3 mechanics (e.g. cant sit in chairs, benches etc)

Suggestion Author

@ionic marsh

arctic boughBOT
#
**Remove Potion selling and make potions yield more with each craft instead.**

Terraria's potions tend to be very annoying to grind due to the generally grindy recipes. Calamity attempts to work around this by making potions sold at NPCs, but not only this puts potions at mercy of the game's volatile economy, but also makes potion grinding effectively irrelevant. Making potion recipes yield more of the resulting potions would help significantly reducing the potion grind without making it entirely irrelevant.

Attached is a spreadsheet of potions with their current yield and the relative difficulty of the potions themselves and their ingredients (Credits to @drowsy mantle for most of the data).

Suggestion Author

@wise radish

arctic boughBOT
#
**Overhaul potions Pot, Crate and Chest drops so players collect more important potions by exploring.**

Ammo Conservation, Rage, Summoning, Warmth, and Wrath potions are the only potions not dropped while exploring. In Calamity, on top of the class specifics from vanilla like Magic and Archery, Endurance and Lifeforce also can be found while exploring. Lifeforce is normally a Hardmode exclusive, which leaves these loot tables in a weird place.

One of the biggest complaints in this server, and about the mod- no, the game, in general- is how hard potions are to get. In Calamity, this only gets worse, with Death mode being balanced around having these buffs, on top of the plethora it adds itself.

Adding the rest of the potions to these drop tables and buffing the drop rates of important potions for combat like Endurance, Lifeforce, Rage, and Wrath would vastly help in the potion scarcity issue. If the player accumulated these potions over time, it would make dealing with a harder boss where they actually need them much easier. Considering there is already a precedent for Calamity breaking the loot table conventions for potions, it would make sense to find biome specific potions in biome chests and pots rather than the generic ones found in every drop table currently.

On that note; make crate potion drops make sense. If you’re in a specific biome, you want potions from that biome, so make it drop those instead of the random arbitrary ones shared amongst all crates.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Cataclysm and Catastrophe to despawn upon death on Calamitas boss fight.**

They just came in the very beginning of the fight after last attempt on it.

Suggestion Author

@winged shore

#
**Make the “magnetize all nearby knives” feature of the wulfrum knives a toggle**

As it is right now, I love the feature but it’s annoying to have to hold right click if I want to be able to get my knives back after throwing them. It’s also annoying when you have to hold right click next to tons of things that you interact with by using right click. The toggle would make it much easier to get your knives back, and wouldn’t hurt at all to add (unless if the coding is really jank for some reason). The toggle would be activated by using right click, and deactivated by using right click again or switching off of the weapon.

Suggestion Author

@red marsh

arctic boughBOT
#
**Make people mine for hallowed ore**

Maybe make it so hallowed ore doesn't drop from the third mech boss, so that the player has to mine for hallowed ore, like with the early hard mode ores. Possibly make it more common too, as it can be hard to find sometimes. This may just be me, but as of now, the ore mostly goes unused,despite it being a great idea. Plus, right now, most players just craft a pickaxe axe, upgrade to chlorophite, and barely use hallowed bars again in their playthrough. This change might make hallowed items at least a bit more thought about in a calamity run.

Suggestion Author

@gaunt flicker

arctic boughBOT
#
***add a brick for meld blobs***

Every other class has a brick for their respective pillar, so rogue should have a meld blob brick. They’d be useful for making mysterious and extraterrestrial looking things that don’t fit with the orangey purple color scheme of the infection or the deep-dark black-and-blue color scheme of voidstone. They’d also be cheaper than otherworldly bricks.

Suggestion Author

@woven vault

arctic boughBOT
#
**Make Providence check for Underworld before Hallow when spawned**

Currently when providence is spawned she looks for what biome she's in by checking for the hallow biome first, and then the underworld. This means that if providence is summoned in the underworld, but with the hallow biome just above (and close enough for the player to count as inside it) she will behave and drop items as if she was spawned in the hallow, which can create confusion when players are trying to get the underworld drop. This has already happened a bunch of times with players trying to understand why they couldn't get the Elysian Aegis, meanwhile i can't possibly imagine someone having the opposite problem.

Suggestion Author

@still cobalt

arctic boughBOT
#
**Make Polaris Parrotfish use a unique indicator for its charge instead of consuming a buff slot**

Calamity seems to be moving away from using buff slots for stuff that doesn't really need it like cooldowns for potions/dodges and weapon effects like the ark line's parry buff, so it seems logical to do the same for Parrotfish. It could use the bar that wulfrum and ark weaps currently use or it could be something cave story themed.

Suggestion Author

@proven patio

arctic boughBOT
#
**Remove Glorious End giving invulnerability frames (unless it hits an enemy)**

If you're good enough at the timing, it can trivialise all fights in the game. Every attack can be dodged because of the 1.3s invulnerability-on-command, with little downside.
I'd like it to still exist as a legitimate battle option, because it's both very fun and has a surprising number of interactions with various accessories, but as it is right now, it's definitely overpowered. Removing the i-frames should be all it needs, like Terraria 1.3 did for spikes (for the same reason).

Suggestion Author

@astral spoke

arctic boughBOT
#
**Revamp the Elementals involved in Heart of the Elements.**

Heart of Elements got recently changed to not include the majority of filler stats, but the elementals themselves are still very much boring and outdated design wise as they're still true to the classic Terraria minion design, just attacking. Only Rare Sand elemental is excluded from this because it actually does something relevant (healing the player).

Reworking these elementals to have unique quirks that isn't just attacking would help making the elementals actually usable before they're used for Heart of the Elements, and would help making the combi acc a lot nicer to use with the elementals on.

Suggestion Author

@wise radish

arctic boughBOT
#
**Rework the lower stealth strike requirement effect on Coin of Deceit and its upgrades.**

Coin of Deceit allows players to execute stealth strikes at 75% instead of 100%, while its upgrades allow stealth strikes at 50% instead. This effect is quite powerful in that it substantially reduces the risk in charging stealth strikes while overall still giving the same amount of rewards as you would with fully charged stealth strikes. And Coin of Deceit is technically obtainable as early as preboss. Changing how these effects works or replacing them entirely could help restoring such balance in risk and reward of stealth strikes.

Suggestion Author

@wise radish

arctic boughBOT
#
Make Queen Bee Natural Spawn Only Break from Pickaxes/Mining Tools

Its a must have for queen bee spawn to only break from pickaxes/mining tools because its frankly just nonsensical for it to be as it is now. If the Queen Bee natural spawn can only break to pickaxes/mining tools it would be generally better for everyone as well as their sanity.

Suggestion Author

@stark dagger

arctic boughBOT
#
**Rework Briny Baron**

The Briny Baron is a sword in name only. Very rarely are you actually using the left click sword swing. Instead you are often using what can only be described as a discount Razorblade Typhoon. This is not a sword. It is a mage weapon masquerading as a sword.

There seems to be a trend of reworking old calamity weapons to be more than just versions of the Terrablade. An idea would be to make it do some sort of dash attack like Duke Fishron, the boss it drops from. Maybe you charge it up for a short time before dashing into the enemy. This would serve to make the weapon more unique from regular swords but would also make it not a melee Razorblade Typhoon.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make Classless Max HP% Damage Weapon (such as Bazooka, Hydra, Magnum...) Share Their Number Of Usage**

Currently the number of usage of these weapons are limited. The intend of these weapons are that they are exceptionally powerful, and when use at the right timing can secure a win on an important phase of a fight (eg: on Yharon's final phase, where he is constantly teleporting making him exceptionally hard to hit)

However by using all of them you end up dealing an extremely large chunk of Boss' Max HP in damage, as the weapons' usage are only for themselves.

For reference, if you use all of them, you can deal about 20% of a boss' max hp as damage.

The suggestion is so that the weapons' number of usage are shared with their downgrades (or even among all the weapons in some way) so they are not as abusable.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Daedalus Golem "Fix" **

The Daedalus Golem is a very powerful post Cryogen summon, however there is a glaring issue that I feel brings the efficiency of the weapon down. Usually with minions and other NPCs that follow the player they try to stay on the same vertical level as the player. This is true for the Daedalus Golem, except it's only one way. The golems can jump, but when the player goes down platforms then up again, they stay on the lower level. This means that the minions will always stay at the lowest point your player has been at during that fight. Every other minion in Calamity has some feature where they teleport to the player if you get too far away, except for this one. I suggest:

  1. Make it so that the Daedalus Golem minion can jump up to the player.

  2. The minions can teleport to the player if they get too far away.

Suggestion Author

@blissful kindle

arctic boughBOT
#
**Rare Sand Elemental's healing orbs should be easier to catch**

Her healing orbs disappear ~2 seconds after being collectable, and since they don't home in on the player, that gives the player a very narrow time window to collect them. Even when using the Heartreach Potion - to make them home in on the player - the timer is so short that it's very easy to accidentally outrun the homing orb during battle.

I'd suggest extending the time before they disappear considerably. And if easy to implement, make them home in on the player without needing a Heartreach Potion.

Suggestion Author

@astral spoke

arctic boughBOT
#
**Rework or Improve Brain of Cthulhu Phase 1**

Brain of Cthulhu had been known to be a problematic boss particularly with its telefragging and also how its entire Phase 1 mechanic is just "slam minions into your face and teleport occasionally".

Compare to other vanilla bosses reworked by Calamity (for Revengeance), BoC generally only have improved Phase 2 while Phase 1 is still mostly disregarded.

Phase 1 can use some help through improvement on the mechanics or reworking it to be more interesting and engaging.

One example idea I have is BoC's Phase 1 can be a "mini ceaseless void", due to their similarity in terms of design and being minion based.

Suggestion Author

@drowsy mantle

#
**Rework or remove the classless 'Resident Evil' Guns**

The classless guns, colloquially referred to as the 'RE Guns', are a series of classless weapons that do true damage, as well as taking away anywhere from 1% to 7.5% of an enemy's total HP on hit. These weapons are locked to only be used 1 to 3 times per boss fight, and their ammo has very small stacks, anywhere from 6 to 12; this ammo is also on the more expensive side.

These weapons should not exist. They go against everything Calamity's current design philosophy works towards. They're incredibly boss focused with the damage easily being abused on bosses by packing every single RE gun, and firing them all off in a row, to deal upwards of a quarter of the boss's health. Why these weapons are allow to exist while Coldheart Icicle was axed for similar reasons makes no sense.

Furthermore, they have ridiculous base damage values for their tiers and have NO RESTRICTIONS OUTSIDE OF BOSS FIGHTS. They completely invalidate every single non-boss enemy including minibosses and events. A player can easily shred say, Goblin Army, Giant Clam, and Great Sand Shark in seconds, just to name a few egregious scenarios.

One of the balancing aspects of these weapons is supposed to be their high cost and small ammo stacks, but as we know, money is of no consequence in Calamity, and the recently added Void Bag trivializes inventory management. When exploring, there's no reason not to use these weapons considering their strength. This turns any challenging encounter outside of exactly boss fights into a joke and a roundabout ranger playthrough, because these are all effectively fancy ranged weapons, which does not help with the homogeny of classes Calamity is already trying to repair.

Simply make these GUNS into ranged weapons, or remove them. They have no place in the current state of the game as they are.

Suggestion Author

@olive shale

arctic boughBOT
#
**Rework or Buff some former expert drops**

Items like Spore Sac, Bone Helm and Gravity Globe serve virtually no purpose in the context of calamity, being pretty much useless compared to anything at their tier of progression, or compared to drops from other bosses like Shield of Cthulhu or Worm Scarf.
This also applies to calamity accessories such as the Leviathan's Ambergris, Gehenna, Toxic Heart, Gravistar Sabaton and Frost Flare, that compared to other accessories can be considered underpowered.

Suggestion Author

@round mist

arctic boughBOT
#
**Don't have Gravity Globe flip the screen**

Being able to reverse gravity is a potentially useful item for battle, but it's severely hampered by how visually distorting it is to reverse gravity. Removing this distortion could make open up new ways to battle.

...Assuming, of course, that that's easy to code into the game.

Suggestion Author

@astral spoke

arctic boughBOT
#
**Add Razer chroma support for calamity bosses-biomes**

I don't know if this is even possible, but now that Tmod has chroma I think it would be incredible.

If the coding is possible, i can think of so may possibilities that could be achieved with this.

Suggestion Author

@quick nimbus

arctic boughBOT
#
**Hold right click to open grab bags quickly**

Mainly intended for abyssal treasures since you get a ton of those super quickly, and my fingers are starting to hurt manually clicking them open. Also good for fishing crates once you get fishing rods that can fish up many of them at a time. This seems like a small QOL that vanilla should have, but it doesn't.
Note: it would be good if the opening speed was exponentially increasing like crafting is, so you have more control over them and don’t flood your inventory in 0.1 seconds because you right clicked your stack of crates

Suggestion Author

@vernal surge

arctic boughBOT
#
**Add a subtle telegraph on Calamitas' bulelt hell that shows where the sets of projectiles are "aiming" at.**

Calamitas adapted the bullet hell from Supreme Calamitas between its phases, though without the hard area limitations. In exchange, the bullets are sped up past a certain point where the player was at a time. While this is a decent way to discourage escaping the bullet hell, it gets extremely confusing for people who just started fighting her, not realizing that they shouldn't be escaping her bullet hell in the first place.

Adding a subtle telegraph that tells this "point" the bullets use as a reference point (like making the player leave afterimages everytime a bullet spawns) would help guiding players to the bullet hell's mechanics easier.

Suggestion Author

@wise radish

arctic boughBOT
#
**Reduce the volume of enemy hitsounds if they're being hit multiple times within a short notice.**

This is primarily the case for bosses, but sometimes they have hitsounds that can end up sounding grating in fights if the player keeps damaging them (e.g. with PBG and Ravager). Reducing the volume of these hitsounds if they're being hit multiple times in a short notice would help making their hitsounds less annoying and to help players actually catch the helpful audio cues (like Potion Sickness ending or certain attack telegraphs).

Suggestion Author

@wise radish

arctic boughBOT
#
**Show what new items you can craft once a new Schematic has been deciphered**

I always want to try and use the Draedon weapons but I never end up doing so out of pre-hardmode since I keep needing to look up what I can craft and with what ingredients.
My suggestion is that if you hold a deciphered schematic, you can right click it and it will show you what recipes it has unlocked, and if you right click an un-deciphered schematic, it will tell you the Decryption Component you need in order to unlock it.

Suggestion Author

@jolly trellis

arctic boughBOT
#
**Have the Pirate sell the Coin Gun and Pirate Staff post-Plantera**

Easily one of the most useless NPCs, the Pirate has plenty of room to sell items. While the rest of the items in the Pirate Invasion are mostly QoL and fairly powerful at breaking the already broken economy in Terraria, and understandably aren't sold, the Coin Gun is a fairly powerful weapon and recently gained a post-ML upgrade in the form of the Sevens Striker.

This weapon is extremely obnoxious to get with it's 1% drop chance from Flying Dutchmen, and even lower chances from most other Pirate enemies. With the addition of its powerful upgrade, the chances of a player actually having the ability to try it out is very low with how hard it is to obtain. Calamity typically adds alternate methods of obtaining relatively rare items that are used in crafting recipes, like Dungeon drops, so I see no reason not to do the same here. I only suggest also including Pirate Staff for consistency. It's also very funny that such a bad summon is almost as rare as Rod of Discord.

Suggestion Author

@olive shale

arctic boughBOT
#
**Buff the drop rate of Stellar Tune from Empress of Light**

Stellar Tune is an average magic weapon that drops from Empress of Light at a 5% drop chance in Expert. This is half as likely to get compared to a Legendary weapon from a boss, which are 10% drops, and almost 5 times less likely to get than Terraprisma in Normal mode or Nightglow, which is functionally almost the exact same weapon, which both drop from Empress at 25%.

Stellar Tune is begging for a major buff to its drop chance, because this is frankly beyond comedy.

Suggestion Author

@olive shale

arctic boughBOT
#
**Biome Shrine items can drop from crates, or add new crates to match the shrine's biome if there isn't any**

Looking for shrines is a huge nuisance, and unlike the Jungle there are much more harder to find. At least some items from the Jungle Shrines can be crafted (such as Anklet of the Wind) meanwhile this isn't the case for other shrines. Shrine items are really useful, especially fungal symbiote for melee users in pre-hm and should be much easier to find.

In vanilla there are creates that give the corresponding items of their biome (Hell or Obsidian Crates give Lava Charm, for an example), why not add, let's say, a Mushroom Crate that has a chance of dropping Mushroom items?

Like I said earlier shrines are such a chore to find, and their items inside are really useful and perhaps needed at times, they could be made more accessible by adding their drops to crates.

Suggestion Author

@old rover

arctic boughBOT
#
Buff mutated truffle

In general the player base appears to think that truffle underperforms. However a minion acc with an implemented threshold interaction is a very unique item and could probably be utilized more if buffed in any way.

Buff options could be

-increased base dmg
-buffing the part that makes this acc unique, the below 50% form. The enraged form currently isn't that much faster than the regular form so it could benefit from even more speed or benefit from additional attack patterns

... Or sth entirely different. Just the idea about giving it a buff in general

Suggestion Author

@earnest helm

arctic boughBOT
#
Make necklace of vexation work at 50%health instead of 50% - 1

Frozen shield and truffle for example work at 50%.
Necklace of vexation however does not. This feels like an inconsistency, they all describe the condition in the same way but with one item having a different outcome.

Suggestion Author

@earnest helm

arctic boughBOT
#
add bottomless lava bucket and lava absorbant sponge to the drop pool of anahita and leviathan

these are some of the only things given by the angler which are not obtainable through other means. to be able to obtain this without getting fish for days on end would be an amazing quality of life change. the reason it should be added to the drops of anahita and leviathan specifically is that they drop the hotline fishing rod, giving them a precedent for underworldish fishing rewards. if nothing else, make them craftable or drop from something else.

Suggestion Author

@woven vault

arctic boughBOT
#
**Give some sort of indication after skeletron has been defeated that the abyss exists**

Newer players can very easily miss the abyss and the shadow chests in there after skeletron because there is no indication that it exists (I didn't know when I started playing that it existed until post plantera, and even then that was only due to a wiki search)

Something like a message after you beat skeletron or even having some sort of indication on the tooltip of the shadow key, f.e., could work. Doesn't need to be these but some simple examples of how to do it

Suggestion Author

@pallid spire

arctic boughBOT
#
Aerialite Furniture.

The name is self-explanatory.
Reason why I'm suggesting this: It feels a little odd knowing that nothing really fits the heavenly, overall important feel of Aerialite Bricks. I enjoy the gold-lined look of Aerialite Bricks and to be honest, I think it'd be amazing to have similar corresponding pieces of furniture to go with it!

Suggestion Author

@jolly inlet

arctic boughBOT
#
**Rogue Head Piece for the Hallowed armour set**

So in the lasted news about calamity, multiclass armour sets are getting removed in favor of more unique and distinct armour sets for each class, however the hallowed set is vanilla & multiclass but doesn't have a rogue headpiece.

So it would be nice to have a bit of clarification about those plans and if it'll be affecting vanilla multiclass.
If so, my suggestion would be to not discard the possibility of a rogue headpiece for hallowed, since:

  1. It would make rogue feel more like its part of vanilla terraria.
  2. Gives access to the holy protection buff to rogue, i.e so that every class has access to it.
  3. It'll add an armour set between the 2 pure rogue armour sets: Deadalus (Post-Cryogen) & Umbraphile (Post-Calamitas), which can be a bigger gap depending on what hm progression you've set.
Suggestion Author

@next jasper

arctic boughBOT
#
**Rework of the Zenith crafting recipe**

Currently the Zenith crafting recipient has been kept the exact same, except with 5 auric bars added to it. This feels kind of awkward overall for progression, as you can easily get most of the items post moonlord, but have to wait until post Yharon to craft it. The Zenith is meant to be a culmination of swords you’ve collected from the past, so I think additional melee weapons from throughout your progression of the mod should be added to the recipe, and the auric bars be removed. This could include weapons such as The Burning Sky, Excelsus, Terratomere, or any other important post moonlord sword. I think this would make progression in getting the weapon a lot smoother, and make more sense.

Suggestion Author

@polar badger

arctic boughBOT
#
**Make the Sevens Striker use coins out of your Piggy Bank / Safe.**

I am getting tired of having to pick the coins up every time I get killed, so it would be a pretty nice QoL change, plus it only makes sense.

Suggestion Author

@outer veldt

#
**Allow Cooldown Effect Wheels to Be Moved Like Adrenaline, Rage, and Stealth**

This change would allow for people to rearrange to the screen to their best liking. It would also help with mod compatibility issues if another mod puts something else there.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Move Elysian Tracers to post-Sentinels**

Currently, the Elysian Tracers are in a very weird spot in progression, where they are only used for one boss before being immediately upgraded again. Additionally, the Tracers line as an alternative to normal wings, focusing on speed rather than flight time, is very unevenly spaces throughout progression, with Seraph Tracers being used for 9 bosses without being upgraded. Moving Elysian Tracers to the post-Sentinels point of progression would solve both of these problems, as the gap between Seraph and Elysian would be narrowed and the gap between Elysian and Celestial would be widened. This change would also not unbalance anything as the difference between Elysian Tracers and post-Providence wings is similar to the difference between Seraph Tracers and post-Moon Lord wings.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Improve on Hover feature on certain wings.**

There are about 4 design variants of wings: base Wings (all-rounder), jetpack-esque Wings (being able to increase vertical speed manually), Tracers (mixing boots and wings, thus inheriting horizontal speed boost from boots while flying), and Hover.

Hover only exists on a total of 4 vanilla + cal wings: Hoverboard, Betsy's Wings, Celestial Starboard and Hadarian Wings. Hover in comparison to other wing designs seem to be vastly inferior, as they have a few more drawbacks that the other wing designs don't have (like Hover consuming extra flight time for no reason).

Making hover not consume flight time and adjust the stats of those wings accordingly would help make these hover wings feel more on-par with other wings with their own gimmick.

Suggestion Author

@wise radish

arctic boughBOT
#
**rework Fungal Symbiote into a sensible item**

why is there a true melee item that gives true melee PROJECTILES. while the projectiles aren't "fired" they still massively increase the effective range of true melee weapons. the entire point of true melee is that it doesnt fucking have projectiles. not to mention it's a shrine item for an already rare biome so it's extremely inconsistent to get. and it's nearly required for any true melee playthrough because of how disgustingly good it is. My suggestion is to rework it into a defensive item that gives regeneration or extra defense on true melee hits.

Suggestion Author

@forest maple

arctic boughBOT
#
Remove Evil Islands When playing the Drunk world seed

So, the evil islands were added by Calamity to make accessing the opposite evil a little easier. I don't particularly have a problem with that, however the Drunk world seed contains both evil biomes, and even both evil biome chests, making the evil island entirely redundant.

Suggestion Author

@gritty flower

arctic boughBOT
#
**make biome chest items craftable with the biome key + some other materials**

there is only 1 of each biome chest item at most, sometimes even 0. to remedy the problem of biome chest items being so inaccessable, they should be craftable with the biome key + post plantera crafting materials. the extra crafting materials are to ensure biome chests dont become redundant as well as make sure these items stay post-plantera.

Suggestion Author

@forest maple

arctic boughBOT
#
***Make it so we have statues for certain calamity mobs***

We already have statues for vanilla mobs like bats and whatnot, and I feel statues for calamity mobs would be nice, and help add to some people making maybe mob grinders or just a fun way to make traps in constructions to show off.

Suggestion Author

@livid kiln

arctic boughBOT
#
Make All Coin Weapons Use Stored Coins

Would be way more convenient for everyone since you dont have to take your money out of the piggy bank to risk dying and losing all the money.

Suggestion Author

@stark dagger

arctic boughBOT
#
**Improve Superdummy (forgor how it is called but you know what do I mean by that)**

Many people test out their DPS on dummies. Sometimes it causes fights over DPS and etc.
So my suggestion is:
*- add a menu to it where you can change it's * defense, damage reduction and debuff immunities .
-Add a feature where you can save and load stat settings
-HP idea: you can set maximum hit-points to dummy (works like health), when there's none, the dummy is "deactivated" (you can't damage it now). You can activate it again from it's menu.

Suggestion Author

@west glacier

arctic boughBOT
#
make the scorpio crafted at an ancient manipulator

it uses vortex fragments and all the other weapons that have lunar fragments in their recipe are crafted at the ancient manipulator

Suggestion Author

@vivid juniper

arctic boughBOT
#
**Move the deathmode antlion behavior to the For the Worthy seed**

In deathmode, antlions spew massive amounts of sand, which can be really annoying if it gets all over an arena you're building. A lot of the more annoying deathmode features have already been removed from the difficulty, so it'd make sense for this one to also go.

But being honest... it's a funny attack. All that sand everywhere paired with the sound effect is quite the thing to behold. So I think it'd be cool to keep this behavior as perhaps an easter egg, in the For the Worthy seed. There's already precedent of For the Worthy causing enemies to "grief" your world, with Skeletron Prime's bombs destroying tiles, so I think the antlion's mass placement of blocks would fit right in

Suggestion Author

@fresh dock

arctic boughBOT
#
**please make aureus unable to change its momentum when falling in its body slam attack **

Its nigh impossible to dodge and doesnt interact with platforms making it a basically uncounterable attack. It feels wrong for aureus to be the only enemy to completely change its momentum right before its on the ground when doing a start at the top and go to the ground attack like crabulon.

Suggestion Author

@versed wharf

arctic boughBOT
#
**Add in more monoliths themed with Calamity's bosses**

This suggestion came to be over a nice (mixed) chat with YuH, Metarex, and Neko. Basically, CalValEx used to have custom monoliths (as far as I'm aware) that were similar in function to the six vanilla monoliths (Solar, Vortex, Nebula, Stardust, Void, Blood Moon).

Tl;Dr: They're fancy little things that make your screen eye candy, and replicate the pillar BG VFX, moon lord summon VFX, and blood moon VFX when switched on/off. The custom monoliths found in CalValEx broke during the migration to 1.4 TML (due to how sky mechanics or something funky like that changed), and as far as I know, they replicated the VFX of some of Calamity's bosses (DoG, Yharon, you get the idea).

YuH has pretty much implied that to re-add these (both for the memes and because they're pretty), something would have to be done in Calamity rather than CalValEx, so that's what this suggestion is for. Currently, the bosses that would benefit most from having monoliths are five of them:

  • Leviathan & Anahita
  • Plaguebringer Goliath
  • Devourer of Gods
  • Yharon
  • Supreme Calamitas

There are other potential additions as well, such as Cal Clone, Providence, and the Exo Mechs, but they're not as important due to either more subtle VFX events or, in the case of Cal Clone, being similar to SCal. I'll leave the acknowledgement of them in (in case the devs/spriters want to do a bit extra or get their creative juices flowing), but they're not as important - the main four would be more than good enough for the time being.

Suggestion Author

@woven dust

arctic boughBOT
#
**Rewrite the code for Aureus Homing flames**

Apparently they can come at you from god knows where at the speed of light, making "run & pray" the only viable strat for this boss. It is an extremely unfun and unfair attack so pls at least make their homing more predictable

Suggestion Author

@glass flume

arctic boughBOT
#
**Make Devourer of Gods not taunt if you don't take damage from his head**

I find it a bit odd that when you ram DoG's head, or use a dodge, he still taunts you as if he had just hit you and done a devastating amount of damage. I suggest changing it such that he only taunts you if you actually take damage from his head instead of just touching it.

Suggestion Author

@fresh dock

arctic boughBOT
#
**Make Storm Weaver's Tornado A Much More Integrated Part Of The Fight**

What I mean is that the tornado should be more included in Storm Weaver's behaviour as part of its moveset, rather than just an obstacle that the player have to escape.

I find it interesting with how <80%HP or Phase 2 (tornado = Phase 3) where you are incentivized to utilize horizontal space to dodge Storm Weaver's ice blast and charge, while for Phase 3 it takes a 180° turn in the direction of the fight by having tornados completely blocking off horizontal movement, and you must instead improvise through vertical movement.

However, currently this is simply not the case, as Storm Weaver's behaviour disregard the fact that the player is inside the tornado, which means you will be attacked from very often undodgeable position if you try to stay inside it.

The only way to properly deal with it is to drop out of the tornados and proceed the fight as normal. The tornados effectively is just a temporary barrier to stop your movement for a while.

Several steps can be done to help make fighting inside tornado much more viable, examples are:

  1. Have Storm Weaver not actively close in (during non-charge attack) while the player is inside the tornado
  2. Have increased time between ice blast and charge attack so the player don't get cross-attack by the two move at the same time while staying inside tornado
  3. Make Storm Weaver charge from a more horizontal degree/position towards the player if the player stay inside the tornado
Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework Flame Lash**

The Flame Lash and the magic missile are the same weapon except for the fire. They function identically and are gotten at the same point in the game (right after skeleton). I suggest reworking the flame lash to do quite literally anything else than what it does now so it and the magic missile are not the same weapon.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make an endgame item that makes npcs invincible to bosses damage**

A few of my arenas are positioned near a town with npcs i have (mostly because of biome specific bosses) and it gets annoying when a boss kills all my npcs and messes up my housing, then having to wait for them to respawn. So in the endgame (Post-moonlord) make an item that protects your npcs

Suggestion Author

@neon abyss

arctic boughBOT
#
**Volume slider for music mod**

With 1.4 introduction, modpacks came into the light. Music, worlds, textures... Remember the problem was with modded music a little while ago? With vanilla music it works absolutely fine, but it doesn't take into count the modpack you may be using.

Example. You're using modpack what is quiet enough, you have 99% of your music slider. BUT, music mod will not be amplified for it, blasting your ears from part to part or you will have to change volume slider every time you get to calamity music using part.

Same goes otherwise.

TL:DR Volume slider should be added due to modpack existence

Suggestion Author

@opal robin

arctic boughBOT
#
**Give the remaining duplicate recovery potions niche buffs**

This probably isn't a very well know fact (I didn't even know this) but Calamity makes it so Bottled Honey now gives the Honey buff to the player for 2 minutes. This is a neat little buff because, until later accessories, there no real way to get a constant source of this buff.

I think it'd be interesting if the other remaining duplicate potions also got effects like this. Giving the Bottled Water the ability to give the Wet debuff constantly would allow for neat interactions with items like the Shrimpy Truffle or Victide armor. Eggnog could get the ability to give Well Fed or Warmth to make it less of a strictly worse Restoration Potion (or Bottled Honey, since it ALSO heals 80). Mushrooms could give the Mushy buff for a short time (because Mushy really has no other reason to exist LMAO). Perhaps Strange Brew could even be looked at, because while it gives a ludicrous amount of mana Pre-Hardmode, the fact it also counts as the much longer cooldown Healing Potion makes it effectively useless.

Suggestion Author

@olive shale

arctic boughBOT
#
Add shield of cathluhu to asgard Valor recipe

Shield of cathluhu is one of the earliest shields available and adding it to the asgard Valor will be a good touch since it combines other shields like ankh shield so adding an extra item + a dash will make good upgrade to it

Suggestion Author

@lethal sorrel

arctic boughBOT
#
**Change the Wulfrum Acrobatics Pack's tooltip**

It produces light that shifts between blue and green when equipped, though the tooltip lacks this information.

Suggestion Author

@open prism

arctic boughBOT
#
**Change revive usage order**

Make Silva revive the first revive used when multiple revives are equipped, as it has the lingering effect preventing you from dying. That way, getting hit multiple times quickly will only burn Silva and not multiple revives

Suggestion Author

@last peak

arctic boughBOT
#
**A block that can be grappled onto but can also be phased through**

most people use platforms but later in the game they become a nuisance by slowing you down when you are falling, so i think there should be a block that can be grappled onto like rails. Rails would be worse since if you want to use a mount near them like a slime mount to fast fall it will use the minecart. The block can be grappled onto for momentum and flight time but it is phaseable like a wall

Suggestion Author

@mellow cradle

arctic boughBOT
#
**Add a Direct Upgrade to Wulfrum Knives**

Wulfrum knives have a mechanic where you can recall all of the ones you've thrown by holding right-click. This is a cool mechanic but seems to disappear entirely when the knives are upgraded into the Crystalline. I think this mechanic could be expanded on in many ways, especially for combat purposes.

An idea for an upgrade would be a weapon that threw projectiles that could be recalled and if they hit an enemy they did damage. Obviously that is just a prototype of an idea, but it would serve to give the upgrade to the Wulfrum a strategic purpose in combat. Additionally, it is a much better expansion of the Wulfrum Knives ability and would make much more sense than the Crysalline.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Usage for Celestial Onion in Master Mode**

Currently the Celestial Onion in Master Mode does nothing but take a drop spot in the treasure bag or just be one of those items that clog the inventory if you farm the boss for Luminite or Platinum. Adding a use for it in Master Mode would fix that issue.

Now before I get swarmed by the "8 accessory slots would make it so easy though", hear this;
Instead of an accessory slot, the Celestial Onion will add a pet slot!
Master Mode generally adds a pet for every boss so this feature isn't only for filling a use for the item, but also expanding an already existing Master Mode feature.

Suggestion Author

@gaunt gorge

arctic boughBOT
#
**Make summoner accessory minions useable as pets in vanity accessory slots**

Heart of the Elements is the main offender here, but also smoller pets like fungal clump or mutated truffle, maybe then the small duke can see the light of day and not the pit of despair called my trash can

Suggestion Author

@cedar dawn

#
**Make Uelibloom Brick's sprite a bit taller**

For some reason, both the grounded and beamlike version of the uelibloom brick are slightly lower down than other building blocks (seen here with wood for comparison), which creates the impression that furniture is hovering off of the ground slightly.

I understand that this is an extremely minor nitpick but it's still a rather frustrating graphical oddity since the uelibloom construction items look genuinely brilliant.

Suggestion Author

@slim prawn

arctic boughBOT
#
**Make the abyss void background walls breakable on the surface**

As the title says the abyss void blocks that produce water should either be breakable at all times or just on the surface because sometimes it can spawn on the surface layer of the ocean and flood entire areas or just be an annoyance to builders. My current solution for them is just to surround them in bubble blocks but this will just cause floating water like before but stop it from flooding areas

Suggestion Author

@light mantle

arctic boughBOT
#
**Reduce the quality of Profaned Moonlight dye so that it runs better**

For a trophy this barely has any point of putting it on your character as it will fucking lag your game so bad. Even on decent specs, HiDef graphics profile (preview build, Cal may or may not run there) and setting Tml’s launch parameters to /gldevice:OpenGL this dye will make your framerate drop like if you threw a piece of metal out of a building. Having it not nuke your pc’s framerate would make it more accessible and worth getting.

The reason I’m putting it here and not sending it directly is so that the dev team gets a look at how many people are troubled by this issue.

Suggestion Author

@tacit arch

arctic boughBOT
#
**Lunic Eye Downgrade**

The Lunic Eye and its upgrade, the Eye of Magnus, offers a unique playstyle for every class, providing a support option that doesn't deal much damage but reduces the enemy DR. The only problem is, this weapon tree is exclusive to Hardmode+, meaning that Pre-Hardmode characters do not have any access to classless support weapons. Considering the "eye" theme of these weapons, an EOC drop that is a weaker version of the Lunic Eye and is a material for it would allow players to use this playstyle early on.

Suggestion Author

@blissful kindle

arctic boughBOT
#
**Buff the health of Metastasis's Brimstone Hearts**

As is stands right now, the Brimstone Hearts that spawn from Metastasis are more of a mild annoyance than anything. Considering that the main drawback of the staff is that Sepulcher will attack you if you don't get rid of them, the fact that it's so easy to deal with them as summoner makes this drawback non-existent. It would be a better risk-reward system that exhumed weapons should be if it was a lot harder to get rid of them.

Suggestion Author

@blissful kindle

arctic boughBOT
#
**Add more Rogue weapons just after Moon Lord and before Providence.**

Currently, Moon Lord directly drops at least 2 items for each class, except Rogue, which only gets the Utensil Poker. Rogue also is the only class with a single Elemental weapon, most have two as well.

Pre-Providence Rogue is one of the most lacking tiers in the entire game in terms of weapons, with a whopping FIVE available while other classes have almost a dozen viable options at this point, not just obtainable ones. Adding another Rogue weapon to Moon Lord, along side an Elemental upgrade, like, say, a Bomb, would not only be thematically accurate to the rest of the classes, but would help with the severe weapon drought at this point in the game.

Suggestion Author

@olive shale

#
**Allow spiky balls to stick onto platforms and make spiky balls later in progression more gravity affected.**

Spiky balls by vanilla's way of implementation are small projectiles that are affected by gravity and stay on the ground for a long time, damaging enemies running onto them. While Calamity stuck to this concept early on, most spiky balls later in progression start losing their gravity-affected aspect and just float on the air, e g. Nychthemeron and Hell's Sun (System Bane is an odd exception as it slows down on platforms instead of completely sticking).

Having spiky balls stick to platforms and making spiky balls later in progression affected by gravity would help retaining the intended identity of spiky balls vanilla defined and Cal followed early on. Additionally, this would also help making spiky balls more interesting as the platform sticking adds a depth to positioning of these weapons.

Suggestion Author

@wise radish

arctic boughBOT
#
**Fix the Jungle laboratory design**

I was renovating Draedon's Jungle/plauge labratory, and realised that the way it was built is uneven. The top is even, and the bottom is odd. Not too big of an issue, but it is a little annoying for those who wanna fix up the labs.

I get it would be a hassle to fix, but if there's any way it could be fixed to be symmetrical that would be great.

Thanks

https://cdn.discordapp.com/attachments/941548202795081778/1019350991033872424/Untitled770_20220913165605.png

Suggestion Author

@sleek crater

arctic boughBOT
#
**Add A more active summoning item to the starter bag**

Currently the summoning item in the starter bag is the squirrel staff, While the squirrel staff works well in combo with other classes weapons it isn't very fun to use on its own. I propose to add a summoning weapon that can combo with the squirrel staff, this would give a summoner only playthrough the ability to attack or influence their summon instead of wait around for the enemy to die.

Suggestion Author

@hazy anvil

#
**Add the Alluring Bait and Enchanted Pearl and their effects to the Supreme Bait Tacklebox Fishing Station or a possible upgrade**

The SBTFS touts itself as "The ultimate fishing accessory" yet is missing two fishing accessories added by Calamity itself, the Alluring Bait and Enchanted Pearl. The purpose of the SBTFS seems to be to allow near-optimal fishing abilities without sacrificing several accessory slots and your armor, but adding two new fishing accessories that aren't included in this convenient package seems counterproductive to that.

It would make the SBTFS (or a hypothetical upgrade including the Alluring Bait and Enchanted Pearl) an incredibly powerful accessory, yes - but it's an incredibly powerful accessory for fishing. An already incredibly easy, if tedious, task not many people like. Making it even easier with even fewer accessory slots required for optimal fishing conditions wouldn't destroy the game balance, I'd think - it might even rope a few more people into fishing for things.

Suggestion Author

@faint spoke

arctic boughBOT
#
**Improve Deep Sea Dumbbell's information.**

Deep Sea Dumbbell is a rogue weapon that specializes in extreme burst damage through flexing. While that's nice and all, there's very little visual or tooltip information to help making the weapon more comfortable to use. You need to check whether you're fully flexed by going to the weapon's tooltip, which ultimately can distract you from the fight. And the tooltip itself doesn't even mention the fact that flexing requires stealth strikes to do.

Enhancing the information feedback and tooltips of the weapon would help making the weapon, at the very least, much more comfortable to use.

Suggestion Author

@wise radish

arctic boughBOT
#
**Please make the “lamentations of the chained” adjustable**

The biome blades is a great and unique weapon I love to use. But the one problem I have is the true biome blades “lamentations of the chained”. The whips are very hard to control (for me at least) and even keeping distance is still challenging to control as well. Sure it’s great for hoards in a distance but once they get past that area, you have to adjust the weapon dmg aoe to that specific location to even attack enemies, and it’s even worse in mid air

Why not just change modes to get close range?
Because I want some fast and quick attacks that doesn’t require charge up time or hits to get its full power ready.
The whips is already at full charge already, so it makes it good for fast and quick attacks for players to use in quick situations. And even if I don’t have it in my slots, I still prefer up and quick attacks for

why not just change to another weapon with close range dmg?
Because the biome blades is a decent weapon for their modes and somewhat decent dmg. And also, some people do use this weapon to some extent

So I really recommend making “lamentations of the chains” whip damage area adjustable so me and maybe other people can have an easier time controlling this weapon because it’s really hard to control and do dmg with this weapon.
Even if it’s too much, please just tweak it a bit so it’s a little bit better to use.

Suggestion Author

@zealous pond

arctic boughBOT
#
**Make Astrum Aureus's attacks easier to *understand***

After a few discussions regarding the boss in question in #suggestions-discussion, I have come to this conclusion: Astrum Aureus is not a fun fight... for the average player. While experts can probably move around the boss with ease thanks to having a good understanding of Aureus's behavior, this behavior isn't properly communicated to the average player whatsoever. This shows up in two ways:

  1. Aureus's jumps are supposed to be dodged by going under Aureus. Although this sounds like the easiest thing to understand, Aureus jumps in a particular fashion that confuses the player, especially when they usually dodged similar bosses by running the same direction over and over again. It also doesn't help when Aureus jumps from a decent distance away, making it astoundingly difficult to even dodge the attack.
  2. The Aureus Spawn are perhaps the strangest boss minion in the entire game, given their suicidal mode of action. The intended way to fight an Aureus Spawn is to have them collide with blocks. This is, however, not easy for the average player to realize, since they won't stop otherwise. The Spawn being triggered by reducing their health to 50% only makes this worse.

Although the devs could probably come up with better solutions to this problem, I will propose some solutions to these two problems, perhaps to provide some brain food.

  1. Change how Aureus's jumps work, maybe even introduce some SFX that signal to the player about the jumps.
  2. Rework Aureus Spawn to be actually killable in their bomb phase. This may need to be balanced out by making their movements even more extreme.
Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make Ink Bomb drop from Giant Squids instead of the Colossal Squid**

The Colossal Squid is a powerful miniboss that drops its own unique loot: the Calamari's Lament. Tying a pretty weak accessory to its defeat as well - the Ink Bomb - feels pointless. Should a player need an Ink Bomb for the Abyssal Mirror, they're probably just going to go for the Cuttlefish that can drop it anyway, who itself is little more than annoyingly rare. The end result is that the Ink Bomb is either incredibly grindy or incredibly difficult to obtain. This means that a player is unlikely to actually seek one out until it can be upgraded to the Abyssal Mirror just after Plantera, and even at that point the Colossal Squid is a monumental challenge, so this pre-hardmode accessory becomes functionally useless.

Tying the Ink Bomb to the Giant Squids makes more sense, as they're more powerful enemies than the Cuttlefish and more common, making it more reasonable to have hold an accessory. That way the player won't have to sit around in the first layer of the abyss for half an hour waiting for a single enemy - they can dip in, kill a squid for the accessory, and dip out. Also they're literally squids.

Suggestion Author

@faint spoke

arctic boughBOT
#
**Prevent dodged attacks from inflicting debuffs**

Although this feels more like an oversight than an intentional mechanic, I'm suggesting it here since it's also a thing in vanilla irrc.

Anyway, I feel like this is most noticeable with DoG. Upon shield bashing through it, I almost always find myself still getting inflicted with the God Slayer Inferno debuff and losing a chunk of health from a hit that shouldn't have counted altogether.

Suggestion Author

@livid sail

arctic boughBOT
#
**Add a Repair Bot town pet**

Repair bots are critters found in Draedon's Labs. They don't do much, other than providing Power Cells. However, they are really cute and, as one of the most common critter from the mod (outside Sunken Sea critters, who have placeables), I feel like it could be more present.
Furthermore, player-built labs don't have a way to include Repair robots in them. Adding a Repair bot town pet would improve lab builds, making them feel more immersive and alive without forcing repair bot spawns on players.
It could be one bot, it could be a few, in any case I believe that having them as a town pet could be a nice addition. It/they could be unlocked after decrypting the first schematic, to maintain the theme.

Suggestion Author

@distant mason

arctic boughBOT
#
**Add a new "marking" structure and make the Astral Meteor fall exclusively on it**

The Astral Infection can be a somewhat problematic biome. It may fall on top of a living tree, down a corrupt chasm, too close to the Sulphurous Sea, covering the entire Hallow biome... you get the point.
Adding a new structure - such as an Astral Shard, or a remnant of a fallen star god - generated with the world, could solve these issues. The structure would spawn in an adequate location, away from problematic/important structures and out of the range of the Hallow stripe - serving as a beacon, marking where the Astral Meteor will land.
Not only would this help avoid problems with the spawn location, but it would also provide quality of life for those who want to build skybridges, by showing them where said bridge would need a gap.
The Astral Infection is a great biome, and it deserves a safer spawn.

Suggestion Author

@distant mason

arctic boughBOT
#
**Make item grab range a lot more progressive instead of just worldwide post-CV.**

Right now the only thing Calamity does to expand item grab range is through Ceaseless Hunger Potion, which is a worldwide-scale item grab that lasts for 10 seconds per potion (or 40s total per Dark Plasma used). There's a huge gap between the general item grab range at the start of playthroughs and the aforementioned potion, which is essentially post-Providence. Adding more ways to slightly increase item grab range between these points (like Treasure Magnet in vanilla and, originally, Wall of Flesh lore) would help making item grab range a bit more accessible overall and making its progression more natural.

Suggestion Author

@wise radish

arctic boughBOT
#
**Make Lab Seekers have physical waypoint furnitures that they can point to.**

Lab Seekers point towards the Draedon Labs relevant with their color. In exact, they point to an invisible spot in the Labs, which makes their position static. Giving Lab Seekers physical waypoints to point towards could help in making custom, Calamity-based adventure maps, or simply to help players make a spot at which they can reliably get directions back to once these Lab Seekers lost their initial use.

Suggestion Author

@wise radish

arctic boughBOT
#
**Make Golden Gun inflict Betsy's Curse**

Unlike the Eye of Magnus line, which inflicts a unique debuff; Marked, the Golden Gun is a weapon that inflicts an existing debuff from the game; Ichor.

Why? ...Probably some holdover from old Calamity design to avoid class mixing Golden Shower into every build or something. Now a days there's literally no reason to make this item. 3 out of the 5 classes now benefit from flasks, so half of the classes just get Ichor on a potion, and the other two... are Ranger and Mage. Who have Ichor Bullets, Arrows, and Darts, and the other literally started this entire trend of giving classes the ability to inflict Ichor in the first place. (Summoner also has Caustic Staff now so even whipless summoners have a way to inflict Ichor.)

Golden Gun has literally no reason to exist. Genuinely, every class already has a native way to do this; why would you ever use this weapon?

It isn't a bad concept, however. A similar debuff from vanilla, Betsy's Curse, is completely Mage-locked. A very easily solution to give Golden Gun an actual purpose is to simply give it the ability to inflict Betsy's Curse. It's just a stronger version of Ichor anyway, lowering defense by 40 instead of 15, and it would give it an actual reason to exist, by making Betsy's Curse available on other classes. It could even be moved to a similar place in progression as well by simply shoving Scoria Bars into it or something, while still keeping it's general design.

Suggestion Author

@olive shale

arctic boughBOT
#
** Have it so guns/bows can be assigned different bullets/arrows per weapon**

as to alleviate some of the stress of constantly swapping through several stacks of ammunition to maximize damage as a ranger, and example of this is having the AMR assigned with Musket Balls, and a supporting weapon like SDFMG with Cursed Bullets to apply debuffs.

it would be a simple, yet effective change to Ranger as a whole, and it encourages variety in ammo, instead of defaulting to whats the best

Suggestion Author

@reef perch

arctic boughBOT
#
**Make Fungal Symbiote affect any true melee strike**

When I say true melee strike I'm using the phrase in the way that the wiki does, "strikes by a melee weapon that are not caused by projectiles". Currently it affects some melee weapons with projectiles and not others. If its effect proc'd after any true melee strike, that would get rid of this inconsistency, the tooltip would make more sense, and it would preserve true melee's nature.

Suggestion Author

@stiff summit

arctic boughBOT
#
**Disable Momentum Capacitor in boss fights**

+580% movement speed go brrr. wow boss cannot hit me I so fast.
It seems odd that with movement speed being so important for dodging many things, that a singular item despite what build you are using can enable massive amounts of speed (200+mph) in a few seconds. It is not really reasonable to rely on this for bosses because you won't be hitting them for the most part besides maybe DoG or old duke with Sirius as summoner. I just find it odd that you can use this item on bosses for essentially a free rod of discord across the map.

Suggestion Author

@teal root

arctic boughBOT
#
Make necklace of vexation gain its effects at 50% and below

Current state necklace of vexation doesnt provide 20% bonus damage at 50% health. For example, both mutated truffle and frozen shield/ rampart of deities gain their effects AT 50% and below. While this feels like an inconsistency, since all these items describe the 50% condition in a similiar/same way, it can also be highly impractical, for example: Wearing omega blue armor (no health regen) and beeing revived at 50%health, requires you to take any other source of damage to gain vexations effects.

Suggestion Author

@earnest helm

arctic boughBOT
#
**Update Omega Blue's Tentacles to Use More Modern DrawCode**

Currently, the Omega Blue armor set has a bonus that spawns tentacles that heal the player on hit. These tentacles are a VERY old effect implemented very early in Calamity's development. These days the tentacles are a bit of a sore sight on the eyes compared to other effects of a similar caliber (just look at the Ark line... wow). Replacing the tentacles with something more modern, perhaps similar to, say, Polterghast's tentacles from the Infernum mod, would do wonders for improving the aesthetics of this armor set.

Suggestion Author

@olive shale

#
**Revamp/Buff (most) Player-Taken On-Hit, Thorn and Reflect Effects**

Referring to things like Thorn Potion, Absorber's mushroom, Amalgam and so on. Basically debuffs or damage dealt back to the enemy when the player taken hits.

To put it simply, these effects are just mostly useless unless abused under specific condition (like star veil + lava).

They do too little damage back to the enemy in accounting for how much damage they player already taken, as to give back big thorn damage often requires the player to also taking huge amount of damage.

In other case, reflection effect that are more powerful such as The Evolution, Daedalus Melee Armor set bonus and Eclipse Mirror have their usefulness limited by long cooldown.

However, one particular useful case of such effect already exist and can be seen from Hydrothermic Armor, which deals a proper huge amount of damage (upwards of 1000 base damage total) regardless of damage taken, as that is the power level these effect are supposed to have in the first place. Other similar effects should be buffed accordingly.

Suggestion Author

@drowsy mantle

#
**Simplify the effects of the Reaver Helm.**

The reaver helm's set bonus effects are so complicated that it's hard to tell exactly how good it is. Let's look at the effects. The set bonus gives some defense, regen, aggro, and reduces hp lost from debuffs. It also gives "All attacks a small chance to steal life and speed up the rate of life regen". The chance, regen bonus, and lifesteal is never specified. The set bonus also reduces movement speed, deflects damage, and gives reaver rage, which "has a 25% chance to activate when you are damaged". What Reaver Rage does is never specified. The sheer number of set bonus effects, 8 in total, makes it hard for a player to tell exactly what the armor is doing. This problem is compounded by the description leaving out crucial information such as the chance to lifesteal. While you could add this information, this would make the set bonus even more overwhelming. Simplifying the set bonus to focus on only one or two effects would make what it does and how good it is more obvious to players.

Suggestion Author

@dire anchor

arctic boughBOT
#
Buff Fathom Swarmer Armor

Fathom swarmer armor has the unfortunate problem of being immediately outclassed by Tiki. Tiki armor with leaf winds gives 48 defense, 5% damage reduction, and 3hp/sec. Fathom swarmer gives 47 defense and 6% dr. Tiki also has much better damage stats, with 5% more minion damage and 2 more minions. There’s no reason for Tiki to be superior to fathom swarmer at tanking. Buffing fathom swarmer’s defensive abilities will ensure that it’s niche lasts until post-golem.

Suggestion Author

@dire anchor

#
**add a way to find the biome shrines**

I dont care how you do it, but please just add a way to find them.
I play on a large world with 1 friend, and mine a ton to waste time, but have never found the mushroom shrine in any of my playthroughs, finding the shrines is straight up painful (sentry only flashbacks) just adding some respited lab locator thingies made from the biome shrines respective blocks would be fine enough.

Suggestion Author

@ionic marsh

arctic boughBOT
#
**Make more hell-themed items use demonic bone ash, or make the items that do require more**

Right now only 5 items use demonic bone ash, and all of them except the Devil's Sunrise only require one. Whenever I go to the underworld to farm for a weapon or other item I find myself with way more demonic bone ash than I will ever need to use. There are plenty of hell-themed items in the game like the Hellwing Staff or the Infernal Rift or the Flarewing Bow that could potentially use demonic bone ash as an ingredient. Or you could always make the required amount needed for the current items higher. Demonic bone ash just doesn't serve a huge purpose right now besides zerg potions, but I'm not necessarily going to need 50+ zerg potions in a single play-through of the mod.

Suggestion Author

@tepid niche

#
Make Altar of the accursed 5 blocks in width rather than 4 blocks (And, by defualt, make the sprite reflect that please)

the OCD is genuinely killing me. Please i beg. Both of the Scal arenas are odd in length and width, while the altar is even in width. this is confusing on where the dead center of the arena should be and i just want to clear it up so that we always know.

Suggestion Author

@fluid heart

#
**Add a terrarium for a bloodworm**

This is the only worm that does not have its own terrarium

Suggestion Author

@pallid crane

#
**Add a large, sanctum-like area to the dungeon to serve as a boss arena for Ceaseless Void and Polterghast**

This is mainly for parity with similar underground zones such as the Jungle Temple and the Underground Crimson, but also because getting harassed by an army of buffed up skeletons while trying to build an arena isn’t exactly what I would call fun.

Suggestion Author

@slim prawn

#
**Make Revengence Mode DoG less... Unfair**

Revengence Mode Devourer Of Gods is considerably harder than it's Death Mode counterpart for a number of reasons and some of them are just downright unfair

Some of these things include:

Laser wall telegraphs happening when the lasers still haven't reached the player (As well as not being the easiest to see)
(Also those same telegraphs suddenly causing a massive lag spike with all my settings minimum despite it being perfectly fine on base settings literally the last update)

On some light settings the God Slayer Fireballs are barely visible on the purple background

Forced laser wall at about 18-20% that can catch people off guard when it's normally an interval for the laser walls

And more I won't get into for the sake of keeping this not 8 pages long

Some things that could help would be:

Black background for phase 2. Rev DoG in phase 2 doesn't phase change much (or nearly as much) as in phase 1 or any lower difficulty so the black background would only help with visibility

Redoing the laser wall 2nd telegraph so the first lasers have time to pass by the player and make it so the player can dodge the first set and have ample time to react and dodge the 2nd set instead of everything overlapping

Just ideas that I'm throwing around, doesn't have to be such

Suggestion Author

@pallid spire

#
**Make Thanatos less reliant on the part vulnerability system in order to be defeated.**

Thanatos is a part of Exo Mechs fight that is completely invulnerable except when hit on the designated vulnerable parts that open after some time near those parts. This mechanic is quite confusing as there's no tell whether it's RNG or timed, and with how the boss is completely invulnerable aside from those weak spots, opening a couple makes the fight quite a meltfest as anything that hits multiple targets at once can make quick work of the boss.

Making the vulnerable parts gimmick less dominating on the boss (like making the vulnerable parts more of a reward rather than a necessity) would help making the boss fight just a bit more interesting and less of a meltfest.

Suggestion Author

@wise radish

#
**Add an upgrade to the Elemental Blaster**

The Elemental Blaster is an early post Moon Lord weapon with a pretty simple crafting recipe and decent damage output. It's also part of the elemental class of weapons, an early classing of post Moon Lord weapons that almost acts as like a starting point for the post ML section of your Calamity playthrough. All of the elemental weapons upgrade at least once thoughout the game, but this weapon. To stick to general consistency, it would make logical sense for all the elemental weapons to have upgrades rather than all but one.

Suggestion Author

@mint heath

arctic boughBOT
#
**Add more unique secondary effects to stealth strikes**

Stealth is a great mechanic, but to be honest, not all that much is actually done with it. I appreciate the weapons with special stealth benefits, like Scarlet Devil’s healing or Corpus Avertor’s team regen buffs. Adding more interesting effects to some stealth strikes would make stealth more of a unique utility and stealth generation builds more appealing.

Here are some ideas:
Spent Fuel Container / Wave Pounder / Supernova: Generates a long-lasting field of radiation. Staying in the field gives enemies a debuff that worsens exponentially over time
Lionfish (by @regal kindle):

Lion fish gives enemies near each other shared debuff damage from the enemy with the most lion fish in them

Suggestion Author

@woven knot

arctic boughBOT
#
**Make Bosses Light Up The Screen (similar to Calamitas Clone), Especially Night Bosses**

Currently visibility can be an issue especially with night bosses unless with extensive arena setup (which is harder when not using any QoL/cheat mods). This also ruins the aesthetic aspect by basically making it mandatory to place torches or campfires everywhere (night owl potion + shine potion alone is not enough as it only helps when the boss is already at close range).

Calamitas Clone uses a special shader which makes her and her projectile always visible despite having no light sources. Another examples are Plaguebringer Goliath which also makes the fight much fairer as the stinger projectiles and minions are clearly visible.

This will provide significantly greater visual clarity especially for players who do not use cheat sheet paint tools/world edit to have perfect arena (which is most of the general players) if the same feature were to be introduced on other bosses.

#suggestions-discussion message the following are a video for reference of what the suggestion is about (used discord link instead of MP4 because of difficulty posting the video in #suggestion-voting)

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Add an item to disable the graveyard biome.

Graveyards are super annoying and do not add much to the game. It is so tedious removing gravestones to get rid of the biome. I also like keeping gravestones as memories and hate destroying them.

Suggestion Author

@kind shell

arctic boughBOT
#
**Make DoG Teleport visually a little better**

What I mean? After teleportation, DoG (in the second phase) appears in this state (below is a screenshot). I propose to add a portal to the place of teleportation, as in the transition to the second phase, which will exist for some amount of time necessary for the Devourer to exit it. This should not affect the gameplay, but it will look better.

Suggestion Author

@oak flint

arctic boughBOT
#
Make The Hive Mind/Perforator Summons Obtainable Before Beating the Respective Bosses

I feel there is no purpose for you to have to beat the boss to be able to freely summon it, as its generally useless since you only need to kill it once to get the drops you need, and a waste of time if you dont want to look around for hive cysts all the time

Suggestion Author

@stark dagger

arctic boughBOT
#
Make the 2 worms in deus' second phase easier to distinguish

in all honestly, its a bit confusing when trying to target one worm during deus' second phase, the 2 worms look the same and swap colour after each other. removing the colour swap and having one having the orange glowing bits and the other having the cyan would be quite helpful in distinguishing the 2 apart

Suggestion Author

@bitter storm

arctic boughBOT
#
Have worm bosses unwrap better in rev or death.

I hate having to wait like 20 seconds for dog to unravel in phase 2 so i can attack him

Suggestion Author

@worthy walrus

arctic boughBOT
#
Raise the volume of Rancor's beam loop

You can barely hear it with nothing else going on, much less while fighting bosses or having the hands come out of the ground

Suggestion Author

@rapid bough

arctic boughBOT
#
**Make acidwood trees spawn more often**

Right now, when entering the sulphurous sea, it's a rare sight to even see one natural acidwood tree (from my experience, at least). This makes obtaining it annoying, as the player has to plant acorns and wait for them to grow if they want sulphurous armour or other items that use acidwood. While I definitely aren't suggesting making the sulphurous sea an acidwood forest, an extra tree here and there could make acidwood items much less annoying to obtain.

Suggestion Author

@gaunt flicker

arctic boughBOT
#
**Make the Confusion Chance of the Bee Keeper Guaranteed and Add it to its Upgrades**

Who knew Bee Keeper inflicted Confusion? Not me! But it does, apparently. Also it claims to be a "small chance" but it's literally 90%. Just make it 100%. Also add it to its upgrades. Is it a good effect? Uh... no, not really, but I don't see any reason the "Confused on true melee hits" effect could not be added to most of its upgrades. It's a really bizarre effect to just... leave out, for whatever reason.

Suggestion Author

@olive shale

arctic boughBOT
#
**Option to Disable NPC Name Lists**

Due to texture packs being able to change NPC names, certain texture packs don't have full compatibility with Calamity. This would also help future compatibility with other mods that change NPC name lists.

Suggestion Author

@errant lynx

arctic boughBOT
#
Add another True melee weapon pre Yharon/post Dog

Right now The enforcer is the only one at that stage of the game and last mourning and lion heart start falling pretty badly. A spear or simply another sword would be excellent for more loadout variety as if you want to do a true melee run or just simply want to fight yharon with true melee there is only 1 weapon that is very good

Suggestion Author

@latent sonnet

arctic boughBOT
#
**Make Midas Prime less janky coin wise**

having to use gold coins is very janky, especially in multiplayer where others can pick up your coins and you are left weaponless when you die.

One solution would be to make it use its own special coins, so you dont require money.

Another solution, which would synergize with all money weapons, would be to make items like the Greedy Ring and Thief's Dime allow you to keep a percentage of coins on death even in master mode

Suggestion Author

@limpid venture

arctic boughBOT
#
Change Calamity's alternative method of obtaining the Rod of Discord

The Rod of Discord, we can all agree, is a very useful item, and in Calamity it has an alternate method of obtaining that isn't dependent on RNG. It is sold by the Wizard while he is in the Hallow. However, I feel that having such an important item be reliant on Terraria's flawed economy isn't a good idea. The solution could be making it drop from a boss instead. EoL would be a sensible candidate since she's a Hallow boss and can teleport, but if that's too late in progression it could drop from Queen Slime. If it were to drop from EoL, it would give extra incentive to defeat her early, which is possible in Calamity.

Suggestion Author

@gritty flower

arctic boughBOT
#
Increase the chance to get Stuffed Fish/standard Crates when fishing in Forest.

Stuffed fish, a grab bag that gives you herbs, is a ~6.5% drop when fishing on surface during the day, no matter the biome.
Currently the Forest has no rare/unique drops from fishing, so besides the fishing quests there is no real merit to fish there, as most of your drops are going to be fish of white rarity.
Increasing the chance of getting one of the existing more rare drops is a simple way to make fishing in forest worthwhile, and both Stuffed Fish and Crates (Gold/Iron/Wood + HM counterparts) are, in my opinion, good candidates for that.

Suggestion Author

@hardy geode

arctic boughBOT
#
Have ashen slabs and brimstone slag blend when placed next to eachother

this is pretty self explanatory, it makes buildings in the crags made with ashen slabs not look too good

Suggestion Author

@bitter storm

arctic boughBOT
#
**Rework or remove the Spadefish**

The Spadefish is a really obscure item, obtained by fishing in the Underground layer in pre hardmode and although most players have probably never used this item, its main benefit was its increased mining speed compared to other pre boss pickaxes. However due to significant mining speed boosts on the latest updates such as the increased mining speed stat, early ore armors and Wulfrum Digging Turtles, this pickaxe now has even less of an use.
A way to make this item have more of a reason to exist is by changing its purpose to be maybe similar to the Gravedigger's Shovel (given its appearence) and have it mine larger tiles of "soft" blocks, or simply add it to the chopping list.

Suggestion Author

@untold violet

arctic boughBOT
#
**Rework to vanilla moonlord summon weapons**

Lets get straight to the point, the moonlords two summon drops are both letdowns, mainly because they’re both sentries. Clearly at least one of them needs a rework, even if its as small as turning it into a stationary summon like the sirius (i feel like the lunar portal could look really cool as a normal summon though)

The moonlord drops nothing useful for summoners, a rework to the weapons would alleviate that. This would also be good due to the scarcity of viable summon weapons for providence. (which is literally just the two elemental weapons) overall, I’m just throwing out some ideas, thanks for reading.

Suggestion Author

@narrow grove

arctic boughBOT
#
**Add RGB keyboard and mouse support for Calamity biomes and bosses**

I have recently been doing a playthrough to test out a new keyboard and mouse, and I noticed that it reacts and changes colors for vanilla Terraria biomes and some boss fights, but sadly not Calamity. It came across as a little wonky to me, though I could look past it.

I am entirely unsure of how easy or difficult it is to add keyboard/mouse support, and I completely understand the theoretical reasons as to why it hasn’t been added. Though, I feel like it’d be a fun visual piece to add to the mod. Thanks for reading my idea and I hope this gets added in!

Suggestion Author

@echo marsh

arctic boughBOT
#
**Add a more clear display of what Gem Tech gems are active**

currently, the gems only show around your character, and have no labels of which is which unless you read the tooltip. This makes it hard to tell what stat bonuses are active at any given time in a fight.

Additionally, some bosses and events provide filters that make it difficult to tell the color of the orbiting gems. While each gem has a different shape, those shapes are not shown in the tooltip.

a display that had all six gems in a fixed placement would be incredibly useful for telling which gems you have active, with the lost gems being greyed out or an empty slot. Potentially, that display could also show how much longer the gem's recharge is.

A change like this would make Gem Tech much easier to use and make decisions with in the heat of battle, hopefully making an often niche armor set more accessible

Suggestion Author

@last peak

arctic boughBOT
#
**Improve the visibility of Old Duke’s teeth projectiles**

These things are very small and very similar in color to the Sulphurous Sea background, making them extremely hard to see and causing a lot of complaints against the fight. Making them actually reasonable to see would alleviate the pain they cause.
Possible solutions include making them bigger, giving them a glowing white outline, or replacing them with Aquatic Scourge’s tooth projectile.

Suggestion Author

@woven knot

arctic boughBOT
#
**Remove Chicken Cannon's right click functionality**

I have never seen anyone on the face of planet Earth use this ability, there are very few situations where this could be useful. If used, all it does is makes the cannon use this fast animation that explodes all rockets fired. With a maximum of one or two rockets on screen at one leads to virtually no situations where this can actually be useful. Overall its just useless. Its better not having it than having it in my opinion.

Suggestion Author

@brittle walrus

arctic boughBOT
#
Aerolite/Cryonic ore texture rework

Aerolite ore and Cryonic ore look incredibly similar when using the spelunker potion. Perhaps changing the texture for either ore; so we can tell them apart easier.

Suggestion Author

@echo spear

arctic boughBOT
#
**Make Potion of Return inflict Chaos State when using the return portal**

Currently, potions of return are a pretty cheap and easy way to get breath back in the Abyss, adding a short Chaos State to the return trip would prevent this from being effective. Alternatively, they could be disabled altogether in the abyss

Suggestion Author

@last peak

arctic boughBOT
#
**Buff Fearmonger Armor (in some way)**

The armor currently is just at a tragic spot. With what intended to be a defensive summoner-multiclass armor, it have almost negligible summoner stat AND also non-summoner offensive stat (which is even worse).

The summoner penalty is not even nullified but only decreased by 75% which makes it even less worthwhile, as you suffer another penalty on top of already have low important summoner stat.

Now lets' speak of its most important feature that is suppose to warrant these downside: defensive ability. It has high defense and DR, and a good amount of life regen. However that is the end of it. Its alternative, Silva Armor have (more than) double both the minion slot and summoner damage, even have life regen in the form of occassionally spawning healing orb and most importantly Silva Revive.

Fearmonger Armor is just a post post-DoG pumpkin/frost moon armor that is best used for post-DoG pumpkin/frost moon. It is understandably nerfed in offensive stat to account for its multiclass potential but as of right now it is just a 'jack of all trades master of none'.

It should be buffed in some way, for example like simply give it some more damage to make it actually multiclass usable or maybe to make its Pumpkin/Frost Moon DR effect enabled regardless of bosses but at reduced amount (this also fits the "no boss only effect" direction Calamity is going towards), or maybe give it Dragonfire immunity (due to its tooltips of 'Immunity to all forms of flame and frost') which makes it a more attractive choice against Yharon the next boss in progression.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rename 'The Reaper' to 'The Old Reaper'**

The Reaper is a powerful Rogue weapon dropped by the Old Duke. The name 'The Reaper' stems from the fact it used to be a rare variant of Valediction, which used to drop from Reaper Sharks, who were previously named 'Reapers'. Both these names had to be changed with the introduction of the vanilla enemy Reaper, from the Solar Eclipse event.

With it now dropping from Old Duke, the name seems a bit strange, and only serves to add confusion when looking the weapon up, and when talking about it in general, especially with all the other 'Reaper' items and enemies in the game.

Furthermore, it has almost no connection to Old Duke thematically besides him being... old, I guess? So, why not put that in the name! "The Old Reaper" is a nice sounding name that actually connects to the boss, and the weapon itself is very reminiscent of a rusty version of the Death Sickle, what with the skeletal arm clinging onto the blade and all; the idea of it being a rusty sickle would be very thematic with the boss and its spawn location, the Sulphurous Sea, which is known well for corrosion. Plus it would help give it more of an identity compared to Reaper Sharks, Reapers, Celestial Reaper, Nanoblack Reaper... it's a pretty extensive pool, to be honest.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add a dodge to the Statis Void Sash on contact damage **

Currently the Statis Void Sash is worse than the Asgardian Aegis in almost all situations. A large reason for this is that the Aegis‘s dash allows you to ram through bosses or enemies without taking damage, letting you dodge attacks. By giving the Void Sash a dodge on dash, it’ll be more viable, and usable as an alternative to the Aegis. Giving it a cooldown makes it usable less often than the Aegis, but in return you can dodge projectiles too. Otherwise the ram of the aegis could also be nerfed or removed. The void sash could also just be buffed slightly in other aspects, or the aegis’s stats nerfed. You could add magiluminescence to the void sash, or remove ankh shield and it’s stats from the aegis.

Suggestion Author

@polar badger

arctic boughBOT
#
**Make Momentum Capacitor have proper risk-reward, akin to Relic of Convergence.**

Relic of Convergence heals the player for 70 after fully charging the item for approximately 5 seconds with reduced movement speed. While Momentum Capacitor gives a boost of movement speed as long as the player is using the item. Comparing the two support items, the Relic has a proper risk-reward system as the healing isn't bound by Potion Sickness. Meanwhile Momentum Capacitor has comparatively no risk as the player can just boost away while using it for more than a second.

Giving a proper risk-reward system to Momentum Capacitor would make the item a lot more interesting and balanced than it is right now.

Suggestion Author

@wise radish

arctic boughBOT
#
**Remove Asteroid staff**

this weapon seems to be just another magic staff that shoots projectiles from the sky, especially since there is a weapon that does exactly the same thing at this point, the lunar flare.
not much to say, it's just an bloat weapon that is just uninteresting and useless

Suggestion Author

@chilly berry

arctic boughBOT
#
**Move Cryogen to post 2nd Mech and remove all the Pre-Mech Permafrost weapons**

The main attraction with Cryogen is access to Cryonic ore, for Daedalus Armor, Ornate shield for Asgard's Valor and it's upgrades, a few stand out weapons and in the future Life Alloy's post golem which are a vital crafting material

The problem is that Cryogen is.... Pre-Mech. Meaning you can't actually have access to this important material

That's why I'm suggesting to move Cryogen post 2 mechs as it doesn't make sense.

What about the permafrost pre mech weapons? Just remove them. They are all bad, such as Icicle Trident being a retextured Sky Fracture, to give an example. It just contributes more weapon bloat and bad weapon bloat at that

Suggestion Author

@pallid spire

arctic boughBOT
#
**Remove boss model size changes in deathmode.**

Bosses like Calamitas (clone), Cryogen and especially Destroyer are impacted by size changes. The intent is likely to make boss dashes more difficult to dodge or hitboxes more difficult to strike (larger/smaller respectively) But they hardly create that effect and become much more of a visual hazard and inconsistency over difficulty.

Suggestion Author

@urban carbon

arctic boughBOT
#
**Make the spread of new weapons in early Hardmode more balanced**

The progression changes to Early Hardmode are generally fine, however it feels like there’s an underwhelming amount of pre-Mech and post-One Mech weapons, and an abundance of posts-two Mech weapons that nobody uses.

Early Hardmode is the point where it’s supposed to feel like you have tons of options to progression, yet with every Ore except Cobalt locked, and the underwhelming number of Cobalt weapons, it feels lacking. However, once you beat two Mechs, you not only unlock Adamantite weapons, of which there are many, but you also unlock Cryonic bars to craft a lot more options. A slight change to put some of the Adamantite weapons in Cobalt tier would I feel be beneficial to the feeling of Early Hardmode progression.

Suggestion Author

@maiden heron

arctic boughBOT
#
**Make endogenisis form eaisier to tell.**

Right now there is only one indicator for the form of endo, how its attacking. Now, take something like yharon that has alot of projectiles and changes the backround, making you not be able to see it aswell. Sure, you might be able to tell form 1, but the other ones wouldnt be so obvious. What i think we should do, is while you are holding the weapon, a gui appears above your head that tells you the form.

Suggestion Author

@worthy walrus

arctic boughBOT
#
**Change the tooltip of the Weapon Imbue flask buffs to specify that whips also get their benefits.**

This is probably just a carryover from 1.3, but the flask buff tooltips only say that Rogue and Melee weapons get the benefits of the flasks. Changing it to say that whips also get the benefit would be nice, even if the flasks themselves also say that whips get imbued.

Suggestion Author

@crisp magnet

arctic boughBOT
#
**Resprite magic Arsenal weapons to fit their role better as magic weapons and to make a proper distinction from ranged Arsenal weapons.**

Most Arsenal weapons for other classes (Melee, summon and rogue) all have somewhat distinct shape of sprites according to the class. Meanwhile magic and ranged Arsenal weapons are all guns, which makes the two confusing to identify on the fly. Respriting the magic Arsenal weapons would help making them more apparent as magic weapons and help them being more distinct from ranged Arsenal weapons.

Suggestion Author

@wise radish

arctic boughBOT
#
**Add A Way To Keep Track Of How Many Minion Slots You Have (and Used)**

(Credit to Toasty Nohit QoL mod, which added this feature).

This is the type of feature that goes a long way, this is exceptionally important at late game where you have a lot of minion slots, especially with minions like Raven Staff or Endohydra Staff that are constantly moving around and hard to keep track of.

While it is available through Toasty, the reason I think this should be a Calamity feature is because the mod also added a lot of 'cheat-like' feature which may not be suitable for normal playthrough, and also that I think this type of feature is just ideal for summoner so that manually counting each minions is no longer the only way to keep track of the minion slots you used.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**slightly shorten the amount of time you have to execute a dash**

No, this is not a post trying to nerf dashing, but indirectly buffing it.
Right now, you have around 0.2-0.3 seconds between pressing A/D once and then again to perform a dash. Although that obviously sounds like very little, anyone who has had a lot of experience with lategame bosses will tell you it's not. Try it out yourself, you can move forward a bit, come to a standstill, and still have the time to do the dash, which is absurd.

This is mainly to prevent accidental dashes, especially during Scal where incredible accuracy and tiny movements are needed for the bullethell sections, but often lead to you dashing right into a hellblast or any other projectile. On higher difficulties, Scal does enough damage where accidentally bumping into a projectile is hard to recover from, and then there's the whole other issue of nohitting, where dying because of it pissed me off so much that it brought me to write this suggestion.

As I don't know how much time you have for dashing, I can't give a precise number, but I feel like shortening the time by around half of what it currently is should completely eliminate accidental dashes. If this sounds hard, just try doing a dash as fast as possible and as slow as possible. The difference is astounding.

Suggestion Author

@rapid hinge

arctic boughBOT
#
**make dog spawn protection area bigger**

making dog spawn area protection (the area around the player which he cant spawn in) bigger so it doesnt spawn and hit the player instantly putting the player to an unfair advantage

Suggestion Author

@fading blade

arctic boughBOT
#
**rework boss rush's progression**

Everyone knows about boss rush and how it normally involves fighting every single boss in the game in a set order.
The problem right now is however that the boss rush we currently have is entirely outdated. Some bosses are excluded from it entirely for example the deerclops and empress of light. In the past the order for the bosses was voted on through a special poll based on what everyone's favorite bosses were. The most voted one being the final boss in the boss rush and the least voted one starting it off. I feel like another vote is warranted with the inclusion of the new bosses so we can have a more accurate (and more complete) boss rush.

Suggestion Author

@viscid scaffold

#
Stop Calclone from calling you child

If a literal devourer of gods can't call you kid, why can a metal eyeball call you child? (No hate is meant toward the devs it just seems like a strange inconsistency.)

Suggestion Author

@gritty flower

arctic boughBOT
#
**Make Flamethrowers More Debuff Centric (or at least make their debuffs more powerful)**

Currently flamethrower is basically just another ranger weapon that has piercing. They do nothing special, they dont have identity and is just another gun.

The suggestion is not for question of their viability as a weapon, but more to establish identity for flamethrower. One thing they should excel at compare to other weapons should be the debuff they apply (notably fire damage over time debuff), which currently simply do nothing as they just use regular debuffs.

Especially with elemental debuff reworks making debuff synergy more relevant, this is just wasted potential.

Some example ideas that can be done to the debuffs flamethrowers apply:

  1. "Stacking" damage over time (with a cap maybe), basically something like Soma Prime
  2. Special or empowered version of regular debuff
  3. All flamethrower automatically apply oiled/slimed/amplify fire debuffs for short duration
  4. Unique flamethrower only debuffs that are more powerful than other non-flamethrower weapons

Regardless of the approach, flamethrower should become more standout as a subclass.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Fix Astral Meteor Spawns

If astral meteors were guarunteed to spawn on the surface instead of a planetoid, corruption chasm, or a living tree, people wouldnt have to defeat the mechs in order to unlock the astral with clentaminator, when it is intended to be explored in early hardmode. The way it is now, there is a chance you will not be able to collect astral wood, and not be able to spawn surface astral enemies as easily

Suggestion Author

@stark dagger

arctic boughBOT
#
**Healing per second tooltip**

We all know how there's a DPS tooltip which can be unlocked from buying the DPS meter from the traveling merchant. What about a tooltip/item that can visually show you how much you heal per second? We've all used some form of healing weapon(s) and/or gear. Every time you heal (whether from vamp knives or from the spectre set) you always see that green juicy number that gives you a little bit of health. Wouldn't it be great to actually know how much you actually heal, instead of just guessing?

Suggestion Author

@echo spear

arctic boughBOT
#
**Make Magic Tome animations feel more unique (similar to Rancor and Heresy) **

What I mean is simply make magic books feel like a real mage weapons.
Rancor and Heresy have special animations when they are used (holding the book and turning the pages).
Just this little extra makes using these weapons much more fun and unique because you really feel like a mage who can cast spells.
Almost all current magic books do not have this animation, instead the character holds the book in a strange and unnatural way.
My suggestion is simple: add a similar animation or else like the two weapons mentioned above to all the others. The mage class would be really exciting with this addition.

Suggestion Author

@celest horizon

arctic boughBOT
#
**Add Scarab Fishing Rod to Desert Chests**

Scarab Fishing Rod is a fishing rod obtained exclusively through Mirage/Oasis Crates. It is tied with Fiberglass Fishing Pole for the strongest pre-Boss fishing rod.

The fact that this fishing rod is only obtainable through crates is incredibly counterintuitive. Biome crates are the rarest crates in the game, so in order to obtain this fishing rod, you're going to need very strong fishing gear. Like Fiberglass. Which renders the item's entire purpose moot. Adding Scarab Rod as secondary loot to Desert Chests will vastly help with accessibility to fishing, and considering Fiberglass already appears in both Jungle Chests and Crates, there doesn't seem to be much of a reason not to.

Suggestion Author

@olive shale

arctic boughBOT
#
**DoG's head shouldn't be able to hit you for the first few seconds of the battle. **

When you summon DoG, there are times where he spawns right in your path, and hits you right out of the gate.
I've died at least a dozen times to the head perfectly meeting me the very moment it spawns.

Suggestion Author

@feral nymph

arctic boughBOT
#
**Treasure bag drops should be influenced by weapon proficiency**

Getting a specific item you want from a treasure bag on some bosses can be quite tricky, proficiency as a mechanic already seems like the best way of quantifying which class a player has focused on, perhaps this could even be a configurable feature.

Suggestion Author

@drowsy meadow

#
**Bring Devil's Sunrise Up to the Same Level of Quality as the Rest of the Mod**

Devil's Sunrise is a fairly underwhelming upgrade to the Terragrim that buffs its base damage and gives it a yoyo projectile slapped on top.

The recipe is outdated in the fact that the Terragrim is only obtainable via sword shrine, and I have gotten permission to request that the Arkhalis and Enchanted Sword be added as variant recipes in place of and alongside Terragrim. Both are renewable, and also far easier to obtain.

But furthermore, the current functionality of the Devil's Sunrise is not only heavily outdated, but it is not even what the Donator wanted the weapon to function as. The image below details how they originally wanted the weapon to function. The current state is likely due to the weapon having been made back in very early days of the mod, and both it's appearance and functionality is incredibly underwhelming compared to similar weapons of it's tier, and upgrades of similar purpose in the current version of the mod. I think everyone would appreciate if this weapon received some much needed love to bring it to the same quality as other donor weapons, let alone much more impressive weapons like the Ark and Biome Blade lines.

Suggestion Author

@olive shale

arctic boughBOT
#
**Replace the Clock Gatlignum in The Sevens Striker with Pew-matic Horn**

The Sevens Striker is an upgrade to the Coin Gun that fires one of 4 random attacks based on the type of coin used to fire it. Currently, the weapon uses the Clock Gatlignum in its recipe.

Currently, Clock Gatlignum is used as a material in 3 different weapon lines; this is the most recipes of any weapon in the game. Not only does Clock Gatlignum make no sense in this recipe, but it is already overused to the point of almost being a joke. CG already sees no use as a weapon, so this just turns it into even more of a stepping stone material.

With permission from the donator, I suggest that the Clock Gatlignum in this weapon be replaced with the Pew-matic Horn from Deerclops. Not only does this give an actual reason as to why The Sevens Striker fires random projectiles, but it also gives Deerclops' drops more of an actual purpose in the game, as his drops are both underutilized, and rather weak for when you obtain them in progression, currently.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove the boss limitations effect of the teleportation on Celestial Jewel and Astral Arcanum.**

Calamity has been shifting away from separating things depending whether a boss is alive. One of the issues with that is that Celestial Jewel and Astral Arcanum still have these boss limitations on their teleporting effect. Removing the boss limitations on these accessories would make them more consistent with Calamity's recent shift in design philosophy.

Suggestion Author

@wise radish

arctic boughBOT
#
Textured Elemental Axe

Please consider giving Elemental Axe an actual grey scaled texture so it looks nicer. Also to have it cycle through colors not just over time but also over the body of the axe.

Suggestion Author

@flint comet

arctic boughBOT
#
**Make Destroyer, Devourer of Gods and Thanatos' Head Vulnerable To Debuff**

As of currently almost all worm bosses are vulnerable to debuffs except for these 3.

With how Calamity giving more focus on debuffs applied by the player (such as elemental debuff system), this 3 bosses effectively just ignore one of a main mechanic of the game for seeming no good reason.

if the concern is that they may become exceptionally vulnerable to damage over time effect (due to being massively segmented enemies) or because of movement impairing effect (such as Tesla potion or freeze effect), I think at the very least their head should still be susceptible to debuffs so that at least there is a purpose from the player to optimize rather than completely invalidate one of the more relevant player build option and further incentivize "just max out damage".

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Reduce the number of evil biomes Spawned to 1 (exept the drunk seed, better 2 on there).

Its no longer necesary to have multiple biomes with the altars not generating the ores anymore, and that you can summon the boss a lot now without the hearts

Suggestion Author

@wispy bane

arctic boughBOT
#
**Buff the spawnrate of acid eels, or maybe buff the droprate of its respective spell Slithering eels.**

Each time I run through the acid rain event, I only get about 5 or so of these to spawn, on tier 2 that is. Even with a zerg potion it seems to only show minimal increase in their spawns.

Getting this spell is just extremely tedious, it seems that their spawnrate is far lower than any other enemy in the stage of event.

Suggestion Author

@lapis crater

arctic boughBOT
#
**rework some armors that give underwater bonuses, and potentially other biome themed armors**

There are currently 3 armors in the game that give substantial bonuses to the play while they are submerged in liquid, but except for the abyss and the 2 times the player goes to the sunken sea, these bonuses aren't being put to use very often. I suggest 1 of 2 things.

1: get rid of it completely save for maybe extra mobility in water, and just give the armors slight buffs to the normal stats.

2: (the option I prefer) make other biome themed armors give slight buffs in their respected biomes. for example, Astral Armor gets buffed in astral biome, Desert Prowler gets buffed in the desert, etc. I think this option makes the armors more unique, and also keeps it consistent and doesn't make the water buffs feel as useless and random.

I think that unless you build a water arena, the water buffs are pointless for 90% of the time you're wearing the armor.

Suggestion Author

@tepid niche

arctic boughBOT
#
** Sniper scope(s) keybind **

Allow the keybind to change when using the sniper scope(s) accessory. It gets pretty annoying when I'm using guns that have the option of right clicking for a different attack which results in the screen shifting to different directions because of the sniper accessory.

Suggestion Author

@echo spear

arctic boughBOT
#
**Make Yharon use his Audio Telegraph for the first two dashes after the BHs in phase 1**

Normally, when Yharon dashes, he roars beforehand (or as he dashes if it's the 2nd one in quick succession) indicating that he is going to dash (which is especially useful when you can't see him on screen)

However, for some reason in phase 1 (specifically phase 1 as he doesn't in phase 2) after his bullet hells the first two dashes do not have this audio telegraph and it throws me off a lot when the entire rest of the fight is filled with audio telegraphs which myself (and many, many, many others) use to help time our dash's or slime mounts or whatever to be able to dodge Yharon. It just doesn't make sense that a very audio telegraphed fight is missing some audio telegraphs for his dashes

Suggestion Author

@pallid spire

arctic boughBOT
#
**Make charged blaster cannon autofire and fires indefinitely (or for a longer duration)**

Ever since cal got updated to 1.4, no one is talking about the potential of this weapon, mainly bc it is not a common drop in martian madness event, doesnt autofire, needs time to charge up and most annoyingly, needs to be refire after a while. Making the weapon autofires and fires indefinitely (or at the very least, extend the max duration of the final charged beam) would make it much more viable and less of a potential waste, ESPECIALLY ON DEUS.

Suggestion Author

@glass flume

arctic boughBOT
#
**Add Raider's Talisman and Nanotech's decaying crit boost perk into the cooldown rack.**

The two mentioned accessories got a rework in a recent update, which boosts critical damage to non-stealth attacks for 5 seconds after landing stealth strikes. Since technically the player couldn't refill stealth strikes while directly utilizing the crit bonus, it's pretty much on a cooldown. Putting their perk to the cooldown rack would also double as a timer for this effect so the player can directly gauge the timer for this perk without directly checking the crit chance boost through the inventory. Such decaying effect in cooldown rack has a precedent before with the inclusion of Abyssal Madness effect from Omega Blue Armor. Doubling effect cooldowns as another way to give information also has a precedent through Rover Drive's shield damage threshold.

Suggestion Author

@wise radish

arctic boughBOT
#
**Remove or rebrand the Arctic Arrows to fit the Cryonic set**

The Cryonic set is a post-Cryogen set (Post 2 mech bosses if early hardmode rework is on) that is themed around crystals. The only thing that is completly unfitting from this set are the Arctic Arrows.
Ever since the removal of the Frost bars (Sorry if I forgot the name of these removed bars), all of the recipe placements of these materials we're replaced by the Cryonic bars, which seems fine, but the Arctic Arrows are straight up unfitting in a set themed around crystals.
Not only that, but these arrows are also underpowered too, just giving only the glacial state debuff, which seems uninteresting from the other arrows (Like Napalm Arrows, Terra Arrows etc.).
Removing these ammuntions or rebranding them to fit the crystalline theme of the Cryonic set might solve the problem to give these arrows a great potential.

Suggestion Author

@cosmic orchid

arctic boughBOT
#
****More Flasks****

Flasks are buff items that cause mellee, whip and rogue (if calamity is on) attacks to inflict debuffs. Vannila has a good amount, but calamity only has two, those being the flask of brimstone and flask of crumbling. I feel like there should be more, because dealing some damage while not being able to attack because your doding is always good (this doesn't apply to summoner, because it doens't matter if they're dodging or not, they'll still be dealing a god forbidden amount of DPS)
plus it's not THAT much damage anyway, just some chip DMG.

Suggestion Author

@thorn hollow

arctic boughBOT
#
Balance Boss Rush to make it more difficult compared to Scal

It ruins the purpose of a boss rush if every boss dies extremely fast. Most of the difficulty of the boss rush comes solely from supreme calamitas and her alone. Its a large difficulty spike that goes down immediately after beating her and its a bit jarring that the 2 bosses higher in the tier are easier to beat than her.

Suggestion Author

@stark dagger

arctic boughBOT
#
**Make the Calamity cursor accessory dyeable.**

I want to be able to dye the flame from the cursor to fit with different build aesthetics.

Suggestion Author

@craggy sand

#
**Change Abyss Torch recipe to not use Lumenyl**

Abyss Torches can now drop from Abyssal Treasures, effectively making them available as soon as you explore the Abyss. So why lock their crafting recipe behind a material you can't get until defeating Calamitas? Further supporting this is the existence of Coral Torches, another underwater torch which only requires Coral as a crafting material. Perhaps the Lumenyl could be swapped out for a different Abyss material, such as Abyss Gravel or Planty Mush.

Suggestion Author

@novel patio

arctic boughBOT
#
**Rework Daedalus Armor**

Daedalus armor is simply not necessary in its current state. The melee set bonus is tank oriented, allowing you to take half damage from a projectile every 90 seconds. However, both the adamantite and palladium armors are already available for the tank playstyle. The same is true for the mage set, which gives a 10% chance to halve contact damage. The ranger set causes you to generate crystal shards when hit. Since these shards only do 27 damage, the set bonus gives the armor no real role besides just having decent stats. This is very similar to both frost and titanium armor, which also have weak set bonuses and good stats. The summoner helmet is a generic summoner dps armor, complete with an overhead crystal, which is badly outclassed by spider in the same role. Daedalus armor may be decent depending on the order you do bosses, but the roles it covers are already fulfilled by other armors.

Suggestion Author

@dire anchor

#
**make evil smasher much more rare**

I see no reason why I need to get an evil smasher every 3 demon alters. Considering breaking demon alters gives you souls now, most people are going to break a lot more than 3 and this results in obtaining like 6 evil smashers.

Suggestion Author

@tepid niche

arctic boughBOT
#
Make Subsuming Vortex and Heavenly Gale's projectiles produce light like all the other exoweapons

despite being incredibly bright looking beams(or vortexes) of energy that clearly glow in the sprite, they dont produce a single lux of light. Heavenly Gale has a torch on it, and not even it produces light!

this is practically a bug report. these sprites were very clearly intended to produce light. its very offputting once you notice it, i cant unsee

(also i noticed that the exo lightning from the Heavenly Gale and that little rainbow blast it does when charged DO make light)

Suggestion Author

@limpid venture

arctic boughBOT
#
**Add additional methods of obtaining pearls**

So I just spent the past hour fishing for a pink pearl. I had almost max fishing equipment for prehm, and had gone through around 130 oysters. This was extremely not fun and definitely not worth the time investment, as pink pearls can only craft 1 (one) luck potion. The white and black pearls aren’t much better (I only got around 5 black pearls in my hour of fishing).
In their current state, luck potions are practically useless (especially in calamity since it removes luck effecting dps), and pearls are a pain to get and really not worth the effort. An additional, less-painful method to get pearls is desperately needed to make these potions actually viable and not completely forgotten. It doesn’t matter what specifically gives them, although I think smth involving the sunken sea would be fitting considering the existence of clams there. Please, just spare who ever wants luck potions from the suffering I had to endure.

Suggestion Author

@inland swallow

arctic boughBOT
#
**Make ||Atlas Munitions Beacon|| (re)movable**

Currently, this sentry (and its standard, specifically) can only be summoned once, after which it can't be unsummoned nor even resummoned to change its position, leading to your only option for relocating or getting rid of it being exiting and re-entering the world.

If ||the standard could be moved in any way, or be given a buff icon for unsummoning it like with regular minions|| then that would go a long way in making the sentry less finicky to reposition

Suggestion Author

@glacial tide

#
**Improve the movement speed of the Cosmic Viper Engine Minion to match it's downgrade**

Cosmic Viper Engine getting a little rework to now shoot bullets is super cool and made the weapon actually super viable

However, so did it's downgrade. And not only does it's downgrade, Tactical Plague Engine, also shoot bullets, but it's much faster, able to keep up with bosses a lot easier, especially bosses like Yharon, a boss Cosmic Viper is designed to be used again

Matching the speed of Cosmic Viper Engine to Tactical Plague Engine would make sense as it's supposed to be an upgrade to Tactical Plague Engine

Suggestion Author

@pallid spire

arctic boughBOT
#
**Remove Plasma Rifle and move its right-click to Thunderstorm**

Plasma Rifle is a weird weapon. It shares almost the exact same functionality with two weapons (Thunderstorm and Plasma Caster) from the same class and progression point - which makes you question how relevant it is.
Since Thunderstorm is a former RIV (as well as an interesting weapon), and Plasma Caster is a Draedon's Arsenal weapon, Plasma Rifle is in the worst position here.
I suggest deleting Plasma Rifle from the mod, and giving its right-click (spammed simple shots) to Thunderstorm. It would reduce weapon bloat without any significant loss.

Suggestion Author

@distant mason

arctic boughBOT
#
**Plaged “Bed” should be able to be slept in**

I say this because, in my opinion, the plagued bed is the, by far, coolest bed design and you can’t sleep in it, however you can set your spawn, and I would love if it could be slept in, and it could (maybe) have a cool sprite where the player is inside of the plagued bed, floating up and down

edit: added “(maybe)”

Suggestion Author

@verbal ferry

arctic boughBOT
#
**Allow the Scope series of accessories to apply its zoom effect on all ranged weapons, not just guns.**

While I do understand some people dislike the scope mechanic, I do feel that it does have special viability in some combat scenarios, especially for those with worse zoom scales due to their monitor resolution. Or for whenever bosses are off screen. It being limited to just guns is fairly restrictive.

Suggestion Author

@clear forum

arctic boughBOT
#
**Rework Ammo Box to boost point blank effect in some way.**

Ammo Box in vanilla gives +20% chance to not consume ammo. This stat is one of the weaker stats in the game (just a bit more useful than minion knockback) to be applied on a buff station. Other existing buff stations range from functional (Crystal Ball), to powerful (Sharpening Station), to outright mandatory (Bewitching Table) for respective classes. Reworking Ammo Box to interact with point blank in some way (like increased shot velocity) would help making Ammo Box have much smaller power disparity compared to other buff stations.

Suggestion Author

@wise radish

arctic boughBOT
#
**Have the Flesh Totem damage reduction for contact effect not trigger on dodges and rams**

Similar to the change that debuffs are no longer inflicted with dodges and rams, the same should apply to the effect of Flesh Totem and it's upgrade Core of the Blood God so by ramming into an enemy you don't lose that halved contact effect if you mistime your ram or get clipped

Suggestion Author

@pallid spire

arctic boughBOT
#
add Abyss Torch (and other Calamity Biome Torches in future) to Torch's God Favor

I think it would be great to place corresponding torches in Abyss without opening inventory while there 38 enemies around chewing on your Diving Gear durability
Also, would be great to have new Biome Torches for luck and aesthetics, like Brimstone, Sulfuric, Astral
but of course, after rework of corresponding biomes

I'm not really into coding stuff tho, so I'm not sure if it is a okay idea

Suggestion Author

@austere hemlock

arctic boughBOT
#
**Make early-mage progression less grindy, please**

Literally no way i need to spend so much time to make mana flower and weapons, max my mana and hp PRE-BOSSES
Basically early-game without mana flower, mana potions and good weapon as mage is impossible(possible but yk its still kinda grindy and long + like any mage weapon pre-bosses is worse than platinum sword)

Suggestion Author

@near mortar

arctic boughBOT
#
**Create a classless zoom accessory, preferably early in progression**

Being able to zoom is quite a useful perk to have for both combat and non-combat situations: for example building and boss visibility. However, for most of the early game this functionality is locked behind the Binoculars, which can be clunky and annoying to use, especially for builds, and in Hardmode is locked behind the Ranger class.
Thus, I suggest the creation of a zoom accessory that would grant no combat stats, but provide an effect similar to a slower Rifle Scope, in order to make visibility more accessible and convenient.
For example, one such item could be a Marnite upgrade to the BInoculars, linking into the theme of an accessory which the primary use is for building, but can be used for combat as well.

Suggestion Author

@light ridge

arctic boughBOT
#
**Make the Devourer of Gods stay transparent a bit more after the second laser wall telegraph in phase 1**

In phase 1, DoG has these telegraphed laser walls that make him not deal contact damage for their duration.
He does 2 of them each cycle, and while he is completely transparent for the first one, as soon as the lasers from the second wall are shot he regains his contact damage. This can cause a lot of cheap shots, because sometimes dodging those lasers can inevitably lead you to his body, or even worse his head.

Suggestion Author

@scenic thunder

#
**Adjust Slime Gun's tooltip to account for the reworked debuff system in Calamity.**

Slime Gun applies "Slimed" to enemies, which amplifies the damage of fire debuffs in Calamity. Currently Slime Gun's only tooltip is "Squirts a harmless stream of slime". Adjusting its tooltip to help introduce the new debuff system (as King Slime is most likely one of the bosses players got to kill early) would help the system be a bit more present in the game itself.

Suggestion Author

@wise radish

arctic boughBOT
#
**Make Slowing Debuffs More Relevant**

Back in the Draedon update, Calamity made it so that slowing debuffs can now affect bosses. The main issue is that slowing debuffs are INCREDIBLY hard to come by, and the effects that do exist are very weak at the moment.

Most effects last for less than a second, and the boss then gets a full 3 minute immunity to it. This is usually more than enough time for the fight to be over according to most killtimes. While the effects should not be as busted as old Web Ball was (twice as long as all other stuns, and gave full immobility), I think making these effects stronger and more distributed would help remind people that the Boss Stun mechanic exists at all.

For example, while stunned, bosses could temporarily lose their knockback immunity (boss dependent of course, I realize this could cause issues), which would make the effect occurring a LOT more obvious for those with subsecond durations, and might actually tip new players in on such things even existing. Furthermore, I think several weapons could gain debuffs that fall within this system as well. A multitude of the repetitive ice weapons the mod still has could get access to Chilled to help make them stand out more, as well as buff their power level, Medusa Head could get access to Stoned, etc. These would both give these weapons utility and increase their usage, while also helping give debuffs more widely accessible sources, as Vanilla has NO weapons that fit this bill, so it's entirely up to Calamity to add them.

Overall, adding more weight to slowing debuffs could help tip players in on the general overhauls debuffs have recieved in Cal in a pretty obvious way, as well as strengthening one of the most interesting, but least utilized mechanics added by the mod.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Voidstone-derived blocks explosion resistant**

Mortar rounds can break almost every block except raw voidstone; it would be nice if smooth voidstone and it's platforms also didn't get blown up by mortar rounds, as well as slab voidstone, for consistency and to make mortar rounds usable in battle without placing chests with items in them on all your platforms or rebuilding your arena after every fight

Suggestion Author

@last peak

arctic boughBOT
#
**Remove the squirrel staff from the starter bag and replace it with a different weapon**

The squirrel staff isn’t great and on top of that it’s not even a regular summon, it’s a sentry. It feels janky and not fun to use when playing summoner. I propose that the squirrel staff stays a craft-able only while the starter bag gets either a actual summon, a whip, or a completely new weapon.

Suggestion Author

@hazy anvil

arctic boughBOT
#
**Make it so you can write on the Laboratory Screens**

The Laboratory Screens are great and all, but they should just work like signs. It's just something that would be a minor change to add and work as a better looking sign. Especially if you're going with a futuristic or draedon lab style build.

Suggestion Author

@light bear

arctic boughBOT
#
**Add Another Way to Obtain the Scarab Fishing Rod**

Scarab Fishing Rod is a fishing rod obtained exclusively through Mirage/Oasis Crates. It is tied with Fiberglass Fishing Pole for the strongest pre-Boss fishing rod. The fact that this fishing rod is only obtainable through crates is incredibly counterintuitive. Biome crates are the rarest crates in the game, so in order to obtain this fishing rod, you're going to need very strong fishing gear. Like Fiberglass. Which renders the item's entire purpose moot.

Adding the Scarab Rod as secondary loot to Desert Chests or Desert Pyramids, or as a rare drop from a Desert Enemy will vastly help with accessibility to fishing, and considering Fiberglass already appears in both Jungle Chests and Crates, there doesn't seem to be much of a reason not to.

Suggestion Author

@olive shale

arctic boughBOT
#
Cap the amount of buff potion slots

Limit the ammounto of buff potions you can use at a time so you need to think about the buff you use for each situation/boss fight. Also I think buffs are very over powered.

Suggestion Author

@sacred ibex

arctic boughBOT
#
**Rework/Remove Gravitar Sabatoon**

The Gravitar Sabatoon, an accessory dropped by Astrum Aureus, has the effect where if you hold down the "down" key you gain increased fall speed for 5 seconds, on an 8 second cooldown

However, with the advent of fast falling in 1.4 by holding the s key, and the fact Aureus drops a fast falling mount you can use anyways, there is no point for this accessory (or at least the effect of it) to exist

Suggestion Author

@pallid spire

arctic boughBOT
#
**Rework System Bane to make it less awkward to use.**

System Bane still has the 5 projectile limit despite the tooltip not mentioning it anymore. While this in itself is fine, having the limit replace old, non-stealth strike projectiles instead of straight up blocking use would make it better to actually be used.

Suggestion Author

@wise radish

arctic boughBOT
#
**Fix Eidolon Tablet**

remove the "cannot summon while cultists are alive" it defeats the purpose of the item because they respawn so fast. building the arena around the dungeon is kinda annoying to do espicially when I have a perfectly good arena at base. also flying across the world to the dungeon takes to long in between attempts.

Suggestion Author

@tropic thunder

arctic boughBOT
#
**Make Duke Fishron Have A Transition To <20% HP/Phase 4 (or at least a telegraph of some sort)**

Currently Duke Fishron enter "Phase 4" at below 20% HP, allowing it to gain longer dash chain in Revengeance or straight up permadash in Death Mode.

However, currently this transition happens without any indicator, and in many case just extend on the current dashes which results in abnormally long dash chain (eg: in Revengeance it can potentially dash up to 5 times). This results in a lot of unnecessarily cheap shots that can only be circumvented by "just know it".

It do not have to be a long transition like Phase 2 or 3 (where it stay still), even if just a short and sweet one like doing a different/unique roar is good enough. As long as there is an indicator that "something is happening" it will greatly improve the fight.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Overhaul the Burning Blood Debuff**

Effect on players:
"Target loses 4 health per second, 3 defense, natural life regen is disabled, and the Darkness debuff is inflicted. Melee damage, melee speed, and movement speed are slightly increased, but ranged damage and magic damage are slightly decreased."

Effect on enemies:
"-25 health per second."

This reads like the old version of Irradiated where it randomly has some stat buffs thrown in there for some reason, while doing basically nothing on enemies. Remove the class specific changes. They serve no purpose unless there's some kind of plan to add a melee accessory that self inflicts it or something. Furthermore, Burning Blood should be added to the Sickness debuff table. It currently is uncategorized, which is really weird considering literally every other major debuff has one.

Suggestion Author

@olive shale

arctic boughBOT
#
**Give Adrenaline and Rage mechanics to all difficulty modes**

Recently, Calamity has been trying to make a push against features being behind difficulty modes. This includes making 'malice drops' instead drop 10% of the time on any difficulty and having expert mode items drop on normal and journey modes too. So why haven't rage and adrenaline followed on? As of now, these fight-changing features are locked behind revengeance or death mode. While I understand some new players might be overwhelmed by these mechanics, a fight with desert scourge or king slime (which are considered the 'tutorial bosses') clearly shows how these work to anyone paying attention. And even if new players still don't understand, due to the low difficulty, there is no necessity for them to learn how to use rage and adrenaline. Due to balancing being an issue, perhaps have the Heart of Darkness and Stress Pills give rage and adrenaline respectively instead of their normal effects in difficulties under revengeance? This way, players will have to sacrifice an accessory slot to use them and a brief description of how they work can be provided.

Suggestion Author

@gaunt flicker

#
**Rework/Remove the Lumenous Amulet**

The abyssal amulet is a passible acc to use in early phm, adding crush depth to all of your attacks is a pretty nice thing, especially early when crush depth is doing most of it's damage bc nothing that early has that much def, but for some reason this thing has a post calclone upgrade, I'm confused as to why this exists due to it being this far into HM and have barely any upgrade from it's PHM counterpart, the only differences between the two are that the Lumenous generates light in the abyss and gives you a higher health boost when in the abyss, this thing requires post cal clone abyss materials so you're already fine collecting stuff down there so this isnt really gunna help you, the crush depth part is still here but due to how the debuff works that means it'll probably be awful at this point of the game, the only use i can think of this accs existence would be to give you a hp boost in an abyss arena

Suggestion Author

@sacred vortex

arctic boughBOT
#
**Rename the "Sulphuric Poisoning" debuff, and move it to a *Water* debuff instead of a *Sickness***

There are only two water debuffs in the game: Crush Depth and Eutrophication. Given there is an entire debuff weakness/resistance and category allocated to it, it would make sense for there to be more debuffs in it. Additionally, Sulphuric Poisoning is inflicted by the water in the Sulphurous Sea, which is more of an acid than a sickness. So, given it's inflicted by the water, I suggest moving that debuff over from the Sickness Category to the Water category, as well as renaming it to be more fitting in it's new place. Something to do with acid, corrosion, or just water, are some potential ideas.

Suggestion Author

@winged laurel

#
**Make Exo Mech Bossfight more Multiplayer friendly**

Right now, the Exo Mech Bossfight in multiplayer is a cycle of one player being attacked by all mechs, while the other players just dodge random bullets and deal support damage, until the player who is getting targeted dies and the bosses choose another victim. The first player then respawns and is now one of the players dealing support damage. This cycle is only fun for the player getting attacked and for no one else. To counteract this, the mechs should split up to the different players and enrage or get harder to keep the difficulty up. And to prevent players only fighting the bosses they are able to beat, mabye let the bosses switch sometimes in the 2nd, 3rd and 5th phases between the players.

Suggestion Author

@tawdry mountain

arctic boughBOT
#
**Remove The Destroyers, The Devourer of Gods, and Thanatos’ immunity to nearly every debuff**

These 3 bosses are immune to every debuff except Enraged, Shellfish Claps, Spite, and Kami Flu (Destroyer only).
This removes a large amount of planning and creative strategy from pre-combat and can be detrimental as it can cause you to waste buff slots and potions/flasks if you don’t know that they are immune. It also contradicts the improvements calamity has done to the debuff system lately.
These bosses have many segments so their health could be increased or only their body segments could be immune to or resist some debuffs (like all damage over time and Armor Crunch for example) to prevent much faster kill times.

Suggestion Author

@quiet zodiac

arctic boughBOT
#
**Replace the Fiery Greatsword in Hellkite with Brimstone Sword**

Both swords already summon a flame geyser on hit, and it's really weird that you have to use TWO Fiery Greatsword upgrades in Terratomere. (Terra Blade/Edge + Hellkite)

Suggestion Author

@olive shale

arctic boughBOT
#
**Rebalance The SCal Fight**

The current fight is mostly made up of the player surviving her bullethell phases while all the other phases of her fight are relatively easy to navigate through. This makes the fight feel unbalanced, as you would usually stall for health in between waves while all her attacks are easier to dodge so you have a few extra hits in her bullethell phases. I think that by making the fight more smooth instead of having sporadic difficulty spikes would improve the fight.

Suggestion Author

@rare rivet

arctic boughBOT
#
**A Monolith for Cryogen's Aurora Background**

It's such a nice looking effect, it's a shame to see it only used for 1 fight, so a way to have it on wherever you want without the boss actually being there could give players a way to add a very nice atmosphere to builds.

Suggestion Author

@frank bough

arctic boughBOT
#
**Nerf ravager stomper attack**

I have a fair share of problems with ravager but one of it's most unfair attacks is when it goes directly above the player (tracking them for a few seconds) and smashing down at a random time, this has ended most fights and is just unfair, perhaps adding jumping similar to astrum areus would be better.

Suggestion Author

@neon abyss

arctic boughBOT
#
**Make Devourer of Gods Phase 1 Have Full Map Icon (like Phase 2)**

DoG's Phase 2 already have that but Phase 1 doesn't have it. Previously it was not needed but with how the new lasers are fired in Phase 1 now (from its body segments, rather than globally) the player need to have a way to keep track of its position even in Phase 1.

This is especially important that DoG continue to fire lasers off screen, thus you will need the map icon to allow you to keep track and predict the direction that lasers are fired from (so you don't get hit by off screen lingering projectile).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**rework vfx for vivid clarity please**

the terra staff and elemental staff got visual upgrades, but the vivid clarity did not. it feels very underwhelming by comparison

Suggestion Author

@cunning bough

arctic boughBOT
#
**Implement support for all styles of Health & Mana, from permanent Upgrades**

Calamity at the moment does not have support for Health & Mana upgrades like Blood Orange, Miracle Fruit, ect.. For all interface UI styles. This change would benefit customization and help reduce confusion for new players playing Calamity for the first time. I had a lot of confusion figuring out why my UI hadn't of changed before asking around. Having custom UI upgrades for only Classic styling is limiting to the player and could potentially effect the experience they have. Thanks for reading.

Suggestion Author

@north narwhal

arctic boughBOT
#
**Expand on Jousting Lances.**

Jousting Lances got a new formula that makes it a lot more viable in actual fights. Expanding on this melee subclass would help making Jousting Lances as a concept more exposed to the general playerbase due to its fun potential of utilizing mobility to deal more damage.

Suggestion Author

@wise radish

arctic boughBOT
#
Revert the vanilla 1.4 crate change

I think everyone here knows what I'm talking about, but in case you don't, in 1.4 crates were split into pre-hardmode and hardmode crates. Only the HM crates could drop HM ores, so this prevented players from stockpiling wood, iron and gold crates before WoF and opening them instantly for HM ores. This is a really dumb change, since it punishes the 13 people who fish for ores for no reason, and gives you even LESS reason than you already have to fish. Additionally other crates (thanks to Cal) already add items to the loot pool after a certain point (eg adding uelebloom to jungle crates post-provi. Now it just feels wierd to have that 1.4 change after HM and at no other time.

Suggestion Author

@gritty flower

arctic boughBOT
#
An option to turn off double-tap dashing in the config,

The dash is a fun and often core mechanic in Terraria's movement. But double tap dashing is incredibly awkward and annoying, often in a heated fight you're rapidly pressing keys and the likelihood you're gonna press the same movement key twice in a row is pretty high, more often than not dashing you straight into a boss projectile taking a third of your health, it is usually extremely aggravating.
I'm aware the Ball and Chain exists, but that disables dashing entirely and is not the answer to this problem. There are also other mods that do this: removing double-tap, changing the dash to a single button bind, but this doesn't work with any of the Calamity items, such as the Plaguebringer set, Asgard's Valor, Counter Scarf, etc. Basically meaning I either can't use any of the Calamity dash items (which usually come with a bunch of other important bonuses on top of dashing), or don't have dash at all.
So please make it that there is an option to remove double-tap dashing for Calamity / All dash items, mostly likely put in the config.
If you're also able to create an option in the controls menu that combines all dashing items into a singular key bind that would also be helpful, but since there are other mods that do that already I wouldn't worry about that part as much.

Suggestion Author

@last vector

arctic boughBOT
#
**Allow Midas Prime shots to pierce once when ricocheting between coins**

Currently, Midas Prime is in a spot where it deals middling DPS, but is much harder to use than other ranger weapons that are able to match or exceed Midas Prime's damage output, such as the Arbalest and the Daedalus Stormbow. This makes it off putting to many players, as putting in the work to improve Midas Prime's damage output isn't an investment worth making when simply holding M1 with other weapons is able to get you better results.

Basically, allow shots that are ricocheting to other coins (but not to an enemy) to pierce once. Currently, the strategy with Midas Prime is to toss all 4 coins in some arbitrary location and seeing if you can hit the big coin cloud. This change would allow for some more skillful play to be rewarded, as now strategically throwing coins would make the resulting ricochet hit a target multiple times. An example would be throwing a coin behind a boss, then one in front of you, and shooting that coin to get two hits in with one shot. Since using adrenaline with this strategy would likely result in obscene burst damage, this can be balanced by having piercing shots deal significantly less damage the more they hit, and possibly an overall base damage nerf.

This change would also let the weapon see more use in non-bossing situations such as T2 Acid Rain and possible subsequent pirate invasions, places where the Midas debuff actually has an impact.

Suggestion Author

@marble plaza

arctic boughBOT
#
**Make Sepulcher (the worm Supreme Calamitas spawns with hearts/at the start of the fight) No Longer Delete Projectiles**

I understand if projectiles should deal less damage when passing through Sepulcher since it is supposed to protect and interrupt the player from destroying the heart, but straight up deleting projectile just make so many weapon unviable against hearts which when lasted extensively becomes by far the most chaotic part of the fight.

This further incentivize the "true melee on hearts" meta since they are unaffected by Sepulcher, which I do not feel is a good solution for the problem when only 1 specific subclass of weapon do exceptionally well against it while many other classes straight up get invalidated.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Remove Calamity's "Old Power Cell" item and make the vanilla Power Cell usable at any time

It seems this item was added as a way for players to summon Golem early if the temple was breached using hoiks or the temple key recipe, however adding a new item for this is completely unnecessary and only contributes to item bloat. Simply make the base power cell be usable at any time. If there is any concern about players not getting enough chances to summon Golem and possibly having to grind temple enemies, simply make regular cells craftable.

Suggestion Author

@gritty flower

arctic boughBOT
#
More candles!!

I love passive buffs in the game and it'd be super neat if there were more ways to get decorations that buff you, especially from the drunk princess. I think an even stronger, end-game version of the tranquility candle would be great. Also, I'd love to see more of the fancy 50 gold candle types - one that increases max life or a one that applies a crit chance increase or makes attacks apply a special scaling debuff would be slick. Personally, I find collecting candles to be really satisfying, and giving players more options for minor passive buffs can both make building/collecting more fun as well as make the harder difficulties more accessible. Also, generally speaking, it's true that a lot of items that are added can contribute to item bloat as they get overshadowed by others in their tier or otherwise just get left behind. Passive buff items, however, remain rewarding to collect throughout the game, and never is there that point where you work to get one only to be disappointed in it becoming obsolete much later. I think that adding small incremental things like that can really help build a sense of progression and continuity, and that is 100% how I've felt so far with effigies and existing candles.

Suggestion Author

@placid flax

arctic boughBOT
#
Make the old reaper inflict a different debuff

now with the new name change and the old sprite change it does not really make sense for it to inflict crush depth as the majority of weapons that inflict that are gotten from the abyss imo it should inflict sulphuric poisoning or acid venom or both like the rest of the weapon drops from old duke, it just does not make sense for it to inflict crush depth anymore

Suggestion Author

@stone oriole

arctic boughBOT
#
Vanity Alteration for Ambergris

Please make the Ambergris Accessory display the water effect if you put it in a vanity slot.

Suggestion Author

@versed dawn

arctic boughBOT
#
Add map icons for some of the minibosses that don't them.

With the desert nuisances finally getting a map icon, I feel it would be fitting to give some of the minibosses map icons and health bars. Most of the vanilla terraria minibosses have map icons and the only calamity minibosses with and icon are the great sand shark and the giant clam.

Suggestion Author

@valid pagoda

arctic boughBOT
#
**Fix the Progression of Emblems**

The Avenger Emblem has no reason to exist.
Currently, due to Calamity's changes, Mechanical Glove and Celestial Emblem now only take their normal Emblems, Warrior and Sorcerer respectively, which means Avenger now SOLELY exists as a stepping stone to Destroyer Emblem.

Avenger is even worse now that Amalgamated Brain has turned into an early Hardmode Destroyer Emblem WITH a dodge. Amalgamated Brain was already a really good item because it was a free 10% damage as soon as you got into Hardmode alongside your Emblem, but with the addition of its dodge, it also gained 10% crit (and/or 10% summon damage) for 4 seconds after a successful dodge, which arguably makes it a better choice than nearly any other Emblem. And it isn't even an Emblem. Avenger desperately needs some kind of buff to even give it a reason for existing. An extra 2% damage POST-Mechs is nowhere close to enough of an upgrade compared to everything Amalgamted Brain currently does from the START of Hardmode.

The main reason Avenger has avoided any buffs is due to Emblem stacking, but even at its point in progression, there are so many better options to stack if you want more damage. The previously mentioned Emblem upgrades, Brain, Quiver for Rangers, Cal's Summoner Emblem upgrades, and Rogue would much prefer its own class accessories than another measly Vanilla item. I realize that removing Vanilla stacking effects is difficult coding wise, so removing this feature isn't a viable option, but Avenger is barely even viable for this, and if a player wants to sacrifice all of their movement and defense for another mediocre attack boost, I'd say let them. It's no reason not to improve this miserable accessory.

Furthermore, the fact Mech Glove and Celestial Emblem are instant upgrades is a bit weird. I'd argue locking them behind T2 or T3 ores might make them feel more like actual upgrades rather than turning their Emblems into nothing more than crafting components.

Suggestion Author

@olive shale

arctic boughBOT
#
**Prevent Astral Infection from falling onto evil biome**

For some reason, in every single playthrough I've done, the Astral Meteor falls, without fail, right in the middle of my hallow generation, meaning I have no naturally spawning surface hallow biome. I think that preventing the Astral Meteor from falling on the same spot where the new biomes spawn after defeating the WOF will make sure that this doesn't happen.

Suggestion Author

@blissful kindle

arctic boughBOT
#
**Keep the Starlight Melee effect through its upgrade line**

Make the Elemental & Cosmic Shiv swing like the Starlight, as the Starlight is the base weapon in the order of crafting. Starlight is a very unique weapon and losing out on one if its best features in its upgrade line sucks. For balance, you can have the projectiles from those weapons still fire at their current intervals...but the true melee damage should come from the "rainbow stabby stabs"

Suggestion Author

@oak field

arctic boughBOT
#
**Rebalance Armor Penetration gears (mostly later-game ones) .**

Let's take Shark Tooth Necklace tree for example:
Yes, 5 Armor Penetration is decently good in pre-HM and we may find 10 AP still useful post-Plantera but 15 AP post-Polterghast? It barely makes any difference for most weapons at that stage, except things with very low base damage stats like Ethereal Subjugator(really few).
A 7~8 flat dmg increase hardly impacts a post-ML Player's damage output, where most damage numbers popping out are 200 or way higher. This makes RTNecklace nothing more than a +15%dmg accessory and is soon outclassed by things like the Amalgam later on or get replaced by those survivability/mobility accessories.
Maybe simply adjust their AP stats or adding more useful effects will make these items more reasonable and viable choices when gearing up. If things like ES would become op when AP is too high, pls tweak these weapons instead of keeping a bunch of uncommonly used AP items.

Suggestion Author

@still ridge

arctic boughBOT
#
**Remove Terror Talons.**

Terror Talons is a post-mechs rogue weapon that I can guarantee no one reading this has, at the very least, used it in a playthrough. Almost everything about it is terrible (like stealth strike and the general enjoyability, etc), and even reworking it would be a waste of time and effort as no one has ever bothered to look this up in the first place. Additionally, this weapon uses an accessory (Feral Claws to be exact) as part of the recipe, for approximately zero (0) reason.

Simply put, Terror Talons is a terrible weapon that's a remnant of Calamity's past that is beyond saving.

Suggestion Author

@wise radish

arctic boughBOT
#
A pet, light pet, or minion that collects critters, plus perhaps a Zerg potion equivalent for critters.

In 1.4 there is a tangible benefit to completing the bestiary (the Universal Pylon) that incentivizes it greatly. One of my favorite items in Calamity has been the Enchanted Butterfly (though I've only been lucky enough for a golden butterfly to spawn in like 1 in 3 of my runs), because having a light pet that also collects items is genius. It would be nice for Calamity to help the player complete the bestiary, in its usual style of providing its own items that surpass the vanilla ones in functionality and convenience. Enemies are easiest to get by drinking a Zerg potion and letting your minions loose, but there is no equivalent for critters. The Enchanted Butterfly I think is ideal to model such an item after, since it's already possible to boost critter spawn rate by drinking a Zerg potion in the presence of NPCs and/or peace and tranquility candles; it's collecting or "encountering" them that's the problem.

Suggestion Author

@plain wyvern

#
**Allow Thanatos to be targeted with summon weapon right clicks**

Currently, it is almost impossible to kill any mech other than Thanatos last as a summoner because minions will always target Ares or the exo twins before him. Most likely due his armor plate mechanic. Whips aren't much help here either, as Thanatos stays conveniently out of range for constant retargeting. This issue is especially annoying as it prevents the player from obtaining the Ares exoskeleton unless they use another class.

I’d Imagine the simplest fix would be to make it so targeting Thanatos works regardless of whether the segment clicked is open or not and for it to just cause summons to seek out venerable segments like they do when exclusively Thanatos is alive.

It’s a small tweak but this would make exos feel way better to fight as summoner.

Suggestion Author

@narrow grove

arctic boughBOT
#
**Make Exo Mechs "choice" Description Wording More Hinting Towards Their Referred Mechs**

Referring to this ^

While it is purely just flavour text and the current version is good, I feel it can be improved, especially Artemis & Apollo one which make it sounds like... a flawed machine? When it is supposed to be the ultimate creation by Draedon to challenge the player who at the point is basically a god slayer.

The following are current wording:

Ares: Ares, a heavyweight, diabolical monstrosity with four Exo superweapons
Thanatos: Thanatos, a serpentine terror with impervious armor and innumerable laser turrets
Artemis & Apollo: Artemis and Apollo, a pair of extremely persistent automatons with unstable energy reserves

On the other hand, while the wording description kinda hinted their appearance, but I feel it can be further improved so that the hint are more direct and also more menacing.

For example:

Ares: Ares, a heavyweight, incomprehensible monstrosity primed with four Exo superweapons
Thanatos: Thanatos, a serpentine destroyer with impervious armor and innumerable laser weaponry.
Artemis & Apollo: Artemis and Apollo, twinned predators that hunt their prey with insurmountable precision and efficiency.

As Exo Mechs is a rare case where we get an official direct description of what the boss is, I think the wording can be a more significant factor at establishing the flavours of the fight to make them more impactful and stand out.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework (Revengeance+) Hallowed Armor Into a Proper Dodge Effect**

To avoid confusion, Hallowed Armor (in vanilla) basically give you a dodge every 30 seconds. HOWEVER, if you play on Revengeance Mode or higher, Calamity NERFED Hallowed Armor into an inferior version, with the following effect:

On cooldown of every 30 seconds, you can get "Holy Protection" for 6 seconds
Holy Protection make you dodge an attack

Effectively: every 30 seconds, you dodge 1 attack IF YOU GET HIT DURING THAT SPECIFIC 6 SECONDS PERIOD

This effect basically just make Hallowed Armor become incredibly inconsistent and awkward to use. If you didn't get hit during that specific time, you have no armor set bonus.

Reworking it into a proper dodge effect (like Brain of Confusion) gives it way more versatility. Considering it is an entire armor set bonus not just an accessory, maybe make it have lower cooldown.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Adding an alternative way of obtaining Power Cell Factories**

You get, usually, 20 per world, if you get lucky enough to not have a messed up world gen
Lest say, u lost one: its gone forever, you cant replace it.
Either a crafting, maybe locked behind a schematic, or you could buy it from, say, Cyborg?
I would simply like a way of obtaining more of them

Suggestion Author

@safe junco

arctic boughBOT
#
**Removed Gunk Shot**

The Gunk Shot is not a very good weapon because it's functions just like the vanilla Shotgun except the only difference is that the Gunk Shot does less damage and has a faster fire rate but still doesn't feel well balanced compared to Shotgun having less fire rate but dealing more damage in the slightest. So, in my opinion, the Gunk Shot should be removed.

Suggestion Author

@tender peak

arctic boughBOT
#
**Include a Profaned-type spawn blocker**

Currently, the profaned-type enemies (Scorn Eaters, Impious Immolators, Profaned Energies) spawn in both the Hallow and Underworld biomes at quite a high rate. I think that their theme disrupts the look and feel that vanilla Hallow sets up. Creating a spawn blocker for these enemies resolves this issue, and can also help players post-Moon Lord who want to farm the pre-Moon Lord enemies of those biomes.
Lore wise I feel like it also bolsters the idea that the profaneds appear and die in an endless cycle, and perhaps post-Providence, you can have an item which prevents them from spawning.

Suggestion Author

@full basin

arctic boughBOT
#
**Change the way SCal creates her arena**

At the moment, when she is spawned, 631 tiles(504 on death mode) in 1 frame.
For a lot of people on multiplayer, this tends to cause a huge desync, where literally no projectiles appear, nor does the sepulcher or hearts for that matter. The sky also doesn't go black but the screen does get tinted red.
Not only this, but her arena can be blocked by things such as trees or platforms, as her blocks don't override them(which I assume is on purpose). This makes the arena exploitable and sometimes, depending on where you setup your arena, it might overlap with something that lets you go out of the arena by accident.
The desync can last from anywhere to 15 seconds to almost a whole minute depending on your internet connection. During this period, you appear invincible and stationary to other players, not spawning projectiles or attacking. When the desync period is over, every projectile and NPC is instantly updated which means a cheap/unreactable hit is very likely.
A potential fix would be to change it to a sort of force field, similar to what fargo does with the 3 NPC bosses, although rectangular to match the shape of the current arena. This would also give more freedom on how the arena looks.

Suggestion Author

@marsh wind

arctic boughBOT
#
**Rework or Improve Set Bonus of the Outdated Pre-Hardmode Armor(s)**

The ore armor rework made all of the ore armors have their own niche, and become powerful and viable options for a large portion of pre-Hardmode.

However, this creates the issue that comparatively, other still outdated pre-Hardmode armor become worse, as they now can't even compete with what should had been the most basic of armor (made of just ores).

The intent is not to make all of these armor as powerful as ore armors, but rather simply to also make them viable or serve as a "transitionary option" before the player can obtain full ore armors or boss armors.

Some of these armors include: Ninja Armor, Cactus Armor, Pumpkin Armor, Meteor Armor (still basically only have effect for space gun), Bee Armor (outclassed by Aerospec) and Necro Armor (pure stat stick).

Many of these can be buffed not just in their stats, but also giving interesting, theme fitting set bonus, for example:

Maybe give Ninja Armor wall climbing effect, or hook stats or even effect like an upward boost similar to Blunder Booster, which all fits the ninja/mobility theme.
Things like Pumpkin Armor can give permanent food buff like Exquisitely Stuffed, since it is a rare case of armor that is made purely of a food item.
Bee Armor can give honey buff...

So on and so forth. While these improvement might not make them immediately competitive, at the very least they will be viable option if the player skip out on mining and last them till the later boss armors.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove the Frost Barrier**

Currently, the only use Frost Barriers see is being crafted into Auric Tesla Body Armor, despite being obtainable since Pre-Hardmode via Traveling Merchant (that is, IF he decides to spawn before a Full Moon night, using the Cosmolight when he’s present won’t help).

The accessory itself is barely useful; freezing enemies that are next to you if you get hit and granting immunity to the Chilled debuff, which is not only overshadowed by the likes of Glacial State and Frozen that prevent the player from moving at all, but is also already prevented by using the Ankh Shield or any of its upgrades.

Unlike the Flying Carpet, the effect is barely noticeable in Auric Tesla due to the armor mostly being used to fight Supreme Calamitas and the Exo Mechs, all of which tend to stay too far away from the player for its effect to matter, except Thanatos, who is instead immune to every debuff known to mankind.

Removing the Barrier from the recipe of Auric Tesla would just make this accessory even more useless, which is why I recommend deleting this thing altogether.

Suggestion Author

@upbeat marsh

arctic boughBOT
#
**Remove Deerclops from Boss Rush**

Deerclops has no Calamity AI, along with constantly falling through platforms and teleporting back up after falling long enough, giving the player a very short window to damage him.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Add configuration for Calamity's forced shorter respawn.**

Currently, it is impossible (given pre-existing mod options on the loader) to properly scale respawn times using other mods because Calamity's respawn settings override them. This is an issue especially in multiplayer boss fights where short respawn times can be problematic balance-wise due to bosses being easily cheesed.

Suggestion Author

@tame lion

arctic boughBOT
#
**Revamp the Various Dodge Effect So The Early Ones Are No Longer Too Weak**

Currently dodge effect all have an extensively long cooldown no matter when you can get them, not because they are too powerful, but because there is potential of them being too good for end game bosses that deal way more damage, eg: Supreme Calamitas.

However, this creates a problem as early damage are way less compare to what end game bosses can deal, therefore dodge effect become way too weak early game but super strong end game.

Thus I propose a simple solution along with my rationale:

  1. Early dodges have long cooldown to prevent them from becoming too powerful at end game
  2. Enemy damage scales with progression, eg: 50/400 = 12.5% at early game but higher at end game (eg: 500/900 = 56%)

Thus, why not just make dodges also scale in power?
Put a "threshold" on how much damage they can prevent so early dodges can have lower cooldown, while end game dodges stay just as powerful as it is

Something like:
Brain of Confusion: 45 seconds cooldown to dodge up to 125 damage maximum (damage exceeding 125 will be reduced by 125, and the rest still dealt to you)
Master Ninja Gear: 60 seconds cooldown to dodge up to 300 damage maximum (...); if damage taken is BELOW 125, have 45 seconds cooldown instead...
Statis Void Sash: 90 seconds cooldown to dodge with no limit on damage...; BELOW 300 = 60 seconds cooldown... ; BELOW 125 = 45 seconds cooldown...

(these numbers are just example of course)
This way both early and end game dodges still do their job, and end game dodges no longer go into stupidly long cooldown from a low damage hit.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove the "broken" modifier from biome blade**

As biome blade with "broken" modifier can be confused with its weaker version (broken biome blade).

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Fathom swarmer tweaks**

Fathom swarmer armor as a post-calclone summoner set is often outclassed by other armor sets of the same progression in normal combat due to its focusing on underwater exploration and combat. The rework of reaver headgear for a mining and exploration focused set got me thinking that fathom swarmer could instead be a fishing and afk focused set. It would match the theme of water and swarms, it literally have an angler fish thingy on the head, and a summoner set is already helpful in fishing or afking. My suggestion is to make it grant more fishing power and maybe let you toggle spawn rates to either make it peaceful for fishing or swarm up enemies to afk.

Suggestion Author

@loud meadow

arctic boughBOT
#
**Fix the destroyers head icon on death mode**

So while fighting the destroyer a lot of people use the minimap icons to see where the head of the boss is. However when playing in death mode, the destroyer gets a lot bigger. This means that if you look at the minimap, the head icon of the destroyer will show that it is still far away, but the actual boss is way closer than it looks. This allows the boss to get really cheap hits with its head, making it pretty frustrating

Suggestion Author

@empty gate

arctic boughBOT
#
Delete any existing Cthulhunados when Duke Fishron enters phase 3, and prevent him from spawning more

Duke Fishron is a fun fight. It's also a fight that abruptly changes pace when it gets to phase 3, from a fluid fight where speed and aim matter more than precision, to an intense fight that rewards precision, rhythm, and pattern recognition. While Duke's tornados are just fine in the first and second phases, they don't fit phase 3 at all, while all of your attention is focused on duke, you can very easily get sniped by a sharkron or run into the Cthulhunado. However, the thing that condemns this combination the most is actually the lighting filter. When Duke enters phase 3, the screen turns a dark blue. His Cthulhunados happen to be almost the same shade of blue, rendering them nigh-invisible. If the dev team does not wish to do this, at the very least give phase 3's Cthulhunado a different color scheme, possibly that of the tempest staff.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Buff Frost Armor To Be On-Par With Other Post-Tier 3 Hardmode Ore Armors**

Frost Armor and the other 3 set of armor: Titanium, Adamantite and Forbidden are all obtained at the exact same progression.

However, Frost Armor while have ok stats, has by far the most outdated set bonus, and is bad compare to Titanium Armor while straight up garbage compare to Adamantite Armor.

This is on top of the fact that its set wing Frozen Wing bonus is a giant ??? as to its usefulness as a set wing.

They should be buffed accordingly considering Frost Armor straight up require the exact same but even more material to craft than the Titanium/Adamantite Armor.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rancor, to be extra cool and lore accurate, has special interaction with water**

It is heavily implied that Rancor is the tome Calamitas used to evaporate the sea, creating the desert.
It should create special aquatic bones and deadly blasts of steam, even plasma, on contact with water.

Suggestion Author

@limpid venture

arctic boughBOT
#
**Change SCal's bullet hell to fill the entire arena**

Right now, the bullet hell of SCal just spawns in a set distance to the player. However, in multiplayer, it only spawns on the player which has priority. As a mage and my friend as melee, I often found myself in the spawn area of the bullets and got unavoidable hits, or I just dodged 7-8 bullets, and that's it. My suggestion would be to spawn the bullets not based on the location of the player, but centered around the altar. That would be such a small change, yet it would improve the fight by a lot.

Suggestion Author

@tawdry mountain

arctic boughBOT
#
**Add Poison Bullets and Arrows**

With the recent buffs to Rusty Medallion, the accessory is now a very effective applicator of the Irradiated debuff, which doubles the damage of all Sickness debuffs. The main issue with this is, outside of exactly Blowgun and Poison Darts, Rangers have no effective way to actually apply any of the Sickness debuffs. In fact, Poisoned is the only applicable debuff for this category obtainable in pre-Hardmode.

On that note, Rangers can obtain both Venom Arrows and Bullets in Hardmode, but this is long past when Medallion is useful. In pre-Hardmode, the previously mention Poison Darts exist, as well as the Flask of Poison, which gives 3 of the 5 classes a means of applying this debuff.

I argue that, following the logic of these items, Rangers should be able to craft Poison Arrows and Bullets using Stingers from Hornets in the Jungle, just like how nearly every other class gains access to this debuff. This would not only give Rusty Medallion an actually useful niche; being able to empower the Poisoned debuff of said ammo, but it would allow Sickness debuffs to actually be more useful and represented in the mod, which are currently very lacking atm.

Suggestion Author

@olive shale

#
**Change the Extra Damage Bonus On Plague Reaper Armor to Work With Any Sickness Debuff**

Currently, this set gives a bonus 10% damage against any enemy inflicted with Plauge. It effectively rewards staying on theme, or... just slapping on an Alchemical Flask. This effect also existed before the debuff system was implemented.

I'd argue from both a thematic and mechanical standpoint, it would make more sense to have this buff synergize with any Sickness debuff. They're vastly underrepresented in the game currently, and while it makes sense a Plague Doctor would work with the Plague debuff, I see no reason it wouldn't work with other Sicknesses. This is also one of the only points in the game where Venom Ammo is actually on tier, and would greatly benefit from such a change.

Suggestion Author

@olive shale

arctic boughBOT
#
**Adjust the visuals of Rogue's invisibility**

I've noticed that when going invisible as rogue, the player body which is covered by armor becomes visible through the transparent armor.
This looks gross, considering it's a weird looking dummy body that the armor covers.
I'm not sure how the programming works out but I feel like it could be solved by making the player body entirely invisible while keeping the armor layer the same transparency as it is. Probably just an edit to a line of code.

Suggestion Author

@blazing roost

arctic boughBOT
#
**Make Bloodflare Core interact directly off defense damage.**

Right now, Bloodflare Core (Referred to as BFC for the rest of the sugg) cuts defense in half when taking damage, and the defense is slowly restored while the player is also healed for 1HP per restored defense. When read into it, the way BFC heals the player is very similar to defense damage system. Having BFC directly interact with defense damage instead of having its own defense-cutting system would help defense damage integrate better into equipment as well as making BFC a little bit more interesting.

Suggestion Author

@wise radish

arctic boughBOT
#
**Point Blank Fixes and Additions**

Most Ranger weapons have a unique mechanic called "Point Blank", where if a projectile fired from a weapon hits a target within 12 frames of its shot, it will be given 50% dmg boost.

However, because Point Blank is determined via frames, not distance, higher velocity weapons have an advantage over ones who have low velocity, effectively making high velocity weapons a whole 50% more powerful automatically.

Point Blank needs some sort of major change to improve the mechanic, make it more relevant throughout the game, and a way to benefit all weapons without too much bias.

Firstly, Point Blank should be based not on frames, but on tiles, and gradually decrease its damage bonus based on said range. Furthermore, the lackluster Ammo Box would be a great place to add some kind of modifier to Point Blank, as it is relatively useless, and such a change could help both Ammo Box in terms of power, and help integrate the Point Blank mechanic more into natural gameplay.

On top of this, Ranger desperately needs new variety in Pre-Hardmode accessory wise, so adding an early game accessory that interacts with Point Blank would be a great way to improve said variety, as well as introduce players to the mechanic more organically, other than the single line added to applicable weapons at the end of their descriptions.

Lastly, Point Blank heavily contradicts the mechanics of certain weapons, like Sniper Rifles, or self-damaging explosives, so giving the Rifle Scope line the ability to inverse Point Blank damage would allow these weapons to still benefit in some capacity, while still being balanced, as the player would need to be a significant distance away from the boss in order to benefit from the bonuses, while still being able to hit them, in contrast to the in-the-face style of play normal Point Blank emphasizes. It could also be turned off via visibility, just like Mana Flower's effect on Ethereal Talisman

Suggestion Author

@mortal patio

arctic boughBOT
#
**Give most bosses unique spawning ways and natural spawn occureances to them**

In Vanilla, you sometimes have to break a plant or three orbs/hearts, go fishing or have to defeat 4 pillars. While some of the Calamity bosses have unique spawning ways like the hive cyst,an altar, or accidentally killing a mermaid, all of the other bosses need you to craft an item and use it (to be fair, the rune of kos is very creative), and none of them can spawn naturally (exept Aquatic Scourge, but it's so rare that it literally never happened to me), which was possible in former versions, but it mostly persisted of the one plain sentence: "Something is approaching"

I see why this was removed, but it would be cool to have some diversity in how to spawn the bosses. For Yharon, for example, maybe you will have to find an rare egg laying underground, hatch it using, like, lava, I guess?, and brutally murder it, to get Yharons attention.
Someting in that direction.
And mabye sometimes the devourer of gods flies by in space, to check on the situation, getting aware of something wrong caused by the death of the moon lord, crossing the entire world, before disappearing again.

Something like that to make the world of Calamity feel more organic, and not just: "Huh so I killed now worm boss X, who is next? Ah, Boss Y, how do I craft the summon? Oh, I'm a little bit underprepared, let's grind for better accessories".
Let the world feel like it's not created to entertain you, but as if you began your journey in an perfectly balanced ecosystem, where the bosses also play their role, and not just hide until someone holds their respective item into the sky.
(Edit: Added a comma and corrected the spelling of some words)

Suggestion Author

@tawdry mountain

#
**Give more ways to repurpose Draedon's old technology**

what do i mean by this?
well, as an example, you have the line of weapons related to Draedons Arsenal, which you craft, and then charge in order to use, and are unlocked over time as you construct more of the Codebreaker

but what if we expanded on this?
the Turrets guarding the old Mini-Labs, and Bio-Labs, could be repurposed (or crafted), to some degree in order to help the player, like automated defense, in exchange for needing to fuel them with Power Cells

at the current moment of the game, Power Cells are really easy to get, and farm, and a lot of them end up going to waste, because there isnt a whole lot to do with them. Recharge weapons, decrypting the Schematics, and being a money printer, which makes me quite sad, as i feel they could be used for a LOT more then three purposes

Suggestion Author

@reef perch

arctic boughBOT
#
**Give more varied accessory loadouts to the late-game classes.**

It feels like the only late game accessories are very similar, mostly for damage mitigation and survivability. Maybe add some crafting trees to the hardmode accessories, so that classes can get damage boosts or new mechanics rather than just "do something when you get hit" or "have some more max stats".

obviously, especially on the harder difficulties, you need that tankiness, but I think it would do well to diversify roles a little more so you get a tougher tank and squishier, but deadlier, supports.

post moonlord i have trouble picking strong and useful accessories for anything but tanking.

(Edit: rewording and shortening to exclude irrelevant bugs and biasing tanking to only melee)

Suggestion Author

@reef osprey

arctic boughBOT
#
**Adrenaline Rush "Safe" Period**

Would be nice if Adrenaline meter had like a 1 second long "safe" period where the player cannot lose Adrenaline when getting hit. IMO it really sucks when you finally build the meter and go to hit the button but get sniped by a stray shot from the boss a split second before you can pop Adrenaline Rush.

Maybe disable this grace period in Death mode to keep the difficulty high.

Suggestion Author

@charred halo

#
**slightly rework the individual accesories of Heart of the Elements**

Currently, all the accesories that combine into Heart of the Elements (except the one that drops from Anahita) are awful. I would say that there is one main contributing factor to this, and that is the fact that all the positions of the elemental are mostly stationary, and in the position that they will be in when they all combine into Heart of the Elements.

This means that all the elementals are locked into a single position. The brimstone elemental and the cloud elemental are hit the worst by this, as they are on the far right and the far left of the screen respectively, and will have trouble attacking a boss/enemies that are on the opposite side of the screen, or even in the middle of the screen. This is also why Anahita is the best one of the elementals, as she's right on top of your character. (But she's still bad individually).

An easy fix for this would be having the elementals chase you around, like an ordinary summon. The individual accesories would still be bad, mind you. But this change would help tremendously with letting the elementals stand out on their own. It would also make it less obvious that these accesories only exist to combine into Heart of the Elements.

Suggestion Author

@waxen forge

arctic boughBOT
#
remove the sponge/the absorber armor crunch immunity and replace it with defense damage immunity/resistance

in their current state the sponge and absorber offer immunity to armor crunch, despite the fact that theyre both aquired at a point in time where no npcs will inflict this debuff (barring ravager when fought post provi). this effectively makes the immunity useless. on top of that, most of the stats offered are arguably lackluster (mushroom spores late game: negligable; damage converted into health: negligable). the most useful stats are the dr and the life boost, which are outclassed by other accs (say, affliction or rampart of deitites).

defense damage is a real threat at all points in the game and a resistance or immunity to it would instead of immunity to armor crunch would make these two accs significantly better for their relative tiers.

i am willing to accept that perhaps defense damage resistances are too powerful, if that were the case, i would atill advocate for the removal of the armor crunch immunity and a buff to other stats (specifically movement speed, max life, flat regen, damage absorbered into health).

Suggestion Author

@weak kiln

arctic boughBOT
#
**Retier or Rework The Lacerator**

The Lacerator is a yoyo that have no special effect other than it give you a 2hp regen buff when hitting an enemy. It have no projectile, no special gimmick or anything, just a pure contact damage yoyo.

For performance, it is overall just bad. Being available after Providence along with other 2 yoyos (Verdant and Solar Flare), it is a strictly worse version of Solar Flare as both are contact yoyo while Solar Flare have on-hit effect.

This fact also basically make the weapon feel redundant as there is another weapon in the same subclass that is available at the same time but better.

Thus, I suggest to retier Lacerator so that it can fill a different point of progression compare to the other 2 yoyos. Some place like post-Polterghast will fit with the bloodflare theme which I feel is probably the most appropriate. Otherwise, this weapon should be rework to be more standout (or be removed).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Tweak on Devourer of God's Body Lasers To Make Them More Fair**

(body lasers = the one that it consistently spam on a constant timing, not the big 'laser wall' in Phase 2 nor the 'laser net' where DoG do 2 waves and turn invisible in Phase 1)

Current Devourer of God's body laser is by far the most frustrating part of the fight, here are the takeaways:

Lasers are shoot out from DoG's body segments, and have adjusted projectile speed so that they "reach you" at the same time. However, this causes several problems namely that:

  1. when a body segment is close to you, some lasers become extremely slow and basically become a "mine" on the field

  2. if DoG is extended/stretched straight (such as being far away from you), it will still shoot lasers but the laser will linger for a very long time. This causes a constant barrage of laser that fly across the map that is untrackable (as it happen off screen)

  3. laser telegraph fades away when far away, resulting in some of the lasers straight up not being telegraphed despite still reaching you in time

  4. this further punish any attempt of staying close to DoG's head (which is supposed to be high risk high reward) because you will face with a barrage of laser that forces you to turn away, and further encourage staying far away which is already the less risk option

While there are many potential fix, here is my own example solution: simply massively increase the projectile speed of the lasers (so that they fly pass you very quickly) and make their "time of arrival" at your location consistent. That way it solves the lingering lasers, lack of telegraph, mine field and also allow you to have more room to stay close to the head as you do not have to worry about off screen projectiles, while making the fight much more proactive.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rename Broken Biome Blade to something else**

Right now, if you get the “Broken” reforge on the Biome Blade the name becomes the exact same as its un upgraded form which can be confusing, renaming the weapon to something else(maybe the Fractured Biome Blade to match the Fractured Ark since the two have similar theming, later merge together and are likely the most iconic swords in the whole mod) would be a small but less confusing change for the .1% of players this might affect

Suggestion Author

@flint atlas

arctic boughBOT
#
**Change the Sparkling Empress' weapon identity**

Prism weapons are kinda weird and a balance mess, which is why this particularly unique weapon kinda sucks. But what if we changed this around and turned this weapon on its head?
It's obtainable by fishing in the Sunken Sea, has a beam attack and on kill it makes an enemy explode into 2 to 3 shards that deal 20% of the weapon's damage (2 base damage).

What if, instead of focussing the weapon's beam attack as its main design and balance point, we focused on its on kill effect?
Those 2-3 shards could become a higher number (with still higher damage, because 20% feels incredibly weak), or they could obtain a Burnt Sienna type of effect as pickable orbs that give the player a mage-related boost (My idea was making it replenish a decently high amount of mana to let them continuously shoot their beam!), or they could give any enemy they hit a debuff!

It's a shame that such an unique weapon in pre-hardmode has to feel this sluggish to use because of its very prism-like nature. Just like the Dragoon Drizzlefish, it could reward curious players with a great weapon for actually fishing in the new biome's environment!

Suggestion Author

@paper field

arctic boughBOT
#
**Rework both the Celestial Jewel and the Astral Arcanum**

At the moment, these accessories are only notable for their funny gimmick of being infinite teleportation potions, or being able to teleport you to your jungle/dungeon/underworld.
Their other effects are just horrible, for the case of the Celestial, a whopping 8 def and 2 (two) regen and then 11 more def and 2 more regen when under a debuff, for something post aureus this is just not cutting it compared to other accessories.

As for the Arcanum, god this thing is bad, a titanic 12 def and 3 regen, then 27 def and 6 regen when debuffed, for a post ML and usually post prov accessory, this is just awful and as a cherry on top, you get immunity to the Astral Infection even though the last relevant thing that inflicts that is Astrum Deus
Also their regen gets cut in half when you're under the effect of any of the drunk princess' drinks (imagine getting nerfed by some of the best potions in the mod)

I actually really like the idea of getting buffed while under a debuff to make them sting a bit less, old dukes scales does this while also having a nice damage boost as your HP drops, community also does the regen boost while debuffed but it also gives more stats, and laudanum converting debuffs into buffs is really cool (would like to do something extra tho)
I hope they can give these accs something to make them more than just a funny meme you use for a moment or two.

Suggestion Author

@sacred vortex

arctic boughBOT
#
**Improve Post-Plantera Wings**

Post-Plantera is already a really problematic tier when it comes to bloat, having the most content unlocked at the same time compared to almost any other stage of the game. This is just as true when it comes to its wings.

Due to balancing decisions on behalf of the Vanilla development team, the Festive, Tattered Fairy, and Spooky wings all have stats equivalent to post-Golem wings in Calamity's progression. While Spooky is restricted to Summoner synergies exclusively, Festive and Tattered Fairy are not. On top of this, these two wings have some of the best bonus effects for the tier.

Festive gives +40 max life, which is one of the best stats an item can have in Calamity for tanking. On the other hand, Tattered Fairy gives an unconditional 5% damage and 5% crit. Beetle, Spectre, and Shroomite Hoverboard have similar bonuses to Tattered Fairy, but class locked and with the condition that the player is wearing their respective armor, and with worse wing stats. I'd also like to argue that Mothron Wings are now heavily outclassed as a generic wing by it's other event counterparts as well.

Now I don't think the Holiday moon wings should be nerfed, but if you go out of your way to build around a worse set of wings for special set synergies, I feel like those bonuses should at least outweigh those of the generic, better stated wings. Giving Spectre, like, mana cost reduction or Beetle a bit of melee speed feels like it would be able to edge their offensive bonuses a bit further past the fully generic options without breaking them. Obviously completely unique effects would be the best, but would understandably be a lot of effort, so I imagine some slight stat buffs would be enough. And for Mothron specifically, I think it could benefit greatly as an Umbraphile set bonus wing, since Rogue has none and both Umbraphile and Mothron Wings are obtained in the same event with similar theming, allowing it to finally have a niche.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add Banners for Aurora Spirit and Draconic Swarmer (enemy) and remove the Aquatic Aberration banner**

The Aurora Spirits and Draconic Swarmers are the only enemies in the mod that currently lack banners and it makes them feel out of place without any, so it would be nice to include banners for them too.

But for the Aquatic Aberration banner, it doesn't feel right that the banner still exists for some weird reason even though the Aquatic Aberration no longer drops its banner. Technically boss servants don't drop banners so removing the banner would be necessary.

Suggestion Author

@tender peak

arctic boughBOT
#
**Merge Counter Scarf into Statis' Ninja Belt's Recipe**

This will make the Belt&Void Sash both have 2 seperate dodges: one is passive, the other take effects when you are dashing.
Of course you might think 'No way it would be OP', but let me explain first.
The Belt has 3 main effects: the Dash, a 90s cooldown dodge and some mobility bonus. However, almost none of these effects are optimized choices, compared to those dashing shields, at the item's stage:

The Dash: the Belt has a dash that is longer than Asgard's Valor's one, but is shorter than Elysian Aegis. However, It doesn't have shield dashes' ability which let you counter contact damage. After all, a dash is mainly used for it's turning effect, meaning that dash length doesn't matter that much, often making Asgard/Elysian dash more preferred than the belt.

The Dodge: The Belt gives you a guaranteed dodge with a 90 second cooldown, which is good overall. However, due to BoC(or the amalgamated brain&the amalgam) also given a 90s dodge and the fact that they are also commonly taken accessories, having a dodge became a less significant advantage over dashing shields, since passive dodge effects can't stack (but scarf one does).

Mobility Bonus: In the current version of calamity, large amount of movement speed bonus is no longer urgently needed. Moreover, when you get the Belt, the game is already in Post-ML, where the Bosses more or less require you to learn their attack patterns, rather than simply outrunning them with mobility(you hardly can), in order to survive. On the other hand, dashing shields offer defense stats&max health, which is almost always solid boost in case of surviving.

These downsides made Shields more or less choosed over Statis' Ninja Belt. So, consider adding another dodge(but it requires some skills), which also makes sense lore-wise because of Statis' ninja-like nature, may make it a better choice when compared to the shields.

Suggestion Author

@still ridge

arctic boughBOT
#
**Buff/Rework the Laudanum**

The Laudanum is an interesting accessory idea, an accessory that converts debuffs into buffs and extending their durations and giving some pretty strong buffs.
The only issue are the debuffs this effects, they are all such uncommon debuffs when fighting bosses, it doesn't help that a lot of the buffs that it does give, are defensive buffs, so they only really get value out of getting hit twice very quickly, although against regular mobs it definitely can make your experience smoother acting as a enhanced ankh/asgards valor for general mobbing

Extending the duration of the debuffs is a great idea but in practice it's just not enough, the durations need to be way longer, most debuffs only last a few seconds so double that is still barely anything, at best this turns the 8 seconds of armour crunch from golem into 16 whole seconds.

And to top it off, you need to be inflicted with these debuffs, meaning the anhk shield and it's upgrades tear this thing apart.

I think this should also buff you while under the effects DOT debuffs (not negate them tho), it wouldn't be too hard either, just have the game give a buff for each category of DOT (eg cold/electricity/heat/sickness/water)
That'd make this accessory far more applicable for the majority of bosses instead of a random handful and not completely outclassed by the ankh and it's upgrades, this would also by extension, make the occult skull crown a more viable accessory for the point in the game you would obtain it.

Suggestion Author

@sacred vortex

arctic boughBOT
#
**Make knockback immunity a permanent upgrade.**

Knockback immunity is a crucial feature as it gets rid of annoying knockbacks that could disorient the player, regardless of classes. Yet this feature is locked behind a line of accessories (Cobalt Shield and its upgrades) and a rogue armor (Titan Heart armor for theming). Giving a way to permanently apply knockback immunity later in the game removes a good chunk of roadblocks in accessory variety as it lets the player build accessories to their liking instead of relying on a line of accessories to not be knocked around and disoriented on every hits taken.

Suggestion Author

@wise radish

arctic boughBOT
#
**make it so the piles of old Draedon technology and geysers that normally spawn on the bottom of the Sulphurous Sea can't spawn in Abyss**

These "piles of scrap" (as the wiki refers to them) and geysers can sometimes spawn on top of the abyss. The old technology and sulphurous sand are very out of place in the abyss, and should therefore probably be removed

Suggestion Author

@waxen forge

arctic boughBOT
#
**Make rogue accessories that consume stealth work similarly to stealth strikes in regards to stealth consumption.**

Stealth has been recently reworked to be slightly faster across the board. There are a handful of Rogue accessories that consume a quarter of max stealth to apply a unique effect (Plagued Fuel Pack, Blunder Booster, Spectral Veil and Sand Cloak) when using a hotkey.

These seem odd as they're the only ones consuming stealth on quarters (which no other instances of Rogue Making them use the same stealth consumption rule as stealth strikes on weapons (full bar at base, and affected by Coin of Deceit + its upgrades) would help integrating these accessories into stealth system better and to properly make them an alternative to a weapon's stealth strike in certain situations.

Suggestion Author

@wise radish

arctic boughBOT
#
**Nerf rogue in multiplayer/Bosses not affected by aggro**

We have the idea of rogue: You can stand still to directly boost your stealth generation, which leads to higher dps... And the agro system making every enemy basically target only melee class or someone with higher agro...

Stealth lowering agro and bosses target player with higher agro... Get what i try to say?

GOD, ROGUE IS BROKEN IN MULTIPLAYER.

You literally can stand still 90% of the fight and spam stealth strikes while everyone else looks like a support rather than dps unless everyone else dies too fast.

To fix this i have 3 suggestions:

  1. Multiplayer boss hp scalings much higher.

  2. Rogue's stand still generation in multiplayer severely nerfed

  3. Bosses are using other target system different than aggro

TL:DR
Rogue is broken in multiplayer due to how agro and stealth combine.

Suggestion Author

@opal robin

arctic boughBOT
#
**Make Drunk Princess' Alcohols Have Higher Downside (especially life regen ones)**

Alcohols basically trade off some of your defensive capability for powerful buffs. However, for these 4 they are way too powerful for seemingly no cost.

For reference, 2 life regen = 1 hp per second, so even for a buff as powerful as Bloody Mary you only go into -1 HP/second, which is directly compensated by the buff itself for the fact that it reduce fight duration significantly.

In general, I feel the life regen cost of alcohols are just not as substantial as defense loss, (to certain degree some of the above even have too low defense cost). For example making the life regen alcohols also apply a negative multiplier to your hp regen (reverse campfire), 'progressive' alcohol poisoning, reduced max HP as a cost and so on.

This is so that these buffs actually have a cost rather than in most case is almost completely free (Regeneration potion provide +4 life regen/2hp per second, which singlehandedly overwrite 3 of these alcohols combined).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Sulphurous sand and Astral sand usable with the sand gun**

I think that it would make sense for sand to be able to be shot out of a sand gun, so this change would be easy. If you wanted to go further with it you could make them have special effects like some sort of poison or something but just making them shoot regular sand is fine

Also the sandstorm firing more than 1 type of sand would be cool

Suggestion Author

@hazy anvil

arctic boughBOT
#
**Reduce the Cost of Flask of Brimstone**

Flask of Brimstone is made using Ashes of Calamity (a boss drop) and Brimstone Fish (a Craig exclusive fish) and used to have a ton of bonus stats on top of inflicting Brimstone Flames.

Now it only inflicts Brimstone Flames, which is a debuff that is 4 damage weaker than Cursed Flames, a debuff obtainable from the start of Hardmode from a Flask that only takes a single enemy drop.

I don't think Brimstone Flames should be buffed considering how many enemies and weapons inflict it, as it would be a balancing nightmare, and adding any bonus effects to the Flask would be very weird, but at the very least the cost of this mediocre Flask should be drastically reduced considering how lackluster it is to its alternatives. Making it take just the fish, or even just Essences of Chaos would make it more in line with its strength.

Suggestion Author

@olive shale

arctic boughBOT
#
**Buff the power of Necro Armor by giving it a unique set bonus**

The necro armor is in a very bad state currently. Its only available post skeletron in the dungeon, and is not worth the grind. The armor is not terrible but is outclassed compared to aerospec and Statigel armor, despite both not being for any class in particular. The primary reason for this lack of power is the very bad set bonus effect, being only a 20% ammo reservation and 10% critcal strike chance (which is worse additional critical strike chance then what statigel gives and barely better crit chance then aerospec). I feel like similar to the molten armor getting an improved set bonus effect (lava charm effect and increased true melee damage) the necro armor should at least have something to make it viable compared to stategel and aerospec. One idea i have is giving in a brain of confusion like dodge with a similar timer and increasing ranged damage by 5 or 10% for 15 seconds after the dodge is activated. The other idea I have is for 2-3 bone fragments to come out of a projectile shot on a crit, with each fragment doing 20% of the base weapon's damage. Maybe both effects would be good, but I don't see that as nesscarry.

Edit: This might be against the no balance changes rule so apologies if it is

Suggestion Author

@cursive whale

arctic boughBOT
#
**If you're gonna make the reworked sulphur biome have only 4 chests in special locations for each item, give them each a mini-structure**

This isn't me asking for more structures for no reason, I believe that this is very important to the experience, lets look at how things are right now.

The Broken Water Filter chest is easy to find, as it always spawns just below the surface.

The Effigy of Decay chest spawned buried in sandstone, which is odd.

The Rusty Beacon Prototype chest took awhile to find, because the scrap piles seem to like generating right above the abyss, and the chest I was looking for, which does not glow well with spelunker effects mind you, was in the pitch-black abyss.

The Rusty Medallion chest, which supposedly spawns anywhere in the lower abyss, did not spawn. No really, I went and tore the entire area apart down to its last atom, there was not a fourth chest for as hard as I looked. Maybe it spawned, but I'll never know.

Just give each one a small structure, about the size of a Shrine, and a little glowing Sulphur Torch or whatever. That way, if its there, you know its there. If it isn't, you know it isn't.

Suggestion Author

@limpid venture

arctic boughBOT
#
**Make bosses enrage for the duration of a player's death timer in Multiplayer**

Multiplayer playthroughs are already something that requires a lot of self-balancing on the players part, from death limits to raising boss health in the config. One thing me and my friends think would make multiplayer fights more difficult and exciting is if bosses were to enrage slightly during a dead player's respawn timer. This would make a player dying far more impactful to a fight than it normally is in multiplayer, as it will make surviving until a player respawns far more difficult, and players respawning infinitely has always been the biggest issue in Terraria's multiplayer.

Suggestion Author

@keen valve

arctic boughBOT
#
**Make Space Ore Planetoid Generate Non-Duplicated Ore (until there are at least one of each)**

Space Planetoids offer a lot of benefit, one of which is Ore Planetoid which yields a very significant amount of one random type of Pre-Hardmode ore. However, as of currently the ore being generated seems random, which means if you are unlucky you can just have 4-5 planetoids generated with copper ores.

The suggestion is so that the type of ore they generate are at least semi-consistent, where there will be at least one of each type of ore that can be generated, namely: tin, copper, iron, lead, tungsten, silver, gold and platinum.

This way if the player is in need of a specific ore, they will know with certainty that it is there somewhere instead of taking a complete gamble, and also to reduce the frustrations.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Prismatic Breaker not scale off of melee speed so it gains equal benefits from Ranger and Melee accessories**

Prismatic Breaker is a fairly interesting weapon, as it's a post dog weapon that scales off of both melee and ranged damage which I find neat

The problem with this, is that it scales off of melee speed, so ranger benefits become completely pointless as maxing out your melee damage and speed is far and a way better than any ranger bonuses you can give it.

Removing the melee speed projectile scaling would fix this issue.

Suggestion Author

@pallid spire

arctic boughBOT
#
**increase projectile damage on several early boss rush bosses**

projectiles in the early tiers of boss rush deal a pathetic amount of damage, crabulons projectiles for example, seem to do around 75 in master death, which is before factoring in armor that very quickly reduces that damage to single digits, this leads to the event feeling unbalanced and boring for the first 2 tiers or so before bosses start doing enough damage to be threatening

Suggestion Author

@naive tide

arctic boughBOT
#
**Remove Nurse's nerfs in Rev+ when bosses are alive.**

In Rev+, the Nurse nerfed in multiple ways (increased price in general + when bosses are alive in Rev, and straight up disabled healing on Death), and while the general price increase in fine, the effects that only apply when bosses are alive should be removed because Calamity has been trying to get rid of these "boss only" effects on various things.

Suggestion Author

@wise radish

arctic boughBOT
#
**Rework Aeralite generation**

Aeralite is a post perforators/hive mind ore that is used to create weapons themed around the sky and flying. However, it is generated deep in the caverns, which doesn't make sense. I think it would be better to make it generate inside planetoids or sky islands as it would thematically fit the ore, and it would encourage players to revisit space

Suggestion Author

@rare rivet

arctic boughBOT
#
**Make the Wulfrum Acrobatics Pack equipped in the hook slot**

the wulfrum acrobatics pack gives a really interesting mechanic that could potentially be used for a lot of boss fights or challenges, but the fact it takes an accessory slot makes it harder to use to any effect at any point past earlygame. it doesnt change stats when you use a different hook, and its similar in concept to the antigravity or static hooks (in that they change how hooks work entirely) so shouldnt it just be its own hook? hell, you dont even need a hook equipped to use it, so why is it in an accessory slot?

Suggestion Author

@marsh solar

arctic boughBOT
#
Add favorable item to prevent Cultists from spawning near Dungeon

It happened a lot of times when I build pylon near Dungeon for quick access and my homing blazing shooting etc. weapon accidentally kills Cultists off screen
Even worse that it could happen during boss fights, e.g. Astrum Aureus, because Astral Biome near Dungeon

I think it would be nice to at least have a choice for that

Suggestion Author

@austere hemlock

arctic boughBOT
#
**Add calamity emotes.**

The terraria emote system is widely under-utilised, especially in calamity.
Adding calamity's own emotes would serve to hint at upcoming bosses in progression, slightly reducing the need to wiki surf your entire playthrough, as well as integrating the bosses into Terraria's world - of course the NPCs would talk about the enormous sand worm terrorising the desert sometimes.

Suggestion Author

@wide mica

arctic boughBOT
#
Make pre-ML ores turn into Astral Ore when the Clentaminator is used on them with the right solution.

In a recent update, Astral Ore was made to replace regular ores within the Astral Infection when it spawns. However, the Clentaminator with astral solution, which does basically the same thing as the astral meteor when used, doesn't. This would make for a unique way of renewably obtaining astral ore, rather than the current slime method, which is boring and overused. It would also remind people the Clentaminator exists and give it more of a purpose.

Furthermore, sometimes the infection does not generate properly due to players building sky bridges. The only choice then would be to spend long hours of toil farming random slimes to get astral ore. Not only would the method I propose be more unique and interesting, it'd also potentially be way faster and it'd give copper and tin a use outside of the first Codebreaker component.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Rename the Bloody Edge.**

This weapon is intended to be the crimson counterpart to the Night's Edge itself. Yes, Vanilla Terraria's very first legendary sword, and the first "very big recipe for very big damage" item. So surely, this crimson weapon should get a really cool name to back itself up?
Nope, you get the Bloody Edge. That name is just too basic, and it is also extremely similar to its Crimson-exclusive material, the Blood Butcherer. The weapon deserves a much better title, so lets give it a really cool name, something like "Scarlet Feast". (totally not a monster hunter ref)

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make the Devourer of Gods not do any contact damage on his head when he first spawns**

As of right now, when spawning the Devourer, he starts off in a passive state and his body does no contact damage. However, his head does. Sometimes he happens to ram you with his head right away when he spawns, making it very annoying and quite frankly unnecessary. Removing contact damage from his head at the start would make it more consistent with the rest of his body and save us some time.

Suggestion Author

@kindred vector

arctic boughBOT
#
**Biome blade should keep its attunements after reforging**

It's really annoying to have to travel back to certain areas to get the attunement back so i think it should just keep them

Suggestion Author

@golden crane

arctic boughBOT
#
**Increase the rarity of the Tranquility Candle and Chaos Candle to Yellow**

Currently these two candles have white rarity, meaning they're susceptible to being destroyed by lava. They are a very helpful utility, but are in serious danger of being lost in the caverns and especially the underworld, where a stray lava slime dying above the candle can erase it. Instead, they should be Yellow rarity, because they're post-Plantera.

Suggestion Author

@full basin

arctic boughBOT
#
**make a short amount of time from when a boss spawns till it can attack and or hurt the player**

currently as it stands there are way to many bosses that would have already hit you due to you having to put away the summoning item from your hotbar into inv or just back into the inv before you can actually focus on the boss

Suggestion Author

@limpid mist

arctic boughBOT
#
**Make Cinders Of Lament be able to have the same right-click function as most summon weapons**

The Cinders Of Lament is a powerful endgame summoner weapon. It functions a bit like Borealis Bomber and Slime Puppet Staff, which both do not consume minion slots. While those 2 weapons are able to use right-click to make summons target an enemy like most summon weapons, the COL does not have it for some reason. Giving it the right-click would also make using Perdition with the weapon a little easier.
edit: I mean allow the weapon to allow your other summons to attack an enemy not the brothers summoned from the weapon

Suggestion Author

@pallid gate

arctic boughBOT
#
**Add Magiluminescence's (as material) and Effect to Master Ninja Gear Upgrades**

Currently there are 2 main line of dash accessories:
i) Asgards Valor line - ram to avoid contact damage, knockback and debuff immunity and defense; focus on defensive maneuver
ii) Master Ninja Gear line - longer dash to get away from attacks, a dodge to help avoid damage and mobility bonuses; focus on damage avoidance through anticipation and clever positioning

However, as of currently Master Ninja Gear (MNG) is massively outclassed due to ram (by itself) being superior to MNG's longer dash, which is a trend that continues down the entire line.

Thus, as a buff to MNG line, I feel Magiluminescence is a perfect fit to the item line. Following are the rationale:

  1. With the inclusion of Frog Leg in Statis' Ninja Belt, the item line have an obvious focus on mobility item as its materials

  2. Magiluminescence is an amazing accessory but by itself is generally not worth a slot (over say emblems for damage), but fits perfectly if it gets a combination upgrade into another useful accessory

  3. Acceleration and deceleration are both useful in skilled maneuver ability to dodge attack through providing more options to dodge (which fits MNG's theme)

  4. One noticeable problem is the longer dash of MNG line tend to cause "overdashing" (dash too far and run into a different attack), Magiluminescence helps with that by providing stronger deceleration

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Rain Apply Wet to Enemies Under it**

This suggestion is mostly because of the debuff system reworked by Calamity. Due to this, automatically applying wet to any enemies caught by a rain will make them weak to electric-type debuff, thus maximizing things like Tesla Potion's potential, without the need of building an arena filled with water.
In addition, this also makes sense because surface enemies SHOULD be wet when it's raining.

Suggestion Author

@still ridge

arctic boughBOT
#
**Add the modifier prefix after the "The" in *The Community's* name**

When you modify The Community it has the modifier prefix before the name itself, so if you got menacing modifier it would say Menacing The Community, what I suggest is that under those same conditions it would instead be The Menacing Community, it would be a neat QoL change that makes the item no longer an atrocity in the english language.

Suggestion Author

@soft harness

#
**Fix Calamity doors**

So every time you have something on one side, (table, chair, etc.) the door never opens. Even with one side free. It's been a problem for quite a while now, and it would be great for it to be fixed.

Suggestion Author

@light bear

arctic boughBOT
#
Let me turn off the wulfrum controller robot's noise.

It's so annoying, I wanna use the robot but it keeps making that stupid noise. Every 2 seconds, like shut up, man.

Suggestion Author

@runic atlas

arctic boughBOT
#
**More fish weapons in post-moonlord**

There’s a ton of fish basted weaponry in pre-hardmode and early hardmode, but you can only craft them, only 2 drop from anything (old duke and adult eidolon wyrm, and maybe reaver shark no clue what the valediction is supposed to be) maybe they could be like an upgrade to the toxicarp or a weapon you can fish up from the sky after storm weaver. There seems to just be a lack of anything, I’m almost every other part of the game there’s fish weapons, but it’s just a personal gripe

Suggestion Author

@zenith crater

arctic boughBOT
#
**Increase visibility of apollo's homing rockets**

nearly every attack used by the exo mechs either has a clear indicator, a bright, easily readable projectile, or both, the homing rockets, by comparison, have neither of those things, leading to them coming off as difficult to notice in the midst of all the projectiles, increasing their visability, either through making them give off a glow or some other indicator for the attack, this would increase fight readability, making the boss feel more fair.

Suggestion Author

@naive tide

arctic boughBOT
#
**Revert the nerf to Crystal Assassin armor**

If this was vanilla, I could see a nerf to around 10% damage and 10% crit if only T1 armors were allowed, however in Calamity both are significantly buffed to the point where vanilla Crystal Assassin would act as a sidegrade, not an upgrade, in 2 images I have the vanilla stats vs the Calamity stats, showing how much worse Crystal Assassin is even with the dash, as the armor requirement simply isn't enough to justify losing a ton of stats just for an extra accessory, especially when Shield of Cthulhu and Counter Scarf still exist, simply revert the nerf that removes the 10% damage and 10% crit from the set bonus and the armor won't be significantly worse than the T1 armors

Also IMPORTANT reminder that you don't gain iframes or anything from dashing through an enemy with Crystal Assassin armor, nor can you dash through an enemy at ALL unless you have a Cobalt Shield or better

Suggestion Author

@woven flume

arctic boughBOT
#
add a toilet thats scal related

the exo mechs is one of the final bosses of the game and has their exo furniture set which include a toilet

scal is the other final boss of the game and has her sacrilegious furniture set which doesn't include a toilet for some reason and just for consistency i think it would be better if it did have a toilet since exos has one too

Suggestion Author

@proud trail

arctic boughBOT
#
Rework Fossil Armor

Fossil armor does the same thing Desert Prowler armor does. Both are pre boss desert ranger armors. There’s no reason for both to exist at the same tier, especially when Desert Prowler’s flat damage makes it much better. Fossil should be reworked or retiered to give it a unique purpose.

Suggestion Author

@dire anchor

arctic boughBOT
#
**Make permanent mana upgrades obtainable through Permafrost**

As of the moment, Permafrost is a fairly uninteresting npc, with his sole purpose being that of being a vendor npc selling fairly obscure and unexciting weapons on a very limited range of points in progression. Unlike the Sea King, the Bandit and the Drunk Princess, Permafrost lacks any identity outside of being a vendor and gives the player little incentive to keep revisiting him across progression. On a wholly different note, there's the consumable permanent mana upgrades. These are, like almost every other powerup, most weapons, most significant armor sets and most accessories acquired through crafting, with the player never being told of that they can acquire these upgrades, and with their method of acquisition being a bit uninspired.

Considering how Permafrost is already thematically connected to magical things, making these permanent mana upgrades be unlocked via him in some way would both give Permafrost a unique, memorable and impactful mechanic as an npc and open up the way for much more unique and memorable methods of obtaining the permanent mana upgrades.

Suggestion Author

@glacial tide

arctic boughBOT
#
**Reworking Angling kits**

Angling kits now require keys rewarded relatively commonly by angler's fish quests to be opened. Sandy angling kits (Desert Scourge ones) have decreased chance to drop each item overall, while the Bleached angling kits (Aquatic Scourge ones) have a more decent increase.

As of right now, they're way too efficient ways to get the angler items because of how fast Desert Scourge becomes an easily killable boss as you progress, making the obtaining of these items basically free. With that, these will turn into alternative ways to have the same result (getting the items) but that come with a penalty instead of being objectively easier and better ways, with the penalty as being inneficient (but still working) ways to get the items until early-hardmode, and in which even then you'd still have to defeat a relatively tough boss again and again to get the items unless you want them for even later in the game (which would be a penalty for waiting the boss in question to be farmable). All of that would make fishing still be completely unneeded to the player's desire as to get these items, but rewarding to be done.

Suggestion Author

@brazen ridge

arctic boughBOT
#
**Smooth Crush Depth's Damage Increase**

Crush Depth deals 30 damage per second pre-Hardmode, and is weakened by enemies' defense stats. However it deals 90 dps once WoF is defeated, which is a massive 200% boost. This creates various issues, like the Abyssal Amulet, an item you can get pre-Boss, will let you destroy Desert Scourge in literally no time, while it has completely no effect on late-preHM enemies like Skeletron's Hands, due to their >12 defense.
Ironically, Skeletron's Hands are only weak to Water-type debuffs, and Crush Depth is the only water-type debuff that focuses on damage.

Make Crush Depth's damage increase smoothier, like letting it deal 20 dps pre-DS, 30 pre-Aerialite and 50 pre-WoF will improve the experience. Enemies' defense will still affect Crush Depth's DoT, so it won't really deal that much damage.

Suggestion Author

@still ridge

arctic boughBOT
#
**Remove/Rework Ball O' Fugu**

Ball O' Fugu is a prehardmode flail found in the abyss chests with a shadow key. Therefore it is post-skeletron. Very, very similarly, the vanilla item Sunfury is a flail found in shadow chests in the underworld. And the Blue Moon is a flail found in dungeon chests. We don't need three post skeletron flails.

I wouldn't say Ball O' Fugu is a direct upgrade or invalidates the other weapons, but they fill the same very specific niche of post Skeletron/pre Slime God flail weapons. I think the Ball O Fugu should be reworked into a different style of melee weapon, or removed.

Suggestion Author

@reef osprey

arctic boughBOT
#
**Remove Cores of Chaos/Eleum/Sunlight.**

As it stands now, the Cores of X are required to craft a number of weapons, tools, and the very important material Cores of Calamity.
However, only 4 of the items crafted with the trio require them to keep their place in progression; all of the others use a material on the same or higher tier.
those four items are: chaos/tranquility candle, frostcrush valari, and tears of heaven.

The cores provide a useless sink for ectoplasm at a period where it could be used for far more important materials; this is especially true considering that, except for the 4 previously mentioned:

8/14 recipes using cores of sunlight are post moonlord
all recipes using cores of eleum are post moonlord
1/12 recipes using cores of chaos are post moonlord (damnit hydrothermic ruining my stats)

I propose removing the three cores, and make their base essences craft into their items - for the exactly four items that actually need them, add in ectoplasm or a similar material to keep their progression.
For core of calamity - ectoplasm could be added to the recipe, to keep it as a post clone+plant material.

Suggestion Author

@wide mica

arctic boughBOT
#
**Rework the acquisition of terra weapons**

Most terra weapons are currently crafting with living shards, a material dropped by plantera whose (largely) only purpose is to craft said terra weapons. This makes said weapons feel largely like instant grabs instead of something you have to actively work for, like killing a Mothron for the terra blade. It also heavily overshadows the weapons you get from plantera/cal clone, a pretty hefty tier of weapons. Here are a couple different ideas to solve this problem.

-Simplest solution is to make the weapons upgraded at a cyborg. This doesn’t solve a lot of problems, but it at least justifies both cyborg's existence and devalues the already questionable living shards.
-Give a crafting material to each “post-plantera class area”. For this I refer to vanilla’s design in areas and how each class (kind of) gets their own area. For melee this would be aforementioned mothron for terra blade, pumpkin moon for summoners’, dungeon for mages, and a mix of dungeon and mushroom for rangers. Giving each of these areas an additional “quest” in some way to finish the terra weapons would make it a lot more enticing.
-Remove the damn weapons. They are a largely shallow husk (at the moment) of one of the most iconic terraria weapons, and the mod could do without them. This has massive ramifications though, and is likely the most problematic of the solutions.

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Fix Providence fireballs visibilty**

There isnt much to point out but
Her fireballs on the underworld really get mixed up w the background, to a point where seeing them is just pain, specially when u need to focus on other stuff like a big crystal above you etc.

Suggestion Author

@safe junco

arctic boughBOT
#
**Reduce the Volume When Both Adrenaline and Rage Are Activated At The Sametime (or at least Rage's activation sound)**

When activating them individually the volume is fine, however when activating them both together it is extremely loud (though it is more attributable to the fact that Rage is somewhat loud).

The reason this suggestion is posted is because it is impossible to reduce the volume of Adrenaline and Rage activation without also reducing the general "Sound" volume in the setting, which will reduce volume of almost all sounds in the game except Ambient and Music.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Lifeforce Potion Being Droppable By Various Hardmode Fishing Crates**

Lifeforce potion is one of the more essential potions in the game, but was never dropped by any fishing crates despite almost every other vanilla potions being droppable from crates.

Progression locked potion being dropped from crates have a precedent too, namely that Profaned Rage and Holy Wrath potions are dropped from Hallowed/Divine crates post Providence's defeat; and is also the case of gravity normalizer and astral injection post-Astrum Aureus from Astral crates.

While Drunk Princess sells lifeforce directly, not all players (especially new players) is aware of it due to the specific requirement of having to craft Fabsol's Vodka.

Thus, for the sake of consistency (and to make fishing crates more rewarding) Lifeforce Potion should be dropped from Hardmode crates.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rename Elderberry (calamity) to Elderflower.**

Having two items named "elderberry" isn't very elegant. (I wouldn't call it confusing, since it's unlikely that the player would run into vanilla elderberry in the first place.) Elderflower would be a unique name, close enough to the original for continuity, and would taste way better. I'd suggest replacing blueberries in the recipe with sky blue flower, and replacing the sky blue flower in the dragonfruit recipe with prickly pear.

Suggestion Author

@plain wyvern

arctic boughBOT
#
Make Bloody Tear spawn item appear in chests/Brimstone Crags/use resources to craft that not BM related

So I noticed in my last two playthroughs that I got my first Blood Moon only after DoG. Imagine, I could only make Money Trough almost in end game
I'm not sure if this is mods problem or Terraria itself, but due to importance of Blood Orbs in crafting, I suggest that you can find summon item in chests, perhaps deep underground

Suggestion Author

@austere hemlock

arctic boughBOT
#
**Rework Eidolon Staff**

As it stands, this post-Polterghast mage weapon is primarily used for Devourer of Gods. It's function of spawning more lingering projectiles on each hit makes it more suitable for the worm boss that is DoG, even if his body segments take little damage. However, that is where the problem arises: It is EXTREMELY laggy due to it summoning more lingering projectiles per segment hit, and the projectiles take a long time to dissipate if he doesn't move out of the way. The only thing that would make it worth to use is making it have an extraordinarily high damage output, but that's not realistic, or a good idea.

So, yeah. In it's current state, it's just a super laggy weapon, and when its not producing lag (i.e.: when its hitting a single target, like Old Duke or Yharon), it is below average. Reworking it to still have on-tier dps WITHOUT the huge lag potential is a good idea.

Suggestion Author

@winged laurel

arctic boughBOT
#
**Make all Cryogen, Permafrost and Cryonic Bar related items (and other HM items with frostburn) inflict Frostbite instead**

Frostburn, as one of the debuffs inflict by the items mentioned above, deals 8 dmg per second, which is obviously nothing as soon as you reach HM but these items still need to have it, to match their ice theme.

However we now have Frostbite that deals 25 per second, and better fits the stage of these items.

In addition, vanilla HM ice weapons will deal Frostbite too once tml port completes, so giving calamity's ice weapons Frostbite will also keep up consistency.

P.S. Frostbite already exists as a vanilla debuff from Frost Armor since 1.4.1 so I assume there won't be much problem in coding.

Suggestion Author

@still ridge

arctic boughBOT
#
**Adding a furniture item similar to Crystal Ball/Sharpening Station/Ammo Box/Bewitching Table, for Rogue class**

Ideally it would provide the following buffs: Increased Stealth Strike damage, faster Stealth generation, increased chance to not consume rogue items. Doesn't necessarily have to provide all 3, but maybe a mix of them would be nice.

My reasons for this is simple, Rogue class is not very strong as is, and every other class has an equivalent station.

Suggestion Author

@willow pendant

arctic boughBOT
#
**Rework Brimstone Flask**

Ever since the removal of Abyssal Flames, Flask of Brimstone has been inflicting Brimstone Flames, which is 20 damage per second. However, as a post-Calamitas item, it is surpassed by Flask of Cursed Flames which can be obtained as soon as you enter HM and deals 24 damage per second.

Flask of Brimstone doesn't even have advantages in the case of enemy immunity. Only Skeletron and Prime are immune to Cursed Flames while not immune to Brimstone Flames.

In the older versions this wasn't a problem because FoB wasn't actually considered a flask at that time, and will stack with FoCF. However it became a type of flask after 2.0.1.002, making them not stackable. Players now almost never choose FoB over FoCF due to the funny 24>20 fact.

Rework Flask of Brimstone, give it some purposes other than simply inflicting Brimstone Flames, to gain it more usability.

Suggestion Author

@still ridge

arctic boughBOT
#
**Add a block that appears identical to the blocks produced by the Wulfrum Scaffolding Kit**

the wulfum scaffolding kit produces some cool looking blocks that i would like to build with, however the temporary nature of them makes this impossible.
adding a block (wulfrum pipes perhaps?) that looks identical would fix that.

i am aware f the rusty pipes existance, although it has a much less smooth appearance and is.. well.. rusty.

Suggestion Author

@plain thorn

arctic boughBOT
#
**Make Ammo Reservation Effect of Ammo Box Stronger**

These effect are just currently not worthwhile whatsoever. For Ammo Box, you have to get it through Travelling Merchant through pure RNG or alternatively only get it from Arms Dealer after entering Hardmode. Both of which are already way past the best time for such effect to offer quality of life for rarer ammo like Jester Arrow.

In short, by the time you get to use these effect, they are just straight up useless and a waste of buff slots, especially that super fast firing weapon like Megashark already have ammo reservation effect on the weapon itself.

These effect should simply be buffed sufficiently so that at the very least they are worth using. Even a 40-50% can be debatable on whether it is worth it but at least it will no longer be useless.

(While the suggestion specified Ammo Box; Ammo Reservation potion is at a similar spot but at least you can acquire it easily through purchasing from Arms Dealer)

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make the last line of the Ark of the Ancients' tooltip a different color**

Each of the weapons of the ark line progressively get more complicated as it goes on. The AotA's upgrade is the "big rip" attack, however its very easy to miss as the line which details the attack is the same color as the rest of it. Changing it to be a different color will help with readability and confusion. In fact, The Ark of the Elements already does this, so its possible this is just a small oversight.

Suggestion Author

@hushed star

arctic boughBOT
#
**Change Elemental Quiver's Tooltip to Fit How It Actually Behaves**

Currently Elemental Quiver's tooltip is written as in the picture. Considering it is an upgrade to the Magic Quiver, it would be very easy to assume that the second line mentioning a 20% chance to to consume arrows is simply a carry over line, and that the item simply gives a 20% chance to not consume any type of ammo. This is not how it behaves, however, as it actually gives an additional 20% chance not to consume arrows according to the code, making it give a 36% chance not to consume arrow.

All I'm suggesting is to change the tooltip to say "Grants an additional 20% chance to not consume arrows" so it's clearer how the accessory actually functions.

Suggestion Author

@olive shale

arctic boughBOT
#
**An appropriate icon for Daybroken.**

Daybroken, as a vanilla debuff, has no icon of its own, and uses Stardust dragon's instead, bcuz it can never be inflicted to players, thus nullifying the purpose to have one.

In Calamity however, as debuffs are now displayed above enemies as a feature, it would be obviously better for Daybroken to have its own icon, as having a 'Stardust Dragon' looking debuff floating above Bosses is so much strange and confusing. On the other hand, Nightwither, quite the opposite of Daybroken, has its own icon. An icon for Daybroken will also improve consistency.

Besides vanilla Solar Fragment weapons, at least 12 weapons from Calamity inflict Daybroken too according to wiki page, so eliminating this confusion would be great for a bunch of things.

Suggestion Author

@still ridge

arctic boughBOT
#
**Increase the height of the Sulphiric Sea biome**

Now, I know this suggestion sounds a bit weird - but hear me out here.

It may just be a problem with be, but I consistently run into the problem of flying above a specific biome, and causing a boss to enrage (for example, Providence, Yharon, Old Duke) and it gets very annoying to have to play a balancing act every time I fight them. For The Old Duke specifically, which I find to be a very difficult fight already, this is especially a problem.

However, raising the height of the Sulphiric Sea would be a quick fix to this problem. While I dont quite know how the code works, I do know that the Sulphur Sea and Abyss are determined by location, I imagine it'd be pretty easy to fix.

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Make Mini Boss Relics less rare**

Im probably not alone in saying that the calamity mod relics are really cool, I love collecting them and creating a trophy room or decorating my arenas with them. However, some of the relics, mainly those dropped by mini bosses can be quite annoying to get. With only a 25% chance of finding them, and many of the mini bosses not exactly being the most common thing to find (cragmaw mire, mauler and giant clam), getting a full set of relics can be extremely tedious, having to refight events over and over to get some of them. I would make all relics have a 100% chance to drop, if the boss or mini boss can drop a relic.

Suggestion Author

@cursive whale

arctic boughBOT
#
***__Meld furniture__***:

Since meld is basically the lunar fragment for the lunar version of items for rogue, could it's material in a vanilla recipe style similar to the other fragments be used to create furniture vaguely similar (in concept) to lunar furniture and such?

I think it would be great for builders who want a base for their teammates to represent which class they are focusing on in a pure class walk through and would be consistent alongside other lunar event fragment drops and uses.

And, I think it would give more use than just weapon making like how some other weapon/equipment-only exclusive material has evolved over time to also be used for furniture. Meld could be used to make some cool eldritch furniture that open up for unique build ideas.

Suggestion Author

@lilac flame

arctic boughBOT
#
***Have SCal's Soul Seekers glow red before they fire***

During SCal's Soul Seekers phase, it can be incredibly chaotic and easy to lose track of the Seeker's firing rhythm, causing them to catch you in a really bad place where you aren't prepared. I propose that they glow red (the same red everything else is) for a brief time before they fire, similar to Ares' arms. This would give the player ample warning to start moving vertically before they fire and to help the player prepare to avoid unavoidable situations, plus I feel it could add to the overall aesthetic of the fight.

Suggestion Author

@sly socket

arctic boughBOT
#
**change Astral Arcanums conditional defense buff**

while having a serious debuff, taking another hit might be a death sentence anyway. If that hit could be taken, it has to happen in the debuffs X second timespan.

The bonus is super conditional and serves no purpose.
Change it to sth else. Might be flat defense, might be another thing, or even the removal of AA as an acc since it underperforms really well.

Suggestion Author

@earnest helm

arctic boughBOT
#
**Slight Everglade Spray visual remake**

As of right now, the Everglade Spray has a quite underwhelming and uninteresting projectile visual which looks like a downgrade to the Golden Shower and neither like an ichor spray, cursed flame spray nor a mix of both, and just isn't quite too visually pleasant in general.
The weapon's projectiles should actually look like an upgrade to the Golden Shower which is a mix to cursed flames while also being a lot more interesting visually so that it fits what it does, and, you know, is actually cool and fun to use.
Something like a flamey Golden Shower with more vibrant Ichor-ish and Cursed Flames-ish colors (either by two which both appear or by a single color) while also fitting Perennial's theme or anything that fulfills the factors stated above would probably be able to suffice that very well.
Repost for adding the embed image to help people get context. Sorry if reposting disturbs anything

Suggestion Author

@brazen ridge

arctic boughBOT
#
**Make the Marnite Deconstructor/Obliterator have the same pickaxe & hammer power as actual gold tools**

I think this is self explanatory. You need gold to make them, yet they're slightly below gold in quality. This is a shame, since I really like Marnite, and I spent a while finding Marble and Granite.

Simply put, make the Marnite Obliterator and Deconstructor as good as gold tools

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Make Merchant/Demolitionist Sells The Rest of The Parts of Mining Armor At Certain Point**

With the Calamity buff to the armor set, it become an actual utility armor that can significantly aid the player in early resource gathering.

However, the problem with the armor is that its part are obtained from Undead Miner which only have a low chance to drop the parts, and may drop duplicated parts that you already have.

Thus, unless you specifically searching for it or are very lucky, by the time you get the entire set you migt already have better armor (like gold or platinum armor) just from mining during exploration.

While technically usable on Hardmode Ores too, it is generally not needed due to abundant amount of ores generated with the Calamity Hardmode ore rework system, and your pickspeed get so fast that the cooldown become an actual handicap.

Thus, I think the main way to increase its effectiveness will be making it available easier without relying on RNG, such as making NPCs sell the parts pass certain point of progression (eg: defeating Eye of Cthulhu which can happen as soon as you have 200 max HP from natural spawn); as Merchant already sell the mining helmet.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework the Wood Armors into Utility Sets**

Wood Armors currently are nothing more than glorified vanity sets. With defense values similar to utility sets like Angler and Mining armor, I think this would be a great opportunity to create Farming utility sets.

Some examples of effects the new Wood Armor set bonuses could have are stats like;
-automatically replanting trees
-automatically placing grass seeds when breaking dirt
-bonus herb returns from breaking their specific biome's herb or being able to harvest them 'out of season' (ex; Waterleaf when it isn't raining, Deathweed outside of a Full/Blood Moon)
-etc.

Farming is one of the most tedious things to do in Terraria currently, with only the Staff of Regrowth existing as a tool to assist in it, while Fishing and Mining have swathes of accessories, potions, and armors. Any of these effects would help vastly with this, while also giving Wood armors an actual purpose. You could also give Pearlwood all of these effects on one set, which would also give it a purpose, and be in line with idea of Hardmode rewarding the player with more compact utility tools.

Suggestion Author

@olive shale

arctic boughBOT
#
**Galaxia, to encourage more versatile ultilizing in combat, gives special boosts to the attunements when cycling through them**

Galaxia, which can be considered the final upgrade of Biome Blade series ( AotC merges its effects but lacks the ability to 'attune' ), has 4 distinct attunements for players to choose. However, despite how cool it appears, Galaxia is actually against the concept of 'Ultilizing the power of different biomes', because if you want to use right-click, you will have to interrupt your current attack ( and wait until it returns if you are using Aries'Wrath ) , resulting in significant damage loss, so players almost always stick to one single strong attunement throughout combat, making the whole attunement system of Galaxia more or less awkward.

The solution is, when cycling through the attunements, give boost to the next one. It does not need to be a flat increase in damage stats but can be just a improve in controllability, like letting these attunements reach maximum charge way faster for one use after being switched to; or even making the next attunement inherit some effects of the previous one for a couple of seconds, similar to how True Biome Blade's passive attune behaves.

Things like this will massively increase the usability of all attunements without making a single one become too powerful, while also encouraging more versatile use of right-click ability, truly fitting the weapon's theme of 'the power of the constellations'.

Suggestion Author

@still ridge

arctic boughBOT
#
Make Flower Boots and their upgrades give a significant growth rate boost to herbs when you walk on them

Flower Boots... well they are a joke to say the least. They are among the most useless accessories in the vanilla game after 1.4 nuked their critter spawning exploit. So why not give them a fitting use to reduce the tedium of a task that has only one item to mitigate it? Herbs are a vital part of the game, especially on Death Mode, due to buff potions. However nothing as of yet increases their painfully slow growth rate. So as not to encourage repeatedly running over them for an hour, which would be extremely tedious, I suggest this be in the form of a 30 minute buff to any plants you walk over, with the exact multiplier of course determined by the Dev team.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Add compatibility with the Dash Keybind mod or a new dash keybind**

Terraria dashes in general are very clunky and buggy at times, ignoring your inputs, misinterpreting your inputs, and creating false inputs. This can lead to a lot of unintended hits on bosses that require precision, especially ones with a lot of bullet hell or that encourage rams (and rams sometimes not working doesn’t help either.) The double-tap function also gets really hard on the hands and can be a major detriment to those with joint or muscular conditions.
Giving Calamity dashes some kind of keybind compatibility would ease a lot of the pain caused by, well, Terraria being the way it is.

Suggestion Author

@woven knot

arctic boughBOT
#
**Add more building options with existing materials that correlate with base game furniture and wall options, as well as add more options for building.**

There's quite a lot of building options in Terraria: Calamity Mod, however there's a few things missing and I personally believe the lack of these items should be mitigated. I was inspired to make this suggestion when I was building a Pre-Hardmode housing option for the Sulphuric Sea, and realized that Acidwood has no fence wall variant, unlike every other vanilla wood (including Pearlwood)! Astral monolith to me hasn't felt like a wood and more like bark. I would like there to be a plank variant of the block, and that should also have a fence wall variant (if that wasn't obvious). Other things like Polished Profaned Crystal Blocks (just an idea of mine) could also be added (Other blocks like brick variants of blocks and slab versions of blocks may be included). I'm leaving this open-ended for players to suggest addons to this. The reason I'm requesting this is because building is a small but still prevalent culture in Terraria, and to keep consistent with that, building options should be a wide range of options. I know the options we have now are a variety of building blocks that are all unique, but I don't think a builder's update would hurt too bad, and it would very much help out the builders in this community. I am not asking for resprites of any existing blocks, however I am suggestion additions alongside the current blocks and walls we have. Again, the consistency is convenient for us builders but I also understand if this suggestion is turned down, as this isn't a balance or feature suggestion. It is simply a builder's request.

edit: I have overlooked spooky wood and i apologize to all summoners because spooky wood has no fence wall.

Suggestion Author

@fluid heart

arctic boughBOT
#
**Make the NPC Exclamation Mark/Update Indicator give a faint, orange glow.**

I think that having this would be a nice detail, so that the environment would interact with the glowing exclamation point. It bugs me, seeing NPCs in a dark area with the bright, flashing exclamation mark over them that has no lighting effect whatsoever. I think a faint, soft orange glow would go well with it.

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Make Gelatin Crystals Consumable and Turn Calamity's Recipe for Them Into A Non-Consumable Version**

The Gelatin Crystal for Queen Slime is a very unique method of obtaining a Boss Spawner, similarly to how Duke uses Truffle Worms, the player must go to the Underground Hallow and look around for rare Gelatin Crystals which mimic Crystal Shards.

It's a very unique way to obtain a summon item, but they were clearly made with being consumed in mind. They're surprisingly common. Calamity makes them non-consumable, so frequently when mining in the Hallow, these can end up cluttering your inventory, and are basically useless after the first one you find. On top of this, Calamity adds a recipe for it, which removes even more of the uniqueness of this item. It doesn't even help much if you have a poorly generated Hallow since it requires a lot of Hallowed Underground materials.

I think making the main Crystal consumable again, and turning the recipe into a craft for a Non-Consumable version, possibly made after beating the boss, similarly to the Evil 2 Bosses, Astrum Deus, or SCal, (though just making the recipe a bit more complex would be fine for a pre-Fight summon too) would help maintain the uniqueness of this boss's summon method, and help reduce the clutter while mining in the Hallow.

Furthermore, it could help limit easy Soul of Light grinding to require at least a bit of effort, as currently, if you can defeat her, after you get a single spawner, you basically have an unlimited amount. Putting the Non-Consumable spawner behind the Hardmode Anvil could make gathering these Souls at least a bit more challenging since you'd need to collect more Gelatin Crystals.

Suggestion Author

@olive shale

arctic boughBOT
#
**Improve the Set Bonus of Set Wings or Make Them Give Unique Set Dependent Effect So That They Are Actual Competition to Stand-alone Wings)**

To put it simply many set wings (aka: wings that match a certain armor set) have bad stats or set bonus to balance them out so that they are not overpowered when paired with the armor.

On the other hand, Stand-alone wings are buffed to give better stats due to them not being part of an armor set, therefore not offering set bonus.

However, as these 2 approaches are implemented at the same time, this creates a weird situation where many Stand-alone wings become straight up better than Set Wings in every single ways.

For example: Frozen Wing give 2% damage and 1% crit (if wearing Frost Armor); which is much worse than just Bat Wing which not only give 7% damage and 3% crit at night and have no armor condition, but the wing speed/stats itself is also better;
Another example is Hoverboard vs Tattered Fairy Wings; which Hoverboard not only is locked into a single subclass of weapon but also provide less useful bonus in every way.

In short, set wings bonus should be buffed as they are specific armor restricted OR to make them have effect that are more synergistic towards their respective armor set.

For example, Frozen Wing can amplify the damage of frostbite debuff applied by Frost Armor which directly synergize with its armor set. Otherwise, you can also go crazy with unique effect for example have Hoverboard make it so your Shroomite subclass bonus apply to all ranger weapon instead and give bonus damage temporary when subclass switching.

For now, these set wings just feels really underutilized and their effect are often underwhelming, and they have much potential to be improved massively.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add a telegraph for Astrum Aureus's teleports**

I have experienced an unreasonable amount of telefragging with Aureus, as the boss seems to randomly teleport right onto the player in the middle of the fight. The simplest way to fix this is probably a particle telegraph like Cryogen has to show where Aureus will teleport to.

Suggestion Author

@daring walrus

arctic boughBOT
#
**Change Cryogen and AS's order in Boss list.**

Particularly after Calamity's Early HM progression rework, it no longer really makes sense for Cryo to be pre-Mechs: Weapon drops on its own are definitely strong overall, while Cryonic bars require at least adamanite forge to make, that is obtained post 2 mechs, so defeating Cryo premech unlocks smth you can't obtain at that moment; Meanwhile, AS can be challenged as early as in pre-HM, which is technically impossible for Cryo and Brimstone Elemental, and T2 Acid Rain gears require only normal anvil -- it does not actually need you to do 1 mech prior to AS. Even in the case of kill time, AS is 2 minutes, shorter than any of mech boss, while there are a bunch of weapons that excel in eliminating worm bosses.

To make it short: imo many of AS's mechanics make it fit pre-mech more than Cryogen, so a shift in progression order might be handy. If necessary, the Bosses' damage&health can also get tweaked.

Suggestion Author

@still ridge

arctic boughBOT
#
**Move Celestial Shell To A Later Point In Progression**

This accessory is understandably overpowered as it is near the end of the vanilla progression (after Golem, you only have Lunatic Cultist and Moon Lord himself).

However, in Calamity with the consideration of the entire post-Moon Lord progression, this item is beyond overpowered.

With the exception of True Melee weapon (do note that melee speed also works on many projectile melee weapon), Celestial Shell is straight up equivalent to power to Elemental Gauntlet, the final melee class accessory. (Deadshoot Brooch is also here just for comparison of what a class accessory is like for other classes)

Celestial Stone is already post-Golem so it can be leave as it is (basically function as the substitute to Celestial Shell), but Celestial Shell itself have to be moved to a later progression due to how overpowered it is.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make the Eldritch Tome use whip arcs instead**

Instead of using the hex doll tendrils that just extend outward in random directions, using whips and their damaging arc would likely look better due to being able to sprite individual segments as flesh tendrils not just particles and have a more consistent area of effect due to whip arcs being more consistent than the random spread of Hex dolls for the weapon.

Maybe you could make it so the tendrils sometimes arc upwards or downwards to look a bit more visually interesting adding some minimal variation to the whips' movement.

by "using whips" I mean simply using whips to deal the weapon's magic damage not actually making it a summon weapon, it's a repurpose of the whip system as just a damage dealing arc.

Suggestion Author

@outer stream

arctic boughBOT
#
**buff nucleogenesis & Star tainted generator minions slots**

Since statis curse minions slots was buffed to 3 & it uses 3 +1 minion lots in it’s recipe, why does Star tainted generator (Which also use 3 +1 minion slots) only give 2 slots, same with nucleogenesis as the ultimate summoner accesory. While all the other ultimate accessories combine the effects of most, if not all, of their componenets, Nucleogensis should give 6 minions slots as statis curse’s 3 + Star tainted’s 3 supposed slots should make 6 slots
PLEASE I CANNOT STAND THIS ERROR

Suggestion Author

@flat basin

arctic boughBOT
#
**Give high-damaging rate but low-damage weapons armor penetration on their own**

Sure, Armor pen on accessories like Shark Tooth Necklace tree is a HELL to balance because it affects every single attack, making it technically impossible to care for high and low damaging rate weapons at the same time.
So, how about adjusting(lower) those high-rate weapons' base stats, then give them some exclusive decent armor pen from the very start? This will make all weapons a whole level easier to balance, because enemies with high defense will no longer make HUGE differences like reducing fast weapons' damage to 1/2s, as well as making these low damage weapons no longer desperately need STN/RTN to work at all.

This already has examples in vanilla game: Dark harvest's energy, Blade staff, Grass Blade 1.4.4 projectile, etc. and they all deal extremely good amount of damage, so I assume it would be cool if some Calamity weapons have this mechanic: it doesn't need to be as broken like how vanilla Dark harvest is, but at least it makes many weapons no longer desperately needs Ichor/STN/RTN to work.

Suggestion Author

@still ridge

arctic boughBOT
#
**Refine the Non-Offensive Aspect of Adrenaline**

Currently the only non-offensive aspect of Adrenaline is it give Damage Reduction for 1 hit if you get hit after the bar is filled, which is barely a compensation for the damage potential you loss by losing Adrenaline.

Besides, I feel the current Adrenaline bonus is too extreme, where it melts early bosses that are already very easy to not get hit (like pre-Hardmode bosses) while for end game bosses (like post-Moon Lord bosses) the damage boost while is super nice, often will not allow you to secure the fight if you are already in a desperate position.

Thus, I feel to solve both problem, we ought to break tradition and make Adrenaline on top of damage, ALSO give non-offensive buffs that are relevant.

One idea I have is to make Adrenaline being themed more around as a "comeback mechanic" instead of a purely win-more mechanic, where you get rewarded by dodging exceptionally well in desperately situation (aka real life Adrenaline surge) and Adrenaline become the tool that allow you to comeback into the fight. (on non-life regen build it is totally reasonable for you to be low hp and flawlessed the boss for 30 seconds at the same time).

Some example of such buffs are:
Increased Damage Reduction during Adrenaline;
Reduced defense damage taken during Adrenaline;
HP recovery/healing based on missing HP; and so on, basically stats that allows the player to stay in the fight and recover

On the other hand, to ensure its purpose as a "flawless and mastery" mechanic to be kept, it provide even more extra damage if you obtain Adrenaline at full/close to full HP like usual since you don't need the recovery.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Hide Giant Clam's health bar when not aggressive**

Unlike other initially non-aggressive bosses such as Aquatic Scourge, Giant Clam's health bar appears whenever it exists in the world. This is rather distracting when exploring the Sunken Sea, and I think it'd be better if the health bar didn't show up until the Clam is aggro'd. The map mark can remain as a way to indicate the Clam's existence.

Suggestion Author

@proven bolt

arctic boughBOT
#
**Give Astrum Deus immunity to the Plague Debuff **

Simply for reasons of performance as we have found that it is that debuff that absolutely destroys performance during that bossfight in MP games

Suggestion Author

@robust basalt

arctic boughBOT
#
**Make the start of the schematics and codebreaker questline more intuitive**

It's currently all too easy for the player to miss the sunken sea lab when killing giant clam for the first time, or not knowing what to do with the planetoid schematic after getting it before the sunken sea schematic. One Idea I have to fix this is:
-When Desert Scourge is defeated, give the player some hint that the sunken sea lab exists and that the player should find it. This would help the player get the first piece of the codebreaker questline.

  • In the tooltip of the Sunken Sea Schematic, it could mention that the player should probably place down some Power cell factories, which could help with the problem of players not starting to generate any cells until right before Exo mechs, then having to afk for hours to get enough.
  • Each schematic would also unlock the recipe for the seeker to find the next lab (so sunken sea schematic would unlock planetoid seeker, planetoid schematic would unlock jungle seeker, etc) so the player can easily see where to go next, and how they can find the way there.
    just by making a few simple changes, it could be a lot easier for players to go through the schematics throughout their playthrough, or at least help avoid forcing the player to afk for hours because they only bothered with the codebreaker stuff at the end.
Suggestion Author

@wide fog

arctic boughBOT
#
**Introduce More (Different) Variant Of Healing/Recovery Potions For Needs Of Build Variety**

Generally the player recover their HP through either life regen effect like say Regeneration potion; life steal effect such as Vampire Knife; and then of course healing potions. While life regen and life steal effect are common and varies, healing potion always stays the same with no deviation or variety.

The reason I think different variant should be added is because there are many situations where different kind of Healing Potion will benefit said scenerio much more.

i) On a heavily defensive build, you take way less damage per hit and using healing potion early means overhealing; while using them late means they don't enter cooldown
ii) On an offensive focus build, damage prevention is way more important than recovery, as if you are getting 2 shotted healing potion will not be enough to heal you above the "1 shot" threshold

There are already some unique healing potion, like Bloodfin, Restoration Potion or in 1.4.4 vanilla's case the Strange Brew (which gives random amount of iframe on use); thus I feel Calamity can explore on the idea more:

Example idea of different variant of healing potions:

  • Heals more but recover its healing over time instead; fit for defensive build so they don't overheal while can still benefit from it fully, even effect like reduced debuff damage taken during the duration also fits
  • Gives large amount of (temporary) HP for short duration that functions as "damage shield" instead of healing; ideal for offensive build since they take more damage than normal builds
  • Or even idea like delay partial damage taken for a duration to be taken over time non-lethally later which can be situationally super useful

Overall I feel the concept of Healing Potion can be explored much more and made a lot more interesting than just heal your HP by fix amount.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove or Rework Ambrosial Ampoule and Radiant Ooze**

Radiant Ooze is effectively just a worse Life Jelly that's only obtainable post-Slime God, and Ambrosial Ampoule is just Shine, Endurance, and Regeneration Potion slapped together into an accessory but is arguably worse than all of them. Furthermore, the immunities Ampoule provides mostly overlap with Ankh Shield, or are simply useless at the stage you get them at, since no bosses or even predominate enemies inflict them, and considering it's almost the same tier as Asgard's Valor which has all the immunities of Ankh AND a dash, the accessory just feels like a joke.

Suggestion Author

@olive shale

arctic boughBOT
#
**Sea Prism Wall**

surprised this doesn't exist already
i guess it would be a good idea to add both for building and making the sea prism geodes in the sunky sea look better

Suggestion Author

@simple pilot

arctic boughBOT
#
**Give the shattered community a unique rage bar sprite**

In the recent update, Draedon's Heart's Nanomachines meter got a unique sprite to replace adrenaline's. The Shattered Community has been stated to be a parallel to Draedon's Heart, both being the ultimate rage and adrenaline upgrades respectively. To follow suit with it Shattered Community should also get a unique sprite.

If we were to go a step beyond this, this could even be a bit functional in its purpose. The Shattered Community's level mechanic could even be visually shown on the bar, perhaps like traditional EXP meters in RPG's? Regardless, it would be way more interesting to see than just the normal old rage bar.

Suggestion Author

@hushed star

arctic boughBOT
#
**Change the Flying Dutchman's Drops to Behave like Every Other Boss/Mini-Boss**

Every other Boss and Miniboss in the game has a guaranteed chance to drop one of any of their items upon defeat. The Flying Dutchman does not, instead having a low chance to drop all of them upon death, including NONE at all (the usual result due to their absurdly low drop rates).

This change would fix the obnoxious issue of grinding for Pirate Invasion drops (which are so obnoxious to the point most people don't bother with the event at all) while still keeping it reasonable, and would put it in line with the rest of the game. The fact the Dutchman was singled out in such a strange way never made much sense anyway.

Suggestion Author

@olive shale

arctic boughBOT
#
**Give the Elemental and Cosmic Shiv the same unique melee animation as the Starlight**

The Starlight is a unique melee weapon dropped from the Empress of Light. This weapon is very powerful for the time you acquire it but loses its unique ability when upgraded to the Elemental Shiv. I think they would appreciate the buff of being able to rapidly slash like a rapier. For colors, the Elemental Shiv would use the elemental colors in its slashes and the Cosmic Shiv would use cosmilite colors.

For their projectiles, they can be balanced by making them only shoot once per half second as those projectiles at starlight level speeds would probably be unbalanced as well as cause performance issues.

Note: I am aware that the Cosmic Shiv is a donor item but Yatagarasu, the donor, said they were open for the Cosmic Shiv to receive changes (see attached image)

Suggestion Author

@oak field

arctic boughBOT
#
A Hell Pylon?

It's technically a biome and It can be useful to have a neutral Biome house.

But the problem is that the Underworld shares a Pylon with the Cavers

Suggestion Author

@wispy bane

arctic boughBOT
#
---Increase the Flurrystorm Cannon's sell price---

It sells for less than the snowball cannon, a weapon in its recipe!

Suggestion Author

@vivid juniper

arctic boughBOT
#
**Standartize random runes on ashen slab**

This particular block has a unique feature of sometimes forming a random rune during placement
Unfortunately, these runes tend to shift/appear or disappear each time you re-enter your world
I had this idea of lightning runed block up with illuminant paint, but since they're different each time, it is
impossible
Attached is the comparison of blocks placed in the same area during 3 different logins
I understand it's a very minor and niche thing to ask, but would be awesome if you consider it

Suggestion Author

@lone frost

arctic boughBOT
#
Make it so that the "Be sure to check out the Official Calamity Mod Wiki at calamitymod.wiki.gg" message appears in multiplayer too

lots of people play this mod multiplayer and lots of them end up going to fandom.

Suggestion Author

@arctic hamlet

arctic boughBOT
#
**Add a screen-shaking effect when the astral meteor lands after killing the Wall of Flesh**

I got this idea while on the train I'm riding now, but basically, moonburn added in a sound effect for the astral meteor landing on the surface once the player kills the Wall of Flesh.

Why not a subtle-to-moderate screen shake as well via parallax use, or whatever you call it? It's simple, takes very little code, and it's frickin awesome.

(You'd wanna time it for when the meteor actually hits the surface in the sound effect's duration, obviously.)

Suggestion Author

@woven dust

arctic boughBOT
#
**Make the Virid Vanguard summons teleport to the player if a certain distance is between the two**

I've noticed that whenever I have a target dummy placed, the Virid Vanguard goes after it but as soon as I teleport away they stay there. This is problematic as it disallows for good protection and damage as long as the swords are stuck attacking the dummy.

Suggestion Author

@coral night

arctic boughBOT
#
_Change the Seafood (Acuatic Scourge Summon Item) Recipe to use the Cooking Pot/Cauldron_

Because Its food, and Its logical to use the apropiate station for food on the recipe.

And the Seafood can be crafted In Pre-Hardmode

Suggestion Author

@wispy bane

arctic boughBOT
#
**A Reassessment of late game rogue weapons**

From about DoG onwards, possibly before (around polterghast/old duke) it becomes, by every measurable metric, objectively worse to stealth strike as opposed to spamming rogue weapons. The Executioner's blade drop from DoG exemplifies this issue. Even the sealed singularity does better against DoG when spammed.

I love the rogue class, and up until post-Providence I feel its incredibly balanced, but then stealth becomes borderline useless. I have found this to be the case even if I use an additional mod to remove the penalty applied to stealth generation while moving (my attempt to make late-game stealth feel worth it in my latest death mode run).

I love the end game rogue weapons though. My suggestion would be a pass of all post-providence rogue weapons and number tweaks to non-stealth strikes; maybe lower the base damage but massively increase the stealth damage scaling they receive, so their DPS remains comparable while encouraging stealth use.

Suggestion Author

@obtuse cloak

arctic boughBOT
#
**Remove the boss rush configs**

The curses being tied to configs contribute to them not being used at all by the player and bloating the event with 3 ''difficulties'', while also not fitting the mod config-wise, as most configs change graphical, UI, general gameplay, base stat or Expert/Master elements.

Suggestion Author

@round mist

arctic boughBOT
#
**Make the cooldown icons movable**

I and possibly other people find it very hard/even impossible to see the cooldown rack when having lots of buffs, as the icons go under the buffs.
A simple solution would be to add a config option to adjust the position, and/or making the rack be layered over buffs.

(See attached for example of the problem)

Suggestion Author

@spiral fog

arctic boughBOT
#
**Make Astrum Aureus Slowly Damages Itself Throughout The Fight (in all modes) To Counter Its Ridiculous Defenses**

In Revengeance Mode, Aureus currently has nearly 120k HP, 40 defense and 50% damage reduction which makes it one of the most ridiculously tanky boss in the game.

This is for accounting Aurues' large hitbox as without such defense it will melts, but it end up just invalidating many weapon against it. Except for weapon that inflicts extremely strong debuffs, Lunic Eye, or have exceptional single target damage (or Adrenaline), most weapon failed to kill it within a reasonable time.

However, I noticed that Aureus have a self damage mechanic in Death Mode only to account for its tankiness, which I think should be applied to all modes instead and potentially can be expanded upon other attacks too after some adjustment.

I feel a self damage mechanic is ideal for Aureus considering the defense is there to prevent melt (thus lowering it will be senseless), while a self damage mechanic not only account for debuffs (less fight time = less debuff damage dealt over the fight) and still effectively reduce fight time.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework or Remove Armored Digger**

(Picture is there since I think many people dont even know what Armored Digger is)

As a miniboss, this one is by far the least consequential.

It has no unique drop (demonic bone ash, mysterious circuitry and dubious plating), has nearly no unique AI (Destroyer like AI for a post-Plantera miniboss) and is just an annoyance for fighting a ramming worm "boss" in the limited space of underground caves.

At the very least it should have some form of unique drops to make it worth fighting and maybe some tweak to make the fight more interesting as currently there is no reason to fight it.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework Everglade Spray's debuffing**

Make Everglade Spray inflict a debuff which is better then Ichor and Betsy's curse through DPS increase (by that I mean a debuff that isn't better by healing or increasing speed for example, but by making it have a better defense decrease and/or DR reduction), however NPCs will get the buff if they are hit by an enemy with the debuff.
Considering how the Golden Shower is a quite remarkable mage weapon, the idea of a more direct successor to it is a quite interesting one. However, as of right now that just isn't executed too correctly since Everglade Spray has barely any difference on use then the Golden Shower. Making the weapon be stronger, but with a risk reward system so that causing the debuff is something gotten by some sort of reward would be an interesting way to make a successor of the Golden Shower while also not being a straight objective upgrade.

Suggestion Author

@brazen ridge

arctic boughBOT
#
**Remove Living Shards**

This material is a largely lazy way of justifying weird terra weapons such as terra flameburster (a weapon whose entire existence is right between two vanilla flamethrowers), and it also lessens the impact of the weapons you get directly from plantera since you can usually craft Calamity's terra weapons without any extra effort needed (such as killing mothron for broken hero swords). There is the problem of life fruit recipe, but that can be solved by using a post-plantera crafting station like the Autohammer. Removing Living Shards would force each terra weapon to actually try and justify it's own existence, help diversify the acquisition of said weapons, and remove a superfluous material from the mod.

Suggestion Author

@pine kestrel

arctic boughBOT
#
Remove the brimrose staff

I feel like absolutely nobody has used this weapon, as it is basically useless and very hard to aim outside of an enclosed space, though when it does bounce it loses range and splitting projectiles. Not only that, but the dps is barely worth it even when in this highly unlikely scenario. The only case I can see it maybe having use is in the post plantera dungeon, though you can get the infinitely better shadowbeam staff at that point instead. Overall I think it is not only bloat (as the burning sea serves a similar place in the unholy core recipies family) but a terrible weapon dps wise.

Suggestion Author

@upbeat minnow

arctic boughBOT
#
**Make Polterghast and its ally teleport to its dashing position**

In its current state, when Polterghast and its ally line up to dash at the player in diagonal directions, they take their time drifting around with the general end goal of where they need to be. This creates general inconsistency in the timing of their dashes. The best way to dodge these attacks is to be falling or rising as they occur so that you can avoid them most consistently, or dash straight away or into them using one of the shield bashes. However, due to the extreme variance and essentially no visual cues as to when the dash is about to occur due to the instantaneous nature of the attack, it becomes unbelievably frustrating to avoid consistently.

I present an alternative; instead of having Polterghast and its ally drift towards the point it is approaching to dash, have it teleport into position immediately, stall for a bit (long enough for you to react but still probably less than a second), and THEN dash. This would create a more fast-paced fight, as less time is taken waiting for both entities to be in position, and it would offer a much less varied timing that could be quickened as the fight goes on. Please consider this.

Suggestion Author

@dark zephyr

arctic boughBOT
#
**Make accessories with dodge have a controllable use priority**

In my current run of calamity I'm playing rogue and using the eclipse mirror which adds a dodge, however I'm also using the Statis' Void Sash which also has a dodge. The issue is the eclipse mirror (which has the better dodge) has a lower dodge priority than the void sash causing it to never be used while both are equipped, missing out on it.

My solution is to either have the developers make their own choice for what should be the use priority or that the accessory in the highest/lowest slot has it. (ex mirror in slot 1 and sash in 2 would cause the sash dodge to be used or vice versa.)

Suggestion Author

@pure cypress

arctic boughBOT
#
**Make Soul Seekers unable to fire during Supreme Calamitas dashes**

Currently, when Supreme Calamitas dashes with Soul Seekers, they can fire extremely close to you, potentially even while inside your hitbox, giving no chance to dodge. Removing the ability for Soul Seekers to fire while Supreme Calamitas is dashing would make this part of the fight much fairer and remove the only unfair aspect of Supreme Calamitas's attack pattern.

Suggestion Author

@cinder mica

arctic boughBOT
#
Make Terra Toilet require living shards

Living Shards are a material used in every Terra weapon, and are presumably what gives them their signature green hue The Terra Toilet is a Terra item added in vanilla 1.4. Since the living shards give Terra items their color, the Terra Toilet should use them in its recipe.

Suggestion Author

@gritty flower

arctic boughBOT
#
Make passive aquatic scourge leave or start the fight when player leaves the sulphurous sea.

Currently, the aquatic scourge will keep following you until you get to far away or hit it. I don’t think it would make sense if you could have the aquatic scourge follow you around everywhere.

Suggestion Author

@valid pagoda

arctic boughBOT
#
**boost enemy HP in progression**

boost the health and defensive values of enemy's to fit with the balance of calamity weapons as I should not be tearing the atoms away of hard mode enemies with my pre hard mode weapon. also the enemy HP should scale after you kill certain bosses. For example after killing plaguebringer goliath the enemy health should should increased to fit with the new weapons in that tier.

Suggestion Author

@buoyant summit

arctic boughBOT
#
Distinguish the Sus Jelly Bean mount from the slime mounts

This is an item that was never really that good to begin with, serving as only a marginal Slimy Saddle upgrade in terms of jump height. It was also Post-ML, the reason for which still eludes me. In 1.4, the Gelatinous Pillion put the final nail in the coffin, and that's after the pillion got its flight speed removed. It got moved to Post-Aureus (previously Aureus got a buff Post-ML and dropped it then), but that just isn't enough, especially since a better version exists and it's only Pre-Mech. In some cases this mount is even a downgrade from the slimy saddle, since it lacks the ability to bounce off of enemies! The only case where the Bean is better is for falling underwater, and the iron boot exists for that. Instead of simply buffing or tier-switching this mount, why not make it work differently? Instead of an instant fall boost, perhaps it could start at your base speed and accelerate to about double the saddle/pillion's, like Terraria Overhaul does with its fall velocity?
Of course whether any changes are made depends on the dev in question's opinion on the matter.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Make the Adult Eidolon Wyrm not enrage outside of the abyss/sulfurous sea**

Currently in the game summoning and fighting the Adult Wyrm outside of the 4th layer in the abyss causes it to enrage, making a difficult fight a large amount more challenging in either direction, whether you fight him in the 4th layer or not. Fighting him in the 4th layer causes you to effectively lose an accessory slot (while yes the abyssal diving suit provides good buffs outside of negating/benefitting off the abyssal environment, it provides little actual combative or significant defensive capabilities.) The 2nd problem is that it creates a soft time limit with the slowly dropping breath meter, with no real way to restore/stop it besides exiting the layer, enraging the boss. 3rd issue is the potential to drift to the 3rd layer and be too concentrated to realize it. (this is a more minor problem as the environment changes quite drastically) So if you want to avoid this you must go into the sulfurous sea which will enrage him.

The solution is, of course, to make him not enrage outside of any abyss layer or the sulfur sea. If you enter another biome besides those 5 then they should enrage. The boss already has nearly two and a half million health on the most basic and easy difficulty so wanting to make it more convenient shouldn't punish the player.

Suggestion Author

@pure cypress

arctic boughBOT
#
**Rework sluggish minion AI's with both consistent DPS *and* smooth movement in mind**

The minions I'm referencing specifically in this case are Ancient Ice Chunk (Ice Claspers) and Staff of Necrosteocytes (Small Skeleton), though I also am referencing any potential underwhelming summoner weapons that suffer due to their sluggish AI.

A few minions of late have been rebalanced to be much stronger (such as ones listed above), as before they simply could not catch up to the enemy. The solution to buffing them was to increase their movement speed, by a lot. This is of course a normal thing to do on paper, and yes, it made them stronger and (usually) able to catch up to enemies. However, the downside of this is that the minions move in an unnatural manner, not flowing smoothly at all and often jutting all about the place, which is not really a desirable characteristic for a weapon that is constantly attacking an enemy/enemies.

My proposition can be simply put: rework the two above weapons, and possible others that present the same problem. This isn't too off the table in my opinion, as these weapons actually use a vanilla AI type anyway (Claspers move alike to the Deadly Sphere Staff, sharing the AI type with others such as Seabound and Deepsea Staff, and Necrosteocyte minions use the regular melee ground minion type, alike to the Pirate Staff). Sharing AI types with other weapons is honestly not that bad, but in this case, in the way I have stated, it is, visually at least.

Here is the Ice Chunk in action, in it's current state: https://cdn.discordapp.com/attachments/465195069406707722/1047809216729067581/AIC_Speed.mp4

Suggestion Author

@winged laurel

arctic boughBOT
#
**Rename Fetid Emisis**

Currently, all other original Old Duke drops alliterate (such as “Septic Skewer” and “Insidious Impaler”). Despite this Femid Emisis obviously doesn’t alliterate for some reason and it’s a needless inconsistency. To keep the theme and consistency of his drops it should be renamed to alliterate just like the others.

Suggestion Author

@fathom bronze

arctic boughBOT
#
**Move the functionality of the Alchemical Flask onto the Toxic Heart**

PBG has always had an issue of having way too many drops related to her, to the point where they begin to lose their identities. One of the biggest offenders is Toxic Heart, her former Expert mode drop. It is a functional upgrade to the Giant Pearl, creating an aura that inflicts a debuff.

The only problem is that Giant Pearl inflicts Pearl Aura, one of the strongest stalling debuffs in the game, while Toxic Heart inflicts Plague, a damage over time debuff. Which is also what Alchemical Flasks causes your weapons to do. Not to mention every single weapon she drops already inflicts it. Alch Flash also has the same Plague immunity as Heart.

If you want a tool to deal with enemies while building, Giant Pearl, Marnite Repulsion Shield, Bone Helm, Volatile Gelatin, and Spore Sac all exist already or you could just... shoot the enemies or use summoner weapons. Toxic Heart has next to no purpose.

Merging Flask and Heart would at least give Heart a use, while getting rid of the confusing Alchemical Flask line, which can be obtained before PBG and merged with Honey Comb... while being worse than most other Honey Comb upgrades due to removing the Honey buff. It'd at least make a bit more sense if the item that gave you the ability to inflict Plague on hit actually dropped from the Plague boss, instead of just being obtainable by killing some random enemies beforehand.

Suggestion Author

@olive shale

arctic boughBOT
#
**Give Wulfrum Drill and Wulfrum Fishing Pole unique gimmicks.**

Most of the Wulfrum set items (weapons, armors, accessories, etc), with the exception of the Drill and the Fishing Pole, have some gimmick relating to the consumption of wulfrum metal scraps or energy cores.
I think they should have some special effect relating to the gimmick mentioned above, like increased fishing power or a gimmick related to mining for the drill, like mining 2 tiles at the same time for example.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Remove Ceaseless Void's contact damage**

At the start of the fight, the dark energies have a grace period, but the boss itself does not, and sometimes it spawns below the player and flies upward incredibly quickly, dealing heavy damage that is almost unavoidable. The boss also never actually attempts to use its body to ram the player, so the contact damage it does serves little purpose in the dark energy phases. In the black hole phase, all of the projectiles converge on the boss, so there is no reason for contact damage due to it being a near guaranteed hit anyway.

Suggestion Author

@daring walrus

arctic boughBOT
#
**Make Certain Part of Thanatos Always Vulnerable (even if it takes less damage), eg: the Head**

Thanatos currently have damage consistency issue. While the concept is very cool, the execution is a bit clunky since effectively any weapon that do not have piercing or AOE is effectively just unviable against Thanatos and takes unreasonable amount of time to kill it.

Unironically, the damage expose/vulnerable mechanic is fine during Berserk as Thanatos is very aggressive and fire often; but it is completely not fine for non-Berserk solo phase, where Thanatos is very passive and often refuse to attack the player while being invulnerable at the sametime. It is effective an unavoidable extension of the fight time while (really) nothing is happening.

Making some part of Thanatos always can be damaged, for example the head, can very effectively avoid this issue and give single target weapon a chance to even hope to be viable against Thanatos.

Alternatively, make Thanatos be more aggressive/fire more often during non-Berserk solo phase can also help with this issue as it open its segments more often.

Suggestion Author

@drowsy mantle

#
**Remove Mantis Claws**

it's a very obscure post-plantera melee weapon (dropped by the mantis shrimp after plantera), which is a yet another copy of the fetid baghnakhs that is not interesting
In addition, after plantera there are already plenty of true melee weapons like the keybrand, horseman blade, hellkite, psycho knife, comet quasher and so much more if we count all the melee weapons as a whole.
A rework of this weapon is really not necessary and just deserves a simple delete on my opinion

Suggestion Author

@chilly berry

arctic boughBOT
#
**Replace Sand Shark Tooth Necklace and Reaper Tooth Necklace's Armor Penetration With "Attack Inflict Armor Crunch"**

For reference armor penetration is having your attack ignoring set amount of defense while armor crunch reduces enemy damage reduction.

The reason of the suggestion is because armor penetration have extremely varied performance on different weapon: it is either completely useless on most weapon or absolutely broken on some very specific weapon (which is the main reason why even RTN only has 15 armor penetration).

This means that the devs are very afraid of buffing the item as it have a chance to boost some random weapon to god tier. Hence, in its current (unable to be buffed) stat, it is massively outscaled by other offensive accessory such as Amalgamated Brain, Amalgam and very often Destroyer Emblem; or lack in versatility compare to accessory like Affliction or The Community.

On the other hand, the effect of reducing damage reduction is static for most weapon, it is a consistent and good damage boost and works equally for all weapons; but most importantly because its performance is predictable it can be buffed.

Suggestion Author

@drowsy mantle

#
**Remove Thorn Chakram from Terra Disk and Replace It With An Actual Rogue Weapon**

Terra Disk used to be multi-class with melee. It's not anymore. The melee boomerang in its recipe should be removed so melee boomerangs can have their own identity. Replacing it with something like Blazing Star would make way more sense.

Suggestion Author

@olive shale

#
**Delete Cosmic Elemental**

Cosmic Elemental feels particularly out of place in the underground. It's AI is the same as Granite Elemental, and it doesn't really mesh well with the rest of the underground's color palette and design. Additionally, it's purpose as an alternate way of obtaining certain pre-hm swords is particularly outdated, and most of the important swords already have alternate ways of being obtained. It's largely a relic that can be removed very painlessly.

Suggestion Author

@pine kestrel

#
**Add a recipe for the Beam Sword**

There is currently no recipe for the Beam Sword. Calamity does make its adjustments to the weapon, and it would be handy seeing a recipe to craft it.

Suggestion Author

@rotund cloud

#
**Add an outline to Providence's attacks**

Currently, Providence's fireballs can be very hard to see against the background, which is amplified by the filter that is applied to the screen. Adding a darker outline to her projectiles would help with visibility, and overall make the boss seem less luck-based than it currently does.
(links to images RoverdriveX made to show contrast between without an outline and with an outline) without an outline: #suggestions-discussion message with an outline: #suggestions-discussion message

Suggestion Author

@cyan hare

#
Add cosmilite ore

Please add cosmilite ore and make it work like hallowed ore so its optional to kill the same bosses again. The fact that you need to kill DoG multiple times for cosmilite bars is super frustrating. To fix ore clutter cosmilite ore should be able to spawn in planetoids

Suggestion Author

@mossy ledge

arctic boughBOT
#
**Allow dev vanity to spawn with their respective names **

A feature similar to the "Aleksh/Shark Lad" name that gives the Joyful Heart from the starter bag.
Entering your characters name as (t.ex: LordMetarex/Metarex) Gives your character the Romajeda Orchid vanity pet on first spawn.
This feature only applies to Dedicated Content: Developer Vanity including fabsol's vodka and developer pets(not mounts), and exluding HBoOHM(Hermit's Box of One Hundred Medicines) due to it having a special ability.

This suggestion is just a way for developers to have a fast way for obtaining their respective vanity items, or for people that wanna start out with drip.

Suggestion Author

@royal fiber

arctic boughBOT
#
**Add Abyss Torch to the Torch God's Favor Biome Torch swap function **

It's a really small detail I noticed that would be nice to have for the sake of consistency. Also considering abyss torches function underwater, it could be potentially useful for navigating the and/or slightly lighting up the Abyss, or for creating builds within it.

Suggestion Author

@sharp sparrow

arctic boughBOT
#
**Add a Trophy for the Sepulcher**

As the Sepulcher from the Supreme Calamitas bossfight is classed as a boss servant (just like Supreme Cataclysm and Catastrophe), I believe that there should be a trophy for the Sepulcher that can drop once you defeat the Brimstone Hearts.

Suggestion Author

@limpid valve

arctic boughBOT
#
**Make "Predictive Teleports" Teleport To A Higher Height Relative To Player's Position**

While predictive teleports are not a common mechanic, it do apply to bosses like King Slime, Slime God, Queen Slime (and to a lesser extent even Astrum Aureus).

Basically this mechanic make bosses teleport ahead of you (predictive) to basically force you to change direction or reposition.

Notably for the 3 slime bosses, this can cause them to teleport on top of you and telefrag if you are not moving horizontally, which can be a very frustrating mechanic to deal with especially that they are not always on screen to telegraph the teleport. (Aureus luckily don't immediately have contact damage but sometimes can fire during it which basically causes the same problem)

Thus, I think all of these teleports relative to player's position should come from a higher position to prevent them from teleporting exactly on the player, which is a much more intuitive way to do it than "just keep moving horizontally" which is not always reasonable with arena limitation. For the 3 slime bosses maybe can also make them slam downwards after the teleport to account for the greater height which can make the fight more active and interactive.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Yharon Telegraph Its Teleport OR Make It Move Really Fast To Position Instead Of Teleporting**

Yharon currently have 2 main teleport: 1st is the teleport to a position above the player right at the start of bullet hells, and 2nd is when Yharon teleport then charges at Subphase 6 and 7 (most notably final subphase where Yharon repeat "teleport charge -> charge -> bullet hell" pattern).

However, this comes with the problem that while 1st teleport is predictable, it is incredibly frustrating and non-intuitive for new players to know the exact pattern of Yharon as they basically have to know when the bullet hell starts in order to dodge it. However, this problem becomes worse for the 2nd teleport, where unless you read the wiki players will have no idea where Yharon will be teleporting to, and this often leads to running directly into the direction where Yharon is teleporting to which causes unreactable telefrag.

Having Yharon telegraph its teleport (eg: have a 'phantom fire' or something appearing at the location prior to the actual teleportation, devs can come up with a better idea) will give a very clear indicator of when and where each teleport will be happening. Otherwise, making it a "movement" instead of "immediate teleportation" (no contact damage during the movement of course) will help the player better register that teleport is happening.

The suggestion do not really impact the difficulty of the fight, as experienced player know exactly when and where Yharon will teleport anyway, but it does make it much fairer for new players who just started playing the mod by eliminating a significant element of cheapshotting.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add A Combined Spawn Blocker Item**

There are currently 6 different spawn blocker items, which are all very useful for different reasons, but losing 6 inventory slots just for convenience is very annoying. Allowing the items to be combined would help fix this problem, and could be done starting in Hardmode, similarly to other combined accessories. A toggle menu for the item could also be useful, but not as necessary.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove boss lore items and re-implement text in another form**

The lore items originally served different uses prior to the 1.5 update released last year, containing different abilities such as dashes or giving different stat boosts to the player.

Now however, they simply serve as flavor text written by the mods central antagonist. While they are neat, they serve no functional purpose and end up bloating the player's storage. I believe there should be a more organized way to implement them, through perhaps putting them in the bestiary (if possible), or placing them in a single item. For instance a codex or a log item similar to Draedon.

Suggestion Author

@sharp sparrow

arctic boughBOT
#
Make the Ironskin Potion's effects scale with progression

In the earlygame, Ironskin is a very noticeable boost. In late PHM it's a bit harder to see it working, but it definitely still helps. in early Hardmode it exists I guess, but doesn't do much, and beyond this point it does very little, especially Post-ML. it falls off when (most) other potions don't because it's a static boost and not a percentage. I suggest that it be given a buff to the defense provided in HM, Post-ML, and maybe Post-Providence. It's not like the amount of defense given scaling is revolutionary either, the Warding prefix already does this.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Guaranteed holy biome spawn**

Right now, there is some chance that world generation can play a bad joke on you basically removing surface hallow. Most of the times it happen is when astral biome spawn too close to it.

My suggestion is to limit where astral biome can spawn, and if possible - entire holy biome.

Suggestion Author

@opal robin

arctic boughBOT
#
Give Lunatic Cultist's sprite a forcefield similar to Scal's

Lunatic Cultist is a wonky boss. Low health but small hitbox. This means many weapons are just not viable at all, but some, specifically those that home, take out the Cultist stupidly fast since the hitbox doesn't matter. Considering the Cultist guards a major progression milestone, such a division in the utility of various weapons is just not good boss design. The forcefield would make the hitbox more conventionally sized, making a much wider variety of weapons viable. If this were to be implemented, the Cultist could also be given regular health pools to stop him from melting. Doing this via a forcefield also has the added bonus of making the amount of health he does have make sense, given he's just a normal human physique-wise.

Suggestion Author

@gritty flower

arctic boughBOT
#
Greatly increase the amount of Cosmilite Bars DoG drops

The Devourer of Gods is known for being one of (if not the) hardest bosses in Calamity. On death, he drops between 30 and 40 Cosmilite Bars, which sounds fair at first, but isn't. The God Slayer armor set, which requires more than that, is near essential for Melee, Ranged, and Rogue due to Auric Tesla, forcing you to fight possibly the hardest boss at least twice just to reap the benefits, and then add the Cosmic Anvil, Rampart of Deities, and Asgardian Aegis, and that's way too much cosmilite for what the boss currently drops. Additionally, doubling or even tripling this amount would only make sense due to this guy's length. DoG is a looooooong boi, covered entirely in cosmilite plate, the fact you only get 30 or 40 bars from that thing is just the game scamming you.

Suggestion Author

@gritty flower

arctic boughBOT
#
Make Virid Vanguard's trail effect's color get affected by Critter Shampoo

The critter shampoo only affects the summon currently which makes the trail of the swords look kinda ugly and unfitting.

Suggestion Author

@meager current

arctic boughBOT
#
**Telegraph DoG's contact damage phase change**

Currently DoG has several phases where he will turn mostly invisible and stop dealing contact damage. However, these phases are relatively short and the transition between dealing contact damage and not dealing contact damage is very fast. Sometimes DoG will transition when the player is inside his hitbox or when the player is right next to the boss. The best way to fix this is probably making DoG's sprite flash as a warning right before the transition, maybe also an audio telegraph or background effect for when DoG is offscreen.

Suggestion Author

@daring walrus

arctic boughBOT
#
Make Astrum Aureus less tanky or more interesting

Currently, Astrum Aureus is incredibly tanky, and the fight seems to be a dps battle rather than an interesting fight (at least when playing the melee class) the fight just seems like dodge homing projectiles and random jumps while dealing almost no damage to the boss. I think astrum aureus should get a rework to make up for the tankiness, or just have some defense removed.

Suggestion Author

@valid pagoda

arctic boughBOT
#
More accessory or potion that gain aggro.

Currently, Calamity mod has none of that type. In multiplayer gameplay, most of my friends can't dodge and bosses keep charging at them so I want bosses charge into me more often with other classes beside melee. Such as I know how to dodge bosses and want to tank for my friends as summoner class, but I don't have anything to draw attention beside Berserker's Glove which is the early hard mode accessory.

Suggestion Author

@fallow cargo

arctic boughBOT
#
New torches and campfires for Sunken Sea, Sulphurous Sea and biome torch swap for them and Abyss Torch

Calamity would be better with associated torches that increases torch luck in their respective biomes. Also Biome torch swap for the aforementioned torch would be nice.

Suggestion Author

@little ravine

arctic boughBOT
#
Make daedalus golems jump higher.

I know it's a small fix but my god this weapon would be so much better if the golems could actually jump to whatever platform you're on. Needing to constantly unsummon and resummon them is extremely annoying considering how much you need to focus for death mode plantera and cal clone. They also literally cannot reach the boss if you go to the bottom of your arena.

Suggestion Author

@mossy ledge

arctic boughBOT
#
**Fix the Uncategorized Debuffs and Add More Amplification Debuffs**

Shellfish Claps, Shred, and Burning Blood all lack a debuff categorization for some reason, despite dealing damage over time. I suggest Shellfish be added to Water, and Shred and Burning Blood be added to Sickness.

Furthermore, Celled, Dryad's Bane, and Penetrated could be made to be Sickness as well so as to give every DoT debuff a category, if Calamity wishes to categorize the rest of the vanilla ones.

Lastly, useless debuffs like Bleed or Stinky could be given the ability to amplify Sickness debuffs, and Wet should also amplify Water debuffs, not just Electricity. Frankly, considering the sheer lack of them, I feel like Electricity and Water debuffs should be able to amplify each other, considering there is only Electrified and Crush Depth. (Galvanic is from a single potion, and both it and Eutrophication do not actually deal any damage, so the fact they were categorized at all is a bit strange.)

Suggestion Author

@olive shale

arctic boughBOT
#
**Add Rover Drive Shield Buff to its Upgrades OR Make this Buff present in other Recipies/New Items.**

The item has bern reworked to give 50 shield till it breaks and regenerates once broken after 10 seconds without getting hit. Pretty awesome in the early game and I would love to see this effect on the upgrades The Absorber/The Sponge.

I have learned that the item will be removed from Sponge/Absorber Recipes in the next update so i would suggest to add it to other items or create new items around it. It has a unique effect with a unique visual that is very useful in the early game. Sadly Rover Drive cannot compete with the Multi-Effect Acesouries in Hard Mode and Post Moon Lord. To make the effect available in those stages of the game i would suggest to add some kind of Acesouries that can compete with later tiers of items to make this unique effect prevail in those stages of the game.

Having a effect that gives independent Health with independent regeneration to normal health is pretty unique and a solid defensive option.

Suggestion Author

@pine cypress

arctic boughBOT
#
**Increase Plantera Despawn Range**

Plantera (especially Phase 2) have by far the shortest despawn range to the point of obnoxious.

To put it simply, if Plantera is not on screen for about 5 seconds, it will despawn, and I mean it literally. You can still see the hook of the Plantera on screen and it will despawn as long as the main body is not on screen.

This becomes even worse as Phase 2 burst tentacle spawn basically enlarge Plantera hitbox which forces you to use a somewhat large arena (especially higher difficulties), otherwise it just become a dps check before you inevitably get hit, and as stated even only a somewhat large size arena can easily despawn her.

Plantera already have a catch up mechanic where she gain immense speed if the player is far away and enrage if there are less tile around her, thus I dont see a reason her despawn range should be this short.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add more ammunition pouches**

If the game lets you make an item that gioves infinite ammo, at least let the player have infinite better ammo

Suggestion Author

@short aurora

arctic boughBOT
#
**Add a biome shrine seeking item**

I get the point to the biome shrine is to explore but when I'm playing melee on a large world and I want the fungal symbiote, I usually don't like to run around in the dephts of my world for 2 hours.

All I want is a way to at least find the direction of where to go if I want to find these structures.

Suggestion Author

@nimble siren

arctic boughBOT
#
**Make Astrum Aureus Serve a Bigger Purpose**

Currently the only major change by defeating it is getting some more different types of alcohol from the drunk princess which could easily be transferred to another boss. Its drops are kinda helpful however most can be skipped without changing much in your playthrough. He drops the jelly bean, however the Gelatinous Pillion is arguably better due to flight time. A second Astral Meteor is nice however astral bars don’t have many uses so there isn’t really a need for more than one meteor. Overall Astrum Aureus feels very inconsequential and is quite a challenging boss fight for the mediocre rewards it supplies. Giving it a larger impact on the world or improving its loot to make it a more desirable fight would greatly benefit the boss.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make Void of Extinction An Actual Upgrade To Void of Calamity**

As of currently this accessory is just severely underpowered. Requiring Scoria Bar which is post-Golem, the benefits this item provides simply make no sense.

Firstly, it just give less damage (12% to 10%) which is a downgrade and also give a bunch of Underworld/burning related effect like reduce lava damage, burning and on-fire immunity and so on.

HOWEVER:

  1. All of these effect are completely useless for the simple reason that almost no enemy let alone bosses at that point of the game inflict these debuffs or require lava immunity
  2. On top of that, Angel Treads another extremely powerful accessory that is available earlier already provide the same benefit on a better base item.
  3. Melee inflict hellfire is changed to Brimstone Flame on all class next patch

The entire purpose of this item is literally that it is a damage accessory with +8 defense, and 8 defense is not even good when compare to Amalgamated Brain's dodge effect or The Community's massive utility.

This accessory just severely need buffs, such as making it 12% damage and increase defense gain, maybe give it immunity to much more common debuffs (at that stage of the game) and so on. Currently this item is basically a sidegrade that is available later.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add Some Sort of Comeback Mechanic to The Bee Accessory**

The Bee is a rare accessory that drops from Queen Bee at a 10% chance. It gives you bonus damage based on your damage reduction while at full HP, and reduces the damage taken from hits at full HP.

The main issue is that it... only does things at full HP. So as soon as you take a hit, it becomes dead weight. This goes against Cal's philosophy of trying to move away from over compensating nohitting, so I think in order to make The Bee more useful, it should get a secondary effect that does not require you to be at full health. That's it.

This would let it be useful without requiring a very specific playstyle to function. Some kind of effect to either help you dodge or restore your health, a comeback mechanic of some sort, would synergize very well with its intended use of trying to incentivize the player to stay at full health.

An idea I had to try and prevent bloating the item would be to let your friendly bee projectiles have a chance to drop Hearts. This would move the effect to other items, and help emphasize its theming around Queen Bee. Otherwise, a simple Honey buff on hit or an effect like Panic Necklace would probably be enough. Regardless, right now it is mostly just a "win more" accessory, so I think a secondary effect would be very helpful.

Suggestion Author

@olive shale

arctic boughBOT
#
Decrease the auric ore amount in the auric bar recipe

I think that the auric bar recipe should be changed from 60 auric ore to 50 auric ore (plus a yharon soul fragment of course) to make it a tiny bit more even and easy to get and make auric bars

Suggestion Author

@white juniper

arctic boughBOT
#
**Reduce the volume of the Abyss Gravel mining sound**

Though it's nice that more blocks are being given custom sound effects, the Abyss Gravel sound feels a bit too loud, and gets grating on the ears real fast.

Suggestion Author

@livid sail

arctic boughBOT
#
**Fire should be animated on the hellwing staff **

Just feels weird that there is a static fire on the item, also the fire looks a little mixely

Suggestion Author

@unkempt apex

arctic boughBOT
#
**Add ability to turn off the effect of chaos and tranquility candles**

Currently, there is no way to disable the effects of a chaos or tranquility candle without breaking it. You should be able to right click them or activate them with wiring to snuff the flame, removing the effect in the same way you can for water and peace candles.

(Wiring can currently turn off the flame visually, but it doesn't actually remove the effect; right clicking breaks the candle instead of turning it off.)

Implementing this would:

  • Make Calamity's spawn rate candles consistent with vanilla
  • Allow wiring to control spawn rates across a large area
  • Keep you from accidentally walking away with your farm's chaos candle after breaking it
Suggestion Author

@carmine birch

arctic boughBOT
#
Add and item to turn off Profaned Enemy spawns so the vanilla biome enemies will spawn.

Getting unicorns and red devils post-moonlord is difficult cus of profaned enemies.
Gating the item behind Providence makes story sense cus they're her minions, but not necessary.

Suggestion Author

@flint flame

arctic boughBOT
#
**Tweak for Yharon's phase 2 bullet hells**

In some of the bullet hells in phase 2, Yharon will finish the bullet hell and then dash, though unlike in phase 1, the dash sometimes leaves behind a projectile trail. This makes it so that if the player rams Yharon to not get hit by the dash, the player will still get hit by the projectile trail, making the attack unreasonably hard to avoid compared to Yharon's other attacks. Yharon should not perform the projectile dashes immediately after a bullet hell, rather just a normal dash like in phase 1

Suggestion Author

@daring walrus

arctic boughBOT
#
Increase the frequency of sus scrap found in abandoned labs

The low rng chance of finding sus scrap makes getting the shpc super infuriating to get.

Suggestion Author

@flint flame

arctic boughBOT
#
**Buff The Celestial Cuff Accessory**

The diagram explains all of it: it is the combination accessory of a bunch of smaller accessory. However, unlike other accessories it almost lose all of its component effect in the process for a very mediocre end result.

Compare to especially Mana Flower upgrades it is basically a waste of an accessory slot and made worse by the fact that it require Celestial Magnet which is kind of rare (even if you try to craft it).

Maybe make it so it inherent (some) of its component effect can help the accessory significantly, or at least put it to usable level.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework The Various "Rain Projectile From Sky" Effect**

The image attached are 3 of the accessory that does this effect, there are probably more that I miss. Do note that not to be confused with "iframe effect" that rains at your position like Star Cloak or Yharim's Gift (which is mediocre but at least ok); the accessories in this suggestion rains randomly.

To put it simply, every single one of these effect are underpowered and nearly worthless, for context:

  1. Amidias Pendant: Every 2 seconds fire 1 large shard (30 damage) and 2 small shard (15 damage), so best case scenario = 30 DPS assuming everything hit but the raining range is literally your entire screen so chances are it miss 90% of the time

  2. Rotten Brain: 18 damage for 2-3 projectiles and inaccurately, and only if you take a hit

  3. Gehenna: every 7+ seconds (randomly) 54 damage for 5-6 times, except that not only does the cooldown sucks but it rain at a random position on your screen for 1 second. It is ~50 DPS if it hits everytime but it will miss 90% of the time

To make things worse, all of the above effect do NOT scale with your damage bonus. Their numbers are fixed as above.

To put it simply all of these effects are simply completely useless, and they probably will never gonna be buffed to the point of being useful as otherwise it will just be a better version of Bone Glove/Volatile Gelatin/Spore Sac and so on. Thus I think it is better to rework these accessories (or remove them as their effect is simply irrelevant).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Recolor the acid decorations lights**

Right now, the color of the lamps, candels etc. lights are just a stale white, and that doesn't fit into the sulphurous sea in any way, which is themed green and brownish.

My idea would be to give the light a tint which fits the biome more than the color we have right now.

Suggestion Author

@tawdry mountain

arctic boughBOT
#
**Rework Daedalus Armor Set Bonus (They Feels Outdated)**

With the various Hardmode ore armor retiering/reworking, Daedalus Armor is moved from Hardmode Pre-Mechanical Boss to after 2 Mechanical Bosses (and also requires Cryogen), meaning that Daedalus Armor is available at the sametime as Adamantite and Titanium Armor.

However, compare to the other 2 which have very clean and easy to understand set bonus, Daedalus Armor on the other hand have set bonus that either don't really do anything or are complete duplicate of set bonus of other armor that will be available soon.

To further explain, this is the Daedalus Armor set bonuses:

1) Melee: 90 second cooldown dodge that only dodge 1/2 of the damage

  • why only 1/2 of the damage, and this is just worse than Hallowed Armor (which is available 1 boss later)
    2) Ranger: when you are hit emit some "highly damaging" projectiles on yourself
  • Not only is it weak but also have nothing to do with Ranger
    3) Mage: 10% chance to just dodge 1/2 damage of any hit taken
  • This is not only better than Melee's bonus but also is straight up pre-reworked dodge effect (which was overpowered)
    4) Summoner: summon a Crystal above your head that shoot projectile and deal damage
  • Literally Chlorophyte Armor set bonus which will be available 1 boss later
    5) Rogue: your attack have more projectile
  • Rogue armor that make your attack or stealth strike have more random projectile no.N

This makes Daedalus Armor's bonus feels very outdated and the armor feeling redundant. Ideally their bonus should be improved or reworked to be up to the modern standard as many of these feels like filler armor set bonus just to add another set of armor.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Astrum Deus should drop Super Healing Potions**

Astrum Deus is intended to be a Post-Cultist boss, where you have access to the Lunar Fragments. Deus also drops the Lunar Fragments, regardless of whether Cultist has died or not. This means the player can craft Super Healing Potions before Lunatic Cultist, as it doesn't require the Ancient Manipulator. Deus, however, still drops Greater Healing Potions, despite the player having full access to craft Super Healing Potions, which is why Deus should instead drop Super Healing Potions.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Make Post-Moon Lord Melee Armors Have Melee Speed**

To put it simply all of vanilla (Hardmode) armors and all of the Calamity Pre-Moon Lord armors have melee speed (such as Daedalus and Hydrothermic Armor). However, starting from Tarragon Armor and onwards melee armor just stop giving Melee Speed to the player.

This causes a problem from 2 front:
i) Weapon that scales Melee Speed immediately become much less effective as soon as they switched off Solar Armor; and
ii) This means that Solar Armor become the go-to armor for DPS all the way to Auric Tesla Armor

By adding Melee Speed to post-Moon Lord armor not only is this problem fixed (as they are properly scaling now), but also have other benefits:

  • Melee weapon will overall become more balanced as they are balanced with player having more melee speed in mind
  • Weapons that scale melee speed can obtain their intended power without a "downside" for switching armors
  • Fix a weird inconsistency that seemingly all post-Moon Lord armor just randomly stops having an important melee stat
Suggestion Author

@drowsy mantle

arctic boughBOT
#
Rename Catfish and Flounder enemies.

They share names with vanilla entities. So giving new more unique names to them would avoid confusion, just like how the "Reaper" was renamed to "Reaper Shark".

Suggestion Author

@little ravine

arctic boughBOT
#
**Make ironskin potion scale through the game**

Almost every potion in the game has scaling (for example Wrath potion 10% extra damage is always good) or serve a purpose that can always be exploited (for example Gravity or Featherfall potions).

Ironskin potion has a scaling problem, it only grants 8 armor which is too little later on. To make the potion relevant throught the game, it should give more armor after defeating certain bosses. This would be similar to the warding change in calamity where it scales throught the game to make it viable.

Suggestion Author

@dawn minnow

arctic boughBOT
#
**Rework Oracle VFX**

The aura formed by Oracle uses a lot of particles, and because of this, when used with the yoyo bag it can cause other particles to become invisible. Notably, this includes boss projectiles, causing unfair deaths and making an already unpopular weapon even less fun to use. A solution could be to use a visual similar to Ares Gauss Nuke AoE indicator,
This issue doesn't just happen at the base config value of 500 particle limit, but even when maxed out to 1000.

This video was taken with particle limit set to 1000, notice how the tesla balls and gauss nuke are just invisible at times, and how as soon as I put Oracle away all tesla balls reappear

Suggestion Author

@last peak

arctic boughBOT
#
**Remove Wulfrum Drill and Wulfrum Fishing Pole from the mod.**

These 2 items do nothing in special and they get outdated incredibly quickly by Reinforced Fishing Pole and any pickaxe that is better than Copper and/or Tin.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Add Accessory Reforge Modifier For "Utility" Function Like Fishing Power and Mining Speed**

Currently all of the Accessory Reforge Modifier are exclusively combat-focus (eg: damage, crit chance...). However this means that the "exploration/utility" aspect of the game are completely ignored in one of the most customizable aspect of the game (*note: melee speed/violent reforge do not increase mining speed, only 'pick speed' can increase it).

Mining speed is incredibly helpful for early exploration but its sources are rare, requiring the player to obtain items often after they already done a large part of exploration and no longer needs help (eg: Underground Desert chest for Ancient Chisel); this is the same with Fishing Power where you can only obtain fishing power from specific accessories and by stacking the various Angler Earring combinations.

Thus, I think it will make perfect sense to add new reforges for utility stats like these (or even just have 1 'Utility' reforge that increase both stats). Not only can these very noticeably helps with things like early game exploration or even fishing (which is often frowned upon due to it being a hassle) by offering option to spec into them, but also make fit as the player can switch their loadout to combat and fishing/exploration gear but never the reforges.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Drills Benefit From Pickspeed/Mining Speed OR Make Them Have Different Benefit To Pickaxe**

The title made it very clear: to put it simply the Pickspeed/Mining Speed stat only benefit pickaxe but not drills. This means drills are completely outclassed in both the speed it can mine block while also having shorter range.

However, I recognized that this is intended: Drills basically have better base speed (with no buffs/mining speed) while pickaxe is slower but can benefit from external buffs, but the problem is that in Calamity acquiring large amount of mining speed at that stage of the game is incredibly easy (in Hardmode, when drills are available) which makes drills just overall much worse.

Therefore alternative to making them benefit from mining speed, can also make Drills have a different benefit for example like mining multiple blocks at once (in a way similar to Gravedigger's shovel) can also be fine.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Give Unique Effects to the Elemental Quiver, Elemental Gauntlet, and Ethereal Talisman**

Unlike Nucleogenesis and Nanotech, these accessories are exclusively their components effects or simple stat sticks. While this is understandable, as they are the upgrades of emblems, considering their role as a class's penultimate accessory, more unique upgrades would be better than more numbers.

For example, considering Vanilla already adds advanced Mana Flower crafts (which Talisman ignores), perhaps it could use Celestial Cuffs again instead, but rather than inhereting their mediocre effect, it could give some sort of mana drain like Wulfrum Prostheic does instead to benefit a Flower-less playstyle, while letting said flowers shine on their own. Another idea; with the sheer number of debuffs it inficts, perhaps Gaunlet could get an effect that synergizes with that, or Quiver with its ammo types, and to further involve Calamity's debuff system.

The point being is that with their pivitol role in the game, giving these accessories more memorable effects could be worthwhile.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add a 'Spelunking Mega-Accessory', in the same sense that the Supreme Bait Tackle Box Fishing Station is a 'Fishing Mega-Accessory'.**

❓ - Spelunking, or exploring/mining in caves, is a core feature in Terraria with an extreme amount of importance. It is how you get ores, it is how you find many important treasures, and it's how you progress. However, it is a bit on the tedious side and progress can be slowed or interrupted by a few things - it takes a while (even if it can be sped up with potions), and decent light pets are a bit scarce before HM (requiring you to return home and restock on torches/shine potions before going all the way back). While it can also be slowed down by combat, that at least provides a bit of risk to the activity and reduces some of the tedium.

In short, mining's kinda boring. And yet, there is a comparable activity - fishing. Fishing is slower than mining, and is an equally necessary activity on certain difficulties. Except fishing has the supreme tackle box, an accessory that combines the effects of an armor set (the angler set), potions (sonar, crate, fishing), and another combination accessory. It dramatically speeds up an otherwise tedious activity, letting you get back to the action faster.

The same could be done with mining, as all of these things already exist for it too. An armor set (miner set), potions (shine, mining, maybe night owl too), and another accessory or two (the archaic powder, spelunker amulet). Throw in some early HM materials, and the recipe's basically done. It shouldn't make mining/spelunking trivially easy, of course - you'd still have to invest a good bit of time into it, and you'd still have to deal with fighting off monsters - but it should speed up an otherwise tedious process without trivializing a core part of gameplay.

Suggestion Author

@brazen girder

arctic boughBOT
#
**Add a crafting recipe for the Lifeform Analyzer and Stopwatch**

Getting the R.E.K. 3000 and Goblin Tech can be a serious pain, because getting the Lifeform Analyzer and Stopwatch is based entirely on RNG from the travelling merchant. The DPS Meter currently has it's own crafting recipe, so I think it would make sense for the other travelling merchant accessories to have a recipe, or at least an alternative way of obtaining them.
I'm almost done with Moonlord but still don't have my Lifeform Analyzer :P

Suggestion Author

@tribal summit

arctic boughBOT
#
Add a extra minion slot to omega blue armor or whatever it's called

It keeps equal balance to the previous armor with a similar summoner boost

It would not break the class because giving an extra slot still does not let you have enough slots to make busted combos. Nor does any of the armor effect grossly unvalance summoner even remotely

Just makes it a lick more useful near the end of the game

Also I think the next armor combo in the line of progression boosts the shit out of minuon slots so in no way shape or form is that extra slot gonna throw balance out the window

And for anyone who says it gonna mess up non summoner classes, it won't. Having +3 on the armor still isn't enough for most classes to use some of the more OP summoner items

Suggestion Author

@vague walrus

arctic boughBOT
#
**Make God Slayer Slugs travel through walls**

If Vanquisher Arrows go through walls, why can't Slugs? I feel like this would help traditional gun users during the last three boss fights (Specifically for SCal and Yharon as the former creates borders, while many people make borders for the latter) while not being severely overpowered. This isn't a whole on rework idea, but rather fix something that may cause some trouble for some players.

Suggestion Author

@feral juniper

arctic boughBOT
#
**Rework the Heart of the Elements and its Components**

With the loss of the stones effects that originally made HotE on the same level as the Community in terms of stat sticks, and the HARD nerf of the Rare Sand Elemental from a homing healer to one that casually tosses her projectiles around, Heart has been left in a pretty sorry state.

With most of its power stripped, it's been revealed that it is actually a really mediocre accessory, as its minions can barely hit their targets, and when they do, hit for mediocre damage. Having to compete with things like Terraprisma and the Stardust summons doesn't help. For what should be effectively 5 free minions, the Heart drastically underperforms in nearly every capacity, to say nothing of its individual components.

Reworking the minion's AI to be better would be a necessary improvement since it's a strong effect at its core, but much like old Vanilla summons, suffers from mediocre implementation. Making them more like their enemy counterparts would be a big help; Brimmy could get the Brimbeam, Cloudy could get her thunderbolts or hurricanes, etc.

The opportunity cost of using HotE instead of simply buffing your existing minions damage is also an issue since it's stronger, so having some supplementary effects could help make up for this. Brimmy should already be one of the strongest offensive minions, so she's covered, but the Eye of the Storm could give some movement buffs, Pearl of Enthrallment could give the player an icy shield or perhaps Anahita could fire bubbles that inflict Eutroph, Sandy could gain slowing effects on her attacks like the ones players gets inflicted with in a Sandstorm, and Rare could get a weak Heartreach effect to buff her projectiles or some max HP to synergize with her. The actual effects aren't important, but AI changes alone won't fix the core issue Heart faces now, so returning some of its original power could help here. It doesn't need to be all class again, but it needs something.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make The Amalgam's Double Buff Potion Duration/Persist On Death Effect Be Available Earlier**

This can come from many ways, most notably such as a new ingredient of the Amalgam that provide said effect that is acquired earlier in the game.

The main reason of the suggestion is because this effect is exclusively on The Amalagam which is a post-Devourer of Gods accessory. What is meant to serve as a very decent Quality of Life effect just turns out to be useless because at that point of the progression you already have no problem with acquiring potions with tools like Devourer of Cods and various NPC selling potions (while money not being a problem anymore).

To put it simply this effect comes too late to be useful. Thus, instead I think if this effect is available earlier it can help people by making external mods such as AlchemistNPC Lite or permanent buff mods to be less required by providing a natural in-game way to help reducing potion grinding.

Suggestion Author

@drowsy mantle

#
**Make rover drive's protection matrix dyeable**

currently, protection matrix only change color based on your team in multiplayer but does not change color when dyed.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Prevent lava from generating inside and around the Sunken Sea, and make its water color override the desert's.**

In current versions, on all the worlds I've played on, there enormous mounds of obsidian and lava pools will generate inside the Sunken Sea, and the water remains a sickly yellow near the top. Navigating around the obsidian and lava can be an enormous headache, and both issues make the biome a lot less aesthetically pleasing than it otherwise should be.

Suggestion Author

@elfin tulip

arctic boughBOT
#
**Make celestial sigil usable without needing to kill Golem**

Celestial sigil is the summoning item for Moon Lord, it cannot be used if you didnt kill Golem, which is not really logical since calamity allows you to kill Moon Lord without killing Golem.
For those that dont know, calamity has a more freestyle progression, Lunatic cultist can be killed without killing Golem by using an Eidolon Tablet.
Having to do the pillars everytime to fight Moon Lord is unpractical. Celestial sigil should be usable as soon as you get it.

Suggestion Author

@dawn minnow

arctic boughBOT
#
**Add more sentry based armor and post ML sentries**

With 1.4.4 allowing sentry summons to be buffed with whips, adding more sentry slots, and other sentry QOL changes; sentries are becoming a more viable subclass. What the sentry summoner subclass really needs are post ML and pre hardmode sentry specific armor. Currently the most viable sentry summoner armor post ML is multiclass armor. There are also no sentries past old duke, which has trouble on more mobile bosses, like SCal, DOG, or exo mechs. Having options for sentry summoners throughout the game would really help it feel like a proper subclass, and not just a half implemented weapon type.

Suggestion Author

@mental void

arctic boughBOT
#
**Fix Item's Wording Inconsistency/Misleading Tooltips**

The title might sound confusing but to put it simply items can sometimes (often) have the exact same effect but written (in tooltips) completely differently. For example "Increased damage reduction" and "Reduced damage taken", or cases like "Increased damage", "Increased to all damage" and "Boost to all damage" and things like that.

One example is Dimensional Soul Artifact which have the following tooltip:

[Power]
[Boosts all damage by 25%, but at what cost?]
[Increases all damage taken by 15%]

The wording is confusing and also incredibly misleading, as due to the downside it might be confused as a 1.25x damage boost but it actually is just a 25% damage avenger emblem.

To put it simply, difference in wording like this can be confusing or sometimes even misleading given the context. Otherwise, they can also be unclear in elaborating the actual effect of the items.

The link attached below include all the cases where I can find a problem that fits the description of the suggestion to help correcting the items that have this particular issue if you are interested.
https://docs.google.com/spreadsheets/d/18T4kYEf5srOd-6Hei4m9WnVoNwCN7aEy/edit?usp=drivesdk&ouid=100257730182736306914&rtpof=true&sd=true

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Make unique Bestiary and map backgrounds for every Calamity biome.

Some biomes and structures like Brimstone Crags and Draedon's Labs still uses vanilla Underworld and Underground backgrounds respectively. So unique backgrounds should be best added.
Sunken Sea and first abyss layer uses the same background. I suggest making a more fitting background for the Sunken Sea.
Finally, make unique backgrounds for astral underground and desert.

I don't know who made backgrounds for calamity biomes, but making new ones for the aforementioned bioms will make things look better.

Suggestion Author

@little ravine

arctic boughBOT
#
**Buff Titanium Armor's Stat/Improve Its Set Bonus**

Currently Titanium armors is just understated and underpowered.

To put it simply Titanium armor's previously very powerful "Holy Dodge" effect was moved, but the armor's stat was never buffed to be more on-par with its Adamantite counterpart. On top of this, Titanium set bonus is strictly worse due to it being almost true melee exclusive making it very unviable/irrelevant outside of face tank strategy.

Thus, I think Titanium Armor should definitely be buffed in stats (just like Adamantite did). Otherwise, the set bonus can also be improve or reworked, such as making the titanium shard home in to the enemies for a duration with an active or effect like that; anything will work as long as it is not a true melee only bonus.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add/Rework more Helmets that are without an armor set**

Currently, there's a handful of leggings (Moon Lord's Legs, Djinn's Curse) and chestplates (Cirrus Dress) that provide unique effects while not being part of an armor set, but with the removal of Occult Skull Crown's function as a helmet, there's not really any helmets that have any unique effects with a benefit on gameplay (Sunglasses has the visual sun thing, Fish Bowl makes you drown, and a handful of random items have 1 defense, but those aren't really comparable to Cirrus Dress or Moon Lord Legs' effects)

It would be nice to have at least one helmet that provides a beneficial effect but isn't part of an armor set to go along with the other items. A simple solution could be The Occult Skull Crown being brought back as a helmet, or new reworks could be done to other already existing items. One idea I've had is making Fish Bowl count you as underwater at all times, allowing strong synergy with items like Deep Diver, Aquatic Heart, and Leviathan Ambergris in exchange for having an otherwise useless helmet.

Suggestion Author

@last peak

arctic boughBOT
#
**Remove the Summon Damage Penalty during the Old One's Army**

Currently the Old One's Army is much more of a chore than it's meant to be for anyone but Summoners due to the OOA sentries getting the summon damage nerf during the event. Simply disabling the penalty for OOA sentries during the event (or the penalty as a whole) would do volumes for making this more enjoyable and less annoying of a grind to complete.

Suggestion Author

@last peak

arctic boughBOT
#
Add smooth lighting tile glow compatibility with the Fancy Lighting mod

Currently, tiles like the laboratory screen's glow masks don't work when you have this setting on. If compatibility is added this will allow builders to put extra detail into their builds using lighting without having to do stuff like hiding gemspark walls behind blocks. This mod's .dll files are fully available to allow for easy mod collaboration.

Suggestion Author

@tame violet

arctic boughBOT
#
**Make the summons from the Blood Clot Staff move less erratically when not targeting an enemy.**

They just fly around really fast and it's a bit distracting, making them float much more slowly would be nice. And to reiterate, I'm talking only about when they're floating around the player and not targeting anything.

Suggestion Author

@slate cedar

arctic boughBOT
#
Give Wulfrum Acrobatics Pack the ability to reel in (slowly)

It is somewhat detrimental that this accessory only gives the ability to swing. So I suggest adding the function to reel in and out at a slower pace than regular hooks, similar to the Static Hook.

Suggestion Author

@little ravine

arctic boughBOT
#
Add full display of Destroyer to the map similar to DoG

Destroyer shows up as a single point mob on the map, making the map largely useless when fighting him as this point is either some sort of centerpoint of destroyer or something even more arbitrary. The fight gets largely awkward as the only way to really judge when you're about to be rammed by the head is maybe the subtle movement of the off-screen boss direction indicator. Death mode destroyer is ass as it is and would very much warrant to be fully displayed on the map similarly to devourer.

Suggestion Author

@shrewd bay

arctic boughBOT
#
** Make the Vigilance less annoying**

I find myself barely using the Vigilance right now, not due to it being underpowered, but it being annoying to have permanently summoned, because of the sounds they are making and them not positioning correctly when summoned by holding the mouse button. That's why I often use the Staff of the Mechworm even in Endgame, because it is silent.
I presume the best solution would be to remove the sounds and fixing the arrangement issue of the summons (sometimes, they just spawn on top of each other, as if they all were the first summon of their kind).

Suggestion Author

@tawdry mountain

arctic boughBOT
#
**Make Blazing Core able to be re-activated to move the blazing sun**

Currently, blazing core is not very useful due to lingering in one place for ten seconds and being unable to be moved when doing so- it's okay for events like Acid Rain t3, or the upgraded moons, but it's still incredibly niche. Allowing the sun to move if you take damage again while a sun is out would provide much more utility in boss fights, making it at least worth considering using.
If that makes face tanking/true melee too strong, reducing the damage dealt to compensate would be a worthy trade-off

Suggestion Author

@last peak

arctic boughBOT
#
**Make Decapodita Sprout (Crabulon's Summon Item) Spawns Naturally In Glowing Mushroom Biome (similar to Gelatin Crystal for Queen Slime)**

Crabulon is an early pre-Hardmode boss that you are supposed to fight early which is when its drops are most useful. However, most people tend to skip the boss whether intentionally or not due to there being no hint of the boss existing, and when the player know about the boss they tend to already progress way too far and destroy the boss easily to obtain rage upgrade.

Thus, with the consideration that Crabulon is actually supposed to be a boss you fight early (with combination of low HP, low damage, simple moveset that do not require complex arena/movement accessories to dodge), I think it will be better if the player get a hint/incentive to fight the boss early.

One of the easiest way to achieve this is to simply hint the player of the boss' existence through making its summon items to be able to generate naturally like Queen Slime. Not only does this allow the player to notice the existence of the boss easily but also giving an incentive to fight it early as the summon item is supplied directly.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Reorganize post-Evil Boss Progression**

Currently, after beating the Eater or Worlds or Brain of Cthulhu, the next step in progression is for the player to fight the Perforators or Hive Mind, and typically, a well prepared player can easily beat these bosses immediately after each other with little to no preparation due to them being very similar in strategy, and being fought in the exact same location as their predecessors. It makes the Evil 2 bosses feel very 'same-y' as they're fought at the same time, in the same place, with almost identical gear.

At the moment, both the pre-Evils tier (King Slime, Desert Scourge, Eye of Cthulhu, Crabulon) and the post-Evils tier (Deerclops, Queen Bee, Skeletron, Slime God) have 3 or 4 bosses each, and I feel like it would be very easy to simply move the two bosses with the least amount of identity in their current tiers to this area.

Crabulon and Deerclops are overshadowed in returns by their counterparts in terms of drops, and feel like the biggest contributors to content bloat at their current stages. There's just not much incentive to fight them currently. I think simply moving them to the single most empty part of the game would not only help them feel more involved, but also make the Evil 2 bosses feel like more of a step in progression instead of just Evil Boss 2: Electric Boogaloo. This would also give each tier an equal number of bosses to fight, which would also help with content distribution.

Suggestion Author

@olive shale

arctic boughBOT
#
*Add an item similar to the lunar event monoliths for the Cryogen northern lights effect*

As the idea suggests it would be cool if there was a Cryogen monolith that fills the night sky in a certain range with the northern lights (the green pink bluish lighting effects during the fight). I think this would just be a nice thing for builders or people looking to add some atmosphere to their builds and worlds

Suggestion Author

@dire bramble

arctic boughBOT
#
**Add actual Calamity credits**

I personally really like credits in games due to them actually, well, crediting the devs for creating the game you just experienced. But they also give some form of closure as then you know that you've done it.

I know that there is some form of these credits in the form of the developer items, but without research, I wouldn't be able to tell you to whom they belong.

Suggestion Author

@tawdry mountain

arctic boughBOT
#
Remove Meld Constructs

Meld Constructs are a relic of the past, an item that exists only to combine Meld Blobs with stardust and to quadruple the cost. Using stardust in meld stuff doesn't even make sense to begin with! And why do we need quadruple the resources needed for meld stuff? Currently, Rogues have to go through the pillars again post-ML just to get the armor set. I thought Calamity was trying to avoid this sort of thing? Anyway, the meld construct is an ancient, unnecessary item that exists only to complicate crafting recipes and contribute to item bloat.

Suggestion Author

@gritty flower

arctic boughBOT
#
Bosses should drop at least one of their class-specific weapons relative to the class of the weapon the player is holding at the time of its defeat.

It isn't an uncommon occurrence for bosses to fail to drop a wanted item, and in my personal experience this can sour the satisfaction of killing a boss, and fighting it again feels more like a chore than a satisfying fight as it did on the first defeat. This typically isn't a major issue as the drop chances of boss weapons are not very low, but sometimes RNGesus strikes and it can take over a dozen kills to get a weapon for your class.

Suggestion Author

@steel dagger

arctic boughBOT
#
**Add More Crafts from Ashes of Annihilation**

Ashes of Annihilation are the big crafting material that drops from Supreme Calamitas, however, unlike their Hardmode counterpart, Ashes of Calamity, Ashes of Annihilation are... relatively useless?

They craft bricks, dyes, a reusable summon item, and the Brimstone Locus. That's it. Yes, they are currently used for Shadowspec bars, but when later bosses will be added Shadowspec will be moved because it is a developer tier item. So considering Shadowspec a craft from Ashes of Annihilation would be like considering Miracle Matter a drop from Ravager because it has Cores and Life Alloy in it.

The main reason that I'm even bringing this up is that, while arguably the direct drops from Exos and Calamitas do suggest certain classes fight one or the other first, this ignores the fact that Exo Mechs drop Prisms, which unlock Miracle Matter and give the player access to the Exo Weapons, which are incredibly powerful and cover all classes. Calamitas has Exhumes, sure, but these still only help Mage and Summoner, the two classes that already benefit the most from fighting Calamitas in the first place. A simple fix for the class discrepancy, and the relative underwhelmingness of Ashes of Annihilation is to give Annhilation some weapon crafts.

A perfect candidate for such a position would be to add upgrades to the weapons dropped by Calamitas's Brothers. Crushsaw Crasher and Havoc's Breath are not only thematically relevant, but cover the weaker class returns for the boss, being Rogue and Ranger. They don't need to be actual upgrades as the two items already have upgrade lines, but spiritual upgrades would suffice, and they could even just be based off the upgraded brothers existing weapons, like Catastrophe's sword.

Regardless, even if this idea is passed over, the more important aspect is giving the less SCal supported classes more of a reason to fight her, and make her drop more meaningful, the rest is merely conjecture.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make more Materials required for Victide items to be crafted.**

Since Victide items are based upon aquatic life and some parts of the lore, there should be more things that are in the recipe other than Sea remaints. There could also be desert materials, like iron, due to the current material required literally being named "Sea Remaints", and in the real world, there's quite alot of Iron found at the bottom of the ocean.

Take the fishbone boomerang as example, it literally says "As last resort, they had to fashion weapons from the skeletons of dead animals." It would be such a cool idea to add a fish type that you catch in the Sunken Sea biome for it.

The Reed Blowgun can get some navystone or other sunken sea to it due to the navystone blue like color at the back of it.

Here is probably one of the most obvious things about this suggestion, the Urchin Mace. There's literally an enemy named Sea Urchin that drops Urchin Stingers. And the sprite of the Urchin mace really shows off that it has Urchins on top of it.

More about the Suggestion
Concluding this, it would be such a cool idea to make the Materials more varied as it adds more exploration to the game and not just more re-killing bosses. I see this as an opportunity to explore the Sunken Sea to its fullest potentional as right now, it's just going there to kill the giant clam, grab some sea prisms and enter the Sunken Sea Lab. Thats all i have to say.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Give Monk and Shinobi Infiltrator sets Rogue damage and effects**

Rogue has no OOA hybrid sets. Meanwhile, Melee has two. On top of that, the sets' themes more closely align with Rogue than Melee. To align with the suggestion rule, Melee damage would have to be kept on the set, but using Melee and Rogue damage at the same time would not be much of an issue. Optionally, the Melee stats could simply be removed, as the sets are overshadowed by the Squire and Valhalla knight anyway.

Suggestion Author

@devout canopy

arctic boughBOT
#
**Config option to turn off Calamity forced respawn time**

Currently respawns are set at 3/30 seconds without letting other mods change that time (including the shorter respawn time, nyroc's nohit etc.). This feature would solve many complaints about the respawn time and allow freedom of gameplay when using this mod. I've seen multiple posts about this and believe it would be a great feature, over a forced respawn time.

Suggestion Author

@potent urchin

arctic boughBOT
#
**Add an acidwood sofa**

It's missing there's no acidwood sofa, very upset about this.
Acidwood toilet is also missing, but nobody cares about stinky toilets. Also, please change the lighting of acidwood light-sources to something that isn't just blank white.

Suggestion Author

@hybrid breach

arctic boughBOT
#
Make hell more open

currently making a wof arena is boring tedious and time consuming, changing world gen so that hell is more open would reduce the amount of blocks you have to mine for a good arena, and make wof a more fun fight to prep for. It would also make hell more enjoyable to explore

Suggestion Author

@woeful socket

arctic boughBOT
#
Make the Brimstone Crag immune to fargos double obsidian instabridge (like how infernum did it with the profaned garden)

The instabridge from fargos mutant mod makes WoF prep a lot faster/easier, but it also is almost guaranteed to wreck the Crags. First of all, newer players who might be clueless that a biome with useful items in it might accidentally destroy it before knowing it exists. It would also help for in the future when the crags are expanded.

Suggestion Author

@brazen kindle

arctic boughBOT
#
Give Perennial and Uelibloom Chlorophyte's growing mechanics and remove the respective ore slimes

We don't know why Calamity has 3 plant ores, but what we do know is that for some reason they lack the growth mechanics, and instead resort to the boring, uncreative, and overused ore slime mechanic. Basically, Chlorophyte is able to convert nearby mud blocks to itself, slowly but surely. This would be an excellent way of making them renewable while tying into the theme of the ores.

Suggestion Author

@gritty flower

arctic boughBOT
#
Rework the Striking Moment buff

Currently, Calamity makes Striking Moment only work on Brand of the Inferno- disregarding the oversight of it not working on Sergeant United Shield at all despite it applying the buff, this is overall a huge nerf to already niche weapons, and removes a potential playstyle that shook up melee considerably. While the full 400% increased damage may be too much, it would be nice to even get 100% or 200% damage on weapons besides Brand of the Inferno (and Sergeant when it's fixed), which would get the full 400%.

This would be a nice way to give players a different and unique way to play melee and reward them for doing so if they so choose.

Suggestion Author

@last peak

arctic boughBOT
#
Allow pressing S while your grappling hook is out to cancel the grapple

Currently, the only way to retract your hook is by jumping, but that only works when it's already attached to something. when you are, say, navigating over lava with a hook and double jump, and then you slightly miss your grapple, you have to wait for it to slowly return to you, by which point it'll usually be too late. It doesn't even have to be with lava, fall damage works the same way. You can't hook clutch if your hook is already out, and having to way to reel it in on command makes no sense.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Buff Cryo Stone and Remove Tesla Potion**

To put it simply Tesla Potion put a "circle shock aura" around the player that "stuns" enemy that enters, which is exceptional at dealing with boss minions (like Leviathan and Duke Fishron) while is still amazing at contact damage bosses by stopping their attack despite having 30 seconds cooldown on the stun.

On the other hand, Cryo Stone provides an identical effect with a freezing shield that freezes enemy that comes close. However, it is completely overshadowed by the fact that Tesla Potion is "free" while Cryo Stone takes an accessory slot.

For such a powerful effect to exist on a potion not only is a balance but also a design issue as in the future any similar effect will have to compete and likely lose to Tesla potion. As of current, Tesla potion already make Cryo Stone (and partially Aquatic Heart) to effectively be unviable.

Thus I think it will be the best for the game to remove Tesla Potion while buffing Cryo Stone (which still provide the same effect) such as giving it more defense/damage dealt, or even stats like Max HP/damage reduction and so on so that it become a viable defensive option to the player.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Molten and Stalker Quiver have Equivalent Stats**

Molten Quiver and Stalker Quiver are both upgrades to the base item Magic Quiver, however Molten Quiver is just less powerful for seemingly no reason.

Molten Quiver's main effect is to convert wooden arrow into basically flaming arrow, effectively giving it +2 damage base damage (from wooden arrow's base of 5) and make it inflict On-Fire. This is simply a very ignorable effect as you have access to all Hardmode Arrows at this time which makes it only a "quality of life" if you use Endless Quiver and even then it is subpar.

On the other hand Stalker Quiver just hvae the full benefit of 10%. One important thing to note that Quiver's damage bonus is multiplicative so the 3% is a gigantic nerf for basically no reason.

Tldr: there is no reason for both to not be equal at least in terms of stat, 1 offers a small quality of life while the other offers some multiplayer utility.

Suggestion Author

@drowsy mantle

#
**Make Whips Give The Player Temporary Defense Buff (for short duration) On Whip Hits**

The suggestion might sounds weird but let me explain it:

Before the implementation of whips, Summoner had traditionally been a low defense class because you don't have to aim due of minions; can stay relatively far away from danger compare to more melee-y classes; and basically can put all your focus on dodging

However this is no longer the case with whips: you go up close and personal and probably more close range than even melee class (on non-true melee weapon) which is especially difficult against late game bosses, and the compensation is you get damage from it. However this basically contrast with the design of summoner as a class and the main reason why they have low defense.

Thus, this suggestion focus on compensating the low defense for the forced close-range combat of whips and suggest that whips should give a short duration defense boost to basically put summoner's defense more up to other class level considering the range disadvantage.

The "defense boost" don't have to put it instantly to the tankiest (melee class) level, but there is always a gap between melee/ranger/rogue and mage/summoner; thus as long as it is close to rogue level it will give it much more of a reason to put yourself in danger.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Make a calamity version of the pillars health bars

currently, when fighting the pillars using the calamity boss bars, the pillars health bar doesn't work or show up, making it so that you have very little information about how much longer you need to fight enemies

adding this would make a lot more sense than just leaving the health bar out of the picture when fighting the pillars, and would also look a lot more aesthetically pleasting

Suggestion Author

@polar onyx

arctic boughBOT
#
Remove the change of increasing the number of tombstones needed to form the Graveyard biome

Either reduce the number of requirements, or add setting options, or specify in the tombstone's tooltip

This confused too many players who wanted to create the Graveyard biome by themselves , they will also repeatedly ask people around to cause unnecessary trouble, while eliminating the influence of the natural-spawned Graveyard was not as useful as expect

Suggestion Author

@austere marsh

arctic boughBOT
#
make Arid Artifact require any sand rather than specifically regular sand

its kind of annoying if you have a hallowed or corrupt desert. it only makes sense considering sandstorm acts across all desert types
(also add "not consumable" in the item lore so its consistent with other event and boss summons)

Suggestion Author

@mint vault

arctic boughBOT
#
**Give the Summon damage penalty/nerf an in game indication**

Currently there is absolutely no indication in-game that summon damage is reduced by 50% while not holding a summon weapon. If a player doesn't know this and holds a different class weapon, even if they don't use it their damage will be cut in half. This can lead to confusion as to why summoner has vastly lower DPS than other classes at the same stage and ultimately turn players away from the class as a whole. Overall, such a large nerf to damage should be explained in game. I propose that all summons have something added to their tooltip, such as "Summon damage reduced by 50% while not holding a weapon that deals summon damage" to alleviate any potential confusion that this change may cause. Other solutions could be a UI element that appears when the penalty conditions are met (such as the stealth bar now explaining stealth), or a debuff that explains the nerf in the hover-over tooltip.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Give the Tombstones a tooltip showing that the requirements for Graveyards has been upped to 20.**

I've seen a couple posts on the Calamity Mod subreddit about people not knowing that the graveyard requirement has been majorly upped, so it would be nice to have an indication of that in the mod itself.

Suggestion Author

@crisp magnet

arctic boughBOT
#
**Increase the Jungle Rose's drop rate from 5%**

Yes, Dryad sells some. However, in the Pre-Boss stage of the playthrough (my least favorite stage) when you need it to craft some items it's far too tedious to get. Hell, I got 3 Nature's Gifts while looking for 1 Jungle Rose.

It makes sense that it has 5% drop rate in Vanilla as it's just cosmetic, but it doesn't in Calamity.

Suggestion Author

@old rover

arctic boughBOT
#
**Remove the dye items from the health upgrades**

The recipes for these all make sense for the most part, stuff that locks you out from getting these unless you've beat some bosses/events and a few life fruit
but all these items stick out like a sore thumb, if you're new to the mod there's no reason you'd know that you'd have to keep a hold of these things (vanity items btw) so you're probably just going to trash them but then once you realize that you need them, you need to dive into the underground and upturn every rock just to find these pieces of garbage.

The Bloom stone can make it so you can spawn most these but that's a band-aid fix to this unnecessary problem and you get that after when you'd be able to make the first hp up.
The mana upgrades don't have this issue so i dont see why you can't just remove these and have it be easier for no downside.

Suggestion Author

@sacred vortex

arctic boughBOT
#
**Allow Astrum Deus to drop meld blobs**

Currently, all the pillar fragments are dropped from Deus, which lets every class farm for their class fragment if they didnt get enough from the pillars. However, Deus, for some reason, doesnt drop meld blobs, which are the equivalent to a pillar fragment for rogues. granted, killing it allows meld blobs to be fished, but why treat rogue differently than the other classes? Every other class has a fast and easy way of getting more fragments without doing the pillars (and subsequently Moon Lord). But rogue would have to do the pillars again, which are overall not very fun, just so they could get their post moon lord armor set. This is amplified even further by rogues needing 3x the amount of meld blobs as they do meld constructs for their armor. Basically, just let rogue have a faster way of obtaining meld blobs than the class currently has.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Move Martian Distress Beacon to Post Martian Invasion, or even remove it**

With the addition of the Martian Distress Beacon being sold by the cyborg, there's no reason to interact with the far more unique summoning method than simply buying another generic "left click to summon invasion" item. While it is nice to have a guaranteed way to spawn invasions, there is absolutely no need for that way considering that spawn rate modifiers exist and allow for far easier access to the Martian Probe, let alone a way pre martian invasion.

Suggestion Author

@pine kestrel

arctic boughBOT
#
Add an accessory that directly multiplies drop rates

Some of Terraria's items are locked behind low drop chances, which many people are naturally annoyed by. The obvious solution seems to be to just up the rates. However, when Cal added its own rare drops, they are instead common enough that they drop when players don't want them, cluttering up the inventory. When one has this accessory equipped, common drops would drop X times as much, and rare drops are X times as likely. If you don't want a specific rare item, just don't equip the accessory. This would be great thing to add for Terraria in general, and would also allow the Calamity item drop chances to be scaled back so we are not annoyed by their presence 80% of the time.

Yes, luck exists. However, the amount it helps with is questionable at best. It's not a good enough solution on it's own. This item wouldn't replace luck, simply cooperate with it to achieve the same goal.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Rename the 'Stardust' Item in Calamity**

To clarify, the suggestion is referring to the Stardust dropped in Astral Infection biome, not the pillar fragment.

This is just an unnecessary confusing naming (despite there being a word "fragment" to distinguish them) when it can be named literally anything else.

This is especially worse considering the items crafted from Stardust Fragment are named "Stardust ___" (eg: Stardust Armor, Stardust Pickaxe) instead of "Stardust Fragment Armor/Pickaxe", which only furthers the confusion.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Add an armor set bonus suppression item

Currently, cosmic plushie stands as the only way to remove demonshade’s red devil. However, all other armor sets that summon a minion as a bonus lack anything of that sort. Not to mention how cosmic plushie has a very difficult method of obtainment for an item with actual function outside of being a pet. I think a favoritable item like ball and chain for suppressing armor bonus minions would better fill cosmic plushie’s role without having to get to dog on hardcore or just cheating, and with far more coverage than just one specific set.

Suggestion Author

@upbeat minnow

arctic boughBOT
#
**Make Exo mechs drop a mage weapon**

As it currently stand every class besides mage has 2 weapon drops across all three of the mechs loot pools, All of which are great weapons that are pretty solid to use vs scal so i dont see why mage has none.
Honestly i assume this is already on the way as both of the summoner weapons were added in later updates.

Suggestion Author

@sacred vortex

arctic boughBOT
#
**Give the Megashark upgrade line an actual Water debuff instead of a Fire one**

Currently, the final upgrades to the Megashark; the Seadragon and Voiddragon, both inflict a Fire type debuff for some reason, despite being the final upgrade to a very clearly water themed weapon line.

Water debuffs are already vastly underutilized, and Crush Depth wouldn't feel appropriate on these weapons, so I propose some new kind of Water debuff be created and used instead.

Perhaps something like 'Shark Bite' or 'Fish Bite'; this would not only make sense with them being upgrades to the Megashark, but could allow it to be put onto other weapons, like say the Piranha or Barracuda Guns, the S.D.M.G. line, etc.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add New Star Ammo Types**

Star Cannons are notorious for being strong but resource intensive weapons in vanilla Terraria. However, in Calamity, they're balanced just like any other weapon due to the ease of obtaining Fallen Stars via the Astral Infection. Regardless, the stigma remains, so many Star Cannon upgrades are typically overlooked by the player base at large.

Furthermore, while ammo suggestions for alternative weapons, like Flamethrowers, are typically frowned upon; this is due to the abundance of these weapons Calamity adds, and the difficulty of implementing alternate projectiles for these weapons. However, there are only 5 star cannons in the entire game.

While most of these weapons already have unique functionalities, I think adding more star ammo types could help incentivize their use by making players more aware of their existence, and their original unique functionalities could simply be conversions on base Fallen Stars. Calamity also has no lack of Space/Sky themed materials, like Aerialite, Astral, Meld, and Cosmolite, to draw concepts from as well.

On top of all this, it would also provide a lot of variety to the weapons, and in a much easier way than just implementing more star cannons could, which would help the weapon subtype a lot.

Suggestion Author

@olive shale

arctic boughBOT
#
**Change the early-hardmode progression order in Boss Checklist**

Currently, Cryogen is positioned after Queen Slime and before the mech bosses, and Brimstone Elemental is after two mech bosses, which is fine, unless you consider the hardmode ore reworks added by the mod, which makes so you need to beat one mech boss to summon the Elemental and two mech bosses to unlock the adamantite/titanium forge needed to craft Cryonic Bars.
Changing the bosses' order, perhaps by swapping Cryo's position with Aquatic Scourge, a boss whose drops are not locked by other bosses, would avoid making the player locked from getting Cryonic gear before beating two mech bosses, and putting Brimstone Elemental after only one mech would make players fight the boss player earlier.

Suggestion Author

@round mist

arctic boughBOT
#
**Allow the direction the Rainbow Party Cannon is firing to be changed**

One of the main reasons this was changed on the Charged Blaster Cannon is because it was really annoying to deal with charging up a weapon just for the boss to move out of the way, and generally being bad game design that could be replaced with another weapon.

The Rainbow Party Cannon sees a similar issue, leading to the the Dance of Light and the Fabstaff being better magic options when fighting Boss Rush and Adult Eidolon Worm.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make Fearmonger Armor's Damage Reduction Effect Works When Bosses Is Alive Or Rework It**

As the picture attached stated, Fearmonger Armor provides a 15% damage reduction effect during Frost/Pumpkin Moon, which looks like an amazing effect until you realise this effect do not work against bosses.

On top of that, there is no mention of this effect not working in-game, you only know this information from the wiki.

The reason why this effect is so awful is because Fearmonger is an armor that you can only access after farming the Post-Devourer of Gods Frost and Pumpkin Moon. This means that by the time this item is acquired it already outlived the benefit of (this particular part of) the set bonus. The only time this would had been useful is on Yharon but as stated, it doesn't work against bosses.

Either make this effect to just always work or rework this part of the set bonus, it just do not benefit the player at all and simply don't function as intended.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Buff and Rework Ninja Armor**

The picture explains everything. It is understated in every single way compare to every armor while having a harder acquisition method.

Originally I was going to compare it to Platinum Armor which is also easy to acquire, but funnily enough I don't have to because Ninja Armor is outclassed by Copper and Tin Armor.

Yeah this armor just desperately need buff and likely a rework, or even potentially turning it into a Rogue armor (considering previously it was a Throwing class armor which is now Calmaity's Rogue equivalent).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Move Pearls Shards to Giant Clam and Give Desert Scourge a More Fitting Material**

Desert Scourge's Pearl Shards are a mess of theming. Items like Superball Bullets, Flurrystorm Cannon, and Lunic Eye have no reason to include them whatsoever. Acceleration Rounds, Flying Carpet, Firestorm Cannon, and Monstrous Knives only have them to lock progression.

I suggest removing Pearl Shards from the former, and replacing Pearl Shards with a new Scourge themed item like "Scourge Teeth" or "Scourge Scales" in the latter. They share the more reddish colors of Scourge than they share any traits with... pearls.

The remaining crafts are all explicitly Sunken Sea themed (besides... lore items) and having the Clam drop Pearls makes WAY more sense. You could even have normal Clams drop them too. This would also give WAY more of an incentive to even fight Giant Clam, as most people overlook its mediocre accessories, and Amidias, who all things considered, only sells a handful of mediocre weapons.

Suggestion Author

@olive shale

arctic boughBOT
#
**Allow Crafting items with the Arkhalis**

This one is a fairly simple idea, make the items Devil's Sunrise and Fractured Arc capable of being crafted with either the terragrim or the Arkhalis item. While this is not an issue that everyone will run into due to the arkhalis being quite rare, however, since the two weapons are pretty close to reskins of one another, i feel that it would be a harmless thing to add that just makes sense. On top of just making sense, it also wouldnt mess up the value of those items, since the arkhalis is not only more rare, but also slightly stronger than the terragrim. So, while not an issue that would affect everyone, it would be a nice thing to have.

Suggestion Author

@tawdry current

arctic boughBOT
#
**Make Wulfrum Acrobatics Pack's rope extendable and retractable**

Whenever you use the item, you can only have the rope at one length - the length it travelled from you to the block it holds on. It is, of course, fair, however I am sure that it just holds the potential of the item itself. It definitely would've been cool to go down some block, align yourself for a perfect swing or just do stuff in a Worms style. By making it able to retract and extend like the Static Hook from vanilla, or at giving the Pack an upgrade with this function, there will be much more movement freedom open for players

Suggestion Author

@orchid frost

arctic boughBOT
#
**Allow The Cart of Gods to be able to cart dash**

The term cart dash is pretty self explanatory, you position yourself beside a tower of rails and you dash and mount at the same time, which usually allows you to ride the cart without rails at high speeds.

At the moment the only vanilla carts are "cart dash-able" and the fastest vanilla cart (as calamity adds none bar cart of gods) is the mechanical cart, which is cart dash-able, and though most mightnt use carts, it is a slight inconvenience perhaps to have to only use mechanical cart up to post DoG.

Though it isn't a widely used feature, it would be cool and enjoyable to be able to cart dash with The Cart of Gods.

Suggestion Author

@distant flicker

arctic boughBOT
#
**Make Igneous Exaltation into an Active Summon Weapon.**

I really like the overall design, but as it is it feels a bit clunky to use as a normal summon and costs a lot of mana to constantly resummon, and summon armor/ accs don't really focus on max mana/usage. Early hm doesn't have an active summon weapon, so I think it'd be a fun whip alternative! Or just rework the right-click to cause the blades to attack at the cursor at the cost of some mana then return, so you don’t need to re summon them.

Suggestion Author

@slate cedar

arctic boughBOT
#
**Give Accessory Reforges A "Secondary Attribute" To Distinguish Them**

Referring to reforges like Menacing, Lucky, Warding, Silent, Quick, Violent, Arcane.

Currently a lot of them just "do the same thing", eg: Menacing, Lucky, Silent, Violent and Arcane "technically" all just give damage in a different way, and only Quick and Warding have their own distinct function.

However even at that Quick often is just worse than Warding after the previous nerf which makes the reforge very much not worth it outside of min-max scneario.

With that in mind, as Warding have a secondary attribute of "+1% damage reduction" to further enhance the power of the reforge, I feel other reforges can receive a secondary attribute to make them more distinguishable from each other.
For example:

  • Menacing: "Damage Reduction Penetration" or something along the line, either flat or multiplicative
  • Lucky: Increase "luck" stat to help with farming (and fits)
  • Silent: Different stealth value on stand still and moving, max stealth, rogue velocity, a lot can fitting here
  • Quick: Increase max acceleration and acceleration/deceleration, max movement speed...
  • Violent: Increase melee size (fit with the whole "true melee" theme, although it works on many weapons now)
  • Arcane: Mana cost reduction, mana regen or something as it need to compete with Menacing/Lucky
  • Warding: already have secondary attribute
Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Prevent the Astral Infection from spawning within Unique Biomes**

"Unique Biomes" referring to Snow, Jungle, and Hallow.

In my current playthrough, my Snow Biome was completely overwritten by the infection, and has made it virtually impossible for any of the Snow mobs to spawn in, as the Astral Infection mobs have a much higher spawn rate. I cannot farm fish for Essence of Eleum, thus making it much harder for me to make the spawn item for Cryogen.

There is seemingly no benefit to these biomes overlapping to this extent, aside from some unique blocks.

Suggestion Author

@sturdy dragon

arctic boughBOT
#
**Make Caustic Tear not need Acid Rain to obtain**

If you don't do an acid rain when it happens, or got rid of the drops from it you thought were unimportant to your class, you are unable to obtain a Caustic Tear, meaning you may need to wait decently long periods of time for an Acid Rain to spawn when you actually do need one.

Making a recipe for the Caustic Tear out of a Torrential Tear and materials like Acidwood or Sulphurous sand would be a simple method to solve this issue. Another solution could be to entirely replace Torrential Tear with Caustic Tear, as spawning an Acid Rain also causes a rainstorm to happen.

Suggestion Author

@last peak

arctic boughBOT
#
**Draedon lab furniture changes**

The Draedon lab furniture is already great, but it needs its own light source along with some other qol additions.
For starters, why not make the lab console work as a switch/lever? Think of the amazing builds that could be made to turn on and off appliances using it. Plus, it would allow a decoration item to have an actual use.

In addition to changing the consoles, there should be some sort of camera in the Draedon lab that has an animated sprite that moves around and can be toggled on and off by the use of switches. This would fit in perfectly if added in with the new use of consoles. (Maybe they can even be seen through lab displays if wired to them? It would be cool but might be for a future update)

Last but definitely not least, Make the lab terminal 1 tile wider. This would greatly help with symmetry in draedon builds and would also save from a painful disappointment such as this... (above my character )

Suggestion Author

@sharp igloo

arctic boughBOT
#
**Add Amours for Sentries and also More sentries in phm and post ml**

First Reason Is that I don't see that much interesting playstyles for calamity summoner as there aren't anything interesting gimicks or special up going for sentries other than the Atlas Munitions Beacon which is gimick is interesting and cool but the problem is it's post exomechs there is only 14 sentries in this game and there aren't any sentry based armors for post ml and phm

Suggestion Author

@verbal spindle

arctic boughBOT
#
**Give Elysian Tracers, Celestial Tracers, and Shield of the Ocean equip sprites**

Currently, Seraph Tracers have shoe sprites but Elysian and Celestial do not. This is a minor consistency issue, but it becomes larger when considering each item's relative EquipTypes.

Due to not actually drawing shoes on you, Elysian and Celestial tracers aren't given the "Shoes" EquipType internally. This is an issue for cross-mod compatibility, most notably with the Boots Slot mod, where Seraph tracers can be worn in shoe slots but Elysian and Celestial can't.

Shield of the Ocean has a similar issue with not being classified as a "Shield" EquipType, which is notable as it causes issues when trying to use it with vanilla's Brand of the Inferno, with which it just does not work to allow you to parry. It also causes issues with other mod's items or accessory slots that check for a shield equipped.

Suggestion Author

@last peak

arctic boughBOT
#
**Rename god slayer inferno to “dimensional surge”**

I think that there are far too many fire debuffs, and I think a rename from god slayer inferno would make it feel like more than just purple fire, and it would better suit DoG as his theming has nothing to do with fire, whereas providence yharon and scal are very much fire themed, and I thought a more “cosmic” name would be more fitting. The debuff could be electric, as there are not very many electric debuffs.

Suggestion Author

@upbeat minnow

arctic boughBOT
#
**Add backglow to projectiles eligible for stealth strike hit bonuses.**

Projectiles that count for stealth strike hit bonuses tend to be those that are initially thrown (with Crystalline, only the initial projectile thrown and not the split projectiles; with Sticky Spiky Ball, all 4 copies of it). But amidst fights it's hard to determine which counts unless the relevant effect has its own visual (like Scuttler's Jewel) or auditory (like Raider's Talisman) indicators.

Giving these projectiles backglow in any situations would be a QoL improvement to stealth system as it makes it easier to spot projectiles that count towards these bonuses immediately.

(For context, that image is from Infernum Guardians, and it has an orange-yellow backglow)

Suggestion Author

@wise radish

arctic boughBOT
#
**Make The "No Health Regeneration" Effect Of Debuffs Actually Applies**

Currently this line is not referring to the total life regen that the player has, but rather the "natural health regeneration" of the player which is only about 0.5 HP/s or 1 life regen in combat, which means that this effect is nearly inconsequential.

Thus because of this, what is meant to be countering high life regen build ended up becoming the countered, as with enough life regen you can just outregen the debuffs (or at least negate a large portion of it).

This also makes item line like the Crown Jewel/Celestial Jewel/Astral Arcanum which supposedly "Boosts life regen even while under the effects of a damaging debuff" to be irrelevant as they carry no special property in this regard, they just give more life regen if you have a debuff. Indirectly because of this the only way to counter life regen of the player is by having the debuffs deals extremely high amount of damage (like the case of Shadowflame, God Slayer Inferno and Dragonfire) which can feel unfair against build that do not spec into life regen or immunity.

Thus, I think these debuffs should instead actually disable all life regen of the player to accomplish its main purpose of "countering life regen" and maybe LOWERS the DPS on the debuffs to compensate; that way the Crown Jewel line or debuff immunity options become more attractive as you no longer just universally ignore them through having high life regen.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Reconsider Pumpkin/Frost Moon and The Eclipse buffs place in the game progression**

Currently, these events are buffed all at the same time after defeating the Devourer of Gods, unlocking too many recipes at once, including:

  • Items made from Nightmare Fuel;
  • Items made from Endothermic Energy;
  • Items made fron Darksun Fragments;
  • Items made from Ancendant Spirit Essence (combining all three materials and Phantoplasm for some reason);
  • Items made from Cosmilite Bars;

Isn't there too much content unlocked after defeating ONE SINGLE boss? Considering that the player will only have to fight Yharon next, then move to Auric gear, this creates a massive item overbloat, where 70% of the items are not used by players in favor of stronger or more convenient ones.

My suggestion is to unlock these events by defeating the Sentinels of the Devourer.
For example:

  • Storm Weaver unlocks the Endothermic Energy;
  • Signus unlocks the Nightmare Fuel;
  • Ceaseless Void unlocks the Darksun Fragments.

The final version may differ from mine, but, again, the main goal is to place the listed materials more evenly along the game progression.

Suggestion Author

@sterile wind

arctic boughBOT
#
**Remove the Aquatic Discharge and the Submarine Shocker**

Honestly I don't know how these got overlooked in the shortsword purge
Both have abysmal range that you have to use bc they are TM, They do miserable damage and the one time one of these can do damage, it's outclassed as a worm killer by plenty of other weapons (both weapons come from worm bosses btw)
The Aquatic Discharge has nothing going for it in the slightest, ig you could use it vs crabulon but if you do that you should see a doctor.
The Submarine Shocker is a H-tier worm killer that melee doesn't need.
They feel old and a waste of space anytime you see these, they have no use so I don't see why these still exist.

Suggestion Author

@sacred vortex

arctic boughBOT
#
**Rework the arena boundaries for Supreme Calamitas and how she behaves outside of them.**

The arena borders of Supreme Calamitas are very... bad. It's just a one block wide wall. Why not make the borders prettier, increase the width to 3 blocks and change the texture of them, and add some visual effects outside the border, meaning bad consequences when going beyond them. I'm not suggesting that you do exactly the same as they did in Infernum, but it's worth working on it. Even Yharon has better borders than the FINAL boss (i.e. Supreme Calamitas). These borders are just knocked out of everything that happens, there is no feeling that you SHOULD stay within the borders of the arena, as if this one block is just a trifle. And I will return again to Yharon, his borders made it clear that if you go beyond them, you will die, but Calamitas has no such feeling of fear. And even more so, she will not even be able to kill you abroad, because from her you can simply fly all over the map. And this is called the FINAL boss. Yes, I don’t quite understand how you can change her behavior outside the arena, but you can make a debuff that deals damage over time and generally increase Calamitas aggression, give her more movement speed, increase the distance she will dash. And again, if you make a debuff, you can add some visual effects to it, so that the player understands that it is better not to go beyond the borders.

Suggestion Author

@oak flint

arctic boughBOT
#
**Add a spawn blocker for the Cultists/Lunatic Cultist**

Honestly, I’m really surprised that this isn’t a thing already. We’ve already got spawn blockers for things like voodoo demons and ??? (Anahita), so why not add something to prevent accidental cultist summons? It’s infuriating to lose a fight because a couple of stray projectiles hit some cultists, causing the Lunatic Cultist to spawn. Adding a spawn blocker would fix this problem. This could either prevent the cultists themselves from spawning, or just prevent the Lunatic Cultist from spawning once the other cultists are dead. It’s highly likely that you will only need to do the pillars once thanks to new ways of getting fragments/meld, so the cultists become nothing but a nuisance.

Suggestion Author

@mellow stratus

arctic boughBOT
#
**Give Jousting Lances a dash attack**

Currently, jousting lances are both incredibly hard to use, and not even strong enough to be worth their difficulty of use. Giving them an alt use function, like a dash attack, would be a great way to make them more usable while fitting their theming and not making them the same as other melee weapons.

Additionally, the three lances could have different effects with their dash; for example, the base jousting lance could have a bounce like Shield of Cthulhu, but the Hallowed could have a ram effect. This would provide them with much needed diversity between the three besides just damage.

Having a dash built in would be a fantastic way to increase their diversity from other weapons and from other Lances, and give them viable uses without needing to have exceptional damage

Suggestion Author

@last peak

#
**Add a crafting station that works as a demon altar**

Why? its simple, its annoying having to travel half across the world to go to a demon altar just to craft an item, especially in early game, its just nice having a demon altar close by.

Suggestion Author

@regal plinth

arctic boughBOT
#
**Allow use of the Profaned Soul Crystal in vanity while having Profaned Soul Artifact equipped before endgame.**

Currently you can only equip one or the other, vanity slot or not.
This makes sense in endgame, since the crystal does everything the artifact does, but before then, when the crystal is vanity only, you're still forced to un-equip the Soul Artifact if you want to use the Soul Crystal as vanity.

This is disappointing as it's one of the few cases where you cannot look the way you want to look while having a specific build.
So I propose to change that, make the Soul Crystal usable in it's vanity slot before Endgame even while having the Soul Artifact equipped, if there's a problem with duplicate guardians, the pacifist guardians on pre-endgame Soul Crystal could be removed.

Suggestion Author

@loud tiger

arctic boughBOT
#
**Add a guaranteed Evil Altar 'Shrine' Near World Spawn**

Evil Altars are a required component for several crafts in the game, including most early boss spawners and the Night's Edge, and are typically only found rarely scattered around the world at mildly low depths (Surface 8' to Surface 0'), or in the world's Evil Biomes.

Players frequently complain about the difficulty of accessing these altars, and end up using quality of life mods to allow movable or craftable altars. (And while Calamity DOES have one of these, Draedon's Forge is... long past the point of usefulness.) Most of the time, a player could actually find an altar close to spawn, but this is inconsistent and even more time consuming compared to the guaranteed ones that spawn in the evil biomes.

A simple solution to alleviate these issues, while still maintaining the original spirit of the altars is to copy the other mildly rare natural structure; Sword Shrines. Adding a small space with a single altar in the center, perhaps with some world evil specific walls (non-spreadable ones like Flesh and Lesion, obviously) behind it would keep it tasteful, and this 'Altar Shrine' could have the same sort of vertical shaft as Sword Shrines have. This would not only notify the player of the Altar Shrine's location, but even those less informed likely know about Sword Shrines, and would investigate regardless due to the allure of getting an Enchanted Sword/Terragrim.

This also, arguably, would be a lot more interesting than the vanilla method where they're haphazardly thrown about worldgen, make the process of using them more interesting, as well as cluing the player in on their use (as their common nature makes them easy to ignore in vanilla), while also being a good Quality of Life feature for those more experienced.

Suggestion Author

@olive shale

arctic boughBOT
#
**give Teleportation Potions a small chance to teleport you directly to any shrine**

Shrines currently have the problem of being ridiculously rare to find naturally, everyone knows that. They also, at least some of them, have very useful effects that some people even like to keep until lategame, but unfortunately, you wont find a single one in most of your playthroughs unless you like mining for hours on end for some reason.

Teleportation potions, currently, have the purpose of just using pure RNG to put you into random places around the world, which can be fun but unfortunately doesnt actually serve that much purpose unless youre speedrunning the game.

so, why not make teleportation potions teleport you to very specific places in the world, namely shrines? Its main functionality of teleporting you randomly around the world doesnt get impacted, but has the small chance of sparing you potentially hours of time of random exploration around the world. This solution would significantly improve both the item and the shrines at, as I see it, no real downside, and I dont think its hard to implement either. You could argue teleportation potions become much less random if they teleport you to shrines specifically, which is why this ability should only occur rarely, maybe a 1/10-1/20 or so chance?

Suggestion Author

@rapid hinge

arctic boughBOT
#
**Give Wulfrum Digging Turtles an extra block of mining range**

Whenever I use the digging turtles diagonally I always hit my head on the block that isn't mined by the turtle. Adding an extra block of range would help to make early game mining that little bit less painful and to further fulfil their purpose in building paths to ores and whatnot. Giving the turtles an extra block of range could help mitigate this issue.

Suggestion Author

@vague willow

arctic boughBOT
#
**Revert Death Mode Cryogen Shield, Calamitas Clone and Brothers to their original sizes**

I don’t know what Cryogen having a tiny shield serves for but as for Calamitas being so small, my guess is to have a smaller hit box, making it harder to hit while massive brothers being more physically dangerous. Personally I don’t find these size changes having much impact towards difficulty but instead just makes them look very odd if it’s not a worm boss.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Buff, Rework or Remove Frost Flare (Accessory)**

Currently this accessory just serves close to no purpose. It is just an attempt to try to stack many conditional effects into 1 to create an interesting situational accessory but end up creating a contradicting accessory that serves no purpose.

It has 4 effects, all of which are bad for one reason or another:

  1. Melee inflicts Frostburn
  • Why not all class, this just makes it inherently bad to use it on anything but melee considering this is the only always active effect; Frostburn is also much weaker than Frostbite
  1. Below 75% HP, grant 10% increased damage
  • while looks like an ok effect it actually is not; generally low on life defensive buff is more useful than offensive because it helps you stay safe at low HP, this does not help with it

This is just a hinderance as if you accidently go above 75% you lose the damage, and even when active it is a worse Warrior Emblem

  1. Below 25% life, grant 20 defense and 15% max speed and acceleration
  • while I said that low life defensive boost is good, 25% is simply way too low, you never want to stay at this low HP because any hit have potential to kill you (through the 20 defense); speed is also not helpful as it can actually throw you off with sudden speed increase
  1. Grant resistance against cold attack
  • This would had been a useful effect except that it do not stack with Warmth potion (which is free and provide other cold debuff immunities)

Currently this accessory is just not remotely worth it, it should be buffed, reworked or if both are not an option removed.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Buff or Give Bloom Stone Additional Effects**

As it stands beside the plant growing effect (which is only "useful" for getting dye plants for permanent HP upgrade, once each playthrough); its effect is:

+3 life regen (1.5 HP/s) while standing on ground, +6 (3 HP/s) if it is daytime

This accessory is just severely underpowered. On ground effect means if you start flying you immediately lose everything. Besides, Ambrosial Ampoule (earlier) provides +4 life regen and 5% DR always.

This accessory need helps, but buffing numbers directly can cause problem (due to nature of life regen), ideally it is given additional effects, some example idea from me are:
i) constantly restore small amount of mana even while firing magic weapons while on ground (make it like "Chaos Stone" where it is class focused)
ii) Have the plants you spawn instead be actual summons unique to the boots, providing unique bonuses (as a damage summon or even random buff minions)
iii) or even effect like some kind of active effect to give on ground boosts

There are a lot of potential effects that can be added to this accessory not only to make it more useful but also interesting.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Move the Mimic Combo Accessories to T2 Anvils**

Currently, the Mimic accessories (Star Cloak, Philo Stone, Cross Necklace, Putrid Scent, Flesh Knuckles, Titan Glove) directly upgrade into their next stage as soon as you have both halves due to being combined at a Tinkerer's Workshop. This leaves the originals feeling underpowered or almost unnecessary, moreso just components/materials to get to their improved versions.

I simply suggest these upgrades get moved to the Mythril/Orichal anvils so they feel more like upgrades than just a necessary part of grinding.

There is some degree of nuance to this, however; Power Glove, Charm of Myths, and Arcane Flower could probably stay at T1 due to being upgrades to previous tiers, similarly to Amalgamated Brain, but Star Veil, Berserker's Glove, and Stalker's Quiver (Quiver is obtained at the same time as Putrid) absolutely should be moved up just so they do feel more unique.

This would also fix the fact that Charm of Myths is currently obtainable pre-WoF due to a Philo's Stone being obtainable in the Crags, however, if this is done, I feel Star Cloak and Philo's Stone should probably get some kind of effect to compensate for this.

Star Cloak being on player hit only feels awful, so perhaps it could get some secondary effect to compensate for this? Perhaps inflicting Holy Flames on players attacks or something (it would lose this when upgraded into Star Veil, but would be useful to keep to buff the miserable Bee Cloak, maybe it becomes Astral Infection? Idk). I'm not sure what Philo would get, but the more important part is separating these items to have more individual identities, and giving them appropriate buffs to feel less useless once they have been.

Suggestion Author

@olive shale

arctic boughBOT
#
***Provide Renewability Options for Finite Sediments***

In both Terraria and Calamity, many sediments are tragically in finite amounts. These items, in list formatting, are:

  • Clay/Astral Clay (Which prevents Hadal Stew and Throwing Bricks)
    -Silt/Slush/Novae Slag (Which prevents the Ancient Fossil)
    -Abyss Gravel (Which prevents quite a few minor Abyss items and Fathom Seer Armor)
    -Eutrophic Sand
    These materials are, 1., very useful in construction, but also exist as components for existing items' crafting recipes. There are some fairly easy compromises.
    -Add environmental sediments (Abyss Gravel and Eutrophic Sand) to their corresponding biome's crates.
    -Add Slush as trash obtainable from fishing in Snow biomes.
    -Add a shimmer or water based recipe for Clay (Perhaps sand at a Sink)
Suggestion Author

@winged rune

arctic boughBOT
#
**despawn projectiles when you kill a boss**

when a boss dies, the projectiles that he left before dying could disappear so that they do not get in the way, This would be a small change that would give a little more comfort, because for example when you kill Planterra there is a spikeball following you and that bothers a bit

Suggestion Author

@naive wave

arctic boughBOT
#
**Make "Powerful" Attacks From Enemy Use *Debuff Damage* Instead Of Direct Damage**

The title might be confusing so let me explain: Some enemies (bosses) have notable "powerful" attacks where they have extensively long telegraph to prepare you for the attack while also deal extreme amount of damage if you get hit, to certain degree you can call these "Ultimate moves" of the bosses. Most notable example are: Ceaseless Void's black hole (suck) phase, Exo Mechs Ares' Blender Beam and Thanatos T'hanos Beam.

However, often or not these attacks do not feel as powerful as they deserve due to Defense, Damage Reduction and I-frame. For example, an Auric Tesla Mage with no reforge and only 2 defensive accessory can easily get 200 defense and 20% DR which reduces Ares' Blender Beam damage to 305 when the player easily have 900+ HP, or to make it optimal to actually tank the arm's weaker attacks as you can I-frame through the blender easily.

Thus, to fix all of these problems, I think these "powerful" attacks should use debuff damage instead.

For example, instead of Ares' Blender dealing 528 damage which after reduction is 305 damage, it can instead say apply a 350 DOT (Damage Over Time) Debuff that get cleared instantly when you leave the area of the attack, not only can debuffs avoiding iframe conflict but also make these attacks more fair as you no longer take the full damage by accidently hitting it with your toe and rather have the damage equally dispersed over 1 second if you stay on the area of the attack. These attacks also feel more powerful due to them no longer being nullified by just minmaxing tank stats and just sloppily facetank through it (works for higher difficulty too as like Death Mode also increase debuff damage).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**AURIC FURNITURE**

the block itself when placed as an ore looks cool but it doesn't comes with a wall like almost every ore, so it could be pretty good to have more auric furniture like slabs or bricks to build because i think it has a lot of potential to be a really beautiful block to build

Suggestion Author

@sterile sphinx

arctic boughBOT
#
**Make Fairy Boots remove fairy’s from the Lifeform Analyzer pool when equipped**

When a Fairy is following you due to the Fairy Boots effect, the Fairy will block other creatures from being displayed on the Lifeform Analyzer. Temporarily removing them from the pool of creatures would allow players to use the Lifeform Analyzer without the Fairies interfering.

Suggestion Author

@rigid zephyr

arctic boughBOT
#
**Move Pearls Shards to Giant Clam and Give Desert Scourge a More Fitting Material**

Desert Scourge's Pearl Shards are a mess of theming. Items like Superball Bullets, Flurrystorm Cannon, and Lunic Eye have no reason to include them whatsoever. Acceleration Rounds, Flying Carpet, Firestorm Cannon, and Monstrous Knives only have them to lock progression.

I suggest removing Pearl Shards from the former, and replacing Pearl Shards with a new Scourge themed item like "Scourge Teeth" or "Scourge Scales" in the latter. They share the more reddish colors of Scourge than they share any traits with... pearls.

The remaining crafts are all explicitly Sunken Sea themed (besides... lore items) and having the Clam drop Pearls makes WAY more sense. You could even have normal Clams drop them too. This would also give WAY more of an incentive to even fight Giant Clam, as most people overlook its mediocre accessories, and Amidias, who all things considered, only sells a handful of mediocre weapons.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Fishing Rod Progression Smoother (Especially Calamity Ones)**

Despite various Quality of Life changes to make fishing easier, fishing rod specifically can use a lot more improvements.

Currently a lot of fishing rod added by Calamity are just redundant as they do nothing special other than slight difference in fishing power, which is already saturated by vanilla fishing rod.

Besides, the 2nd problem is that multi-rod fishing rod (those that have more than 1 lines) which can significantly help player to reduce the fishing grind is only available at post-Plantera, way pass the point where you need good fishing gear (and fished) the most.

Thus, I suggest that Fishing Rod should progress in their number of lines starting from Hardmode and smoother (and can also serve as a way to repurpose the redundant rods), for example:

**Hardmode: **

Navy Fishing Rod (moved to Hardmode Sunken Sea, with improved fishing power and have 2 lines);
Slurper Pole (can be something related to Brimstone Elemental/Brimstone Crag with improved fishing power and 3 lines);
Feral Rod (perennial, ... and have 4 lines);
Rift Reeler (scoria, ... and have 5-6 lines); ....
(there are many ways to do this, this is just one example I think of)

This way the player can use the benefit of fishing rods at the time where they need it the most (like start of Hardmode) and to ensure that fishing gets easier by a smooth progression instead of jumps. This can be a significant improvement to help player with reducing fishing grinding.

Suggestion Author

@drowsy mantle

#
**Increase The Yield Of Potion Crafting**

Currently potions are nearly mandatory to progress the game (or at least to reach the intended power level you are supposed to have), this is acknowledged by even Calamity itself with the addition of NPC selling potions to help with reducing the necessary grind for potion crafting.

However despite the various changes in attempt to help with potion crafting (eg: space planetoid giving herb bags and planter boxes, various easier way to acquire fishing gear), this change (title) haven't been seen despite it being the most direct and effective way to resolve potion grinding.

There are 2 (easiest) way to change this:

  1. Simply increase how many potions (yield) per materials used:
  • For example Ironskin potion may take 2x water bottle (instead of 1), 1x Daybloom and 1x Iron/Lead ore but will be craft into 2 Ironskin potions instead of 1; easily reducing grinding by half
  1. Increase Alchemy Table chances to not consume materials used to craft potion; eg to 50-66%:
  • A simple change to 50% means your potion crafting power is nearly doubled, while 66% chance is tripled

These changes should make it much less necessary to purchase potions from NPC or to use external mods like Alchemist NPC through providing a much more natural way to improve potion crafting efficiency.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Allow the Super Dummy to charge Adrenaline and Rage**

I've always wanted have this as a feature; as it'd be nice to (somewhat) reliably test your Rage and Adrenaline DPS without having to fight a boss. For obvious reasons, it shouldn't have this effect during boss fights and events,.

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Add more bullets and arrows post yharon**

It feels a bit strange that post dog bullets and arrows are the last thing you unlock. Id like to see more ammo due to

  1. It fleshing out ranger in general, since ammo is one of the defining traits of ranger that feels like it just gets ignored or forgotten at this point
  2. adding originality and uniqueness to the ammo, there are many things you could do currently to make ammo thats more than just +damage +piercing. Examples could be:
    -ricochet ammo
    -bullets based more on single targets and not rapid fire piercing, as that is what is mostly required for scal and exos. maybe they could even slow down the firerate, would be interesting
    -bullets that go through walls, as that would help greatly with scal
  3. To help balance ranger, as not too many weapons are great on scal/exo tier and the ones that are arent guns or bows (see photoviscerator)
Suggestion Author

@rapid hinge

arctic boughBOT
#
**rusted pipe wall**

i think pipes really help break up some of my builds and there's not much I can do about them being in my way except actuate them. problem there being is the shade difference between those and the non-actuated blocks. you guys dealt with the problem by encasing the transition in blocks or having them end at a wall, but it really does restrict the usage of the block.

as an example, i like to build in smaller, cramped spaces, and the only way of re-routing this pipe to be fully actuated was to either have a weird y shape from hammering both blocks next to the source to have a lavafall, along with the lava flowing back into my base because of the actuated blocks, or have it go up and around, both looking far worse than just having the pipe directly next to it.

https://media.discordapp.net/attachments/225030931008847874/1077026061734396014/image.png
https://cdn.discordapp.com/attachments/225030931008847874/1077034087182774382/image.png
https://cdn.discordapp.com/attachments/225030931008847874/1077034581380833290/image.png

Suggestion Author

@stiff sand

arctic boughBOT
#
Make bosses not despawn when in their death animation when the player dies

Almost got crippled by DoG doing that, and it is really annoying for a really hard boss to do that when you finally win

Suggestion Author

@polar ermine

arctic boughBOT
#
**Buff/Give Additional Effect To The Amalgam**

While by no means a weak accessory, The Amalgam in its current stat is just a small upgrade compare to its components.

Amalgamted Brain have all the most important function of the accessory: Damage and the Brain of Confusion dodge effect; The Amalgam have more damage but the only other unique effect, potion duration one is less useful due to it being locked behind post-Devourer of God, a point where buying or crafting potions are generally no longer a problem.

As an end game accessory I think The Amalgam should be given additional effects to make it more interesting than just "Amalgamated Brain with more damage", perhaps to further emphasize its role as a pure class neutral offensive accessory considering the only other one is Reaper Tooth Necklace (or Dimensional Soul Artifact with significant downside) which means they are surprisingly lacking.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make "rains down [projectile]" effects always aim for the cursor**

Truly one of the worst effects in the game, accessories that cause a random non-descript projectile to fall from the sky occasionally are some of the most forgettable; Gehenna, Amidias' Pendant, Rotten Brain, Star Cloak, etc. (not including their upgrades, but its not THEIR effects that make said upgrades good).

While I would prefer for them to be reworked to "on enemy hits" effects (like those of Alchemical Flask, Unstable Granite Core [ESPECIALLY this one, it's a very unique way to address the effect without being broken], Feather Crown, etc.) such propositions have been met with little success, so at the very least, I feel like it would be appropriate for these projectiles to at least aim for the player's cursor.

This way they would be useable. The only other times accessories like this have been useable (ex; Star Cloak) has been abusing the effect and the absolute barf of projectiles they have to spit out just to make sure they hit something. Situations like this over-buffing from vanilla could be avoided if, at the very least, they aimed where the player was aiming.

I mean, even Rusty Medallion got homing; though, it's still bad...

Suggestion Author

@olive shale

arctic boughBOT
#
**Make (bad) "when you are hit/take damage" Accessories Proc on Close Proximity As Well**

"When you are hit" accessories are some of the most underpowered effects in the game due to their reliance on the player purposefully messing up. These include; Mana Cuffs, Bee Cloak and its components, Rotten Brain, Frost Barrier, Fungal Carapace, etc.

Of course, on the other end, they are also some of the most overpowered accessories, too. For example, the whole Cross Necklace line and its bonus iframes, Panic Necklace/Giant Shell (once) letting you outrun DoG by abusing self-damage, and Hide of Astrum Deus just doing... everything and also on true melee hits but this isn't about that and true melee doesn't need more buffs.

The main issue is the effects either suck, or need to be completely busted to make them worth investing into at all; it doesn't help the most of the bad ones just spawn a projectile, while the good ones give you ways to get out of the situation where you were just damaged. Obviously reworking every single "when you are hit" effect to be as useful as the few standout ones would require a ridiculous amount of effort (and homogenize them), so I feel the obvious answer is to do what Calamity did with its "when you are hit" mechanic; Rage.

Simply making the bad effects (...maybe not Mana Cuffs but they're a whole nother issue) proc when the player gets very close to enemies/bosses would skyrocket their usability, while also rewarding the player for skilled play. Obviously they'd need to be put on a timer but... they already were when they only proc'd on hit anyway, so it really isn't very divergent from their original design, and the precedent is already there with Rage going from "taking damage" to proximity.

Or you could just make them trigger on true melee strikes too, but I don't think any of us want that. lmao

p.s. maybe blazing core could just be moved to a keybind; i know it's control bloat, but it'd be more useful like that tbh

Suggestion Author

@olive shale

arctic boughBOT
#
***Add additional fish for astral biome***

Brimstone biome and sunken sea are the only ones so far that I know of with quest fish, as well as having the most fish in general with brim having by far the most, and astral lacking any. It would be a great way to further expand on the fishing quests and make astral biome have more stuff like the other two, as well as make it like the vanilla evils where they too have quest fish from angler.

p.s. Yes I know many dislike angler, but I still feel like it should be only fair we can get fish from the modded biomes to make it as relevant as the other two mentioned modded biomes

Suggestion Author

@lilac flame

arctic boughBOT
#
***Add astral infection flask using a fish***

Have a fish that has the some function like brimfishhttps://calamitymod.wiki.gg/wiki/Brimstone_Fish
Except the fact that instead of a flask of brimstonehttps://calamitymod.wiki.gg/wiki/Flask_of_Brimstone|
It's a flask of astral infection that allows us to give the astral infectionhttps://calamitymod.wiki.gg/wiki/Astral_Infection_(debuff) to enemies and players outside of only the astral themed weapons & accessories being capable to do so. That way we can play other non astral made weapons we like while still using the astral debuff we like.

Suggestion Author

@lilac flame

arctic boughBOT
#
**Make Necklace of Vexation Works When Exactly On 50% HP**

Necklace of Vexation is an item that gives you 20% increased damage if you are under 50% HP.

While previously this do not matter, with the new patch with The Regenator rework which basically make it so your max HP is always 50%, this basically means the accessory do not work with The Regenator.

I feel a new interesting build that deviates from other builds in game that utilize stuffs like this that put you below certain life threshold can increase build variety but for now Necklace of Vexation feels like a missopportunity, as all it needs is a 1 HP difference to make the build much more viable.

For reference Frozen Shield and Old Duke's Scale also works when exaclty on 50% HP so this suggestion is not the sole case for change like this.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add Wulfrum Plating Wall and Platform**

Every crafted block with a furniture set have walls and platforms. In the case of Wulfrum Platings, these types of crafting material does not exist, meaning that you can't complete a Wulfrum Plating building with this theme.

Suggestion Author

@sharp vine

arctic boughBOT
#
**Additional candle types**

I love passive buffs in the game, and it'd be super neat if there were more ways to get decorations that buff you, especially from the drunk princess. I think an even stronger, end-game version of the tranquility candle would be great. Also, I'd love to see more of the fancy 50 gold candle types - one that increases max life or a one that applies a crit chance increase or makes attacks apply a special scaling debuff would be slick. Personally, I find collecting candles to be really satisfying, and giving players more options for minor passive buffs can both make building/collecting more fun as well as make the harder difficulties more accessible. Also, generally speaking, it's true that a lot of items that are added can contribute to item bloat as they get overshadowed by others in their tier or otherwise just get left behind. Passive buff items, however, remain rewarding to collect throughout the game, and never is there that point where you work to get one only to be disappointed in it becoming obsolete much later. I think that adding small incremental things like that can really help build a sense of progression and continuity, and that is 100% how I've felt so far with effigies and existing candles.

Suggestion Author

@placid flax

arctic boughBOT
#
**Add An Upgrade Line For Hero Shield**

Currently there are roughly 3 type of shields:

  1. Offensive/Mobility line upgraded from Ankh Shield/Asgard's Valor; focusing on dash and offensive power
  2. Utility shield line upgraded from Frozen Shield and combined with Deific Amulet; focusing on iframe and healing potion Cooldown to boost defense in a different way
  3. Hero Shield; which simply have bulky defense and give a lot of max HP (and aggro increase)

Overall, despite there being many "shield" accessories, surprisingly there is none that specifically focus on the "tank" aspect of the shield, such as to provide protection for your allies (in multiplayer) through drawing aggro while providing the necessary stats to do so. For me this is a perfect fit for if Hero Shield have an upgrade line due to what it provide already lining up with this purpose.

As of currently only Hero Shield line is cut off right at where it started and I think it can be interesting to provide an additional defensive option to the player to focus solely on purely defenses (and even to an extent of sacrificing other aspect for that), for example effect that trade off mobility or damage for higher defense to significantly distinguish it from other shields, or such as having active ability that boost defensive power in some way for a duration which makes it excel in pure defense power to other shields. A lot can be done here.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Tarragon and Silva wing bonuses work with Auric armor**

Auric armor has most of the effects of the component armors, but a notable exception is working with their wing bonuses. This is especially notable with Silva's enhanced revive. I know that this would be incredibly niche to use Tarragon wings with it, but I mentioned them for consistency with Silva, which is the main wings that could be a competitor to Drew's or Celestial Tracers, if they got their enhanced revive.

Allowing Tarragon and Silva wings to be used with Auric armor and get their special effects would provide variety in choice with post-yharon wings, as well as enhance Auric's theme of being all it's component's combined.

Suggestion Author

@last peak

arctic boughBOT
#
**Make the shrines and all underground biomes/structures generate after minecart rails**

I have created quite a few Calamity worlds where half the shrines and labs are not as pretty as they could be, because there is a minecart track that destroyed half of it. This issue is very dominant in the Sunken Seas, where I have a Seas that is partially destroyed due to minecart rails that generated after the biome/shrine/lab.

Suggestion Author

@main token

arctic boughBOT
#
**Add an indicatior showing you how many minion slots you have**

For many people (including myself) who like to play summoner, it can be difficult to keep track of minions, and can be annoying when you summon minions that despawn others (For example, Terraprisma over Wither Blossoms.) I believe an easy fix to this would be to add a bar indicating how many minion slots you have left, or a number at the top of the screen. This can be useful for the problem I just mentioned, and keeping track of summons that take more/less than one slot to use (i.e Dragonblood Disgorger, Cosmilamp, the Flower staffs, etc.)

Suggestion Author

@marsh sapphire

arctic boughBOT
#
Remove the extra I-frames Celestial Tracers give

Tracers and wings are supposed to have clear benefits and drawbacks that are the same across all Post-ML stages of the game. Tracers have halved flight time but combine boots and wings into a single accessory. I-frames are by far the most powerful defensive stat, and the amount given by CT isn't exactly minor. This random addition skews the balance of wings vs tracers and contributes to the insanity that is the Post-Yharon tank build.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Reconsider Acid Rain miniboss progression.**

There are three minibosses exclusive to Acid Rain. These are Cragmaw Mire, Mauler, and the Nuclear Terror. Currently, Cragmaw Mire spawns starting at Tier 2, and Mauler and Nuclear Terror both spawn starting at Tier 3. Despite being exclusive to this tier, Mauler very rarely spawns during Tier 3, as it’s mostly comprised of Nuclear Terrors and the occasional Cragmaw Mire. This leads to Maulers being very forgettable and hard to find.

My suggestion is to shift the order/tier of the minibosses around. I think Cragmaw Mire Tier 1, Mauler Tier 2, and Nuclear Terror Tier 3 would make the most sense. Obviously this would involve stat rebalancing, and rebalancing/shifting the drops, but there are workarounds for that. This would make fine thematic sense for acid rain, and make the Mauler and the different acid rain tiers more distinguished and unique as a whole.

Suggestion Author

@mellow stratus

arctic boughBOT
#
**Move the Lacerator yoyo to post-Polterghast**

Currently, there are 3 yoyos that are obtained directly post-Providence, being the Lacerator, Solar Flare, and Verdant. For reference, Calamity adds a total of 18 yoyos, meaning 1/6th of Calamity's yoyos are at the exact same point in progression. While Calamity doesn't cater to specific subclasses, moving Lacerator to post-Polterghast, despite not adding any more yoyos, would make the subclass feel more fleshed out due to the weapons being spread out more. It also fits in with the Bloodflare armor set, which is post-Polterghast and is also made with bloodstone. This also gives Lacerator a chance to finally be viable on DoG.

Suggestion Author

@cyan hare

arctic boughBOT
#
Give providence laser a grace period before it does damage

in multiplayer, provi laser can spawn really close to you with little to no warning if shes aggroed on other players, doing 50%+ of your hp instantly
it should have some kind of indicator before firing/no damage immediately after firing to prevent these situations, like the brimstone elemental laser attack

Suggestion Author

@foggy pulsar

#
Creating Campfires for each Calamity torch

Vanilla torches have associated campfires, but not the Calamity ones. It would be a good idea to make campfires for each biome, as there are now several torches instead of just one.

Suggestion Author

@little ravine

#
**Alter Supreme Calamitas’ Second Sepulcher Phase**

Currently, Scal’s Second Sepulcher phase feels kind of underwhelming as her final trick. Yes, it features both Sepulcher and the Brimstone Monsters, but considering Sepulcher no longer blocks projectiles, the more restricted movement from the moons isn’t as impactful and it is now vastly easier to destroy the Brimstone Hearts during that phase, making it shorter as a result. This could be changed in several ways, such as giving the second set of Brimstone Hearts more HP, adding more hearts making the Second Sepulcher (or maybe sepulcher in general) more aggressive, or even making it so that after the second set of hearts are destroyed, Sepulcher sticks around until the fight ends when Scal gets to 1% HP.

Suggestion Author

@bold trellis

#
**Add a few more Shrines respective to some biomes**

With the reworks to many shrines that do exist today, I am quite curious to think what would happen if we add more shrine related structures to places new and old. Doing so will also make more parts of the world more interesting to see, when encountered. This will also give out more opportunities to add more unique items inside when ready. Also, if there is a chance for a new underworld shrine, the Murasama should NOT be in that shrine, as it already sticks with the underworld lab and its respective log.

Suggestion Author

@gleaming burrow

#
**Make mob lore items show up on the map** (full screen map) with an icon.

Ive killed a few bosses now that have died off screen and i just have no clue where the lore item is. All im suggesting is something like what happens with the lunar fragments, shown below
(note, i know exactly where the vortex fragment is in the screenshot. If this were a lore item i would have no clue)

Edit: I have been told that the lunar fragments showing up on the map are from the boss checklist mod, but i still think that the same function should apply to lore items. Just to clarify, lore items drop separately from the treasure bag and float in the air at the location the boss has died

Suggestion Author

@midnight hull

#
Remove Jetpack from MOAB

As I understand it, MOAB is generally regarded as worse for mobility than its direct downgrade, Bundle of Balloons, because of the cap on the player's horizontal movement speed because of the added wings. I, and a lot of other people who use this mod, enjoy having multiple jumps over wings. By that logic, the best way to make MOAB more useable would be to remove jetpack from its crafting recipe and replace it with another item or two, such as frog's leg, aero stone, magic carpet or one or both of the other two balloons, sharkron and fart balloon.

Suggestion Author

@thorny cypress

#
**Rework the Pirate to Help Expand the Abyss/Sulphurous Sea Lore**

The Pirate is already heavily associated with the Ocean and Sulphurous Sea/Abyss due to his dialogue and the fact the Sulphurous Sea literally has props called Pirate Crates. Furthermore, he's a rather useless NPC, selling... cannons, I guess? Calamity already has NPCs to help explain most biomes, like Calamitas and the Crags, Amidias and the Sunken Sea, etc. Yet the biggest and least explained biome, the Abyss, has nothing to work with, and seems like the best candidate biome for having an NPC to explain its lore.

I think using the vanilla Pirate might be a great option for this. He does practically nothing anyway, so it wouldn't really impede on his nearly nonexistent design, and he already talks about sea monsters. Even in the lore items, Yharim refers to enemies like Leviathan and the Scourges as sea monsters, so tying the Pirate in more with the abundance of water themed content Calamity already adds would work perfectly well. I originally considered him even possibly getting to sell some of the weapon drops from the Abyss after defeating certain minibosses, having Quests like the Angler (but more like the Tracker from Thorium); I think you get the idea, but I wasn't exactly sure how to expand on it, and it was a bit specific. Either way, I feel like tying him to these biomes more might help give him more of a purpose.

Suggestion Author

@olive shale

#
**Buff Master Ninja Gear (and Its Upgrade Line)**

With the new patch a new Dash item is added which essentially is an upgrade Shield of Cthulhu. However, here comes the problem:

Asgard's Valor: give you an amazing medium range dash that makes you immune to contact damage along with good defensive stats and debuff AND knockback immunity.

Shield of the High Ruler: gives you an ok long range dash that that cut dash cooldown in half if you hit an enemy, along with good defensive stats and debuff AND knockback immunity, and you take 15% less damage from any projectile that hits you from the front, and BEFORE defense and damage reduction (which is the best kind of reduction)

This is more insane if you consider the fact that aiming with a weapon automatically makes you face the enemy, thus almost always applying, and anything that isn't contact is considered a projectile, including obscure attack like Ares' Blender and Thanatos' Beam.

Meanwhile Master Ninja Gear: a long range dash with no special quality (which ironically Shield of the High Ruler have the same length of dash), and you dodge a single projectile only once every 90 seconds.

It is pretty obvious that Master Ninja Gear offers close to nothing in comparison when every bosses in the game likely have projectile and (most) of them are heavily contact damage based, which are heavily countered by the two shields.

Master Ninja Gear just desperately need buffs. For example since both of the shields specialize in contact and projectile respectively, maybe make Master Ninja Gear the "middle ground", such as makes you take reduce damage if you are in the middle of a dash; or have it emphasize mobility boost by making it give stats like movement, jump speed and wing flight time/speed; or go even crazier like "active button to make you immune for 1 second" on a cooldown.

All can works to bring Master Ninja Gear closer to its insane competitions.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make it so you're able to place stuff on top of calamity piano**

this is the greatest tragedy in the calamity mod history.

(This is the case with every calamity piano, you can't place stuff on top of them. Note that in vanilla pianos you can place stuff on top of them just fine)

Suggestion Author

@hybrid breach

#
**Give more information about the Fungal Symbiote**

Mushroom based weapons is a pretty vague and it'd be nice to know what weapons it actually works on, Perhaps having it be shown by holding shift over the accessory which seems like an easy fix

Suggestion Author

@sacred vortex

arctic boughBOT
#
**Make Fungal Symbiote Work with Fungal Clump and Shroomite Items**

Fungal Clump and Shroomite items are both mushroom themed, but aren't technically weapons. Fungal Symbiote still works with Puff Shroom so I see no reason Fungal Clump shouldn't. Having the Fungal Sybmiote effect always trigger while wearing Shroomite armor, and have it work with Shroomite Digging Claws and Pearl God since they are also made with Shroomite would also be cool. The item is incredibly niche anyway, so I doubt this will break anything, it would just be more consistent with the caption.

Suggestion Author

@olive shale

arctic boughBOT
#
**Rework Auric Soul Artifact**

This accessory used to be one of the most broken accessories imaginable. Not only providing an (ineffective) 8 minion slots, but also providing an overall buff to stats. Nowadays though, it's one and only purpose is to spam Yharon's Kindle in an incredibly boring fashion that has little to do with Auric outside of connecting to Yharon. Reworking the artifact to anything more interesting than using the same minion over and over again would be greatly appreciated, and encourage the player to employ some variety in their summons (if the accessory is still focused around summoners).

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Change Yharon's brief slowdown after a BH to either a delay before attacking again or reduce BH density in Death**

As it stands, Yharon overlapping his attacks with a BH is really annoying, especially so in P2 and SP7. The recent update hasn't exactly changed that at all so this problem remains. His main source of difficulty should not be based around this somewhat hard-to-deal-with situation that occurs so often in the fight, in particular, Phase 2.

So I have 2 different ideas on how this can be solved:

  • Give him a delay before attacking again after doing a BH instead of an ineffective slowdown.
  • Reduce Bullet Hell Density on Death so it's at least somewhat more manageable, can even only be the P2 bullet hells that get this change.
Suggestion Author

@stable dust

arctic boughBOT
#
**Add Wulfrum Variant of Doors**

Yes, there's lab doors and cyan paint, but it just doesn't look quite right. It would be really nice to have Wulfrum doors, probably of the same size as the laboratory door. This isn't really an important missing feature, and is more just me having an obsession with Wulfrum, but still.

Suggestion Author

@bitter snow

arctic boughBOT
#
**Give Arsenal Weapons Accessories**

Charging weapons are a very unique mechanic in Calamity, and help add depth to its weapons, however, due to the complexity around using them and their damage fall off, many player likely overlook them for their equally powerful, non-charging counterparts. A great way to incentivize more players to use this mechanic would be to implement an accessory that interacts with charging weapons in some way. The accessory itself could even have a charge.

The reason this could help increase usage is the same way Daawnlight Spirit Origin helped sniper rifles for Rangers. If the player is given another item that directly synergizes with the weapon, they'd be more likely to experiment and try them out.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make dodge cooldown recharge faster when no boss is alive/not activate to attacks that deal a low amount of damage**

Main reasons for this change is because there is just no way a dodge accessory is worth equipping when youre not fighting a boss, as blocking any attack, including the 1 dmg ones, doesnt do much when there can be upwards of 10 enemies on screen at a time. Also very convenient if you get hit by a random enemy while walking back to your arena and now have to wait 90 seconds just to be able to fight the boss again.

Suggestion Author

@neat kraken

arctic boughBOT
#
**Add more dart weapons**

Dart weapons are some of the most interesting ranged weapons in Vanilla, due to how unique their ammo types are. However, there are only four weapons available (blowpipe, blowgun, dart pistol, dart rifle) for using these unique ammo types. Adding even one or two more dart weapons would provide more places in progression you are able to use these fun ammo types.

Additionally, new darts could be added from materials such as Sea Prism, Lumenyl, etc. providing more incentive to continually return to and explore these areas when your ammo runs low

Suggestion Author

@last peak

arctic boughBOT
#
**Make Warmth Potion Reduce the Damage Taken From Cold Debuffs**

While Warmth Potion already reduces the damage from cold enemies, and make the player immune to Chilled, Frozen, and Glacial State, but it doesn't interact with Cold Debuffs that deal damage over time in any way despite the tooltip. Simply making it REDUCE the damage over time taken from them similarly to The Community would make perfect sense with how the potion works, while avoiding making more items give immunities.

Suggestion Author

@olive shale

arctic boughBOT
#
**Rewrite Eye of Desolation miscellaneous quote.**

It's blatant redundancy and doesn't sound good. Either change it to "This is going to be a horrific night..." or "Tonight is going to be horrific...", or completely change the meaning as a whole with an entire new quote.

Suggestion Author

@valid relic

arctic boughBOT
#
**Toilets of the various calamity furniture set of the mod (example: profaned rock set, plague containment bricks set, etc)**

Yeh well... i wanted to make houses of the mod furniture theme, like the plague that looks so awesome, and houses have bathrooms... and i wanted to make some but there is no toilet made of the set o furniture based of the mod.. so... can you add some plis? :3 sorry for my bad English, my main language is Spanish.

Suggestion Author

@unreal gale

arctic boughBOT
#
**Make the Goblin Tinkerer cycle through accessory reforges instead of it being semi-random**

Calamity's current reforge system for accessories is a bit annoying. Unlike the weapon reforge system, the accessory one is still a bit random. While you're guaranteed to get top-tier reforges, there's no set cycle for which one you'll get, which can make it very annoying to get the reforge you want. Instead, the Goblin Tinkerer should cycle through the reforges so you can get the one you want more easily. For example, you might get Menacing -> Warding -> Lucky -> Quick -> Silent -> Arcane and then repeat that cycle. That way, you're guaranteed to get the accessory modifier you want by cycling the list instead of having to waste your money on trying to get lucky with it. The removal of RNG-based reforging was a welcome change, but the accessories could still benefit from this one last change.

Suggestion Author

@proud steeple

arctic boughBOT
#
**Change Wulfrum furniture crafting so it uses Wulfrum Plating(The block) rather than Metal Scraps**

The current crafting uses up so much of my metal scraps, and though wulfrum lures can solve this, I usually play the mod with my friends, and multiplayer servers break the enemy spawns with said lure. It also would make more sense to use the block anyway just like any other furniture set.

Suggestion Author

@buoyant quiver

arctic boughBOT
#
**Change the abyss edge to actually have a transition (again)**

With the new update, many changes have been made to the abyss, and most of them are absoludly gorgeous. But theres one thing that doesn‘t feel right. If you are for some reasen mining next to the abyss you will suddenly be staying in front of a clean, solid wall, which feels a bit unnatural. It would be nice to have a transition just like the underground to the underworld transition, for example.

Suggestion Author

@tawdry mountain

arctic boughBOT
#
**make hive mind phase 1 more involved**

currently, hive minds first phase consists of hive blobs that fire projectiles, hive mind itself constantly teleporting, and, at certain health intervals, spawning a horde of enemies. on paper, a fine collection of attacks. In practice, however, once the adds have been removed, hive mind itself feels incapable of doing much of anything, as such, due to spawning new minions being locked to health intervals, it feels far to easy to simply stall on the lone hive mind for potion cooldowns/adrenaline, which both makes the phase incredibly easy and incredibly slow, making this phase more involved and allowing the hive mind to do more than just teleport would alleviate this tremendously and greatly improve the pacing of the fight.

Suggestion Author

@naive tide

arctic boughBOT
#
**Make Bone Arrows Craftable Post-Skeletron and Make Them Synergize With Necro Armor**

In the most recent update, Bone Arrows were buffed... from 7 to 8 damage. (How Ya Doin' Muramasa?)
I'll admit, Bone Arrows are supposed to be a relatively early game ammo, but with how hard it is to gather the money to effectively buy enough to easily use them when you actually manage to find a Skeleton Merchant pre-Boss, and with how easy it is to grind out the strictly superior Unholy Arrows from Eye of Cthulhu after you've beaten it, Bone Arrows have been left in a pretty sad place.

Another item left in a pretty sad place! Necro Armor. It's effectively outclassed by both the Aerospec you obtain before it, and the Statigel you obtain after it. I'd argue even Desert Prowler with it's super crit set bonus is more effective than this stat-stick post-Skeletron armor.

If Calamity thinks Bone Arrows are worth the time to balance, then I think that a great way to give both of these items new life would be to give them some kind of synergy, and then make Bone Arrows craftable from... well, bones. This locks their easy obtainment far past the point where they would normally be useful standalone, while also making them easier to obtain at the same time as Necro for whatever synergy it ends up having with them.

One possible synergy could be to do something similar to Fungal Symbiote where Necro armor buffs all "Bone" related Ranger items. You could make Bone Glove (another miserable bone related item) deal Ranger damage while both are equipped so it could receive bonuses from Ranged damage. Maybe it could give Bone items more piercing, or make them fire faster, or maybe Ranged attacks could explode into Bones, kinda like Crystal Bullets. You get the idea.

Suggestion Author

@olive shale

arctic boughBOT
#
**Rework the Hydrothermic and Daedalus armor sets**

The reasoning is quite simple: Daedalus and Hydrothermic are literally just Hardmode Ore Armor Sets But Modded.
For some time, Calamity has been trying to avoid bloat and rework useless things to make them more appealing, and yet we still have at least two armor sets that have almost nothing to them. Reaver basically was Chlorophyte but better, and after some time it got reworked to a more Jack-of-all-Trades armor set with three helmets for different purposes. So here comes a question: what can Daedalus bring when there are Adamantitanium tier armors, and what can Hydrothermic bring when there are Chloro tier armor sets for melee, ranger and mage and Tiki/Spooky for summoner? The only benefits come for Rogue, but even then for early hardmode there is Titan Heart armor, so that only leaves Hydrothermic.
Those are just reasons to consider a rework . I can't propose any ideas, but those armor sets definitely need some changes to them

Suggestion Author

@orchid frost

arctic boughBOT
#
**Rework the Empyrean armor**

Rogue is a class that specifies in either projectile spam or slow but big damage stealth strikes. We have Titan Heart that makes explosions on stealth strikes, then we have Umbraphile with simple explosions on hit and guaranteed explosions on stealth strikes. And then we have Empyrean with its "random shit go" for absolutely no reason. You already spam a ton of projectiles yourself, and there's no benefit from stealth strikes. Comparing to previous Rogue armor sets, Empyrean does its job as a rogue armor but is making the least sense with its bonuses, as the bonus it provides is weird and useless, and doesn't provide benefits for stealth

Suggestion Author

@orchid frost

arctic boughBOT
#
**Rebalance/Rework/Remove Astral and Brimflame armor**

Brimflame: Unlocked at pretty much the exact same point as spectre. (Brimflame is post Cal Clone, while spectre is post Plant) This set is strictly better than Spectre in offence, meaning the only reason to use spectre is for healing, which cripples your damage in the process. (Calamity even nerfs the set bonus of offensive spectre, when brimflame would be better even without the nerfs). To further exasperate this, Brimflame is better without using the set bonus, Spectre in vanilla adds a cap of 400 dps with the ghosts, but calamity makes this a cap of 120 dps with the nerf, which is more than compensated for with brimflames 5% dmg, 8% crit, and 10 mana it has over spectre, while only losing out on 3% movement and 3% mana reduction.

Astral: This may be more of an issue with previous sets being too strong, but this set is useless for summoner (summons can't crit), useless for rogue (no stealth), outclassed by beetle for melee (30 melee damage/speed is balanced), outclassed by Shroomite for range (The helmet bonus is a multiplier, enough said), and only better by a fairly small margin than brimflame for mage. This armor also lacks identity, being an all class armor with random potion effects thrown it, when for all intensive purposes it's just a mage armor.

Suggestion Author

@unkempt mirage

#
More post Moon Lord Hook

How about a few more post Moon Lord hooks that are thematically relevant to different post Moon lord bosses and could be crafted from post Moon Lord materials. Cause seriously right now even with the Bobbitt worm hook there is not anything that compels one to use any hook other than the lunar hook and not only is that hook vanilla, its getting kind a boring. This would add in some more potentially Calamity lore friendly and ascetically pleasing variety into gameplay.

Suggestion Author

@sinful coyote

arctic boughBOT
#
Mobile Charging for Draedon Weapons

Add a powerbank item for draedon weapons that constantly charge your weapons while in your inventory if you have power cells

I think this would be a nice QoL while not causing balance issues. Since after every boss attempt, you need to charge the weapon to keep the damage as high as possible this could save time for a lot of people like no-hit players and casual players.

Suggestion Author

@gritty marsh

arctic boughBOT
#
**Have some change in Storm Weavers map icon when he is about to dash**

Currently the icon stays purplish as it dashes which isn't any real help for when it dashes.

When it dashes it might be a decent way away and it could catch you unaware if it had a map icon.

This could also be done for other bosses maybe because it's a really helpful warning if the boss is fast approaching.

Suggestion Author

@distant flicker

arctic boughBOT
#
Stop Zombies from opening doors during a normal night. (during revengance)

It is a senseless change that does not add any difficulty and can be avoided by just adding a block or a torch behind or in front of the door
It is specially annoying if you like to build houses and pretty stuff, I like my houses looking pretty and moving quickly because I like building villages with many different types of houses and move around them, that block just gets really annoying and makes things look bad specially if you like to move quickly
It is just padding that can be easily avoided.

Suggestion Author

@minor kestrel

arctic boughBOT
#
**Move Molten Quiver to a different point in progression**

As it stands, the Molten Quiver is currently an instant upgrade. Some other instant upgrades got moved to a higher tier crafting station, or had a recipe change such as Fire Gauntlet getting pushed to Post-Golem via Scoria Bars. These accessories are very thematically similar, as they are both class-specific accessories that require a semi-rare start-of-Hardmode accessory, and a Magma Stone. Stalker's Quiver also exists on the exact same tier as the Molten Quiver, yet is just the superior quiver. Due to this, moving it to later would allow for it to be unnerfed, and for Stalker's Quiver to not just dominate early-Hardmode progression.

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove Murky Paste and Trapper Bulbs**

These two materials are currently not really contributing to much. The Trapper Bulbs are generally not a very interesting item, and the Murky Paste is an item that I forgot existed. They're mostly used in recipes that they can be easily taken out of, or are just annoying to get at that stage, with Trapper Bulb being in 4 recipes and Murky Paste having 3. Removing these would help contribute to removing item bloat, would help reduce inventory and storage clutter, and would be an overall improvement.

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove Beetle Juice**

This is a material that you can get pre hard mode from beetles as the name suggests. It only has 2 uses and they are in 2 crafting recipes for accessories, where it seems as more of a filler item than anything. If you really wanted you could just replace the beetle juice with the shells, this would remove an item that is unnecessary. Of course replacing the juice with the shells might not even be necessary, you could out right remove the need for killing the beetles seeing as one accessory is a vanilla item that can already be obtained through other means and the other having beetle juice not making sense for it fitting in, it would make more sense to put mushrooms.

Suggestion Author

@fast glen

#
**Remove the recipes for Hive Mind and Perforators weapon drops**

Currently, no bosses other than Hive Mind and Perforators have the ability to directly craft their drops. Why do Hive Mind and Perforators have this option while no other boss does? Removing these recipes would reduce the amount of recipe bloat in the mod, and would serve to bring Hive Mind and Perforators drops closer to those of other bosses.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Increase the height at which biome specific backgrounds disappear**

Whenever you are exploring the world or fighting a boss at a certain height the biome specific background changes to the default one, increasing the height would really help to improve the immersion, by not having the background constantly change when you fly like 100 tiles into the air, one could do that by doubling or tripling the height, the backgrounds of the mod are really beautiful and i find it pretty sad that they disappear so quickly when you are flying around in your world (especially with the new astral one)

Suggestion Author

@languid rose

arctic boughBOT
#
**Add a new ranger accessory for early-mid hardmode, ideally with a unique effect**

Currently, there are very few ranger accessories for hardmode, and most of them are available shortly after beating the wall of flesh. You're basically stuck using the ranger emblem and a lot of generic accessories for most of hardmode, all the way up to Golem at least, simply due to a lack of specific options. The fact that the class guide suggests continuing to use the Ranger Emblem even after acquiring its direct upgrade (the Deadshoot Brooch) really highlights how few options are available.

Even for the options available, most of them are just relatively uninteresting stat sticks, and/or are exclusive to specific weapon types; if you're focusing on using guns, for instance, the ranger emblem is the only class-specific accessory you gain between Skeletron and Plantera, and after you defeat Plantera you only unlock the deadshot brooch (just a numerical bonus, although arguably the projectile speed qualifies as interesting). Archers get quivers, which technically also provide a projectile speed boost, but still only have numerical effects (except for the molten quiver, but that's strictly inferior to the stalker's quiver, which is a pure stat stick).

As I went through the game, I felt as though I wasn't progressing very much, and had little choice in what I used since I was using generic armor, generic accessories, and a small number of stat stick accessories for a long period of time.

Suggestion Author

@half thicket

arctic boughBOT
#
**Make abyssal diving suits work on mannequins.**

Reasoning: Vanity accessories are supposed to work on mannequins.

That's it that's the suggestion 👍

Suggestion Author

@hybrid breach

arctic boughBOT
#
**A mud bomb, similar to the dirt bomb but it just spreads mud around**

Reason: for terraforming projects using mud, such as an artificial jungle biome or easier mushroom fields biome on the surface

Suggestion Author

@rough owl

arctic boughBOT
#
**Crystyl Crusher suggestion: swap the left and right mouse button functions**

Currently trying to mine normally with this pick causes a lot of interference with the smart cursor interacting with nearby items like chests or levers, moving the laser to the RMB would fix this I think since it isn’t affected by the smart cursor

Suggestion Author

@analog jetty

arctic boughBOT
#
**The Crag could be a bit more smaller**

The Crag takes almost 1/3 of the underworld, and you already get plenty of loot at one spot. Can you please make the Crag a bit smaller?
Will also make underworld farming a bit easier for some other mods. But shorten the Crag about 100 blocks - WIDTH.

Suggestion Author

@charred oasis

arctic boughBOT
#
**Make a Wall for new blocks**

Sea Prism Brick, Eutrophic Glass, Wulfrum Plating, and several other new building blocks currently have no corresponding wall. Adding a wall for each of these blocks would expand their usefulness for building.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Remove Floodtide Crafting Recipe**

Currently, Floodtide can be obtained by crafting or by fishing while under the effect of the Gills Potion after defeating the Calamitas Clone. Having it be obtainable by both methods is weird as normally fishing drops are exclusive or chest loot. People are much more likely to craft this weapon than fish for it as the crafting cost is very cheap and easy. Additionally, this would slightly improve the general lack of fishing-exclusive gear in the mod. Having another fishing-exclusive weapon would make fishing more rewarding and incentivize more people to fish.
To make it so that people won't have to use the wiki to find out how to get it, the requirement of being under the effects of a Gills Potion could also be removed.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Removed Ancient Bone Dust**

As its name states, this material doesn't really provide much usefulness besides being used in three recipes and mainly contributing to item bloat. While Terraria already having a similar material in the game that makes it look way out of its place with Bones. I honestly don't see why this material even exists anyway, despite the fact that it's just crumbled bone dust with Ancient in the name which doesn't really suit at all to be honest.

Suggestion Author

@tender peak

arctic boughBOT
#
**Allow Planetary Annihilation to shoot through blocks OR make the projectiles ignore blocks until reaching the player's height (Y-Level)**

This is mainly aimed at making the weapon more usable when fighting underground bosses, such as Hell Providence or Polterghast. After the buffs, it is viable as a weapon conceptually as it has decent damage and excellent homing, however is somewhat unusable underground as the projectiles often fail to even reach their target.
Elemental Eruption & Elemental Blaster are fine as their projectiles come from the player's position, which is not the case for Planetary Annihilation.

Suggestion Author

@fathom atlas

arctic boughBOT
#
**Rename Supreme Witch, Calamitas' brothers from 'Cataclysm' and 'Catastrophe' to 'Supreme Cataclysm' and 'Supreme Catastrophe'**

This would make sense because you could be confused between the clone and the witch versions of Calamitas. Also, most people in the community refer the witch's brothers as Supreme Cataclysm / Catastrophe

Suggestion Author

@limpid valve

arctic boughBOT
#
**Make Blood Moon Fishing Enemies/Minibosses Drop Way More Blood Orb**

Previously Blood Orb was only obtained from normal enemy, but ever since Blood Moon Fishing is added which provides thematically fitting enemy to drop the item, they are never buffed (or at least buffed enough) to be even near an efficient method of obtaining Blood Orb.

Currently especially in Death Mode, you can easily get excessive amount of Blood Orb just by farming normal enemies spawns due to the massively inflated spawnrate. With Zerg potion and so on you can easily boost it to the point of constantly having 100+ enemies on your screen.

Comparatively Blood Moon Fishing enemies not only are way harder to kill but also drop pitiful amount of Blood Orb. With consideration that even basic potions take 10 Blood Orbs each craft, even Dreadnautilus only provides you with 4 potions worth of craft per kill.

Blood Orb drop rate on these enemies just warrant a significant buff in their current state.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**A nearly completely clear building block with a light-emitting variant**

With the addition of eutrophic glass, it would be nice to have a glass block that is perfectly clear minus the very edges of the block. Eutrophic glass looks decent, but serves a better purpose for 'frosted glass' than a window you can look out of. Additionally, while vanilla glass is quite clear, it still has notably visible pixels on the interior.

Suggestion Author

@uncut stream

arctic boughBOT
#
**Buff Crystal Assassin armor's dash**

Currently, Crystal Assassin is a somewhat unique armor, in that it innately gives a dash, a characteristic shared with only three other armors: God Slayer, Plaguebringer, and Solar Flare. Each of these has something unique about their dash: God Slayer with it being omnidirectional, Solar Flare's being a ram, and Plaguebringer's spawning bees and getting a ram. Dashes aside, Crystal Assassin got shafted by Calamity, what with removing the stats part of the set bonus and simply leaving the dash. In vanilla, the set bonus of 10% increased crit chance and damage allowed Crystal Assassin armor to be on par with Cobalt and Palladium. Just something to keep in mind, as in Calamity, it's worse than Cobalt or Palladium even accounting for a freed up accessory slot. I propose giving Crystal Assassin's dash a dodge, similar to the Counter Scarf. The dash it gives is often seen as a downgrade, as its only benefit at the moment is distance, which isn't very important compared to rams or dodges.

Suggestion Author

@green torrent

arctic boughBOT
#
**Make Certain Projectiles Easier To See + General Accessability**

I have a really hard time keeping track of a lot of things on my screen, and just a hard time seeing things on my screen generally, and the Profaned Guardian's projectiles are so light and transparent that I cannot see them, especially since they have to be fought during the day. It'd really be nice to either up their contrast against the light hallow background or add a config setting that gives them some kind of outline. Also, the visibilty issue is still present in the Underworld, because the projectiles not only blend in to lava but it is very difficult to see them against the busy, bright background.

Some more accessability features would also be nice - like getting rid of the orange filter when fighting Yharon (and maybe the dragonfolly? can't rember), maybe some kind of high-contrast mode/color block like what's in Ultrakill. Audio cues for bosses would also be really nice, since sometimes it's really hard to see what a boss will do next from the sheer amount of things onscreen.

tl;dr - i can no see thing. make thing more see-able-er.

Suggestion Author

@bitter island

arctic boughBOT
#
**Give the "Quick" Reforge Scaling**

(the file attached is for proof of all points said below, note that the player have 50% movement speed by default due to Calamity's base stat buff)

Currently to put it lightly movement speed or Quick reforge on accessories (the one that give +4% movement speed) is not remotely worth it, they simply don't do anything.

However, this is not entirely true, from testing there are several things to note:

  1. Movement speed is still very useful for running on-ground in acceleration (reach max speed faster) and slightly boost maximum run speed, though this matter less as game progress due to better wings
  2. Movement speed do help with flying speed, but only if you have very high amount
  3. Movement speed basically have a "breaking point" where it starts being more impactful once you get more than certain amount, which currently is way too hard to get to due to movement speed items being nerfed globally

Thus, I think Quick reforge, the dedicated speed option should have scaling because of this. Eg: 4% movement speed in pre-Hardmode, 6% for Hardmode and 8% for post-Moon Lord.

It should start off low because it is still useful for running (which is relevant in pre-Hardmode) but as you progress and want to boost wings by sizeable amount, you need higher movement speed.

There is really not too much balance concern for scaling because it is very hard to stack high movement speed nowadays and even then you likely have to drop all other gears like damage and defense for it. This just gives Quick more of a chance to be useful.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Make the Onyx Excavator Key Placeable

This could be done by converting the key into an item, but it would be a nice addition for builders to be able to place it like it is in th lab where you find it.

Suggestion Author

@main token

arctic boughBOT
#
**Add Trail Effects to the Elemental Axe Like the Effects on the Terra Prisma**

The elemental axe blades just look boring right now as they’re just a colored silhouette. Now, this could be considered fine because that is what the Terra Prisma does, however the Terra Prisma blades sit by the player in an interesting way like wings and have visually nice trails and a cool glow. The elemental axe could use some visual enhancement to make it on par with newer visuals brought by 1.4.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Change Prideful Hunter's Planar Ripper recipe to use 5 Galactica Singularities instead of 6**

Not a necessary change but it's a bit awkward when almost all other weapons are crafted using 5 Galactica Singularities, especially when using magic storage to create them in packs of 10

Suggestion Author

@fathom atlas

arctic boughBOT
#
**Reorganize post-Evil Boss Progression**

Currently, after beating the Eater or Worlds or Brain of Cthulhu, the next step in progression is for the player to fight the Perforators or Hive Mind, and typically, a well prepared player can easily beat these bosses immediately after each other with little to no preparation due to them being very similar in strategy, and being fought in the exact same location as their predecessors. It makes the Evil 2 bosses feel very 'same-y' as they're fought at the same time, in the same place, with almost identical gear.

At the moment, both the pre-Evils tier (King Slime, Desert Scourge, Eye of Cthulhu, Crabulon) and the post-Evils tier (Deerclops, Queen Bee, Skeletron, Slime God) have 3 or 4 bosses each, and I feel like it would be very easy to simply move the two bosses with the least amount of identity in their current tiers to this area.

Crabulon and Deerclops are overshadowed in returns by their counterparts in terms of drops, and feel like the biggest contributors to content bloat at their current stages. There's just not much incentive to fight them currently. I think simply moving them to the single most empty part of the game would not only help them feel more involved, but also make the Evil 2 bosses feel like more of a step in progression instead of just Evil Boss 2: Electric Boogaloo. This would also give each tier an equal number of bosses to fight, which would also help with content distribution.

Suggestion Author

@olive shale

arctic boughBOT
#
**Recolor the underworld background while in the Brimstone Crags**

An example of what I'm talking about from the Profaned Garden in Infernum 1.9: https://cdn.discordapp.com/attachments/770382072056381480/1081795234477908008/2023-03-04_22-26-58.mp4
The color schemes of the usual hell background and the Crags tiles are a bit dissonant from each other, especially since being in the Crags recolors actual lava. Making the hell background change shades while in the Crags, the stone turning grayer and the lava turning pinker, would improve visual flow and immersion. Or it can just get a whole new background to itself if one is planned.

Suggestion Author

@woven knot

arctic boughBOT
#
**Make reforges no longer affect calamity rarities or not affect it as much**

At the stage of the game where you reach the calamity rarities, you'll always want to have the best reforge no matter what as money becomes a non-issue. It was cool seeing a weapon's rarity colour and immediately determining what tier it belonged to for example dark blue for post DoG or pure green for post Polter/Old Duke, now its fairly wishy washy, you have post-providence/servants of devourer gear going all the way to dark blue, post-DoG equips going pink which was a rarity I feel was reserved for developer items.

Tldr, the suggestion is to either make the rarities not be affected or the rarity should only jump by 1 tier as opposed to up to 3 with the current system. I realize this goes against the system the vanilla game laid out but that's what has made calamity special, it doesn't need to play by vanilla rules.

Suggestion Author

@old lake

arctic boughBOT
#
Add a strong water, electricity and sickness-type debuff.

I really like the concept of debuff types and vulnerabilities. As I play around it, it makes me change weapons and accesories more often to use my arsenal to its fullest potential for certain fights and I think it just feels refreshing and fun. This system is already important for me, but if fully developed it could be a massive game-changer in my opinion.

With Crush Depth being the only water-type damage debuff, electrified the only electricity-type, and sulphuric poisoning having the most dps out of all sickness debuffs, post-ml vulnerability system really falls off and doesn't matter that much, since most weapons have enough raw damage to get the job done.

Suggestion Author

@near gyro

arctic boughBOT
#
**Make the brimstone crag buildings ignore insta bridges**

When using an insta bridge in the underworld, it can destroy a lot of buildings around it, and walls, in calamity infernum, provi's arena denies all types of insta bridges, and stops it from going through/destroying the structure, if the brimstone crags could do the same, it would be nice, as the new brimstone crags already seem to serve the purpose of an arena. and it would just make things easier to not have to rebuild the buildings, or biome again

Suggestion Author

@spring fossil

arctic boughBOT
#
**Allow the Eye Bone to be Right Clicked to Buff all Pets.**

Terraria 1.4.3 added the Eye Bone item. When equipped in the pet slot, it summons a portable piggy bank (Chester) that follows the player and acts as an upgrade to the Money Trough. It is an amazing quality of life item that saves the user an inventory slot and lets them store money / items even while on the move / in battle. Unfortunately, the Eye Bone takes up the user's cosmetic pet slot. This makes it the only cosmetic pet in Calamity to have a practical use and means that players must forego having any other pet in order to benefit from the Eye Bone - a huge disappointment when there are so many well designed pets added in the mod and in Calamity's Vanities as well.

My suggestion is to allow players to have the best of both worlds. The Eye Bone item would be activated by right clicking on it in the hotbar and could be toggled on and off at will (the same as with activating Hermit's Box of One Hundred Medicines). When enabled, this would allow whatever pet is in the user's cosmetic pet slot to have the same mobile piggy bank functionality as Chester. This way, players can access all of the new pets of the Calamity mod while not losing out on the quality of life benefits of Chester.

(If adding full piggy bank functionality isn't feasible from a coding perspective, enabling a piggybank hotkey or giving the user Chester as an additional pet that takes up no slots are alternative ways of implementing this sugestion).

The Benefits:

  • Players no longer need to choose between aesthetics and quality of life when it comes to pets.
  • The pets added into the Calamity and Calamity's Vanities mods are no longer functionally redundant.
  • There is already a pet item in the game that gives a permanent buff so a precedent is already there.
  • It would be completely optional to enable and only affect quality of life.
Suggestion Author

@lost shadow

arctic boughBOT
#
**Add debug items to force generation of some Calamity structures or biomes**

Some mod conflicts as well as some inherent bugs in Calamity can sometimes cause generation of structures or biomes to fail. Notably, this is currently somewhat common with Exodium planetoids and Sunken Sea labs.

Adding Debug items to force generation of calamity structures would be a band-aid solution to these bugs, as well as being a band-aid to similar ones that will inevitably crop up later, while also providing a much-requested way to make older worlds or worlds generated without calamity work better.

Suggestion Author

@last peak

arctic boughBOT
#
**A different branch of boots from angel threads without the wings**

I would like to have the ability of better flight and better boots as separate wings and boots. Seraph tracers doesn't have that good of a flight time and doesn't have a special ability like hover or fast vertical acceleration or overall stat boost like other single wings. I would like to have the speed of seraph tracers, and flight of something like solar wings. Consuming 2 accessory slots of course.

Suggestion Author

@craggy kite

arctic boughBOT
#
Remove/Remake the Caustic Edge/Ultisword line

This line of broadswords is one of the oldest ones in the mod, and yet it's one of the least updated. Their projectiles aren't very interesting, and work mostly the same since their introduction.
Addicionally, their theming is weak and outdated. The first two swords in the line have a poisonous/desease theme, while the latter two are supposed to be Yharim's blade. All four are also jungle themed. However, as of the latest update, Yharim has no ties whatsoever with the jungle, and it doesn't make much sense that his blade is made out of Uellibloom and not Auric bars.
For this reason, I recommend that this line of bland broadswords get removed from the mod, remade to be a proper replica of Yharim's blade, or something else entirely.

Suggestion Author

@slim quartz

arctic boughBOT
#
**Change the tooltip for Tarragon Helm**

At the moment the Tarragon Helm (Melee) has a different format for its buffs for some reason.
At the moment its:
Helm of the disciple of ancients
Temporary immunity to lava
Can move freely through liquids
5% increased damage reduction
10% increased melee damage and critical strike chance.
Whilst every other one is:
Temporary immunity to lava
Can move freely through liquids
10% increased ranged damage and critical strike chance
5% increased damage reduction
(This was just the ranger one there all the same)
The DR and damage increase are swapped for some reason.
This should be changed so people can easily differentiate the helmets by looking at the damage boost.

could be intentional

Suggestion Author

@distant flicker

arctic boughBOT
#
Give AeW his own Relic.

AeW is the last and strongest enemy you have the option of fighting in the mod. Despite this, he has no relic or placable item to commemorate beating him. Boss rush has the rock, which is its commemorative item. AeW’s closest thing is putting a halibut cannon on a weapon rack, which means that if you want a trophy and a weapon, you need to kill him twice
If Giant clam and Great sand shark have them, I believe AeW deserves one too.

Suggestion Author

@amber kelp

arctic boughBOT
#
**Add crafting recipe for Murasama**

You only get one murasama per world, however it becomes a rather annoying situation in a multiplayer playthrough which the only option is to get it first or open another world. It would be highly beneficial to add a recipe for the weapon either post yharon or pre yharon (Because the lock exists) so now everyone can get the murasama from the same world.

Suggestion Author

@rancid oriole

arctic boughBOT
#
**Let the Momentum Capacitor Work Vertically.**

A very simple change, but would make accessing and using hellavators significantly less annoying. One could simply hold the item, and fall in a similar way to using the Slimy Saddle at quicker speeds.

There will still be several alternatives to the item (pogo stick, Slimey Saddle) that are available in earlier moments of the game, so this item could serve as a slight upgrade to them. The maximum fall-speed boost of the slimey saddle is 2x, while the maximum horizontal speed boost of the Momentum Capacitor is 5.8x, and of course, the buff would be balanced in the fact that the capacitor still cannot be used during boss fights.

While I'm not sure if the buff should be 5.8x (as it is horizontally), I think buffing vertical movement speed to at least be on par or above the slimey saddle (a 2x fall-speed multiplier) would be a helpful upgrade to the current pre-hardmode mobility items like the saddle and pogo-stick. Plus, the player would still have the option to later upgrade to the Portal Gun after ML is defeated, which has a max fall speed multiplier of about 4x. Also, if the player wants to move fast horizontally, but not fall quickly, perhaps the vertical multiplier wouldn't be applied unless the W or S keys are held.

Again, this isn't the biggest rework, and a change like this will probably only save me about 15 minutes max per run. But still, the addition will add more mobility options, and overall make it a much more fun item to use.

ps: Even the description of the item states it should basically work in all directions, so, I think it should :)

Suggestion Author

@rocky bobcat

arctic boughBOT
#
**Make Necklace of Vexation Works When Exactly On 50% HP**

Necklace of Vexation is an item that gives you 20% increased damage if you are under 50% HP.

While previously this do not matter, with the new patch with The Regenator rework which basically make it so your max HP is always 50%, this basically means the accessory do not work with The Regenator.

I feel a new interesting build that deviates from other builds in game that utilize stuffs like this that put you below certain life threshold can increase build variety but for now Necklace of Vexation feels like a missopportunity, as all it needs is a 1 HP difference to make the build much more viable.

For reference Frozen Shield and Old Duke's Scale also works when exaclty on 50% HP so this suggestion is not the sole case for change like this.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Move the Lacerator yoyo to post-Polterghast**

Currently, there are 3 yoyos that are obtained directly post-Providence, being the Lacerator, Solar Flare, and Verdant. For reference, Calamity adds a total of 18 yoyos, meaning 1/6th of Calamity's yoyos are at the exact same point in progression. While Calamity doesn't cater to specific subclasses, moving Lacerator to post-Polterghast, despite not adding any more yoyos, would make the subclass feel more fleshed out due to the weapons being spread out more. It also fits in with the Bloodflare armor set, which is post-Polterghast and is also made with bloodstone. This also gives Lacerator a chance to finally be viable on DoG.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Buff or Rework Bone Wing and Its Bonus**

The image attached is comparison of Bone Wing with Tattered Fairy Wing, a Pumpkin Moon Wing that you can obtain at the same progression as Bone Wing which is post-Plantera.

To put it simply, currently Bone Wing is just completely worthless.

It have lower wing stats because it is supposed to have a powerful set bonus, however the set bonus is too weak to make Necro Armor viable at post-Plantera because Necro Armor + Bone Wing straight up is worse than Shroomite Armor by itself, let alone combined with its Shroomite Hoverboard wing set bonus.

This wing is understated in every way and desperately need buff to justify its effect, or reworked to be completely different, or even potentially retier Bone Wing earlier into the progression which can make it an interesting sidegrade to many armors; many solution can work.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Increase the Visibility of the Perforator Hive's Red Projectiles**

Numerous times i find myself dying to the perforator hive because i don't notice it's red projectiles in the heat of battle. when i'm trying to focus on multiple worms and so many projectiles on the screen at once, it's near impossible to keep track of red projectiles in the underground crimson.

Suggestion Author

@forest maple

arctic boughBOT
#
Make a calamity version of the pillars health bars

currently, when fighting the pillars using the calamity boss bars, the pillars health bar doesn't work or show up, making it so that you have very little information about how much longer you need to fight enemies

adding this would make a lot more sense than just leaving the health bar out of the picture when fighting the pillars, and would also look a lot more aesthetically pleasting

Suggestion Author

@polar onyx

arctic boughBOT
#
**Buff hive bosses in hardmode**

Since hive bosses drop cursed flame/ichor in hardmode, making them harder perhaps would make them more interesting. Bosses like ravager for example gets buffed post providence. The difficulty could be as hard as dreadnautilus. In compensation for the increased difficulty they could maybe drop a lot more cursed flame/ichor, and maybe biome mimic drops. Maybe it could also drop souls of night, similarly to how queen slime drops souls of light.

Suggestion Author

@zinc karma