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.
@olive bolt