#suggestions-voting

1 messages · Page 2 of 1

arctic boughBOT
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**Allow the Frost Legion to drop Essence of Eleum**

Currently, the Frost Legion just kinda exists. Even though Calamity adds a recipe for the Snow Globe, very few people actually do the Frost legion due to it being... pretty useless. Allowing the enemies to drop Essence of Eleum would give people a reason to do the event, and would allow for the Frost Legion to not be as much of a joke event.

Suggestion Author

@cyan hare

arctic boughBOT
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**More pre-hardmode ranger accessories**

I am currently doing a ranger playthrough and noticed the absolute lack of ranger accessories in pre hardmode. I feel like ranger is somewhat of a neglected class and should have more accessories

Suggestion Author

@sour basin

arctic boughBOT
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**Destroyer gets a big speed boost and AI change on spawn**

Even with the few seconds of full damage resistance you can still have the damage resistance wear off before most of the segments have unraveled. You can then easily abuse this clump of body segments with a infinite pierce weapon and shred the destroyer in seconds. To counteract this make the destroyer have a huge speed boost on spawn and have it burrow underground for the start of the fight (similar to the aquatic scourge while docile but a lot faster), then when the speed boost ends make it return to its usual AI.

This would make the destroyer avoid having its issue where its killed at the start while most of its segments overlap with a infinite pierce weapon.

Suggestion Author

@timid lintel

arctic boughBOT
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**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 earlier.

Suggestion Author

@round mist

arctic boughBOT
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**Lower the dodge cooldown/rework dodge system to make dodge builds actually viable.**

Thie cooldown could be implemented in 2 ways:

  1. just lowering the cooldown.
  2. making making each accessory that grants a dodge lower the base cooldown, for example: with 1 having the standard 90s timer and 2 giving 70s, with a cap off at maybe 1-10s.

This would give more specific loadouts a chance to shine, allowing for more unique playstyles, so players don't have to go down the "glass cannon, just dodge" or "tank" route to defeat a boss. This would also make some endgame bosses like providence easier to beat and make multiplayer games more fair in some situations (like deathrays, when the boss is agro'ed on someone who is able to take the damage, basically everyone else dies then or within the next few seconds)

To balance this, items that let you dodge an attack could heavily reduce dr and defence or could reduce another stat, maybe even lowering adrenaline by 30% when you dodge a hit or making it's timer longer.

tldr; buff dodging to allow for more unique playstyles but nerf the players other stats in return, so that when you DO get hit, you will probably die.

Suggestion Author

@glacial compass

arctic boughBOT
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**Remove Carnage Ray and Flesh of Infidelity**

Bloody edge was removed because it was an unneeded crimson variant of an existing "corruption" item, and Carnage Ray and Flesh of Infidelity are in the exact same situation. They are both always just a worse version of the corruption variants, and do not need to exist when the corruption ones already do.

Suggestion Author

@unkempt mirage

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**Make smart cursor support Abyss/Prism torch placement underwater**

Smart cursor is a very useful tool for lighting up areas with torches, but it just so happens that it does not work underwater, including the darkest area in the game, the Abyss. It would be much more consistent/convenient to make auto cursor assist with abyss/navy torch placement in underwater areas, considering their main purpose IS to assist with seeing things underwater afterall.

Suggestion Author

@meager current

arctic boughBOT
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**Merge Corroslime/Crimslime Staff Into One Item**

These two items have the exact same stats and drop from the same boss regardless of world evil. There is no reason for these to be separate items when the only difference is the color of slime summoned. The slime god theme could be kept by making the color of slimes alternate between crim/corro on each summon, or making the slimes a mix of the colors similar to Slime Gods core.

Suggestion Author

@unkempt mirage

arctic boughBOT
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Add an ammo type related to Acid Rain T3, Old Duke or the Abyss Layer 5

This sounds odd, but I have realized that only 1 endgame ammo type exist so i am using this post in order to explain. Something Depth crush Related, or even the AeW freezing debuff would work, but having just one ammo for Endgame is restrictive and repetitive. Keep in mind that once the remaining 3 bosses are added (Xeroc, Noxus and Yharim), we may or may not be getting new ammunition. Anything that allows for the diversity and ability to choose between 2 very different types of munitions would be greatly appreciated, as certain bosses have resistance to godslayer ammo, due to its piercing ability.

Suggestion Author

@amber kelp

arctic boughBOT
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**Make Cosmic Discharge an Upgrade to Mourningstar**

Cosmic Discharge is in a weird spot being a drop from the Devourer of Gods, despite being relatively unrelated to the boss it drops from. It's very weird considering DoG unlocks Endothermic Energy, which is the perfect kind of material to associate with Cosmic Discharge, considering its heavy theming with ice and cold, and DoG's recent loss of association with these things. (Directly, at least; he used to inflict Frostburn.)

Considering Cosmic Discharge is functionally identical to the Solar Eruption line (but stronger, obviously), I feel like it make a lot more sense to make it a craftable upgrade to Mourningstar, Solar Eruption's upgrade. It could even replace Mourningstar in Dragon Pow's recipe, too. Either way, this would make more sense than being a direct 10% drop from DoG, anyway. He already has plenty regardless.

Suggestion Author

@olive shale

arctic boughBOT
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**Remove _Enhanced Nano Round_**

In 1.4.1, Nano Bullets got a rework, changing them from bullets that could also confuse enemies to a unique bullet that bounced off surfaces into nearby enemies. Enhanced Nano Rounds were added as an upgrade to make said bullets more interesting. However, since the rework, Enhanced Nano Bullets now lie as item bloat, only adding death clouds to enemies killed by it. Removing it cuts down on item bloat, which has been a priority as of late.

TL;DR: Enhanced Nano Rounds are only item bloat after Nano Bullet rework, they should be removed.

Suggestion Author

@west rose

arctic boughBOT
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**Combine Mediocre Amidias Accessories**

Giant Pearl, Amidias’ Pendant, and Amidias’ Spark have such mediocre effects that all three could be merged into a single accessory and it would only be a bit viable pre-Boss. Doing this would not only cut down on item bloat, but would actually give people a reason to try and obtain whichever one of these items survives and gets the effects of the other two, as it's strength would actually be on par with other accessories, and might give people a reason to actually fight Giant Clam other than Amidias (who really isn't much of a reason, anyway) and before Hardmode when its drops are actually useful.

Suggestion Author

@olive shale

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**Add hover abilities to post-ML wings**

If you don't know, a "hover" is a wing ability that lets you hold down+jump to maintain vertical position.
This ability is found on Vanilla wings, spread evenly through progression starting at post-Plantera. The abliity to hover adds a dynamic where wings can be viable without pure stat increases.

Calamity has a stark lack of this wing ability, only having one post-Plantera pair with hover that competes with hoverboard. This ends up giving the player no ability to hover post-ML other than the Celestial Starboard, which falls off in stats quickly post-Providence. Adding this ability to existing wings or adding new wings with this abliity would add more variety to post-ML wings and combat.

Suggestion Author

@hybrid nimbus

arctic boughBOT
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**Remove or Rework Teardrop Cleaver**

This weapon is a 10% drop from the Eye of Cthulhu, making it a comparatively easy weapon to get. It has the unique effect of reducing enemy contact damage and slowing them down immensely, and as such excels in crowd control-type situations. However, it is nigh unusable on nearly everything else, and has had little change across its lifespan. I suggest a rework to how this weapon functions, and if impossible to find a better execution, then remove it.

Suggestion Author

@green torrent

arctic boughBOT
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**Lumenous Pendant should be an upgrade of the Magiluminicense**

Since the Lum. Pendant gives light to the player like the Magilum, but the Magilum. gives an acceleration and max speed multiplier, it would be a nice addition to make the Lum. Pendant an upgrade from the Magilum, like using Magilum. on the Lum. Pendant recipe and giving it the perks of the Magilum, Lum. Pendant is a pretty underlooked accesory even though it's perks are pretty handy, so making it have a relation with Magilum. will draw more attention to it.

Suggestion Author

@civic stag

arctic boughBOT
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**Make Cosmic Immaterializer an upgrade of Flowers of Mortality, and add a new Miracle Matter summon**

Right now, Cosmic Immaterializer is made with Elemental Axe as one of it's ingredients. However, Flowers of Mortality is another elemental weapon that makes even more sense as a component. This is because, like Cosmic Immaterializer, Flowers of Mortality are a single-use summon that shoot homing bolts at enemies. Elemental Axe, on the other hand, is a multi-use minion that does contact damage. Cosmic Immaterializer could also use summons like Saros Possesion, Plague Remote, or Deathstare Rod that are single-use summons.

This opens up the possibility of adding a new Miracle Matter summon upgrade to Elemental Axe; which could function as a traditional single-sot unlimited use summon. This would be nice, as there's currently only one Summon miracle matter weapon, while all other classes (besides Melee) have 2 or more. Additionally, this would be an Exos-tier summon that can help fill in slots that don't go evenly into Cosmic Immaterializer or Ares Exoskeleton.

Suggestion Author

@last peak

arctic boughBOT
#
Rework the ways the calamity pylons are obtained

In vanilla terraria you'll likely find out about the pylons after checking the inventory of an NPC and seeing the shiny biome pylon sticking out like a sore thumb in their inventory. The issue with calamity pylons is that the odds of somebody making NPC housing in any of the calamity biomes is very low. Nobody wants to make a house in any of the extremely deadly areas like the astral biome or the sunken sea so they usually won't even know about the custom calamity pylons throughout an entire playthrough unless they happen to check the wiki for them. Given the complex nature of all the calamity biomes, it would be a unique idea to spread the pylons out in ways that don't just involve buying them from an NPC. Ideally make them obtainable in ways that relate to the biome. Mini bosses, bosses, events, structures, etc could be ways to obtain them.

Suggestion Author

@turbid root

arctic boughBOT
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**Improve how Murasama actually land hits on enemies.**

Murasama, while being a strong weapon possessing a cool animated attack sprite, its hitbox mechanics is not the most satisfying in actual use:

The weapon constantly deals about 20 i-frames, regardless of its current animation, to whatever enemies that touch its hitbox; However, periods between "the slashing frames" of the animated sprite itself isn't averaged out, meaning that it may not deal damage on time when it's actually "slashing" and vice versa. This is somewhat frustrating, particularly when you look closely at the weapon's animation (it's even more significant when fighting worms/crowds of enemies).

It could be a whole lot better both visually and in practical use if the weapon only deals damage when it "starts slashing", i.e. syncing damaging rate with its animations instead of using a fixed invincibility whatsoever. Technically it would not be very hard to implement by code: just lower its basic i-frames but also make it unable to do damage unless its framecounter reaches certain numbers. A modded demonstration of what I'm suggesting is attached to make the possibly vague wording more clear.

While this is not a big issue to any extent, imho it will make the weapon overall much more comfortable to use.

Suggestion Author

@still ridge

arctic boughBOT
#
**Change the way the large astral monolith that generates in the astral infection looks**

every time I see the astral infection, the monolith feels out of place, like if an in-experienced builder tried to build a living tree that then got infected. not only that, but it also generates right on the crater, making the placement look awkward. these two things make the monolith quite an eyesore. instead, it could generate as a large pillar or a detailed tree, rising out of the grass, this will make it feel more integrated and nicer.

Suggestion Author

@glacial compass

arctic boughBOT
#
**Give All Boss Spawners with Non-Crafting Obtainment Methods Decrafts or Sell Prices**

It really sucks getting Desert Medallions, Suspicious Looking Eyes, or Gelatin Crystals from the environment, and having to basically trash them because they have no value in shops and no use past collecting the first to actually spawn the boss. I don't see why these Boss Spawners have no value in shops, it's not like they'd be broken for money collection or anything, so I'd say either give them sell prices, or at least let the player recoup their value in some other way.

Say, shoving Desert Medallions or Gelatin Crystals through the Extractinator kinda like Scuttler's Jewels to get, say, a Stormlion Mandible or a Crystal Shard back. You could smelt Mechanical Eyes, Skulls and Worms back into their souls, get Ancient Cloth from Pirate Maps, etc.

Calamity already does this for Bloody Tears with Blood Orbs during Blood Moons (and they're a significant portion of the orb returns now that only Blood Moon enemies drop Orbs too!), so there's already precedent as well.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Underground Hallow and World Evil Enemies have a Guaranteed Chance to Drop Their Respective Souls**

The fact vanilla makes any enemy have a 20% chance to drop one (36% in expert) is dumb. Calamity makes Essences drop in multiples at guaranteed or vastly increased chances from enemies from the relevant biomes and Wyverns already drop Souls at a 100% chance. Souls should work the same way with their biome's enemies (ex; Biome Mimics could drop 10, fodder enemies drop 1 at like 50%/100% expert). Obviously leave in the original method, but this guaranteed chance would be so helpful and just make sense.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make greater, super, supreme, and omega healing potions sold by the merchant**

It would make grinding for them less annoying. Repeatedly having to collect certain materials or refight bosses just for the healing potion is not rly that nice.

Suggestion Author

@zinc karma

arctic boughBOT
#
**Remove the "Where's Malice?" button from the difficulty switcher**

It's pretty well-known as to the history and legacy of the short-lived Malice Mode, however since its deletion about half a year ago, this button has served its purpose in letting people know why Malice was removed, and I assume that half of the people playing Calamity have competely forgotten about its existence. Therefore. removing this button would clear up unnecessary bloat, and help Calamity move forward as a mod.

Suggestion Author

@lost geyser

arctic boughBOT
#
**Allow Wulfrum Drone's Right Click to speed up repair of a broken Rover Drive shield**

Right now, Wulfrum Drone's Right click provides extra life regeneration, and repairs Rover Drive's shield if it is partially damaged.

However, if Rover Drive shield is broken, this interesting synergy is lost as the right click has no function on the recharge time of Rover Drive. Making it speed up recharge time of Rover Drive's shield would provide a more useful and consistent synergy between these two accessories, and help the fairly niche Wulfrum Controller right-click be more applicable.

Suggestion Author

@last peak

arctic boughBOT
#
**Allow Wulfrum Lure to spawn Wulfrum Rovers**

Wulfrum Lure is currently able to spawn every Wulfrum enemy except Amplifers and Rovers. While it not spawning Amplifers is understandable (they are stationary and drop energy cores), its strange that they don't spawn Rovers since quickly getting Rover Drive would be one of the biggest reasons to use Wulfrum Lure.

Suggestion Author

@quiet zodiac

arctic boughBOT
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**Either lessen the volume of the popping sounds that result from the sulfurous sea air bubbles or outright remove the sound**

There are extremely irritating popping sounds that constantly annoy me when trying to build or even appreciate the beauty of the sulfurous sea, if an ambient sea sound could be added or made louder rather than the sound of someone flicking a piece of plastic, that would be greatly appreciated.

Suggestion Author

@wanton geyser

arctic boughBOT
#
**Let Abyss Gravel Wall be able to craft back into Abyss Gravel.**

Likely an oversight, especially since the wiki says it is used to make the blocks. If you make too much of the walls, you won't be able to turn them back into the blocks for builds. Considering these blocks are limited in amount, it makes these walls useless if in excessive supply.

Suggestion Author

@short pine

arctic boughBOT
#
**Rework Aquatic Scourge's drops to be more unique**

Aquatic Scourge in all areas but one is a buffed version of Desert Scourge. Because of this, all of their drops are nearly the same. This would normally be fine, but all of the weapons are simply stronger copy-pastes of Desert Scourge's weapons, and the Aquatic Emblem is just the Ocean Crest but with a defense boost when underwater. The other two accessories are a rogue accessory and a movement accessory, but both of these are different from each other. Reworking the drops that are the same would give Aquatic Scourge more of an identity from its predecessor, and allow it to stand on its own.

Suggestion Author

@green torrent

arctic boughBOT
#
**Rework Carnage and Evil Smasher**

Carnage and Evil Smasher are yet two more mediocre true melee options given to the player in Early Hardmode. They both have mediocre on kill effects which make them useful for about the Pirates, Hardmode Goblins, and... Frost Legion, I guess?? And then proceed to fall off dramatically on bosses (without exploits).

I want to bring up these two in particular because they're both "swords"... despite... not... being swords?? Evil Smasher is a hammer and Carnage is a scythe. Why not make them actually work like that?

Evil Smasher could behave more like Pwnagehammer, perhaps even become part of its recipe to explain where Pwnage gets its behavior from. Carnage could be turned into... literally anything else, a melee scythe, a more boomerang like weapon, something more reminiscent of WoF itself considering its appearance... It could even become Rogue! God knows Rogue is always dying to get more weapons considering it has no Vanilla weapons to patch up its weapon pools like the rest do, and Ranged and Summoner already get two drops each from WoF atm, while Rogue (and Melee but Melee has enough other weapons to easily make up for it) only has one, and scythes are already a Rogue """subclass""" (sort of, just let me have this). A stealth strike that fires WoF lasers or maybe releases Hungries or something would be really cool; there's so much you could do with a weapon like this! So much more than. Style 1 broadsword with on kill effect.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make it so that the Zenith requires a Cosmic Anvil to be crafted**

The Zenith has been moved to post-Yharon in Calamity, as it now requires Auric Bars, but it also requires, at minimum, a Hardmode Anvil to craft it. Now that would normally be fine... if there wasn't an upgrade to the Hardmode Anvils called the Cosmic Anvil, said anvil only being available after defeating the Devourer of Gods, which is the one boss the player normally defeats before they move on to fight Yharon. At that stage of the game, it makes little sense for the player to still be using a Hardmode Anvil, especially when said pre-Yharon boss has been defeated in their world. Making this change would cause less confusion for the player and would ultimately make alot more sense.

Suggestion Author

@pseudo plaza

arctic boughBOT
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**Add some kind of item/feature that allows you to charge Draedon's Arsenal weapons within your inventory**

People tend to avoid Draedon's Arsenal weapons due to the charge feature, which is quite a bummer considering a majority of them are really unique and fun to use. A way to make this charge feature less menacing would be to add some sort of back-up for when your weapons run out of charge, for example some kind of battery pack that you can fill with power cells, so that your weapons won't randomly stop functioning in the middle of a fight.

Suggestion Author

@meager current

arctic boughBOT
#
**Remove Exo Freeze**

The Exo Freeze debuff doesn't really have a purpose anymore because as of now, currently only two weapons inflict this debuff which makes this debuff look rather the same as Glacial State since they both do the same thing. Even though Endogenesis both inflict Glacial State and Exo Freeze, which still makes no sense at all cause like I said (Both debuffs do the exact same thing). Removing the Exo Freeze debuff would probably be for the best since it doesn't really have much reason to exist anymore.

Suggestion Author

@tender peak

arctic boughBOT
#
**Give the Astral Pylon inherent spawn rate reduction or remove the NPC requirement**

The Astral Infection is not inherently considered to be a "dangerous biome" by the game, which leads to NPCs being able to move in there. However, enemies are still able to spawn even over NPC spawn reductions. Combine this with the Astral Probe, one of the more frequent enemies, being able to fly through blocks and you have a recipe for a town slaughter. And thus, we get to the solution. I propose that the Astral Pylon either gets a spawn rate reduction by default, or make it akin to the Brimstone Crag Pylon and remove the NPC requirement. This would significantly improve town setup and would allow for more creative builds within the Astral Infection.

Suggestion Author

@green torrent

#
**Give Luxor’s Gift an actual interaction with True Melee weapons.**

Luxor’s Gift is a cool and unique accessory, giving extra projectiles to your weapons. The problem is, at the moment it doesn’t really work with true melee weapons at all. It either straight up doesn’t work, or gives true melee weapons projectiles, making them NOT true melee. With true melee being a pretty legitimate subclass with some real support by the mod, giving Luxor’s Gift an interaction with true melee that stays in the spirit of true melee would make it usable for the subclass and add some extra uniqueness to early game true melee builds.

Suggestion Author

@mellow stratus

arctic boughBOT
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Rename Daedalus Armor

Daedalus has been removed from the lore and no longer exists. The Armor is now referencing a defunct character. Same goes for the Daedalus golem staff

Suggestion Author

@amber kelp

arctic boughBOT
#
**Make it more obvious that Golem can be fought before Plantera**

When my brother and I say the Temple Key recipe, my first thought was "wow, that's pretty useless. You need to defeat Plantera to fight Golem anyway." As I'd later find out, Golem can be summoned before any HM boss thanks to Calamity's non-linearity changes. Adding a tooltip in the Temple Key saying that Golem can be fought before Plantera would make the reasoning for this recipe a lot clearer, though it might be wise to also add a tooltip about the Old Lihzahrd Power Cell needing to be used.

Suggestion Author

@tawdry grove

arctic boughBOT
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**Add a upgrade to the weapon “Art Attack”**

The Art Attack is by far my favorite weapon in the Calamity Mage weapon list due to the uniqueness of the projectile and the way the weapon itself functions. It tends to be a great counter against segmented worm-like bosses such as the aquatic scourge and the destroyer, and maybe even the Astrum Deus, due to the fact that it can hurt multiple entities simultaneously. But post-Moon Lord, this weapon is much weaker against such bosses, and due to the lack of this variety of mage weapon in later tiers of the Calamity, in addition to the uniqueness of the weapon itself, I thought the Art Attack was a prime candidate for a weapon upgrade.

Suggestion Author

@wide smelt

arctic boughBOT
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**Make Regenator work with all "Below 50% HP" items**

Right now rengenator's whole purpose is to be used with items that scale with player HP, but a lot of those have an "under 50% HP" condition which means regenator doesn't work well with them. If those worked when right at 50% HP, accessories like Necklace of Vexation or weapons like Anarchy Blade would have much more interesting synergy with Regenator

Suggestion Author

@last peak

arctic boughBOT
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**Give Destroyer's Laser Shots a telegraph similar to Thanatos' but remove the projectile acceleration**

People in Vanilla don't like Destroyer because he just spams lasers everywhere, especially off-screen, which often creates cheap hits. Here it's not so much different especially on Death, and if anything it's worse with the addition of different lasers and a spread of lasers being fired from its head. And the gradual acceleration of the lasers' velocity often results in hits that feel like they were aimed ahead of time considering that most of the time they're off-screen.

I think that to solve this problem, we could give all the laser shots a telegraph similar to Thanatos' but remove the projectile acceleration to make said telegraphs more accurate.

Suggestion Author

@stable dust

arctic boughBOT
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**Make Bloodworms Purchasable Post ML Instead of Post Old Duke**

Calamity adds the option for players to buy consumable boss summons such as truffle worms, prismatic lacewings and bloodworms. However, while truffle worms and lacewings are purchasable the moment you can fight the boss, bloodworms are not able to be bought until after you have already defeated old duke, defeating the purpose. This on top of the fact bloodworm spawn rates get halved after encountering old duke during acid rain and not defeating old duke makes this summon item much more annoying to get in comparison.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Give Crystal Assassin a Universal Dash Extension**

Crystal Assassin is currently the worst early Hardmode armor due to being a purely movement based armor set... with awful movement. Crystal Assassin has a long dash, sure, but it doesn't have a dodge, bash, or bonk like Evasion Scarf, Shield of Cthulhu, or Ornate Shield, which is half of the appeal of a dash; the iframes. Furthermore, it fails as a combat set too, being outclasses by Mollusk as an all class, Cobalt and Statigel as incentivizing movement, Palladium as a more pure combat set, etc.

A recent bug with Shield of the High Ruler gave me an idea on how to improve the set without removing its theming; SoHR currently gives a dash multiplier on top of its Shield of Cthulhu dash to mimic an improved version of the item, but this unintentionally works with ANY other equipped dash.

So... if Crystal Assassin's base dash was nerfed slightly (so you still keep the original), but it was given a general dash extension or multiplier like this (implementation doesn't really matter, whatever is most balanced), then players could equip other dashes with bonks, dodges, etc. and reap huge benefits from the length bonus while keeping their improved functionality; effectively, make Crystal Assassin a dash-based movement armor that synergizes with other dashes.

Suggestion Author

@olive shale

arctic boughBOT
#
**Rework Flak Kraken**

Currently, Flak Kraken is an upgrade to the Flak Toxicannon, which is unique in the sense that it must be fired upwards. Meanwhile, Flak Kraken is just "Put your cursor over the enemy to kill them", which is rather boring. Because of this, I propose that it gets a rework. I won't say what, as that could get too specific, but I think it would be best if said rework let the weapon live up to the "Kraken" part of the name.
Tl;dr: Please rework Flak Kraken as it is boring.

Suggestion Author

@green torrent

arctic boughBOT
#
**Make Old Duke Reduce Bloodworm Spawn Rates After Defeat, Not After Encountering**

Currently, if you encounter old duke during the acid rain, bloodworm spawn rates will be permanently reduced by 50% in the world. If you fail to defeat him during when he is encountered this time, it makes all future attempts more tedious to get the worms for. It would make much more sense to reduce the spawn rates after Old Duke has already been killed, when summons are less needed and bloodworms are purchasable.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
Add a config option to disable evil floating island spawn, and a check for if both evil biomes are detected, spawn both Dungeon chests, and both shrine chests in their appropriate locations

Would need to change when the evil island generation is tho to perform the check
For people who play with seeds or mods which enable both evils to generate

Suggestion Author

@lost hound

arctic boughBOT
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**Remove the Evil Islands**

Currently, the evil islands mainly serve as a way to get the alternate world evil's loot. However, with the introduction of graveyards in 1.4, its unnecessary to have this as you can just buy the alternate evil's seeds from the Dryad when in a graveyard. To allow for players to still be able to obtain the alternate evil's biome chest weapon, a way to transfer between the 2 weapons would potentially be needed. Alternatively, due to the fact that Calamity adds upgrade lines to both weapons, allowing both biome chests to generate in the dungeon could also be a solution.

Suggestion Author

@cyan hare

arctic boughBOT
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Add a setting in mod config that lets you toggle the visibility of the Inferno and Tesla potion effect's visibility

They're very large and annoying and distracting and I don't wanna see them anymore

Suggestion Author

@pearl mantle

arctic boughBOT
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**Lower the volume of the Gun Hydra**

Simply put, the hydra with all of its heads is way too loud. The noise it makes overpowers everything else. Because the sound of each gun stacks, it is just truly deafening with all 4, and is probably the loudest weapon in the game if not close to it. Reduce how loud each gun is so that at max volume it isn't so rough.

Suggestion Author

@trim nebula

arctic boughBOT
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**Add a toggle to remove “big hive” on world generation**

Big hive is more of an obstruction rather a benefit in early and lategame play. Queen Bee and Plantera enrage because the hive can generate too close to the surface, and beehives don’t bring anything unique to the table to warrant such a large one to spawn. Smaller hives more than make up what you could need or want from them already.

Suggestion Author

@urban carbon

arctic boughBOT
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**Make Destroyer's Probes less annoying**

Somewhat of a continuation from the last post I made, Destroyer's probes are really, really annoying to deal with. Problems I and others have had with Destroyer was random laser spam, the probes are no different. A lot can easily spawn and swarm you, they can shoot a line of 3 lasers on Death (WHY), you don't know when they will shoot, and they get in the way of your dashes all the damn time. And they're a pain to attack and destroy due to their movement.

I can't really give a very specific suggestion of change for this one, I'll leave this down to the devs to decide on what to be done about them.

Suggestion Author

@stable dust

arctic boughBOT
#
**Allow Axe of Purity to use dust attack without converting biomes**

The Axe of Purity is an amazing weapon for Pre-Mech, especially for farming items such as Ankh Charm components and souls, but the problem is it is almost unusable in the evil biomes because of the purification effect of it's main attack. If the purification effect could be toggled in some way or if the normal swing shot the dust it would make the weapon much more viable when fighting in the evil biomes.

Suggestion Author

@gusty oasis

arctic boughBOT
#
**Make Providence Drop an Elysian Wings/Aegis for each player in multiplayer**

At the moment Providence only drops one in multiplayer which means that you have to kill here twice the number of players if you want to get one of each for each player which is extremely annoying and time consuming to do. It also doesn't make much sense that this is the case since you already get individual treasure bags and lore items, so getting individual of providence's drops would make sense.

Another option would be to make it similar to exo-mechs, so whichever biome you killer her last in gives you that drop from the treasure bags.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Rotate the melee gem in the Gem Tech popup UI**

At the moment the melee gem is rotated on its side whilst all the others are facing vertically up.
This should be changed for a cleaner UI and more symmetry.
again unsure fully whether this was intended

Suggestion Author

@distant flicker

arctic boughBOT
#
Add a arena in hell for providence

add a arena in the dungeon why not in hell providence and profaned whould be more easy to fight than destroying all of the hell to fight in proprely conditions

Suggestion Author

@north pagoda

arctic boughBOT
#
**Improve astral tiles blending**

The astral blocks not being able to blend with so many other block types just makes building worse. unblended blocks look bad 90% of the time. It's inconvenient for building.

Suggestion Author

@hybrid breach

arctic boughBOT
#
make it so yharon can't deal contact damage while hes invincible shooting the flare bullet hells

i have been telefragged so much by this stupid bird because im flying up avoiding his attacks and then suddenly the UNMATCHED POWER OF THE SUN appears RIGHT ABOVE ME and i have ZERO TIME TO REACT

Suggestion Author

@pearl mantle

arctic boughBOT
#
**Remove Unnecessary Jungle Crafting Materials**

Trapper Bulb, Murky Paste, and Beetle Juice are only used in 4/3/2 items and do not affect the stage of the game you can obtain the items they are used in, resulting in just another material in recipes that don’t need them. Stingers, Vines, Spores, planty mush, and other nature/jungle themed materials already exist, meaning there is no shortage of items to replace them with in recipes. These items are incredibly forgettable, and just end up being another item to fill your inventory and contribute to bloat.

Suggestion Author

@unkempt mirage

#
**Remove the recipes for the 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
#
**Move Perennial Ore to the Desert**

The obtainment method of Perennial Ore has been a pretty big point of contempt, considering it's the third plant themed ore, of which two are added by Calamity, and all of which are currently associated with the Jungle. Perennial may spawn in the Caverns, but arguably this makes it even more boring, as it's just "The Chlorophyte That Spawns Everywhere EXCEPT The Jungle". Currently Perennial's crafts are all plant and sunlight themed themed, and are associated with a prickly green and pink plant. Yes, this sounds like Plantera... but it also sounds like Vanilla's Cacti! (Think Prickly Pink Pear, the dye plant that grows on cacti)

Moving Perennial to the Desert biome and reestablishing it more as a cacti-type plant would solve the issue of people referring to Perennial as "Chlorophyte 2", as it would gain a VERY distinct identity compared to where it is currently, and would give the Desert more Hardmode content beyond just the normal enemies that start spawning once you kill the Wall of Flesh.

Furthermore, there would be literally zero work involved besides generation; arguably ALL of Perennial's craft still fit perfectly fine into the cacti theming, and Plantera herself is already associated with the Desert with things like her on kill achievement being "The Great Southern Plantkill" and her pet literally wearing a sombrero.

In case you're thinking, "What about the Sunken Sea, that gives the Desert content?"; that is a different biome that is only connected to the Desert via lore.

In short, moving Perennial to the Desert would help declutter the normal Underground, and give an underdeveloped biome more reason to return to it.

Suggestion Author

@green torrent

#
**Allow holding shift to see details for Cobalt Armor speed to damage scaling**

A nice QoL change, taking an example from league of legends (yuck I know) it might show [0 mph - 69 mph] [0%-10% crit&damage]
I might expand this "hold shift" idea for other items and make more posts

Suggestion Author

@fathom atlas

arctic boughBOT
#
**Remove the Earth Elemental**

Currently, the Earth Elemental just exists. All it does is appear, kill you or drops some generic fossil weapons. It has no correlation or theming, just appears without any unique mechanics that's it. No lore, no special mechanics or attacks, nothing. Not to mention, it's not connected to the other elementals, not part of the Heart of the Elements, etc.

Very little has to be done to accommodate for its absence, just give its drops crafting recipes or outright remove them too. All it drops is a spear with projectiles, a gun that fires crystal bullets instead of musket balls and a sword that summons boulders as a true melee effect.

Suggestion Author

@west rose

arctic boughBOT
#
**Add a Post-Polterghast upgrade to the Abyssal Diving Suit**

It's annoying to have to go into the bottom of the abyss over and over to farm materials from the abyss minibosses due to lack of breath. There should be a combination of a handful of water breathing and water mobility accessories into one ultimate accessory for adventuring the depths of the abyss.

Suggestion Author

@tranquil herald

#
**Add the ability to put Drunk Princess' drinks on plates**

https://terraria.wiki.gg/wiki/Plate
Plates already can be used to display alcohol drinks (e.g. Pina Colada), so this addition will make bar builds better with the ability to display all kinds of drinks Cirrus sells.

Suggestion Author

@clear agate

arctic boughBOT
#
**Let midas prime and crackshot colt pull coins from the safe**

As the game is right now i love the concepts of both the midas prime and crackshot colt, but i have never used them in an actual playthru, as the only way to use them is to intentionally keep coins out of your safe or piggy bank so they can be used, however they will be very quickly lost when you die, and if you have a big arena or the boss grabs them then despawns, or god forbid you die during an event or away from home, you could tear thru platinum in minutes.
letting the midas and colt take coins from the safe would solve this, making the weapons much more useable and accesable, and really boosting how fun they would be to use, as you wouldnt have to be frustrated as you die and loose the many gold you had no choice but to keep in your inventory just to use the weapon.
and as it is pulling from the safe as opposed to the piggy bank players could preselect the amount they want to use for a fight

Suggestion Author

@merry olive

arctic boughBOT
#
**Upgrade to galaxia and remove it from ark of the cosmos recipe**

Currently, the biome blade and ark sword lines are available one after the other as per boss progression. (If you get one, next major boss, u get the other. Tier 2 evil boss < slime god < mech bosses < cal clone < deus < moonlord < dog < yharon)
The biome blade line is completely different to the Ark crafting tree as one is based on which attunement is used where as the other is based around parrying attacks. Post Yharon, these swords are combined into ark of the cosmos. While ark is very useful and good against the following bosses.

The whole issue is that the special thing about these weapons is that they have different attunements and their playstyle changes upon changing the attunements. Ark of the comsos inherits only one of these attunements, even then it is barely a part of the gameplay. The 5'th slash throws out the sword, which is easier to control due to the aeris's wrath attunement from galaxia. Everything else is gone.

An upgrade to galaxia and changing ark of the cosmos recipe to not have galaxia fixes this as the upgraded galaxia could function as galaxia, while being fit for Exo mechs and Scal and having different playstyles based on attunements and have its own place as a unique weapon rather than something used for ark of the cosmos. Galaxia can stand out and not even the weapons lore has anything about them both being used for making ark. This just helps to create a choice of weapons the player wants, whether it is ark of the cosmos or upgraded galaxia

Suggestion Author

@civic cairn

arctic boughBOT
#
**Make the tooltip for the Murasama clearer**

The Murasama is well known for being locked behind Yharon. Despite this, there is nothing in game that tells the player that the Murasama has been unlocked after Yharon's defeat, with the only way of knowing is to already know when it is unlocked or look through the wiki. Because of this, I believe that the tooltip in the Murasama should be clearer so the player would know which boss they would need to defeat to unlock the Murasama.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Rework the Colossal Squid's AI**

As of right now, the Colossal Squid has a very similar AI to the Brain Sucklers from the Nebula Pillar. Both of them attack the player by attempting to attach onto them and doing rapid damage while attached. It does just seem like the Colossal Squid copied the AI of Brain Sucklers, which can detract from their originality. Changing this would allow for more creative executions of this enemy.

Suggestion Author

@green torrent

arctic boughBOT
#
**Add "Official" to the name of Music Mod**

This is mainly due to the fact that there are atleast 3 calamity music mods (Official one, Vanilla calam music and infernum mode music) This causes confusion to newer players who just want to play the game and listen to music but didnt download music mod due to there not being any relation between the mod and music mod other than the name calamity.

Adding Official to the calamity music mod creates less confusion and chaos as there is 0 need to be in doubt about whether the mod thats downloaded is the official one or not as without official in its name the mod can be overlooked by newer players. (that happened with me too) Adding official to the name of music mod will make it easier for players to know which music mod is the official one with music for calam bosses

Suggestion Author

@civic cairn

arctic boughBOT
#
**Make liquid and time sensors be available with the use of just a standard anvil**

Time and liquid sensors exclusively require the use of a mythril/orichalcum anvil or any of their upgrades, which is relatively annoying for building as it means that a mechanical boss has to be downed to make certain builds. I would suggest transferring the required crafting station to simply an iron/lead anvil or above.

Suggestion Author

@rotund cloud

arctic boughBOT
#
**Allow Honey Dispensers to Count As Honey For Crafting and Make Sinks Make More Sense**

This should be a Vanilla feature but I don't feel like messaging Red on Twitter. 👍

Also currently the earliest you can get a functional Honey liquid crafting station in Calamity is. Post-Providence with the Botanic Sink. Which is... just painful. Making the Golden Sink from Pirates count as all liquids, the Obsidian Sink count as Lava (and be crafted with it because it's Hellstone locked anyway [why??]), and the Honey Sink. Actually use Honey. (That's right there is an item in the game LITERALLY CALLED HONEY SINK and it gives you WATER.) It would simply make sense considering their theming and help solve an annoying issue that exists for almost no practical purpose.

Suggestion Author

@olive shale

arctic boughBOT
#
**Update the Void Shrine Chest's Contents**

In the Abyss, there's a Chest in a Shrine much like the other Biome Shrines which contains the Terminus. This is a very important item, as it allows the player to spawn the Boss Rush, furthermore, most of the other Biome Shrines have unique items which make thematic sense to spawn in the chest alongside the respective Shrine item. Terminus does not. It looks extremely goofy getting a Thorns Potion, Suspicious Looking Eye, and a stick of Dynamite along with the item that heralds the end of the world. Either replace the items with Abyss thematic ones or just remove the rest of the items from the chest. It looks goofy as hell.

Suggestion Author

@olive shale

arctic boughBOT
#
Rework Yharim’s Gift Into A Pure Movement Accessory

Did you know? The last pure movement accessory obtainable in Calamity is the Soaring Insignia you obtain from the Empress of Light.

This leaves accessory progression in a really weird spot because Insignia ends up being… viable until Boss Rush. It’s just THAT good, and there’s nothing else that even slightly competes with it because there are no other items added into progression that are even slightly like it.

Calamity needs more movement accessories (we’re also lacking in mid-Hardmode but that’s a problem for another time), so why not look to a very similar source to produce one?

My argument is to go all in with Yharim’s Gift. Turn it into an actual pure movement based boost, instead of the pathetic and confused stat stick it is today. It’s just an upgraded Star Cloak with 30 defense and 15% damage and movement speed slapped on to make it viable! That’s lame as hell! Making it into a movement based accessory would help with both its identity and the lack of movement accessories in the late game

Suggestion Author

@humble nest

arctic boughBOT
#
**Rework Violence**

One might think that with Violence's sprite it'd be a standard spear or trident, but no. It's a spear you throw out that follows your cursor, which is just a glorified yoyo. Due to this, it is one of the more boring drops from Supreme Witch, Calamitas. Considering that this item has had the same behavior for a year and a half with only one change, I think it's time for it to be different. Changing this could lead to more unique weapons in the endgame, as well as giving Violence more of an identity.
Attached is a video of Violence's current state.

Suggestion Author

@green torrent

arctic boughBOT
#
**Add a cooldown to EoL's dash attack**

since calamity changes eol's choice of attack to be completely random, it can cause eol to do a lot of dashes very close together. the problem with this is that this is one of, if not the easiest attack of eol to avoid, plus she goes invincible while doing it and flies very far away, resulting in even more time where you can't hit her. The spam of this attack just makes the fight very awkward, and she does tend to do it a lot, as seen in this video. The randomness and high frequency of this attack also makes it very easy for her to almost completely invalidate an adrenaline usage. If this attack had a cooldown, she wouldnt be able to just go invincible over and over again just because of rng, and more difficult attacks would happen instead of the dash, which would make the fight better.
https://cdn.discordapp.com/attachments/699359022364491868/1091984767110627439/Terraria__Obsessive-Compulsive_Discovery_Simulator_2023-04-01_23-19-41_Trim.mp4

Suggestion Author

@wanton eagle

arctic boughBOT
#
**Add Auric Bricks or similar**

While I was making a trophy room, I wanted to place Yharon's relic on a platform related to the resources he allows, namely Auric ore and bars. As I'd soon learn, Auric ore is the only ore that cannot be crafted into a building block. Compare this to ores like Luminite, Cosmilite, and even Exo Prisms, which can all be crafted into a fun building block. Not having an Auric brick or similar feels like a continuity error.

Suggestion Author

@tawdry grove

arctic boughBOT
#
**Worldgen Check Item**

An item you start with - Use to ensure all calamity-generated structures are intact in the newly generated world
This can not only be used to greatly increase cross-mod compatibility checking, but also catch any potential common or rare bugs involving missing calamity structures early.

Suggestion Author

@austere plaza

arctic boughBOT
#
**Stop profaned enemies from spawning in the brimstone crag**

Farming bloodstone is stupidly annoying when a scorn eater comes out of nowherre and wipes out half your hp. It also clogs up the spawning of brimstone crag enemies. Profaned enemies also don't fit the theme of the brimstone crag as a whole

Suggestion Author

@zinc karma

arctic boughBOT
#
**Make Ancient Cloth easier to obtain**

As of right now, Ancient Cloth can drop with a 10% chance from all Ghoul variants. Since Ghouls are more uncommon compared to other underground desert enemies, using spawn multipliers don't help with farming Ancient Cloth at all.

In vanilla, Ancient Cloth is rare because it's only used as a material for vanity items. 2 of the items Calamity has are crafted with Ancient Cloth, which are Arid Artifact and Sand Sharknado Staff. Both are useful items for the stage they could be crafted in, especially Arid Artifact since sandstorm potentially has so much loot for the players.

Increasing the drop chance, making it widely more accessible or maybe even deleting them from the crafting recipes of Arid Artifact and Sand Sharknado Staff like the case with Magic Carpet would most likely help.

Suggestion Author

@old rover

arctic boughBOT
#
**Move Nadir to Auric Tier**

Nadir is an upgrade to the Elemental Lance that is heavily overlooked at it's current tier. Nadir has been a problem child for a long while for a multitude of reasons, but the focus I'd like to bring up today is its contribution to the ridiculous amount of melee bloat, as well as general weapon and even item bloat for the post-Devourer of Gods tier.

It is one of FIFTEEN melee weapons introduced at the post-DoG tier; this is almost on par with post-Plantera, who is know for having bloat, and at the very least has variety in how its tier's weapons are obtained. Most of these are just... crafted with Cosmilite or drop from DoG. And don't even get me started on the accessories and other class's weapons. (Ranger has TWENTY) The congregation of items at this tier has needed to be broken up for a while, and I think this is a good place to start.

I propose Nadir get moved to Auric tier. This is because of a very common association made with another weapon; Zenith. The words Nadir and Zenith are traditional opposites, and the fact the weapon Nadir comes just before Zenith is obtainable feels like such a missed opportunity for thematic counterparts.

Moving Nadir to the same tier as Zenith would not only make thematic sense, but it would also allow Nadir to actually fill a role as the tier's spear, on a tier with almost HALF as many weapons as the one it's in right now.

Furthermore, with the way it is currently designed, with a bit of buffing it feels like it could be a great single target counterpart to Zenith's more multi-target based design. You'd use Nadir for Calamitas, the witch from hell, and you'd use Zenith for Exo Mechs, the peak of mechanical design. It fits almost too perfectly.
(I have already asked BlackHand for permission to suggest this.)

Suggestion Author

@olive shale

arctic boughBOT
#
**Include the fact that Ornate Shield is a ram-type dash in it's tooltip**

Currently, the Ornate Shield's tooltip does not mention that the type of dash the Ornate Shield is a ram, despite it being a ram. It should mention that it is a ram-type dash so it is more known to people using the Ornate Shield.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Adjust Tooltips On Some Items To More Accurately Reflect What They Actually Do**

(You DON'T have to look at the linked document, there are way too many items)
(It is more just to serve as a prove behind my reasonings)

Terraria (and to that extend Calamity) had been developed for a long time with various items added throughout its development. As such, sometimes it can be hard to keep track of items that have unclear, unrealiable or outdated tooltips that don't serve to clarify its actual effect.

The following are some of such examples of "unclear tooltips":

  1. Band of Regeneration - Slowly regenerates life
  • Actual: +2 life regen
  1. Rover Drive - .... grants a shield every 10 second
  • Actual: just give you +50 max hp every 10 seconds, it don't grant a "shield" just more max hp
  1. Hallowed Armor - Become immune after striking a target
  • Actual: completely not mention Calamity's Revengeance+ nerf on it
  1. Solar Flare Armor - Grants minor life regeneration
  • Actual: +2 life regen (on every single piece), also completely not mention the fact that set bonus also give +12% damage reduction
    ... and many more

This suggestion aims to fix that: to make item tooltips more clearly communicate how they actually perform (at least for the ones I am able to find).

https://docs.google.com/spreadsheets/d/18T4kYEf5srOd-6Hei4m9WnVoNwCN7aEy/edit?usp=sharing&ouid=100257730182736306914&rtpof=true&sd=true

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make the "No Health Regeneration" Effect of Debuffs Actually Apply**

Currently this line applies to only the "natural" HP regen the player has, which is like, 1 life regen or 0.5Hp/s (so basically nothing), instead of applying to all form of life regen like it stated it does.

While this might look like a straight nerf, here is the intention:

Because you can outregen debuffs, many debuffs just straight up have absurd DPS numbers, eg: Shadowflame, God Slayer Inferno and Dragonfire with high DPS and duration. This is because debuffs are meant to counter "regen" build but in doing this as collateral damage also hits any other builds. This make it very unfair against non-regen build or force player to spec into immunity (which is currently rather limited, many times only 1 accessory or their line have them).

However, by making debuffs actually disables all life regen, it already serve the purpose of "countering regen build" thus its DPS can be lowered to compensate, making it more fair against all type of builds while regen build can still be effective by regening when not taking debuff damage (and punish face tanking); this also makes it more interesting as immunity option become more attractive rather than just spec into high regen to universally counter all debuffs.

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" more relevant, as previously they are just a normal "give more life regen" accessory. Now they serve an actual unique purpose by being an accessory line specifically designed to counter debuffs, giving more build options if the player think debuffs is a problem to their build. Overall I think this is just an improvement.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Confetti Themed Items Inflict a Debuff**

There are a good number of confetti themed items the player has access to for combat, flask of confetti, confetti bullets, and confetti grenades. Allowing these items to inflict some sort of debuff would allow for more unique playstyles and debuff builds, while aligning with other crafted ammo and flasks inflicting debuffs. This could even make the confetti gun function as a damageless debuff applying sidearm to use alongside your primary weapon. Additionally, this gives the player a reason to obtain and utilize the party girl NPC, who is currently only used for the pogo stick or niche building items, and often overlooked.

The function of the debuff could vary greatly, it could be something like "the enemy is excited, increased movement speed but reduced contact damage", or could function similar to the slimed/wet debuffs and further amplify the effects of other debuffs.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Change Aerialite's theming to make more sense**

Currently, Aerialite is spawned into the world as a 'disenchanted' version of itself, only being enchanted again after the Hive Mind or Perforators are defeated. However, there is no real reason why this happens, because the two themes are completely different and don't ever intertwine.

Let's take a look at some other examples: Astral Ore is spawned in upon entering Hardmode, and is mineable with Astrum Deus's defeat, which you can take the benefit of the doubt for because they are both astral-themed. Auric Ore is, well, it's spawned in this time upon defeating Yharon, which kind of makes sense as well, considering how you need Yharon's soul fragments to forge this into a usable material, so you could infer that they have something to do with each other.

Aerialite, however, is air. I don't know who thought that a corrupt/crimson goliath would enchant a sky-themed ore. You could say that it removed a curse or something but either way, the themes aren't related in the slightest like Astral, nor at least inferably correlated like Auric. My suggestion is to at least add a purple or red glow on it correspondent to the world evil to show that the Corruption or Crimson have something to do with it. No, this is only a temporary solution; if you want Aerialite's theming to be utilised to its fullest potential, you're gonna have to spice up the sky and add other means to get this ore, but for now, this is fine.

Suggestion Author

@lost geyser

arctic boughBOT
#
**Remove Meld Blobs or Meld Constructs**

Another item due for removal for item bloat, the Meld Blobs only exist in order to make Meld Constructs, which is the crafting material used for the rogue lunar set. While the item being obtained by killing any pillar enemy is already a bit strange, it also then has to be crafted into meld constructs in order to be used for anything. This is the only pillar item that requires this step, and the only use for meld blobs is to be turned into constructs. The crafting requirements for the constructs are also fairly low, requiring only stardust, which at that stage of the game is extremely easy to gain large quantities of. Simply put, there seems to be effectively no reason for blobs to exist in their current state. While I would prefer the blobs be a bit more unique in the method obtaining them, if they were to remain in their current state, either blobs or the construct should be removed in order to get rid of some of the material bloat that plagues calamity as a whole. In order to help balance this, the drop rates would need to be toned down a bit.

Suggestion Author

@trim nebula

arctic boughBOT
#
**Add More Multiclass Armor**

Multiclassing is incredibly fun, and the Frost, Forbidden, and Crystal Assassin armor sets all fill in very solid slots in early hardmode. But with Calamity adding a whole new Rogue class, along with a titanic amount of hardmode content and difficulty, not only are they relevant for a much shorter time period, but multiclassing Rogue with other classes is significantly more difficult, especially with its reliance on a mechanic that really wants either later-in-progression accessories or dedicated armor or both.

Using Rogue with Melee to not lose stealth is very engaging.

Using Rogue with Ranged snipers or powerhouse Magic weapons with no potions, switching between your weapons to optimize the cooldowns, is extremely fun to try and master.

But all of this, once Crystal Assassin armor is outclassed, (which happens pretty fast in Calamity!) is thoroughly sub-optimal, and as much as I don't mind being a bit goofy, I hate having super fun options that are holding me back in a mod as hard as this one.

All in all, the lack of Rogue multiclass armor (or, hey, maybe even multiclass accessories? That seems like a recipe for terribly long tooltips though) feels like a fairly major gap in Calamity's options.

Suggestion Author

@slender thistle

arctic boughBOT
#
**Extend the Duration of Rage, Wrath, and Endurance Potions (and Other Combat Buffs)**

Bosses have estimated kill times in Calamity; the time around which the devs expect you to kill the boss. For bosses like Calamitas and the Exo Mechs, this ranges from 5 to 6 minutes.

This didn't used to be a problem, because previously, we had potions like Holy Wrath and Profaned Rage which lasted about this long. Rage, Wrath and Endurance... don't. It's really annoying and also just kind of aggravating to expect players to keep track of when their potions run out in the middle of a boss right when they should be wrapping up and the player should be able to just focus on their attacks.

I suggest extending these potions durations to 8 minutes, as this is the same amount of time most of the other major combat buffs last, such as Lifeforce, Heartreach, Ironskin, Swiftness, etc. and is about the length of two end game boss fights, which should leave plenty of wiggle room for more inexperienced players.

Also, while I'm here, can we extend Sugar Rush, too? A two minute buff is pathetic when Exos are supposed to last THREE TIMES that. (Also it makes it obnoxious for exploration too, since you have to carry the cake around, and all the other station buffs last FIVE times as long despite arguably being even STRONGER than Sugar Rush! [Looking at you Bewitching Table...])

Also, doubling the duration of Ale and Sake to 4 minutes and 8 minutes respectively would also be nice considering the other alcohols all last around 8 minutes anyway, for all the same reasons above.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make The Amalgam's Double Potion Buff Duration/Persist on Death Effect Be Available Earlier**

This can come in many way, notably such as an accessory that provide this effect (that get combined into The Amalgam later) and can be acquired earlier in the game.

The reason is because The Amalgam is available post-Devourer of Gods, by which at that point you have tools such as Devourer of Cods, endless supply of money and herbs, and especially with consideration of NPCs selling basic potions + removal of combination potions, the effect is near useless at the point it can be acquired.

On the other hand, if this effect is to be available earlier, it can significantly help with saving potions farming cost especially that the major reason to spend large amount of potion is tied to "dying in boss fights a lot", which even the potion buff persist on death effect helps a lot.

TLDR: it is a great convenience effect that can help resolve potion grinding but currently is availabe too late to be of any use, making it available earlier in the game significantly help with this problem.

Suggestion Author

@drowsy mantle

#
**Delete the Frost Barrier**

This thing is a crafting material before it is an accessory, seeing as most of the time that it’s wanted is for crafting Auric Tesla armor.

It is fairly useless when it is an accessory, only granting immunity to the Chilled debuff, which makes it overshadowed by the Warmth Potion, Ankh Shield (alongside its upgrades), and also the Hand Warmer, which is available pre-boss, much like the Barrier itself, as it might be sold by the Traveling Merchant if he arrives during a full-moon day.

It also inflicts Glacial State by up to 2 seconds on enemies when you get hit, but since this doesn’t work when bosses are alive, then that means the Barrier is more of a crowd control accessory...which, unlike Flying Carpet, makes it even more useless in Auric armor, when it’s mostly going to be used to fight Calamitas and the Exo Mechs.

The Frost Barrier has no redeeming qualities and at the end of the day, it’s really only recognized for being a pain due to its status as a crafting material for an armor set, and would just fall into obscurity otherwise, so just throw this thing out of the mod, like the Psychotic Amulet and Lead Core, which both lived the same fate.

Suggestion Author

@upbeat marsh

arctic boughBOT
#
**Rename Elemental Gauntlet and Elemental Quiver **

Why does post DoG have 2 very major accessories that have the same naming scheme that many post Moon Lord weapons have? The world may never know. I personally have forgotten many times that Elemental Gauntlet and Quiver are in fact post DoG and not post Moon Lord. To clear up any confusion with Elemental weapons, Elemental Quiver and Elemental Gauntlet should be renamed.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Nerf Gamma Slime**

Actually in every mod from Expert, Revengeance and Death, I think the gamma slime is the true chad of Sulphurous Sea.
After ending the game with 4 friends we ended at the same conclusion as they should be nerfed because they're actually a bigger threat than 2 mini-bosses from the same area in same time like 2 Nuclear Terrors.

They can spawn in massive way, have incredible mobility and not that easy to anticipate specially when they're already dozen of them, their projectiles got a really high lifetime passing through everything and emitting multiples of them dealing real damage even with a banner.

As potentials ideas to solve the problem I think their projectiles should deal less, slimes should be a little slower (shorter jump and more time between actions) and fire a little less projectiles, as the game can become a real Touhou when it's supposed to be a "mass trash mob", particularly when fighting with bosses.

Suggestion Author

@graceful lintel

arctic boughBOT
#
**Make it so that the wulfrum acrobatics pack can grapple onto trees**

Make it so it can grapple onto trees if you have the squirrel hook equipped, just to make it a little bit more fun and useful above ground.

Suggestion Author

@shell dawn

arctic boughBOT
#
**Rework the MOAB**

In case it's not clear, the MOAB is a set of "wings' acquired after killing all three mechanical bosses. I call it "wings" because it's not blatantly called a pair of wings, but it does act the part of one. As it stands, it's just the Bundle of Balloons with a Frog Leg and Jetpack slapped on, where the Jetpack clashes with the functions of the Bundle of Balloons. Because of the Jetpack's abysmal horizontal speed, it cancels the speed gained from the Sandstorm jump, which leads to people not making this upgrade.

It's hard to buff this thing as it is because adding more jumps gets difficult once you hit 5 extra jumps, so why don't we move its obtainment method back a bit? Why don't we remove the Souls and the Jetpack from the recipe, and make it a pure jumping accessory? Doing this would warrant moving it back a tier, which would be a better spot for it considering its stats right now are comparable to pre-Hardmode wings. This could lead to a sidegrade line similar to the wing-boot line, where there could be different ways of quick elevation other than wings.

In short, the MOAB is in a weird spot, I think it should be obtainable earlier or made different somehow.

Suggestion Author

@green torrent

arctic boughBOT
#
**Either Retier When The Meteor (Meteorite) Is Available or Buff The Meteorite Crafts**

Ever since vanilla patch 1.4 the Meteor now only falls after Eater of World or Brain of Cthulhu had been defeated, In vanilla this make sense due to the powerful items you can craft from the material but for Calamity they are currently way too weak, here is all the meteorite crafts (at that stage):

1) Meteor Armor

  • downgrade to Jungle Armor in stats, set bonus reduce mana cost of (only) Space Gun (or Zapinator which need luck) by 50% which is nerfed from 100% of vanilla
    2) Space Gun
  • Decent damage and fire rate and pierce twice, effective against EoW or BoC... which you need to defeat to obtain this; this also directly make Meteor Armor not worthwhile
    3) Meteor Shot
  • a piercing ammo... available after the enemy that need piercing against, and have iframe issues
    **4) Phaseblade **
  • true melee broadsword that ignore all defense; however this effect is simply not useful on a high damage close range weapon. Its DPS is way too low compare to Calamity drops
    5) Meteor Fist
  • It was funny on Desert Scourge (killing it in seconds) but matching it against bosses after EoW/BoC like Hive Mind or Perforator it just simply don't deal enough damage
    6) Star Cannon
  • very much nerfed but is still effective, however the scarcity of the ammo make this weapon very hard to use. It is the only worthwhile item in this list

Annnddd that is the entire list of item you can craft with Meteorite, as you can see only Star Cannon is actually useful (which have ammo restriction), the rest are just too weak compare to other items available at that stage especially Calamity items, as many Hellstone crafts are way stronger in every way.

They need to be buffed or Meteorite itself have to be retiered (revert the vanilla nerf or other changes all works)

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Change the tooltip for Schematics "Click to view its contents." into some form of "Use from hotbar to view lore."**

Players cannot be trusted to know where to click from or what the "contents" refers to.
Some players are instead literally clicking on the item (to obviously no effect), and in the case they use it from the hotbar they might be expecting the recipes as the content, not lore.
The phrase I initially suggested "to view lore" is indeed boring, but can instead be something like "to view decrypted message".

Suggestion Author

@fathom atlas

arctic boughBOT
#
**Add a small death animation for the defeat of each Exo Mech during the fight**

The Exo Mechanical Trio are one of the two final Bosses in the Calamity Mod, the other being Supreme Witch, Calamitas. The magnum opus of the prodigious engineer Draedon, and yet, their fight doesn't feel impactful. Every time you kill one of the Mechs, you have a normal explosion sound effect and the fight just keeps going with the Draedon monologue on the corner. My suggestion aims to fix this one core issue, the fact that the Exo Mechs fights does not feel impactful enough for what it is.

The idea is to add a small death animation when one of the Mechs are defeated. The fast paced nature of the fight and the general idea of never stopping during it would have to be compromised, but just a bit. Afterwards, the next Mech would be summoned to continue the fight, and Draedon would give his monologue as usual. At the end of the fight, once the last Mech is down, I believe that a delay of around 5 seconds before Draedon comes around would fit the best, seeming as if he had to think of something to say in this scenario, and was shocked of your win.

As for the reasoning, again, the Exo Mechs are the final bosses with Calamitas, they generally feel underwhelming to defeat in this aspect, specially when Providence, DoG and Yharon have better executed death animations. While Calamitas also does not have one per say and I do say she could have something extra, her monologue paired with Acceptance at the end is enough. Not only this, but the small 2 second break during the fight is enough for players to catch their breath and get ready for the next nightmarish fabrication Draedon has stored.

Suggestion Author

@valid relic

arctic boughBOT
#
**Rework the Frost Barrier and How You Obtain It**

Frost Barrier is a pretty bad early Hardmode accessory that provides 4 defense, applies Glacial State to nearby enemies when hit, and makes you immune to Chilled.

Now, attributing it to early Hardmode might be a bit of a misnomer, but the alternative is to manage to get a Travelling Merchant to spawn during a Full Moon and buying it during Pre-Boss for 12 gold. The only time it's viable whatsoever. Which is INCREDIBLY unlikely and expensive too, and even then it's heavily outclassed by Rover Drive, which provides 40 max health and 10 defense, which is MUCH stronger than Frost Barrier.

A simple way to vastly improve this accessory is to just move it to the Snow biome. Make it craftable from snow materials or have it drop from Ice Slimes or something. Maybe you could even give it an "explode into ice spikes when hit" then too, like a variant of Amidias' Spark. Anything could make this better than leaving it where and how it is now.

Removing it from Auric Tesla would also be nice, as this is the equivalent of putting Shackle into Zenith or something, too.

Suggestion Author

@olive shale

arctic boughBOT
#
**Rework/Improve how Metastasis' hearts work.**

Metastasis, being a post-SCal weapon that summons a Sepulcher to fight for you, introduces a concept that requires the player to destroy Exhumed Hearts in order not to be betrayed by said Sepulcher.

This mechanic however, is cool-looking but frustrating in practical use. While Sepulcher is coded to ignore these hearts, the player's other minions are not, so we have two options to do the job: manually targeting minions to attack them, or using non-minion weapons (may cause summon damage penalty) to do that. Both choices are not preferred, due to Sepulcher's extra damage is not very much comparable to the damage loss doing so. Although you can instantly remove these hearts by canceling the minion buff, it's obviously not intended and more like a "bug". In addition, the fact that player, as a summoner, needs to manually destroy things to prevent minions from attacking them feels very weird, and is also quite contrary to how SCal's Sepulcher needs them to be alive. These issues altogether has made this mechanic rather awkward in controllability.

To make it short, the way how Exhumed Hearts work may need some improvements. We might as well just look at how Brimstone Hearts behave: maybe the hearts can be like making the player almost invincible, but dies if all the hearts are destroyed by enemies, giving a feeling that your souls are bonded with the Sepulcher? In this way, Metastasis will not only become a much more unique weapon but also more lore-fitting to SCal's Sepulcher.

While the idea above might be too specific, this is just one of the many ways to improve it. There are for sure plenty more methods to make Metastasis a cooler weapon, instead of a boring "Stardust Dragon 3.0 but randomly traitorous".

Suggestion Author

@still ridge

arctic boughBOT
#
**Rework Biofusillade**

This weapon is a Uelibloom-tier weapon that is essentially functionally identical to how it was when it was introduced, which in case you don't know, was the literal first version of the Calamity Mod. It's still just rapid-fire projectiles, with the only substantial changes being re-tiers. This thing really needs a rework, as it's frankly quite bland for a post-Moon Lord weapon. I think there could be something much, much better done with this thing, and it may lead the way to more ambitious magic weapons in the future.

Suggestion Author

@green torrent

arctic boughBOT
#
**Rename Victide Armour**

I believe the name of "Victide Armour" is not appropiate anymore due to Victory Shards being renamed to the more fitting name of Pearl Shards and Victide Armour getting a resprite, giving it a more sea-related look. Victide Armour's name should also follow with this theme change.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Remove the Feller of Evergreens**

The Feller of Evergreens is a pre-boss axe crafted with wood and silver/tungsten, and has 100% axe power. It does not do anything of note aside from having decent-ish damage output. The item feels like filler, being a direct, instant upgrade alternative to a silver/tungsten axe. It also pushes Deerclops even further into (undeserved) obscurity by removing most reason to get Lucy the Axe, which has 150% axe power.

TL;DR: Feller of Evergreens is a boring copy-paste item, whose removal would relieve some bloat and give the axes around it time to shine.

Suggestion Author

@woven knot

arctic boughBOT
#
**Remove the Ball and Chain item**

The Ball and Chain is an item that was very useful to players back when it was first introduced, as it allowed for players to stop accidentally dashing during times where precise movement was needed. However, in a recent update, there was a feature that allowed players to set dashing to a hotkey instead of double tapping left or right. This feature has essentially crippled what uses the Ball and Chain had remaining, as if you don't want to accidentally dash, you can just set the hotkey to something that you'd never press. In short, the Ball and Chain has lost all purpose of existing and should be removed.

Suggestion Author

@green torrent

arctic boughBOT
#
**Buff Crystal Assassin Armor In Some Way**

Crystal Assassin Armor is an armor set dropped by Queen Slime; in vanilla it had a "10% damage and crit" as set bonus which was removed due to it being considered as too strong as it also provide a 2nd set bonus of granting a dash. However, this don't really apply anymore with Hardmode ore reworks:

Crystal Assassin - set bonus = grant a dash (same length as Master Ninja Gear with no special property)
Main stat - 36 defense, 5% damage and crit, 20% movement speed;
Misc stat - 10% mana cost reduction, ammo usage and melee speed (Note: you CANNOT use all of them at the same time because they all are of different class)

Palladium Armor (Ranger) - set bonus = Palladium Healing (strong life regen when attacking)
Main stat - 32 defense, 19% ranged damage and 12% ranged crit

As you can see, even Palladium one of the easiest to acquire armor in Hardmode just massively outclass Crystal Assassin eventhough Palladium is supposed to be the defensive armor. Not only is Palladium Healing an extreme strong defensive bonus but also that it just straight up is better than Crystal Assassin offensively, let alone any other later tier of ore armors.

While Crystal Assassin provide a dash which essentially save you an accessory slot, 1 consideration is how much you can get from 1 slot: Class Emblem for 15% increased damage or Putrid Scent for 5% damage and crit; both of which still result in a net loss of damage/crit compare to Palladium by itself. Meanwhile, Palladium can also equip any other dash with special effect such as Evasion Scarf, Ornate Shield.

TLDR: Crystal Assassin is just massively and unjustifiably understated and should be buffed. Some of my own idea as examples are: just revert the 10% dam/crit nerf, rework it into a proper multiclass armor (work with summoner/rogue) or turn it into a mobility armor due to its resemblance of ninja armor. All depends on the developer's approach.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Change Blood Pact**

Allows you to be critically hit 25% of the time -> Every 3 hits from an enemy, the next time that specific enemy hits you, they deal double post mitigation damage.

This change will make the item more consistent, and allow the player to have some degree of control over the hits they take, maybe intentionally making the critical hit that they take be on a low damage enemy attack. However, the specifics of attaching that crit to that one specific enemy would mean that it's impossible to game the system by for example, tanking enemy mobs that deal virtually 0 damage. Making it double post mitigation damage should lead to a fairly similar result when combined with the fact that it's now 1 in every 3 hits, rather than 25% chance, and in general, should be a better option for tanks. This might still need to be fine tuned, but should overall lead to a more usable Blood Pact.

Suggestion Author

@stable cloak

arctic boughBOT
#
**Add a Visual Range Indicator to Providence's Holy Inferno**

Providence has a mechanic where if you get too far away from her, she inflicts the Holy Inferno debuff, inflicting high amounts of damage over time until you get closer. She is the only boss whose mechanic to prevent the player from running away is not to either increase their own speed or teleport to the player, but to directly inflict damage to them until they come back. Because of this, you can accidentally go too far away from Providence and unintentionally take some damage. While the damage is fairly low if you come straight back, the fact that the game is currently unclear as to how far away is too far can be sometimes annoying in a fight that can get as hectic and spammy as Providence's. I suggest adding some sort of visual indicator to show how much room you have to work with, such as a ring of particles in a circle around Providence. This will help prevent people from unintentionally getting too far away and taking unavoidable damage.

Suggestion Author

@trim nebula

arctic boughBOT
#
**Remove Voidstone from Pre-Moon Lord Recipes**

As of 2.0.2.1, Voidstone now only generates in the bottom layer of the Abyss, which is intended to be explored after Polterghast has been killed. Despite this, Voidstone still appears in a number of recipes that are placed in progression a ways before Polterghast can be defeated, making these items incredibly difficult to obtain at their intended times.

Voidstone could be replaced in these recipes with Abyss Gravel or another resource from the higher levels.

Suggestion Author

@true arrow

arctic boughBOT
#
**Make More Accessories and Armor Set Provide Knockback Immunity**

Knockback immune is an important (if not almost essential) stats as not having it often resulting in the player getting bounced around by attacks and chained hit, making it near mandatory no matter the type of player's build.

However, the current sources of knockback immune is too scarce (or rather too specific), namely it is only provided by exclusively the "Shields" accessories = Cobalt/Ankh Shield line (Asgard's Valor/Aegis and Shield of the High Ruler), Paladin Shield line and finally specific armor set like Titan Heart Armor.

As you can see half of the knockback sources are the ram shields which of course can't be used together with other dashses, notably Master Ninja Gear line and directly result in those other dashes being underpowered. On the other hand Paladin Shield line (Frozen Shield/Hero Shield) is exclusively a pure tank accessory that do not provide any form of utility until Post-DoG (where it become Rampart of Deity) which limits build variety.

Thus, more accessories or armor set should provide knockback immunity, even if it is not really a "shield" accessory. The following are only examples, like Flame-licked skull and some of the Hardmode "shell" items like Giant Tortoise Shell, Hide of Astrum Deus, Core of the Blood God, Absorber, ... While it also make sense for armor sets like Solar Armor, Reaver Tank Set, Fearmonger Armor, Mollusk armor..., and any accessories and armor sets the dev see fits (or even make new lines of items that has kb immune).

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Tone down Demons Scythe attack**

Demons are the major threat when you venture in the Underworld, which is known to be a particularly frustrating place to go with Hellbats and Fire Imps coming down at you while you are building your Wall of Flesh arena. However, I believe that in Death Mode specially, the insanity of Demons is way too overtuned.

They can consistently deal 80+ damage to you with a single demon scythe, which comes with insane speed and added Defense Damage. However, the most frustrating aspects of this is that they can shoot said scythes offscreen and they also accelerate over time, meaning that most often than not they will get you completely off guard and completely maul you without any chance of recovery. 80 damage is nothing to scoff at specially during Pre-Hardmode, this is 1/5 of your entire health meaning that five shots will kill you.

Not only that, but they are also incredibly inconsistent as to when they shoot the Scythes. Sometimes they just won't do the attack at all while at others time they will do it nonstop, which when dealing with threats in the Underworld, can become a major hassle, because you are almost never fighting a Demon in isolation.

Suggestion Author

@valid relic

arctic boughBOT
#
**Improve SCal's arena's aesthetics**

For currently being one of the final bosses of Calamity, and possibly the most well known of the Calamity bosses, SCal's arena is very underwhelming in terms of aesthetics. Currently, it is just a 1 block wide box of red tiles. This looks underwhelming for a boss that is usually hyped over alot, and looks bland and lazy. I believe that an aesthetic upgrade to SCal's arena would be a large improvement as it would make SCal feel more like a final boss and would be more imposing to players fighting SCal.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Make Wulfrum Battery disable light emission when visible is set to false**

Often I find myself annoyed by the light my summons produce, (especially wulfrum droid, that dude paces back and forth for years) having it be able to be disabled would be a nice QOL feature. Rover Drive already does this for its shield effect, so I think theres some precident to it affecting the battery as well.

Suggestion Author

@jovial mural

arctic boughBOT
#
**Create placeable versions of natrually generated traps**

Calamity adds a few natrually generated traps, namely Steam Vents and Lab Turrets. However, these traps are not natrually relocatable and therefore are unusable by players for decoration, adventure maps, trolling friends, or any other reason they may want them. Creating craftable and placable versions of these traps would solve this issue, and would help many players who wish to use them be able to.

While Pulse Turret Remote's sentry looks similar to the Lab Turrets, it is a summon weapon that shoots enemies instead of players, only one can be summoned at a time, and it is not permanent, which all but entirely seperates it's use case from what a placeable Lab Turret would provide.

Suggestion Author

@last peak

arctic boughBOT
#
**Buff or Rework Arsenal Labs' "Lab Turret" To Be More Interesting and Interactive**

Refers to those you can find in Abandoned or Biome Labs. While these labs are meant to be explored early on, as the security system of these labs currently they are just a bit too trivial and in my opinion might warrant a buff or rework.

They can easily be countered by just dirt blocks + copper pickaxe as they can't shoot through blocks. Additionally, due to their non-stop firing at long range means the optimal way to deal with them is very very limited, either you block them (eg: with dirt blocks) or you have enough defense to tank through them, both of which are uninteresting and not very interactive.

The implementation is of course up to the developer's approach, but the following are my own idea as an example to make them more interactive:

For example, you can make them use a "telegraph attacks" instead of just normal projectile spam attack, for a visual example maybe can refer to maybe the Titanium Railgun weapon; make them deal more damage but have longer cooldown between attacks, and instead their attacks have wall/block piercing while also have a long telegraph for the player to react to.

This way instead of "just blocking the line of sight" of the turret, it become more about dodging and interacting with the turret themselves, which is still possible even without any gear depending on player skill. Additionally, this way it become more about maneuverability rather than just a patient game, both incentivizing and rewarding the player in their ability to dodge rather than just tank it with enough defense, and provide a sizable but not overwhelming challenge in front of the biome lab rewards.

Even if the developers deem this to be too difficult for casual playthrough, I think some idea like this being Death Mode exclusive can spice things up, since nearly all Death Mode difficulties are boss-tied now.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Bosses Spawn In More Unique Modes**

Within vanilla Terraria, the only boss which is strictly summoned by the player using a certain item is Queen Slime, other than that, every boss can be summoned without the need for a specific item's usage, some examples are:

King Slime- Killing 100 slimes during the slime rain event
Wall of Flash- Throwing the Guide Voodoo doll into Lava
Plantera- breaking her bulb

For calamity, there are certain bosses that do spawn in unique ways, those being Polterghast, SCal, Draedon, Etc. The number being very low when looking at how many bosses the mod has.

Special summoning methods add individuality for each boss, because the player may remember the way to spawn a boss, without remembering said boss' name.
Draedon is likely the best example, the long process of building The Codebreaker sticks into the players' minds, while others such as The Ravager, Plaguebringer goliath, even Yharon or The Devourer of Gods, their spawning methods are just "use said item".

Not every boss has to have grand schemes, but I think little things like this really impact the experience.

Suggestion Author

@sleek plume

arctic boughBOT
#
**Give Yharon A Short Transition or Animation/Effect For Phase 2 Transition**

This (Phase 2) happens at 55% HP, which is also when you have the whole music and moveset change.

The reason is simple: Yharon currently have 3 direct and very noticeable changes when transitioned into Phase 3:

  1. Yharon use a completely new move set that differs from Phase 1
  2. Yharon's name changes from "Yharon, Dragon of Rebirth" to "Yharon, Resplendent Phoenix"
  3. The entire boss music is changed, and additionally start to have lyrics (first case of this, only other case being Scal)

However despite all of these changes, there is really nothing during the transition to differentiate it from any other Subphase transition that Yharon has (which Yharon has a total of 7); no animation or sound effect, nothing distinctive at all.

Thus I think it do deserve something that differs it from the rest of subphase transition (which is just pausing attack and roar); it don't have to be as fancy as DoG's portal transition but rather something short and nice still feels good for it.

At the very least I think this should be done for the sake of 1) to tell the player that through a direct indication of a transition into a phase that is much harder than previous half of the fight, and also to make 2) and 3) feels less sudden (to certain degree out of nowhere) and give a more natural transition of the immediately theme change for the rest of the fight.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework Rotten Dogtooth**

This accessory is... an interesting one. It increases stealth strike damage by 10%, while also giving a debuff that makes targets take even more damage, which is just absurd. It feels like due to the percentage boost of stealth strike damage that this accessory can be used into the endgame, which shouldn't be the case. The debuff that it inflicts is mostly from Hardmode, so changing what debuff it inflicts or reworking this thing entirely would be the best plan of action.

Suggestion Author

@green torrent

arctic boughBOT
#
**Minor Addition To The Appearance Of Yharon**

I think that since before, Yharon would surround you with two fire tornados, now they're pillars of fire. How about changing the background to look like a swirling fire to make it look like the player is surrounded by a gigantic fire tornado and the pillars of fire are the edges of said tornado because it would just make him seem more powerful than before.

Suggestion Author

@odd elk

arctic boughBOT
#
**make Old Duke's rest periods more dynamic**

every set number of attacks, old duke must take a moment to rest, in which his defense and Damage Reduction both fall to zero, on paper, a solid mechanic, however, in practice this accomplishes very little, mostly being a "save adrenaline for this" and not much more. feeling less like a weakness to be exploited and more like a mechanic to account for. making this able to be influenced or otherwise made more dynamic, (something along the lines of "player reacts to x attack in y way, OD tires quicker", something of that line of thought) would allow for the player to have more control over the pacing of the fight and make the rest period feel more impactful.

Suggestion Author

@naive tide

arctic boughBOT
#
**relics for calamitas brothers**

They themselfs don't need to drop them but would make sense to have them since they have there own trophy's even the supreme versions too and since in both fights have the brothers.

Suggestion Author

@narrow dragon

arctic boughBOT
#
**Add Jungle Resources to the Feral Claws recipe**

As you know, Calamity adds a crafting recipe for Feral Claws. This on its own isn't bad, but it only requires 10 Leather. This means that the Feral Claws can be crafted without even seeing the Jungle once. Adding Jungle Spores or Vines to the recipe would make it feel less cheap and feel less like an easy way out of a good Jungle expedition.

Suggestion Author

@tawdry grove

arctic boughBOT
#
**Make the Reforge rework able to cycle back to no reforge**

Currently, there's no way to get a reforge besides what Calamity decides is the best one (unless you get insanely lucky on the first few reforges), without disabling Calamity's reforge rework.

Making it so reforging a weapon with the best possible reforge already on it cycles back to no reforge at all would allow for players who want a specific reforge for whatever reason (such as wanting to minmax attack speed, or how any reforges at all currently break Beam Sword autofire entirely), allowing more player freedom while still making reforging much less of a chore.

Reforge RNG config can be changed, but that has the issue of bringing back the immense money and time sink that is vanilla reforges, as well as doesn't provide a way to get no reforge at all; both of which are solved by this system

Suggestion Author

@last peak

arctic boughBOT
#
**More Unique Attacks for Thanatos**

Of the exo-mechs, Ares, Apollo, and Artemis are very distinct from their standard-mech counterparts. Thanatos is not. Where the others are almost entirely different, Than is just destroyer with telegraphs instead of probes and somewhat different movement. Only when in the final phase does it get an attack entirely different from its base, whereas the other's attacks hardly resemble the original mechs at all. Giving Thanatos an identity of its own would make it a much more interesting part of the exo-mech battle.

Suggestion Author

@devout canopy

arctic boughBOT
#
**Nerf The Destroyer's probes**

Currently, these things deal way too much damage to be a fodder enemy. The lasers have 100 base damage in rev alone. Combine that with the fact that you can have more than 20 alive at a time, all of which can be firing lasers individually and the rest of Destroyers... everything, you get an extremely hectic and punishing fight. One way to deal with the probes could be to limit the number of probes that can be spawned.
TL;DR: Destroyer probes are way too overtuned for how many of them there are and its a huge problem.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Introduce more clear and/or cinematic phase transitions.**

This could come in the form of healing, or better, some VFX while pausing the fight, to imply a change, going hand in hand with the (sort of) recent boss death animations.

When I played Calamity for the first time, (1.4.5.005 I presume) one of my favourite moments in bossfights was when at ~10% hp the boss flees, spawning its minions while secretly healing back all its health (DoG) or suddenly heals all it's hp (Yharon), and some other miscellaneous clear phase changes (storm weaver).

Now, after those 2-3 removals, you can see how plain some important phase transitions are (for example when a boss enters a new subphase with a new, more dangerous projectile), only a few bosses have very clear indicators of phase transitions, even music changes don't do that much, because you won't really be focused on the music change in, for example, a bullet hell, which is what most of the calamity bosses are like.

a good example of one of these transitions is the part of the Anahita and Leviathan fight (that is, outside of death mode) where Anahita stops attacking, and the ocean starts to bubble furiously. However, later, the part in which Anahita returns is kind of unclear, that is unless you have a homing or piercing projectile, that happens to attack Anahita, which will play a different hurt sound than Leviathan's. you won't really notice her and even upon learning that she spawns when Leviathan is at 40% hp, it is hard to keep track of hp when a giant vomit boulder is flying at you every second.

Adding more of these moments (for example, when Yharon is going into his main second phase, he could temporarily pause all his movement and be engulfed in flames until the intro of the song ends, and a few flames when he transitions into a subphase) will spice up the fights for beginners, and make fights seem fairer. it will also make bossfights more engaging and cinematic.

Suggestion Author

@glacial compass

arctic boughBOT
#
**make Old Lord Claymore less grindy**

this could be done in a few simple ways, increasing the drop rate from 8%(15% in expert) to something higher like 20% or 30%, making it craftable, and so on. but as is its very grindy when none of the other enemy drops in hell are, due to the rarity of bone worms compared to other spawns.

Suggestion Author

@jade ruin

#
**Rework/Rebalance Destroyer**

At this point it has been debated and accepted that Destroyer is still an absolutely unenjoyable fight to do. Laser spam that, due to the velocity change, now causes them to be unreliable to dodge and still has the issue of randomly flying about from off-screen with no telegraph. Probes that can spawn in mass hordes and also spam lasers, also with no telegraph. Another thing is that its flying AI often causes him to fly ahead and cut you off which is really problematic if he isn't the last mech as at point you'll have to either RoD or somehow run away in the other direction.

So here are some possible changes that could be made to make the fight more enjoyable:

- Remove the lower velocity/gradual acceleration nerf.
- Lower the fire rate increase on Deathmode.
- Limit the amount of probes that can be present to around 8-10.
- Increase the knockback resistance of the probes.
- Give the probes a form of "blink" telegraph to show when they will fire.
- Tweak his flying AI so he flies directly at you instead of ahead of you when in his flying phase.```
Suggestion Author

@stable dust

arctic boughBOT
#
**Give Roxcalibur an Associated Structure/Shrine**

Calamity has been doing very well with it's most recent world generation overhauls, but I think one of the most egregious remaining items is Roxcalibur. Despite trying to be a sort of Hardmode version of the Enchanted Sword, Roxcalibur randomly generates as a background object... somewhere in the world. There's no shrine, no easy way to find it besides smashing up your world with Spelunker potions going. This is why it also has a crafting recipe.

I think this situation sucks. With the removal of the Caverns shrine in exchange for the Onyx lab, I think now is literally the perfect time to finally give this item the love it deserves, and maybe even get rid of the obnoxious and boring recipe that reduces this incredibly interesting sword to nothing more than the umpteenth craftable Hardmode broadsword.

This sort of suggestion has had some trouble in the past due to it being said that this is too much work for a donor item, but I think that that should not really be relevant to improving how this item is obtained, because if this wasn't a donor item, the problem would still be just as bad, and leaving it in this state just feels like bad practice considering just how uninteresting it is compared to literally every other item like it.

Suggestion Author

@olive shale

arctic boughBOT
#
**Move Omega Blue Life Regen Negation to the Set Bonus**

Omega Blue is a glass cannon set that provides large offensive benefits at the expense of life regen. Despite being a major aspect of the armor, the negated regen is only mentioned on the chestpiece, and the very bottom of it's tooltip as well. Moving the removed life regeneration to the set bonus instead of the chestplate would allow the drawback of the set to be much more clear to the player without altering the function of the armor. This would help to prevent confusion among players and make gauging the overall effects of the armor more concise.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Remove Cosmic Elemental**

I'm gonna be honest, this thing has no reason to exist. It has been around since 1.1, and its only drops are Bone Sword, Terragrim, Enchanted Sword, and Starfury. Starfury and Enchanted Sword have crafting recipes in calamity, so it doesn't even need to drop those. Bone Sword isn't used to craft anything, so you realistically wouldn't need more than one, and farming for it via skeletons wouldn't be horrible either. Terragrim has 2 recipes it's used for, but one of them its able to be swapped for Enchanted Sword, which, as I mentioned earlier, has a crafting recipe. What do all these drops have in common? They all have alternative methods of obtainment. Plus, the Cosmic Elemental doesn't have a high enough drop chance for each of the swords for it to be an easy method of obtainment for the swords.

TL;DR: Cosmic Elemental serves a purpose that is also being served by other methods that are usually easier than waiting for a Cosmic Elemental to spawn and praying for a 5% or lower drop and should be removed.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Make Storm Weaver Phase 1 more interesting**

Storm weaver is a very interesting concept for a boss, especially having to break it's armor in phase 1. However, this concept often falls flat in execution.

Phase 1 especially is often considered boring, with absolutely no attack variety or even movement variety - Storm Weaver chases you at a constant speed, shooting lasers and lighting orbs every so often. Combine that with needing to hit the tail segment, and it makes this phase the most "circle simulator" of any boss in the game, as there's not any obvious way to really get to the tail safely besides to circle the boss.

Adding a couple, or even one, new attacks to phase 1 that change up his movement would serve to create a much more fun and memorable fight. For example, Weaver could potentially have an attack where it tries to protect it's tail from you by cutting you off with a dash, it could have an attack where it tries to get away from you before shooting a spread of lighting at you, or it could get more speed and try to trap you by circling around you. The possibilities are limitless, and any addition to this phase would greatly improve the feel of this fight overall.

Suggestion Author

@last peak

arctic boughBOT
#
**Make the seraph tracers < have a wing toggle on/off **

The seraph tracers are extremely good for agility. there are so many other different wings that ahve much better stats considering their point in game. There should be a toggle for the wings so you can equip the boots with wings. The toggle off can even nerf the boots by a little a bit to balance it. But i find it really hard ro progress and have a balanced setup with the seraph boots.

Suggestion Author

@errant creek

#
**Reduce the homing on PBG's Plague Homing Missiles**

Often during her fight, PBG pauses to spawn several Plague Mines and Plague Homing Missiles to attack the player. These generally are meant to add an additional threat that the player must manage and avoid. However, Plague Homing Missiles are too overtuned in the fact that they quite literally have perfect homing on the player. This, combined with them receiving speed boosts as PBG's health lowers, essentially results in forcing a movement build just so that one can outrun the spawns. Reducing the homing capabilities of the Homing Missiles (perhaps by making them turn less sharply, or even moving in a similar fashion to Ravager's nukes) would help improve the function and playability of the Homing Missiles, and overall help develop different strategies for the boss.

Suggestion Author

@novel patio

#
**Rework Old Duke's Rest phases**

Old Duke is often regarded as a controversial Boss in the entire community, some of it is attributed to the predictive dashes and the Boss in general being difficult, however, there is also the aspect of the ridiculous Damage Resistance this Boss has while not in his fabled "Rest Phases". This is a main point of controversy and, in my opinion, the sole thing dragging this Boss down from greatness.

The problem stems from the fact that Old Duke demands the player to abuse the Rest Phases, while dealing subpar damage throught the entire duration of the fight. When the Mod has another example of "Rest Phases" in Aureus, which in my opinion are much more well executed, this sticks out as a sore thumb, when in this other instance, Astrum Aures instead rewards the player for knowing when to strike while the Boss is resting and being keen to the game mechanics and visual hints. I believe this is the route Old Duke should take, making the Rest Phases less obvious while making the Boss less tanky as well, rewarding the player if they sneak in some good hits while Old Duke is resting with a good chunk of health being gone.

Suggestion Author

@valid relic

arctic boughBOT
#
**Buff the Suspicious Looking Jelly Bean**

This item is extremely old and has been completely replaced by the Queen Slime Mount. It doesnt bounce, has worse jumping movement, the same max fall speed, and floaty jumping mechanics. However, you get the jelly bean from Astrum Aureus, which is much later in hardmode progression despite being much worse than the saddle. It was already arguably worse than the regular slime saddle, but at this point in 1.4 the item really has no reason to exist in its current state. It desperately needs significant buffs of some sort to actually be worth using over the queen slime saddle. Maybe making it faster and less floaty, maybe giving it an attack to reference the pokemon it is based on, maybe leaning into the floaty mechanics and making it fill a different mobility niche than the other saddles, really anything to make it actually worth using. As is, it is a mediocre mid HM mount that is replaced by a mount you get at the very start of HM from the first boss.

Suggestion Author

@trim nebula

arctic boughBOT
#
**Remove Carnage Ray and Flesh of Infidelity**

Carnage Ray and Flesh of infidelity are crimson themed variants of the existing "Night" weapons, Night's Ray and Eye of Night. These items are unoriginal, and the existence of ecto mist means you will always just craft whatever weapon is slightly better, regardless of your world evil. "Night" items are used to refer to both evils as seen with Night's edge and souls of night, so these items really have no identity or purpose, this is the same reason Bloody Edge was removed. Deleting these items from the mod would avoid confusion in crafting recipes and remove bloat weapons that detract from the mod as a whole.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Increase visibility of Sanguine Flare's projectiles**

It's quite easy for these projectiles to get lost in lots of lights or especially in the dark, since they're slightly transparent and have no glowmask or anything of that sort. I don't know if there's any future plans with this weapon, but for now, adding some way to improve the visibility of its projectiles would help.

Suggestion Author

@novel patio

arctic boughBOT
#
**Make the Laboratory Plating and Pipe Plating take 100 blocks to research**

Honestly name says it all. Every single other Rust and Dust block requires 100 to research, yet those two require 1.
Rusted Plating, a rusted variant of Lab Plating, takes 100. Lab Plate Beams, Pillars and Lab Plating Walls all take 400, which is 100 blocks of Lab Plating.

Suggestion Author

@orchid frost

arctic boughBOT
#
**Remove Anahita's ability to inflict Dazed**

This debuff has no way to become immune to, is hugely debilitating, and is unused in vanilla. So why does Anahita inflict it? I propose removing her ability to inflict Dazed, seeing as there is no practical way to not get the debuff aside from the classic "just dont get hit lol".

Suggestion Author

@cyan hare

arctic boughBOT
#
**Give Golem's Head an indication when it will attack in Phase 3 (Rev+)**

Phase 3 already is chaotic to keep track of with all the projectiles flying about, but the fact that Golem's head can fire lasers and fireballs without any warning alongside all of this just results in the phase being frustrating to deal with, especially on Death.

A simple suggestion would be to make his eyes flash before he fires his lasers so you at least will know he's about to do his attacks.

Suggestion Author

@stable dust

arctic boughBOT
#
**Reduce the speed at which Death Mode Alien Larva/Hornets grow up.**

Seriously. The speed at which they grow up is so fast that killing a single queen can within 5 seconds create an entire swarm of queens that will also continuously grow larger, resulting in a evergrowing swarm that cannot be stopped. They're growing up too quickly.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Merge Corroslime and Crimslime Staff Into One Item**

These two items have the exact same stats and drop from the same boss regardless of world evil, with the only difference being the color of slime summoned. Merging these items could better fit the slime god theming by making the color of slimes alternate between crim/corro on each summon, or making the slimes a mix of the colors similar to Slime Gods core. Combining these staffs into one item would reduce inventory and item bloat, on top of having more unique theming and appearance.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Allow the Astral Arcanum's Teleport to function without being equipped**

The Astral Arcanum is an incredibly useful item, allowing you to warp to key points of the map at the click of a button. Rather infuriatingly though, it only works when equipped as an accessory. There is already precedent for stuff like this to work while unequipped with the information accessories. Those function as accessories that can be equipped and recieve modifiers, yet they still have their non-combat functions work from the inventory. I don't see why the Arcanum can't have it's teleportation function work from the inventory as well.

Suggestion Author

@opal ginkgo

arctic boughBOT
#
**Replace "Any Wings" in Seraph Tracers to Souls of Flight**

This is a simple change to replace the Any Wings in Seraph Tracers to Souls of Flight to reduce confusion that they are a direct upgrade to all wings without any downsides. It also makes little to no sense that wings are used in the crafting recipe for them, as Souls of Flight would work just as well in the recipe. It also justifies them not having the unique effects of Boost, Hover and stat boosts being incorporated into the Tracers line.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Make Accessories State Which Effects Don't Stack With Downgrades**

There is a lot of effects in both vanilla and calamity that will not stack with their downgrades, however these details are often not communicated to the player or mentioned at all. These details should be mentioned to the player in some way, be it only when non stacking accessories are equipped, or by making tooltips longer. Fixing this would allow players to accurately access the strength of their gear, without being forced to use the stat meter or a wiki to figure out what effects their accessories are actually giving them.
-Magic, Stalkers, and Molten Quiver: Stack damage stats, but do not stack their velocity or ammo reservation, this is not told to the player at all, nor is it communicated if Deadshot Brooch and Elemental Quiver share this lack of ammo and velocity stacking.

-Elemental Gauntlet: Stack all effects with downgrades except true melee damage increases. This is not told to the player at all, nor is it communicated if Fire Gauntlet or Mech Glove share this lack of true melee damage stacking with their downgrades.

-Statis Curse (and upgrades): State they do not stack with downgrades, but this does not include the materials of Statis Blessing, which it does stack with, despite being downgrades. Rewording this to say "Direct Downgrades" would be much more clear to the player.

-Affliction: Many other accessories that grant a buff can naturally be assumed to not stack, as you cannot have more than one of a buff (frozen turtle shell and upgrades, paladins shield and upgrades etc). However, because Affliction applies your bonuses directly, and only your teammates through a buff, it is unclear to the player that it would not stack with another players granted buff.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Make Duke Fishron Have A Proper Transition/Pause For "Phase 4"**

To clarify, "Phase 4" is when Duke Fishron is below 20% HP, which is where Fishron starts to charge in a chain of 3 -> 4 (instead of 1,2,3 in Phase 3).

(Or for Death Mode Duke Fishron starts to non-stop charge in Phase 4)

The reason for this is because Duke Fishron can extend the chain of charges it is currently performing in Phase 3 if it enters Phase 4/fall below 20% HP mid-charge, allowing it to perform 5-6 charges in a row at unexpected timing.

You have to deliberately control when it drop below 20% HP which is very hard for most players in the heat of battle. This is especially worse for Revengeance Mode where it can charge randomly charge 1-6 times during that transition in an unpredictable manner.

Giving it a simple transition/pause (like Phase 1/2 transition) will significantly solve this problem and make it less of a "cheapshot" mechanic.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add ambience relating to The Polterghast**

The Polterghast is one of the fabled Post Moon Lord Bosses in Calamity. While many of them serve as general foreshadowing towards the Big Five, as many calls them, The Polterghast sticks out as a sore thumb, being related to none of them, yet having major Lore implications as the biggest failure Yharim has ever allowed to exist, and being one of the two major components for Bloodstone.

Of course, this Boss doesn't has nearly as much relevance as the other five, however, I still believe it needs some special treatment. I suggest that ambience is added to the Dungeon, something like whispers or wails, perhaps even dating as far as Pre Hardmode, that aludes to The Polterghast, and also make its spawn method more fleshed out, making so you feel more tangible consequences while killing the Phantoms other than just the occasional chat message.

Suggestion Author

@valid relic

arctic boughBOT
#
**Rework the Crown Jewel and its upgrades**

The Crown Jewel is... somewhat of a forgettable accessory, along with its upgrades. This accessory line starts with the Crown Jewel, an accessory formerly dropped by King Slime in Revengeance Mode, that is now a drop in all modes. Crown Jewel gives some defense and life regen, while further boosting those stats when a damaging debuff is applied to the player. It then moves to Celestial Jewel, which is just a stronger version of the Crown Jewel, but with a teleport slapped on for... some reason. Finally, it goes to the Astral Arcanum, which just further amplifies the effect, shoves immunity to the Astral Infection debuff on to the accessory, and gives teleports that have been mostly rendered useless by Pylons. Why all the info? It's useful for the next part of this.

I propose that we remove the teleport, and completely overhaul this accessory from the ground up. The Crown Jewel is a good accessory, but the rest of the line gives minor boosts to its effects at points where it's already outdated. Take the Astral Arcanum, for example. It gives immunity to Astral Infection, despite being a post-Ceaseless Void accessory, when the last foe that inflicts Astral Infection is Astrum Deus, a pre-Moon Lord boss. Whether we move its upgrades to earlier tiers or completely rework them, I feel something better should be done with this accessory.

Suggestion Author

@green torrent

arctic boughBOT
#
**Make Yharon cycle between Slow and Fast Bullet Hells in Subphase 7 instead of randomly choosing which one to do**

Subphase 7 is already one of the most difficult and tense parts of the fight considering it's at the end, but it's also a subphase where Yharon's Bullet Hells can randomly either be fast or slow ones, so you're often vulnerable to being screwed over by him doing multiple of the same type of BH in a row. So the simple solution is to make him cycle between doing a slow and then fast one, starting with Slow. This should allow for people to properly anticipate what he will do instead of blindly guessing which one it will be and thusly make it easier to learn while retaining its existing difficulty.

If you want evidence of this being an issue, I have it here: https://cdn.discordapp.com/attachments/225030931008847874/1098653920986939493/why_is_this.mp4

Suggestion Author

@stable dust

arctic boughBOT
#
**Make the Deep Diver work in Rain**

The Deep Diver is a cool accessory, but it's very niche, especially for a 10% drop chance item. Making it usable in Rain, similarly to Cute Fishron, even if weakened there to prevent it from being overpowered, would make it a more interesting choice, as it's dash is one of the longest at that point in progression, but provides no other benefits like bonks or bashes.

Suggestion Author

@bold trellis

arctic boughBOT
#
**Remove Ankh Shield from the Asgard's Valor line, and have Ankh Shield be an "immunity" line**

The Ankh Shield. One of vanilla Terraria's most notorious items to get, due to the amount of rare items required to make it. Calamity, on the other hand, makes all of these accessories incredibly easy to get, due to the fact that Calamity adds Ankh Shield to an accessory called "Asgard's Valor", making it a necessity to use for most players.
Asgard's Valor is mainly a dash accessory, which would point toward it being an upgrade to the Ornate Shield which is a movement-focused accessory, not an upgrade to the Ankh Shield which is a defensively-focused accessory. Due to this, Asgard's Valor doesn't really make sense to have the Ankh Shield in it, as the other two shields involve movement, so why don't we take it out?

I propose we remove the Ankh Shield from the Asgard's Valor upgrade line, and turn it into its own upgrade line. It could potentially be focused around debuff immunity to stay close to the Ankh Shield, and maybe combine other debuff immunity accessories such as Ambrosial Ampoule. Perhaps it could even add a reflect accessory such as the Transformer, although these are of course merely examples. Doing this would allow for better defense against debuffs outside of just regenerating the damage back.

In short, the Ankh Shield does not fit in Asgard's Valor and should be put into its own line of accessories.

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove the "One of the ancient relics" line from the tooltips of former HotE components**

Ok, I'm gonna be honest here. These items have no connection other than sharing the word "stone" in the name and having a shared tooltip. Now that they don't craft into Heart of the Elements (aside from Rose Stone) these tooltips are rendered irrelevant, and should be removed.

Suggestion Author

@cyan hare

arctic boughBOT
#
**reduce the damage of the acid venom debuff**

this is a vanilla debuff that, frankly, does a ridiculous amount of damage over time, dealing 15 damage per second to the player. this is the same or higher than many late game debuffs such as god slayer inferno or holy flames despite mostly being inflicted during late phm and early hardmode from sources such as moray eels, sea urchins, box jellyfish, and aquatic scourges toxic clouds, moreover, methods of obtaining immunity to this debuff are fairly hard to come by, with one way coming after the debuff stopped being relevant (old dukes scales) or is fairly out of the way while also coming fairly late for this debuff (honey dew), I think that either the debuff should be toned down, or, if changing vanilla elements is to be avoided, make methods of becoming immune to the effect come earlier.

Suggestion Author

@naive tide

arctic boughBOT
#
**Change Empress of Light's AI so that she's no longer able to 'double rainbow' people**

Empress of Light has a variety of attacks, one of which being the Everlasting Rainbow. This attack involves her emitting a circle of rainbow beams that leave damaging trails. This serves to restrict the area players have to move and forces them to be very careful with their next actions. Apart from her sideways dash attack, Empress, apart from her sideways dash, cannot repeat the same attack twice in a row which ideally prevents the player from being bombarded with constant Sun Dances. This works for each attack, except for the Everlasting Rainbow.

As it lasts so long, it is entirely possible for Empress to use an Everlasting Rainbow, switch to a short attack like her Prismatic Bolt and then cast Everlasting Rainbow again. This results in two (or even possibly three) of them being on-screen at once, forcing players to use RoD to avoid it. As a result, the only truly consistent way to avoid Everlasting Rainbow is to avoid it entirely with excessively high mobility. I think this is a shame personally, as it completely nullifies this part of her AI and is boring to play or watch.

I think that when EoL uses Everlasting Rainbow, it should go on an internal cooldown of around ~7 seconds, and if she attempts to cast it again then it would pick a different attack at random. This would encourage players to learn the attack and how to dodge it, rather than learning how to cheese it. It would also remove a large RNG aspect from the fight, as getting two or three rainbows back to back is mostly dictated by luck rather than anything the player has control over.

This change will mostly affect the hardest versions of Empress (daytime death mode) however I feel it is something that everybody will be able to appreciate.

Suggestion Author

@dusty canyon

arctic boughBOT
#
**Increase the speed of Post-ML dashes**

Once you get to the seraph tracers, dashing actually slows you down, which obviously limits their use cases. Now I'm not sure if this is by design or not, but I propose that the Statis' Ninja Belt be given a slightly faster dash to keep up with your ridiculous speed post-ML. As someone who uses dashes a lot in general gameplay, the idea of a burst movement option being slower than normal speed is very strange to me.

Suggestion Author

@silent mantle

arctic boughBOT
#
**Add a config for making calamity config options and the difficulty ui only adjustable by the host in multiplayer**

Currently, anyone on a multiplayer server can use the difficulty slider and cal's config options, especially those that affects the world such as boss hp, npc spawn, etc... which sometimes lead to bugs and annoy the entire server. Adding a way to lock the difficulty and config options that affect the world in multiplayer, making them only changeable by admin or using the console would be nice.

Suggestion Author

@glass flume

arctic boughBOT
#
**Move CalClone Brother weapons to the CalClone Treasure Bag**

Havoc's Breath and Crushsaw Crasher are two very powerful post-Calamitas weapons for ranger and rogue respectively... That you can get while fighting the Calamitas by killing her Brothers. This gives a little but an advantage against the boss to those two classes, making them deal more damage compared to the other classes. This is basically the EoW/BoC/Perforators case, where they were dropping their respective material before you actually kill the boss, which was eventually removed so players can't have the higher-tier gear for those bosses. Making those two weapons drop from Calamitas' Treasure Bag instead of Brother enemies will remove that advantage and make it fair and square for each class fighting the Calamitas

Suggestion Author

@orchid frost

arctic boughBOT
#
**Rebalance Artemis & Apollo**

At this stage Artemis and Apollo have been dragged through the mud with nerfs, some which were probably needed, and some that were unnecessary. Alongside this, the recent change to how they do their specials has now made it less consistent to avoid and took away the only semblance they both had of "teamwork" between each other.

So I have some possible suggestions for how to balance them:

- Increase the base velocity of Artemis' lasers by a bit
- Tweak Artemis and Apollo's prediction AI so it's less drunk, especially in their second phase
- Make them do their specials at the same time again, or remove the ability for one of the twins to attack while the other performs their special
- Buff the special attacks if you're going with the latter to compensate```
Suggestion Author

@stable dust

arctic boughBOT
#
Make the healing crystal shards in the providence's fight more distinguishable from the non-healing ones.

In the providence fight, because of the shader during the fight, it can make it hard to tell the difference between the 2 types of shards. maybe could be an option in settings that turns off the shader in the fight or just make them more distinguishable.

Suggestion Author

@rough parrot

#
**Tune down the extreme stat boosts given to enemies (and debuffs) in Death Mode**

Death Mode doubles the movement speed and firing rate of all regular enemies. I suppose this isn't bad on paper, but many enemies make very good use of these buffs - e.g., Antlion Chargers can exceed 200 miles an hour in a single jump, Necromancers can cover an entire room in unavoidable damage, even the Martian Probe becomes significantly harder to stop from escaping because it ascends much faster when it sees you. Pre-boss in particular becomes a pain with these boosts, especially if a Blood Moon happens at a bad time, plus all these enemies get +60% extra damage. Side note: Regular Antlions, while not annoying to fight, are very annoying to clean up after due to their sand vomit ability.
All damaging debuffs also get their damage rate increased by 50%. Certain debuffs like Shadowflame or Plague deal quite a large amount of damage, the Plaguebringer Goliath sometimes killing about seven seconds after dealing contact damage. Electrified, the most infamous debuff there is, deals HUNDREDS of damage over its duration if you're moving, and anything that inflicts it usually forces you to move in that time (like Dragonfolly or Storm Weaver).

TLDR: Death's enemy and debuff stat boosts should be reduced at least partially, as they contribute little to difficulty other than making many portions of the game a slog.

Suggestion Author

@woven knot

arctic boughBOT
#
**Decrease the duration of Storm Weaver debuffs**

The Weaver fight is, in my opinion, one step away from greatness. The fight is focused around fast and precise movement in quick bursts, dodging the extremelly punishing rams of Storm Weaver to not get nuked incredibly quickly. Because of this, the fight operates in a way that makes so you are forced to always keep moving to have enough time to dodge Weaver's dashes, and several complementary moves to hinder your mobility and demand more precise movement, to allow Storm Weaver to close in.

However, there are two specific attacks in this fight that inflict two Debuffs, namely Electrified and Chilled, from his head contact damage and the ice rain, for 8 and 5 entire seconds respectivelly. These two debuffs also work in tandem with the fight, to hinder your mobility further and punish these mistakes, however, I believe they are too punishing. Eight seconds of Electrified equates to 128 total damage while moving, something pretty much required for this fight, and that's paired with a massive 396 damage in Revengeance Mode, this is enough to one shot the normal 500 base health Terraria has, and while it is increased through Calamity's permanent buffs and armor buffs to HP, this is still way too much damage dealt by simply moving, something that, again, is essential in Weaver's fight.

Not only that, but the Boss has the frost rain, which inflicts 5 seconds of Chilled. This is way too long for this fight, your movement is crippled significantly and it basically guarantess that Weaver gets a hit on you, even more so when this attack is pretty difficult to dodge, in my opinion.

Both debuffs need to be toned down, as to make so the tempo of the fight is not ruined by a single hit you take. This would also make the overall fight more balanced, and in general more enjoyable too.

Suggestion Author

@valid relic

arctic boughBOT
#
**Increase the Astral Pylon's spawn rate reduction or remove its NPC requirement**

The Astral Infection is not inherently considered to be a "dangerous biome" by the game, which leads to NPCs being able to move in there. However, enemies are still able to spawn even over NPC spawn reductions. Combine this with the Astral Probe, one of the more frequent enemies, being able to fly through blocks and you have a recipe for a town slaughter.

Due to this, I propose that the Astral Pylon either gets a spawn rate reduction by default, or make it akin to the Brimstone Crag Pylon and remove the NPC requirement. Doing this would allow for the Pylon to not be rendered useless for a while after simply being in the Astral Infection for a few minutes. It would also be a great Quality of Life feature for builders, as it would let them make far better creations in the Astral Infection without the need to make the houses incredibly safe, which can often ruin the atmosphere of the build.

In short, making the Astral Pylon would significantly improve Pylon setup and would allow for more creative builds within the Astral Infection.

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove Ancient Bone Dust (and preferably the Calcium Potion and Archaic Powder too) **

It has no need to exist. It is a bloat crafting item only used to make 3 items, 2 of which are arguably useless, those 2 being Calcium Potions and Archaic Powder.

For the calcium potion, there are already several accessories in preHM that negate fall damage, and provide more mobility. Alternatively, if you're fighting a boss, and fall more than 25 blocks (which is out of range of nearly every preHM hook), fall damage is going to be the least of your problems considering that you've likely fallen off your arena while a boss is heading towards you. And if fall damage negation is that important, its functionality can be shifted to the Carton of Milk since both the potion and the carton are sold by the Skeleton Merchant.

Archaic Powder is an accessory that just provides a mining buff, and a small defense buff in the underground or lower. There are significantly better items that can provide better/faster mining experiences (Wulfrum Digging Turtles), and much better defensive accessories too, which are active all the time and not just in the underground.

The third item made from bone dust, Armor Polish, doesn't need a recipe if you just buff the drop rate from skeletons or instead just cut Ancient Bone Dust out of its recipe entirely (it already has 50 bones as its other ingredient)

Bone dust is also an inventory clogger and nearly always one of the first things that gets trashed in moments.

Suggestion Author

@dusky thicket

arctic boughBOT
#
**In the Anahita & Leviathan Fight, Make Killing Leviathan First Continue To Use The Leviathan's Theme**

For those who haven't experience it this might be confusing, but to put it simply Anahita & Leviathan have 2 separete themes:

Siren's Call - the music that play when there is only Anahita, which you can hear at the beginning of the fight in Revengeance Mode before Leviathan enters the fight

Forbidden Lullaby - the music played when Leviathan enters the fight (or for Death Mode, immediately at the beginning of the fight)

However, currently after both Anahita and Leviathan enters the fight, if you kill Leviathan first it will abruptly ends Forbidden Lullaby and switch to Siren's Call, which feels like a regression in the theme of the fight.

Effectively, it feels like you switch from the "Phase 2 theme" back to "Phase 1 theme" mid fight which just feels strange and unnatural.

As a side note if you kill Leviathan first the "black sky shader" will also get turnt off which also feels extremely strange as it effectively also get switched back to Phase 1 of the fight, however that one can be intentional (just feels really strange); though alternatively a "seamless transition" for the sky turning back to normal might work too.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add a Visual Indicator for Providence's Holy Inferno**

When fighting Providence, if you move too far away you are inflicted with Holy Inferno, a debuff that deals exponential damage over time until you move back within her range. Although there is a clear indicator of when this happens via screen shading and an alert noise, it is not clear why this happens. The debuff icon itself explains the mechanic, but it is highly unlikely players will hover over and read a debuff description in the middle of a very hectic boss fight. Adding a visual indicator of some sort would allow experienced players to better identify the safe range they can move in, and make it much more intuitive for new players to understand where the debuff comes from.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Reduce the amount of materials needed for the Drill Containment Unit**

Currently, this thing isn't a great mining machine. Plus, its far too expensive for even its vanilla counterpart. You need 120 chlorophyte bars total for it (40 chloro, 40 spectre, 40 shroomite), more than enough for 2 full sets of chlorophyte armor! I suggest to reduce the amount of chlorophyte required to craft DCU, seeing as collecting 480 chlorophyte ore is a major undertaking.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Add the final note of Epiphany to the beginning of the in-game Acceptance track**

Currently, SCal's music transitions are rather awkward. They fade into each other without much done to make them feel natural. Additionally, the transition from her fight to her final phase is rather anticlimactic. The music, again, simply fades into Acceptance. I feel that adding the final note of Epiphany, obviously intended to be the moment SCal is defeated, to the beginning of the in-game Acceptance track, and removing the fadeout between the two, would make the moment she is reduced to 0.1% and the fight is won that much more satisfying and climactic.

Suggestion Author

@inland hamlet

arctic boughBOT
#
**make wulfrum armor set wulfrums fishing pole 10% more fishing power**

currently right now wulfrum fishing pole can be obtained by killing few wulfrums roombas and then we can make it with iron / lead anvil but the the uses is actually VERY UNDERUSEDand it is only fishing pole from calamity that has no special effect such as certain fishintg pole being more powerful at (insert specific biome here) so i would kinda wanna make wulfrum set make wulfrim fishing pole 10% more fishing power

Suggestion Author

@cedar merlin

arctic boughBOT
#
** Fix Daedalus Golem Tracking/AI**

Right now, Daedalus Golems have one of the worst summon AI, between running two miles off screen and not coming back, to not focusing a whipped target, they're great damage but extremely annoying to use.

Suggestion Author

@bitter berry

arctic boughBOT
#
**Remove or rework Ambrosial Ampoule**

Ambrosial Ampoule is an accessory that is acquired after defeating Cryogen, an early hardmode boss, and two Mechanical Bosses. It gives various defensive boosts, including immunity to various debuffs, life regen, and damage reduction. Despite this, these boosts generally aren't worth it after you've defeated Cryogen and two mechs, as by that point you'd have access to the Ornate Shield, which can be considered to give better stats in some ways even without the extra stats from being paired with Daedalus armor. The debuff immunities are nice too... or they would be, if the Ankh Shield didn't give immunity to half of them. This just leaves it with one feature that isn't outclassed: Immunity to Burning Blood and Cursed Inferno, and Burning Blood isn't inflicted by anything at this point.

And thus, I suggest that we change the Ambrosial Ampoule's boosts, give it a completely different effect, or remove it entirely. This would allow for this accessory to stand out more, and perhaps lean into a more defensive use case.

Suggestion Author

@green torrent

arctic boughBOT
#
*Make a craftable music box for the entirety of Stained Brutal Calamity.*

This is something I have wanted to see for a while, I have loved the song, but it can be difficult to hear the entire theme in-game.
To fix this, I propose that there be an item added that plays the entire song, craftable with all four music boxes.

Suggestion Author

@main token

arctic boughBOT
#
**Move Carnage to be a Dreadnautilus drop rather than a Wall of Flesh drop**

Carnage is a True Melee broadsword that drops from the Wall of Flesh, and was formerly a Malice Mode drop from The Perforators and The Hive Mind. It has a bloody feel about it, what with spawning blood bolts when enemies are killed, and being named "Carnage". With this in mind, it seems like a no-brainer to move it to the event literally themed around blood and slaughter: The Blood Moon.

In particular, I was thinking it could be moved to the Dreadnautilus, which is lacking in terms of unique loot, despite being one of the most boss-like enemies. Giving Dreadnautilus more unique loot while getting rid of the Wall of Flesh's already cramped drop table would help to lessen the weapon oversupply one will get immediately into Hardmode, and will encourage players to seek out events.

Suggestion Author

@green torrent

arctic boughBOT
#
*Make an item that prevents the cultists from spawning*

The Lunar events are a slog, and it sucks to accidentally activate them when being a little too zealous while entering the dungeon, or just accidentally killing the cultists.

Suggestion Author

@flat apex

arctic boughBOT
#
**Make the Hallow/Evil Spawn in Predictable Columns**

One of the most annoying parts of going into Hardmode is the giant V of world evils that are spawned. Unless you’re using a mod to stop evil spread, you’re basically put on a timer to get it under control or speedrun mechs for Clentaminator due to how surprisingly difficult it is to contain, and how detrimental it can be to your world if you don’t.

Calamity, thankfully adds Axe of Purity, which provides a modicum of containability pre-Mechs, in case, say, two of your pylons happen to be hit by it and your only other solution would be nuking their surroundings and rebuilding the biome from scratch. Evil Spread mods don't help either. Crazy “hypothetical”. Anyway.

Most of the difficulty of containment isn’t from any innate attribute of the biomes; it’s very easy to contain them in pre-Hardmode. Simply blow up containment shafts on the sides! 90% of the difficulty of containing them here simply stems from the shape Terraria generates them in.

If this “pillar” style generation was done instead, it would not only make sense as the Underground variants would actually be under the Surface biome, Calamity could also easily ensure that the biomes don’t hit other important Biomes like the Jungle by simply spawning said pillars on top of the existing evil biomes, since there's always at least two, leaving one spot for each without overlap.

This brings me to my last point; right now, if either of these biomes decides to spawn in the Jungle you're either going to lose out on Jungle drops if it's the evils, or Hallow drops, both of which are vital to early Hardmode, ESPECIALLY Surface Hallow stuff, as typically when generating in the Jungle, the Hallow won't reach the surface. These drops are used in Pixie Wings, the tier's healing and mana potions, Fabsol's Vodka and in turn the Drunk Princess, a multitude of weapons, and... Axe of Purity. The very item that's supposed to help you deal with these biomes.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Laboratory Reinforced Crates able to be stacked on top of other Reinforced Crates.**

Why can I not place Reinforced Crates on other Reinforced Crates? They're crates! They're meant to be stackable upon each other, and these are clearly high tech crates. Surely, they cannot be so weak so as to collapse if the weight of another crate is placed upon them.. especially because they are literally named Reinforced Crates.
So thusly, I suggest that the ability to stack Reinforced Crates like the kinds you fish out and open be added, so I can actually create warehouses and stuff.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make a Border/Transition Around the Edges of the Sunken Sea**

Currently the shape of the sunken sea is a nearly perfect circle, making the connection to the underground a bit jarring and feeling unnatural. Additionally, it can result in large cave systems being completely filled with water, and your sunken sea being empty of water when you explore it after killing the first boss. Making some sort of intermediary layer or shell around the biome could allow for a more natural transition between the sunken sea and the surrounding caverns, with the added benefit of containing the sunken seas water.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Reduce how reliant bosses are on DoT debuffs, particularly in higher difficulties**

Debuffs are a great way to enforce the rules of a boss fight. Deerclops's slow, Polterghast and Moon Lord's moon bite, and the effect on wings that Ravager, Providence, and DoG all have are good examples of this. Many bosses, what feels like almost all of them, also inflict a thematically appropriate DoT debuff when damaging the player. This discourages facetanking, and encourages movement and learning the flow of boss fights, like other mechanics of the mod.

However, the punishment these debuffs deal out is often too cruel. Attacks such as Providence's Holy Ray or getting hit by the head of any hardmode worm boss can sap the players life for up to ten seconds after getting hit, on top of the expected life-threatening damage these attacks already deal. I feel this is unnecessary. The punishment for getting hit already exists as the heavy damage, defense damage, and loss of any adrenaline buildup. It should not come in the form of death 10 seconds later in the fight.

There are equipment options that can alleviate or eliminate certain DoT debuffs, but that benefit alone is often not enough for most classes to use a given piece of equipment. When a player needs to utilize these items, they effectively lose an accessory slot to gain a way through the boss. If you cannot afford that lost accessory slot, the only solution to surviving these debuffs becomes not getting hit- which demonstrates perfectly that they punish the player unnecessarily. It is for these reasons that I believe that the duration of DoT debuffs as well as the damage they deal should be reduced.

Suggestion Author

@wicked harbor

arctic boughBOT
#
**Make the rock gray rarity**

The rock you get after boss rush is definitely a junk item so why not make it gray rarity (-1) like fishing junk. Strangely, gray rarity also protects against it being destroyed in lava so that could be another plus to it. This change would also contribute to purpose of the item by making it even less of an impressive reward than it already is

Suggestion Author

@glad kernel

arctic boughBOT
#
**Revert Boss Rush to Death AI**

Boss Rush currently uses Malice AI with a speed bonus, despite malice being removed 8 months ago. Malice AI causes several problems with the balance of boss rush, as well as making it unfair and not fun.

Firstly, Malice was never a balanced gamemode, while Death is. The poor balance of Malice AI results in some very frustrating and/or unfair fights during the Boss Rush. Additionally, tacking on extra speed above Malice AI is neither fun nor challenging, as it simply amplifies the problems with the poorly designed bosses while not increasing the difficulty of the fair bosses. Even worse, Malice AI and the extra speed sometimes overlap to cause unintended interactions such as Calamitas Clone's second bullet hell being nearly impossible to dodge. Boss Rush as an event is already prone to unfair hits as the bosses spawn in random positions, thereby spawnfragging the player, which is not fun. Removing Malice AI would make the event much more fair as the boss fights themselves would be fair.

Additionally, Malice as a gamemode was removed 8 months ago, meaning that the average player will have had no experience with Malice AI prior to attempting to complete the Boss Rush. Continuing, Malice as a whole is very outdated due to its removal, and is only kept alive for the sake of its inclusion in Boss Rush. As more and more bosses get changes and reworks, Malice AI will continue to get more and more outdated, amplifying these problems. The proper way to solve this issue is simply to put Malice to rest by reverting Boss Rush to Death AI, removing the last scraps of the poorly balanced, outdated mess that is Malice.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Emphasize Importance of Power Cell Factories**

Make it more apparent (more than how it already is) ingame that Power Cell Factories are essential for progression (As in the Exo Mech bosses) to absolutely ensure players pick them up as soon as they find them (To avoid a large wait time later on) so they can use this extremely important mechanic. As it is, it relies on external sources to emphasize just how important it is that you take these from the Arsenal Labs.

An easy solution to this, not suggested initially by me, is to

  1. Add battery cells to codebreaker recipe. This makes absolute sure that players have placed at least 1 factory at the start.
  2. Add messages to schematics indicating they take power cells generated by factories and that they are important.
Suggestion Author

@glad kernel

#
**Implement a way for the lore to be delivered to the player more frequently, and in smaller amounts**

The logbooks and lore dropped from bosses can be off-putting, especially for newer players, and I think this is a real missed opportunity.

I think there should be some manner of item (perhaps a pet?) that could deliver small titbits of lore relevant to what the player is currently seeing, the first time they see them. An example might be that the first time a player enters the jungle, some small hints towards the plague could be given, and perhaps even something that encourages the player to seek out the lab within the underground jungle.

this lore could be delivered by means of a dialogue popup, similar to the stellar array's dialogue in the stars above mod, or an npc dialogue popup.

In short, I think this could be used to both deliver lore more smoothly, and to help guide new players in the right direction without being overbearing.

Suggestion Author

@slim zenith

arctic boughBOT
#
**Charging stations acting like normal furniture**

Would be a cool qol feature if you could shift click things into the charging stations, might save some time, as you need to take HUNDREDS of batteries out of them

Suggestion Author

@rain grove

arctic boughBOT
#
**Swap the Schematic Placements of the Space and Sunken Sea Labs, so the Space Schematic is the first one**

This never made a lot of sense in the first place. The Sunken Sea lab is out on the edge of the sunken sea and super easy to miss when you are just trying to explore the biome normally after you defeat Desert Scourge, and generally have to go out of your way to find it.

Meanwhile, the Space Lab is right above spawn and much easier to find randomly for a newer player due to most players just using gravitation potions early to get to floating islands, which would make it a lot more intuitive for newer players if the space lab was first and could start to learn all about the draedon stuff from there.

Not to mention, the chests already have useful early-game items like Planter Boxes and seeds to help out with making potions already. That, and Aeralite now generates in space now, and the Tier 1 Draedon Arsenal weapons use Aeralite in their recipes, so it even fits thematically with the ore now being in space.

Suggestion Author

@pallid spire

arctic boughBOT
#
**Remove or rework Auric Rejection**

Currently, when attempting to stand next to/on Auric Ore, the ore actually bounces you backward and inflicts Electrified on you unless you have the Auric Tesla set equipped. The reason for this is because of lore.

However, I think this is an unnecessary feature and I’ll even go as far as to say it’s annoying in a sense. By the time you’ve killed Yharon, you’ve already gotten pickaxes with enough range that they can just reach the ore without directly touching it. There are also other ways to circumvent this, such as using VeinMiner and thus completely eliminating the gimmick of the ore. It only serves to annoy you when you try to interact with it the wrong way. Hypothetically, you can also be softlocked with it if you accidentally touch 2 veins next to each other and die from being bounced back and forth.

There’s definitely other ways of making Auric Ore hard to get that fits lorewise without being annoying either, like making it similar to Astral Ore inflicting just a debuff when you touch it. If the gimmick is annoying enough that there are plenty of ways to go around it, why bother having it in the first place for what essentially is comedic value?

Suggestion Author

@vague flame

arctic boughBOT
#
**Only Make Auric Tesla Ore Directly Next to Other Auric Tesla Ore Flash When Touched**

Currently all Auric Tesla Ore flashes when only one is touched which means that veins that are next to each other but not connected flash as well, which just looks wrong. This also means in multiplayer, players all the way across the map see the flash too.

This just doesn’t make sense and should be corrected. This correction would make it so that only the vein that is touched flashes.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Remove the biome restrictions on Providence and the Profaned Guardians**

As of the From the Ashes update, Providence and her Guardians have no link to Hell or the Hallow. As Yharon received a similar removal of biome limitations with his new lore, it would only make sense to remove their biome restrictions too, merging the Hell and Hallow exclusive attacks Providence has. Elysian Aegis and the Elysian wings could be made to both drop, have a chance of either dropping, or just be craftable.

Suggestion Author

@inland hamlet

arctic boughBOT
#
**Make Boss Money Have Diminishing Returns**

It is no secret that Calamity's non-consumable boss items have created a problem with balancing out money. The NPC economy is most likely held together by hopes and dreams thanks to the absurd amounts of money you can get from grinding bosses. So as a solution, I propose a mechanic of diminishing returns!

Basically how it would work goes thusly: every time you refight a defeated boss, the amount of money they drop dwindles. This would help to balance the ease in which one can obtain dozens of Platinum Coins.

This solution has been used by games such as Battle Cats for a similar issue regarding XP, proving that this "diminishing return" concept has promise.

Suggestion Author

@tawdry grove

arctic boughBOT
#
**Remove the Yo-Yo Damage and Duration nerf when breaking LOS**

All Yoyos have a vanilla stealth nerf where they take a significant damage and duration penalty if they break line of sight with the player. They take a 25% damage nerf and 1 second off flight time every time they hit an enemy out of line of sight. This nerf applies to all Yoyos, including ones added by calamity. I believe this nerf is fairly pointless and serves to make what is already a fairly mediocre class of weapons even worse. Removing this penalty would help make yoyos feel much better to use without significantly changing how good they are.

Suggestion Author

@trim nebula

arctic boughBOT
#
**Remove Polterghast's Ability To Spawn Phantom Spirit During The Fight**

To note, this has nothing to do with Polterghast's difficulty as a a fight.

At below 35% HP (45% for Death Mode), Polterghast gain the ability to spawn Phantom Spirit (basically the "red dungeon spirit").

However this stops as soon as Polterghast drop below 15% HP (or 20% for Death Mode).

Currently this just does nothing other than cheap shotting the player through randomly releasing an entity at unexpected timing to hit the player. On lower difficulty they can easily be dealt with because they are not tanky while in higher difficulty they can do large amount of contact damage before you notice it is even on top of you due to Polterghast drawing large amount of attention away.

As of now this ability serves for lore reason and nothing else, as even the fight itself stop spawning Phantom Spirit at low% HP it really is not an impactful mechanic other than occassional cheapshot.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rename the Cnidrion**

Cnidrion is, perhaps, one of the most recognizable enemies in the Calamity, due to its big and menacing to the newcomers size. However, for me personally it stood out for its name. The name comes from "Cnidaria", a name of underwater phylum made of jellyfishes, corals and anemones, but even then, Cnidrion draws no resemblance from Cnidarians. Hell, there even isn't any similarity between the mob and the weapon called Cnidarian, which spawns a small jellyfish under your cursor. The best analogy you can draw is that Cnidrion looks like an overgrown dried seahorse, which there are none in Cnidarians and so it doesn't quite fit the name.
Renaming the Cnidrion to something more related to seahorses will make it fit the looks and make more sense from the biological perspective

Suggestion Author

@orchid frost

arctic boughBOT
#
**make angel treads have an alternate crafting line just for boots or buff flight time for its upgrades**

Reason being is because the Seraph Tracers and its upgrades have good mobility but, can easily be overtaken by almost any pair of wings at the stage of the game the player is at, the flight time isn't good at the game stages its crafted at, its only an "okay" accessory because of the buffs and speed+acceleration it gives the player, it would just be nice if we had a choice to either craft :just boots" or "boots with wings" out of angel treads, because if you are post ML and have already crafted seraph tracers you need to re-craft angel treads from scratch which is a hassle.

Suggestion Author

@granite light

arctic boughBOT
#
**Add a bonus for having multiple minion types summoned at once to the summoner class**

If I were to suggest one of the biggest issues with the summoner class, it would be the number of weapons that exist vs the number that are truly viable on any given boss. This is partially due to weapon bloat, partially power creep, partially feature creep. But what are we to do about this debacle?

I propose an interesting solution: a so-called Menagerie Bonus! (patent pending)

Whether or not this would be something earned early or merely a default feature, I envision this being a bonus in combat efficacy given to players who have a summoner-type helmet equipped, and scaling in potency based on how many different types of minions the player has! I believe this would add diversity to any summoner's loadout, and let players discover new favourites amongst both vanilla and calamity summon weapons.

Suggestion Author

@slim zenith

arctic boughBOT
#
__***Add more Astral critters as well as astral enemy counterparts***__

Original by @green torrent, I simply added a few extra lines.

The Astral Infection is currently lacking in unique critters, as well as astral counterparts besides sandshark what with one of the two that it has being a vanilla enemy, and the other being similar to a Firefly. I think that the Astral Infection could do well with having more unique & complimentary/consistent counterpart critters mobs, as it's one of the more major biomes that the player will encounter in their journey.

For example in both (hostile) critters and enemies, there could be an Astral version of Bunnies and astral ghoul, seeing as the Evil biomes have one too.

Alternatively, there could simply be some more aesthetic critters like a astral bird critter, similarly to the Twinkler that the biome currently has. Adding some more critters and astral enemy counter parts to vanilla evil biome altered mobs to the Astral Infection would really allow for it to be less of "everything is trying to kill you", and have some calm in the storm, so to speak. And add more emersion and consistency with the other world evil biomes, giving more weight to the spread of this biome, as well as indirect aesthetic

Suggestion Author

@lilac flame

arctic boughBOT
#
**Buff the drop rate of Jellyfish Necklace**

Currently, this accessory is needed for the Abyssal Diving Suit line, being one of the foundational accessories. However, its gated by a measly 1% drop. While it is technically possible to get a further upgrade of it (Arctic Diving Gear) from the Ice Bio-Center Lab, this is also a somewhat luck based find, as you can go without finding the lab for a very long time. And although Seeking Mechanisms exist to find the lab, this only works for one player if on a multiplayer server. This tiny drop chance is way too low for something this integral to Abyss exploration and should be buffed.

Suggestion Author

@cyan hare

arctic boughBOT
#
**__Compatibility with the Advanced World Generation Mod__**

The mod in question is pretty cool. But I personally like the custom world size you can make with this mod. However its not exactly possible with calamity due to its custom world generation settings being only suitable for the 3 main world sizes. But imagine if you can make XL worlds with even bigger abyss levels? or sunken seas etc. Of course if the biomes are designed to be small for a reason that can be managed with these settings, but still for those that want larger or smaller worlds (or special generation settings), then this would be amazing

Suggestion Author

@olive rain

arctic boughBOT
#
**Make Cal’s alcohols crafted at kegs in different biomes, instead of in Cirrus’ shop**

Cal’s alcohols are extremely boring. All of them are simply bought from Cirrus’ shop, with some having conditions of bosses being defeated. This is largely a boring method of obtaining these unique and powerful potions, and only serves as a way to prop up another shop NPC. Moving these alcohols to being crafted at kegs in different environments (Astral Infection, Sunken Sea, Brimstone Crags, Etc.) would be a more unique way of producing these potions while still allowing them to retain their overall theme. Cirrus could even point to the environments for these alcohols, if worry about the purpose for this NPC arises.

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Remove the recipes for Perforator and Hive Mind 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

#
**Remove Carnage Ray and Flesh of Infidelity**

Carnage Ray and Flesh of infidelity are crimson themed variants of the existing Night weapons, Night's Ray and Eye of Night. These items are unoriginal, and the existence of ecto mist means you will always just craft whatever weapon is slightly better, regardless of your world evil. All of these reasons are the same for Bloody Edge being removed, and as such these weapons should follow the precedence. Deleting these items from the mod would avoid confusion in crafting recipes and remove bloat weapons that detract from the mod as a whole.

Suggestion Author

@unkempt mirage

#
**Make Calamity's raunchy/inappropriate NPC quotes not appear when blood and gore is set to off**

We all know that vanilla Terraria has some NPC quotes that are innuendos, but some quotes added by Calamity are a bit much. Vanilla Terraria, despite being rated Teen, still has toggles for less mature audiences that can disable NPC quotes that may be uncomfortable to some or inappropriate for others- for example the Nurse quote "I don't give happy endings" does not appear when blood and gore is toggled off. (https://terraria.wiki.gg/wiki/Settings#Video)

The following are the NPC quotes that I believe should not appear while blood and gore is set to off:
(Stylist) "Sometimes I catch [Name of Drunk Princess] sneaking up from behind me."
(Cirrus) "I love it when [Name of Stylist]'s hands get sticky from all that... wax."
"I never realized how well-endowed [Name of Archmage] was. It had to be the largest icicle I'd ever seen."
"[Name of Stylist] works wonders for my hair... among other things, hehe."
(Calamitas) "I wonder if [name of Drunk Princess] ever feels cold given how revealing her dress is. Perhaps she should cover up a bit more."

In conclusion, I think it should be clear to see that this being implemented is not only important, but also harmless to those who wish to see the quotes anyway.

Suggestion Author

@slim zenith

arctic boughBOT
#
**Nerf the spawn rate and spawn cap boost that Death Mode gives to Blood Moons.**

While the main idea of Blood Moons is highly boosted spawn rates, and it makes sense to buff this on a higher difficulty, the amount of enemies spawned during these buffed Blood Moons is actually ridiculous. The 400% spawn rate boost and 900% maximum spawn count boost means there will be an absolute army of enemies out there trying to kill you. This can be good for farming blood orbs and other blood moon drops, but it makes it impossible to do anything except mindlessly try to fight the horde. This is most apparent if you get hit with a blood moon at vulnerable times such as early prehardmode or early hardmode (these are also times where Blood Moons are most important). Nerfing the boosts given by Death Mode would make blood moons overall more bearable and fair, as opposed to the outrageously high amount of enemies it throws at you currently.

Suggestion Author

@mellow stratus

arctic boughBOT
#
**Remove or rework the Life, Mana, and Vital Jelly items**

Currently, these three accessories are small stat boosts dropped by their respectively-colored Jellyfish: Life Jelly being from Pink Jellyfish, Mana Jelly being from Blue Jellyfish, and Vital Jelly being from Green Jellyfish. Two of them give okay stat boosts for their tier, with Life and Mana Jelly giving +20 in their respective stat, with some extra regeneration for said stat while standing still. However, how often is the player going to be standing still in a situation where the 20 extra health or mana is necessary, such as a boss fight or event? Vital Jelly is somewhat excusable, as the movement boosts are decent, but it's immediately replaced after you get an Aero Stone from Desert Scourge, the first boss of the mod, not to mention the amount of movement accessories around this tier already. With all this in mind, I feel it would be best if these Jelly accessories got reworked, or in worst case removed.

Suggestion Author

@green torrent

arctic boughBOT
#
**Make Ankh Shield Its Own Unique Line Of Defensive Shield Accessory**

In my opinion the fact that Asgard's Valor is a combination of a dash shield + ankh shield never made sense. Ornate Shield is a line of shield accessory focusing on mobility by providing a dash, while Ankh Shield is a pure defensive shield line focusing on providing immunity to debuff.

The only relevant part of this combination really is just to give Ornate Shield knockback immunity, which can easily be achieved with Cobalt/Obsidian Shield. On the other hand because Ankh Shield got combined into an already great accessory it make it so that it cant provide immunity to important debuffs as otherwise Asgard's Valor will be too overpowered.

This makes it so that the entire Valor/Aegis line never providing immunity to relevant debuffs on tier and always too late (eg: Elysian Aegis giving holy flame immunity at post-Providence, Asgardian Aegis providing God Slayer Inferno immunity at post-DoG), which make the immunity part of the accessory almost irrelevant other than some simple QoL against normal enemy which you can often easily kill.

Thus in my opinion Asgard's Valor (and to that extent Asgardian Aegis) should focus in mobility, similar to an upgraded Ornate Shield or a more direct example of Elysian Aegis, which is much more dash than immunity focus.

On the other hand Ankh Shield can get its own upgrade line specialized in giving debuff immunity without worrying about the other part of its effect constantly making the accessory overvalued and can't be given immunity to relevant debuff, and be the defined "defensive shield" upgrade line instead of Valor/Aegis somehow being both the "mobility/defensive shield" at the same time.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Astral Grass Drop Hay**

I'll be honest, this seems more like a bug, but for some reason, despite every other biome grass dropping Hay when hit with a Scythe, Astral Grass does not. This seems more like an oversight like how Astral Monoliths used to not grow, rather than an intentional design decision. Even Corrupt and Crimson Grass can be scythed for Hay, so it seems utterly bizarre that Astral is seemingly an exception.

Suggestion Author

@olive shale

arctic boughBOT
#
**Increase the Rarity of Abyss Gravel and Voidstone to Reflect Progression**

Brimstone Slag and Planty Mush are both orange rarity, but even after Voidstone effectively replaced Tenebris in being used in a ton of recipes it is still White rarity, which is very strange because it is SUPRISINGLY hard to obtain, and it feels weird for it to just be... White. A trash item practically. I think Abyss Gravel should at least be Green like Hellstone due to it's required Pickaxe power, and Voidstone should be Pink like Cryonic or Lime due to being around post-CalClone/Plant, or you could even make your own custom "Abyss" rarity that makes it like a Deep Blue-ish Black or something so players can understand just how important these blocks actually are.

Suggestion Author

@olive shale

arctic boughBOT
#
**Revamp How Astrum Deus' HP Works (in Death Mode)**

Boss fight involving multiple bosses are rare, even rarer in that of 2 identical bosses. The only other example are Mechanical Twins (2 different boss which can be killed separately) and Exo Twins (2 different boss that have shared HP bar).

Comparatively in Revengeance Mode, if you kill 1 Deus the fight just ended, however in Death Mode if you kill 1 Deus the other Deus will enrage for the rest of the fight.

However, this leaves Deus in an awkward spot: Astrum Deus is 2 identical boss that have no shared HP bar and can be killed seperately to the point that one of them is at 0% while the other still 100%. The reason this works for Mech Twins and NOT Astrum Deus is because Twins are 2 different bosses with their own unique move set and enraged, while Astrum Deus are 2 identical boss with the same move set, phase transition and enrage condition.

This create a weird dynamic where you are extremely incentivized to kill 1 Deus first because it just make the fight much easier, because dealing with 2 worms that attack at the same time is much harder than an enraged Deus because you will have to deal with attacks from 2 sides, and essentially get rid of one of the uniqueness of the boss being a twinned boss because there is no reason to keep both alive.

Thus, I think Astrum Deus HP bar should be changed in how they work in Death Mode (to note: which is now the intended highest difficulty of the mod) to give more of a reason and challenge to keep both worms alive. Namely such as a mechanic that limit HP loss similar to Twins before their P2 transition. For example, have Deus can only be damaged by 20/25% HP threshold and require the other worm to also be damaged to proceed. Eg: Worm1/2 stop taking damage at 75% HP until the Worm2/1 is also below 75% HP, then 50%, 25%.... and so on.

This creates more of a challenge for the fight and make Deus more dynamic as a twinned boss instead of nuking 1 worm always.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make yharon have a shield as his 1st health bar

**
Yharon and his revive is infamous in veteran players. Thematically it was epic, hearing the true theme start and get a feeling of ''Shit is about to go down''

In practice, this didn't work. It was frustrating if you didn't know about the 2nd phase, as you were prepared for a win, just for yharon to say nope (this was amplified by the old solar eclipse thing)

The removal of this was all and all, a good thing.It cleared the fight more and now the 2nd phase feels like a normal fight. But man does the current version lack in the cinematic approach

I propose that instead of yharon having the 2nd phase transition happen at like 60%, make the 1st healthbar a shield. This has been done with the pillars, indicating that a certain condition has to be achieved to kill the portals. With a shield (being like the blue health bar w pillars) it indicates that there is more to it and removing the feeling of bs in the fight. It would also bring back the epicness of the old revive, being a win win. In addition, lore wise a revive esc thing would be great. Yharon is the phoenix dragon, know for recovering, even from death.

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Make Post-DoG Class Accessories Not Follow The "15% Damage/5% Crit Formula"**

In case it might be unclear, the suggestion refers to the final tier of class accessories, such as: Elemental Gauntlet, Elemental Quiver, Ethereal Talisman, Nucleogenesis, Nanotech and Eclipse Mirror.

What I am referring to with the suggestion is the fact that majority of these accessories, namely Elemental Gauntlet, Elemental Quiver and Ethereal Talisman basically give the stats of "15% damage and 5% crit" and is largely balanced around stats; this causes several issues:

  1. The effect of these accessories become incredibly limited. As they are very heavily stated, they are not allowed to be given a unique effect without being overpowered.

  2. This makes these "final class upgrade" very underwhelming; for example Elemental Gauntlet and Elemental Quiver essentially is just a +5% crit compare to their component Fire Gauntlet and Deadshot Brooch, the same apply to Sigil of Calamitas upgrading to Ethereal Talisman especially that you have a lot of max mana at that point to not need to use mana potions/mana flower.

  3. All accessories in the game have to be balanced around them due to them being the "final tier of accessory" which makes a lot of accessory feels not very impactful (eg: Avenger Emblem and Void of Extinction only give 12% damage because 15% is the "upper cap" of damage giving accessory);

  4. This make it very hard to balance/make impactful pure stat accessories as they essentially will be able to compete these final accessories in stats (eg: Celestial Shell, Sniper Scope).

On the other hand, we can directly refer to Nanotech and Eclipse Mirror, both of which do not follow the "15/5 formula" which allow them to give much better and complex effect to the player. The suggestion is so that these accessory can be left off of the 15/5 formula and instead be given more unique effect to warrant their status as the "ultimate class accessories".

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Old Duke's Rest Phase Based On Attack Pattern Instead Of Number Of Attacks**

What I mean is that Old Duke should be changed to do a "rest" phase in its attack pattern instead of just every time it do 10 attacks. The following are Old Duke's Phase 1 attack pattern which is easiest to be understand:

Current Pattern: 3 charges - spew tooth ball - 3 charges - summon shark - (repeat charges - tooth ball - charges - shark)

Current rest phase: 3 charges - tooth ball - 3 charges - shark - 2 charges (rest, 10 attacks) - 1 charge - tooth ball - 3 charges - shark - 3 charges - tooth ball - (rest)

Proposed change: 3 charges - tooth ball - 3 charges - shark - (rest) - 3 charges - tooth ball - 3 charges - shark - (rest)
(or something along the line)

There are several advantage to this:
I) Currently the "10 attacks = rest" is super not noticeable for most of the player, therefore most players don't even notice Old Duke have a rest phase until they search wiki
2) A pattern based rest phase can much more easily communicate to the player that Old Duke have rest phase, and also is more easily trackable for the player.
3) ^ This is especially true because Old Duke's attack have significantly varied "casting time", for example in Phase 2 summoning a Vortex take much longer than 1 charge but is considered as 1 attack

As for the difference in number of rest phase due to basing on pattern/10 attacks, can always shorten/extend the rest duration of the phase depend on how many attacks are involved in the pattern before the rest phase. This can also allow the player to much more effective exploit the rest phase after dodging a long chain of attacks as the current short rest phase often will not allow the player to attack it by much especially if they lost track of it.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework Flak Kraken**

From the Acid Rain, you can get a weapon called Flak Toxicannon, which is unique in the sense that it must be fired upwards. Later down the line, it upgrades into the Flak Kraken, which fires a reticle on the cursor. This really doesn't hold the same uniqueness that Flak Toxicannon does, as Flak Kraken doesn't feel like a proper weapon. It just feels like a clicker, as its entire attack style is "put the cursor over the enemy to kill them". Because of this, I propose that it gets a rework, just to make it feel more unique. This would perhaps encourage more players to use it, as well as give the Ranger class more weapons that aren't just "fast gun".

Suggestion Author

@green torrent

arctic boughBOT
#
**Change/Improve Eye of Cthulhu's Phase 3 "Normal Charges" In Death Mode**

Currently Death Mode is the highest intended difficulty in the mod (outside of seeds). However, as of currently Eye of Cthulhu simply don't have much noticeable changes between Revengeance Mode and Death Mode.

During the Eye of Cthulhu fight there is 3 Phases:

  • Phase 1 = when it is an eyeball
  • Phase 2 = reveal the teeth and charges faster; HOWEVER, can easily be dodged just by running in a straight line with hermes boots

(refer to as the "normal charges")

  • Phase 3 = start to perform a "horizontal charge" once in a while that will require the player to jump over it
    As of right now the only noticeable Death Mode change is it perform less and less "normal charges" between each horizontal charges

This means that even in Phase 3, you kind of just keep running in a straight line and jump over EOC occasionally which is very same-y to Phase 2. It is also not very interactive, as due to the rapid charges you almost are forced to just run in a straight line or have no way to dodge.

Thus, to make the fight more interactive and to make Death Mode more challenging, the suggestion propose to change up the "normal charges" to make the fight much more involving, with the approach depend on the developers.

However, one example idea from me that I think is thematically fitting for this is shown in the video: where Enraged Retinazer have a "delayed long charges" that require the player to actively change direction and consider their action, which I feel can be a perfect fit for EOC especially that this is what EOC currently is already doing (minus the lasers and rockets, and be adjusted for pre-Hardmode gear of course), which can improve interactivity and force a reaction from the player without being overbearing/overwhelming.

Video of Retinazer's attack for reference: < https://www.youtube.com/watch?v=ya_RmejZCxA >

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Make Daawnlight Spirit Origin Show its Current Critical Damage Multiplier

DSO the Accessory converts Crit Rate into Crit Damage but its formula is not shown clearly in-game. It could be better if the actual critical damage boost is displayed dynamically in the item's tooltip, which would make it easier for players to compare them with other accessories by saving the time used to calculate those multipliers.

while I'm aware of that the accessory is a donor item, this suggestion is rather just a small addition in tooltips, which I assume should be fine and nice to have.

Suggestion Author

@still ridge

arctic boughBOT
#
**Give Mirage Jellyfish a Chance to Drop Jellyfish Necklace**

Despite being a Jellyfish, and being able to drop all other drops of other Jellyfish, Mirage Jellyfish cannot drop Jellyfish Necklace; this seems like an oversight rather than intentional design. Furthermore, Jellyfish Necklace is already very hard to obtain, and with how much stronger Mirage Jellies are than their standard counterparts, I think it would be worth it to give them a higher drop chance for this rare item as well, similarly to how Trashers have a higher droprate for Diving Helmets than sharks, and how Calamity adds Moray Eels to drop Flippers to make Diving Gears easier to obtain in general.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove Polterghast's Phase-Based Name Changes**

Currently, these only exist as a reference to what the original spriter of Polterghast thought the name was going to be, which was Necroplasm. This adds nothing to the fight as even on the Calamity-style healthbar the names end with the Polterghast (excluding phase 1), which defeats the purpose of having the name change throughout the fight.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Make Staff of Regrowth work on Astral Dirt**

Make it turn into Astral Grass
Growing your own Astral Grass is locked to 1 mech (correct me if im wrong), and spending your hard earned cash for some clentaminator and some astral solution just to make some grass purple is kind of weird and i think that there should be a cheaper way for doing this.
This feature will help builders, and for some people like me that wants to make their artificial biomes actually look nice

Suggestion Author

@remote ocean

arctic boughBOT
#
**Remove the Biome Key drops from bosses, and increase their drop rates to compensate**

As you may probably know, Biome Keys are incredibly rare drops that can only drop from enemies in their respective biomes. To make them easier to get, Calamity made it so several vanilla and Calamity bosses could drop the keys. However, this just makes it so the natural drops are made redundant, as players likely won't set up farms to get the keys if they can just kill bosses instead, which is generally a faster method. The problem with this is that it makes bosses far too relevant, and leads to the player not doing much other than just a boss rush to get the keys.

Because of this, I propose we remove the Biome Key drops from the various bosses, and just simply increase their drop rates instead. This would remove some of the boss-centricity of the mod, as well as encourage the player to actually farm things rather than just have everything handed to them on a silver platter. Along with this, it'd allow for less bloated drop tables for some bosses such as Wall of Flesh and Plantera, as those bosses are infamous for having some of the largest drop pools in the mod.

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove the Flamarang and the Ice Boomerang from the Equanimity recipe**

It's already odd to have two Melee weapons be used as the materials of a Rogue weapon instead of, yknow, a Rogue weapon or two. But even more problematic, the Flamarang itself has a crafting recipe consisting of another Melee weapon that itself must be crafted from... another Melee weapon. This should be rectified, perhaps by replacing the Melee components with new Rogue boomerangs (since Rogue don't got much weapons anyways)

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Add Weapons Made From Just Ashes of Annihilation**

At the moment the Exo Mech's drop exo prisms which can be crafted into miracle matter which is used for weapons with basically the only purpose of being a backup endgame weapon or being used for SCal as these weapons, despite being after one of the final bosses, are mostly outclassed by developer weapons. This doesn't make sense, as SCal and the Exo Mech's are on the same tier however at the moment it is designed as if SCal as above Exo Mech's due to the exclusive ability for Exo Prisms to make their own unique post-Exo Mech pre-SCal weapons.
 
To balance this out to make it so these bosses are actually on the same tier, I suggest adding weapons made using Ashes of Annihilation (or crafting them into something like miracle matter which could be used). This would also serve to give more balance to the number of weapons made available when defeating each boss individually, as the Exo Mechs drop 8 weapons and you can craft 9 weapons from miracle matter, totaling to 17 weapons (4 rogue, 3 summon, 3 melee, 5 ranged, and 2 mage weapons). Contrast this to how SCal only drops 7 weapons, and you can Exhume 4, totaling 11 weapons (1 rogue, 1 melee, 1 ranged, 4 mage, and 4 summon weapons).
 
This seems unbalanced, especially against melee, ranger, and rogue, so adding weapons made from just Ashes of Annihilation could balance this difference in class selection and number of weapons and make it more apparent these bosses are the same tier.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make Enchantments More Beneficial**

I want to preface this by saying this is about enchantments and not Exhumed items

At the moment enchantments are almost never used, which is caused by a multitude of reasons. The main one is that they are unnecessary in basically every situation. This stems from that although they have a strong upside, considering enchantments are post-SCal the only thing you have left is the Exo Mech's and/or Boss Rush, you're basically only gonna use it against 1 boss at a max, which can be done without the enchantments. In the case of Boss Rush, you are now moving on to dev weapons which do so much damage it doesn't need to be enchanted and is normally better not to.

From this we can gather that enchantments are normally ignored because they are frankly, more often than not, unnecessary as I explained previously. As such, I suggest changing enchantments to either be way more beneficial or rework them to be purely beneficial and almost work as a second reforge. This would cause them to get more use as they are better which means that their unnecessary purpose would become desirable, although still not required.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make Fairies not appear on Lifeform Analyzer while Fairy Boots are equipped**

Calamity makes Fairy Boots spawn helpful fairies to give you stat boosts, and also makes them immune to damage and makes them no longer flee. This means fairies will be hovering around you most of the time while wearing these, but these fairies still appear on your Lifeform Analyzer. This is annoying and pretty much means your lifeform analyzer is focused on your fairies only with fairy boots equipped. Making these friendly fairies not show up on Lifeform Analyzer would be a simple QOL change but much appreciated.

Suggestion Author

@mellow stratus

arctic boughBOT
#
**Change the way the Mirror Blade's projectile works**

The Mirror Blade fires a projectile upon being swung that homes in on the player. This is an interesting ability that was only shared by the Book of Skulls pre-1.4. However, it is largely detrimental because most of the time, the projectile will be curving away from things you might want to hit, such as a fast-moving boss like Polterghast. The projectile also moves considerably slower than the projectiles of other weapons in its tier.
Making the Mirror Blade's projectile home in on enemies instead of the player, as well as making it move noticeably faster, would give the weapon a buff it desperately needs, and also make it less dangerous to use given its gimmick of adding enemy contact damage to the Mirror Blade's melee damage.

Suggestion Author

@gentle veldt

arctic boughBOT
#
Have Supreme Witch, Calamitas encounters throughout your play-through

Right now, SWC is currently one of the final bosses in the Calamity mod (Until Yharim is implemented) and a major character in the lore. Despite this, you only learn about her through NPC dialogue, Draedon’s logs and the Lore items. This is confusing, as having a major character and boss appear only in reference and not in-person feels odd, especially when we consider that Draedon, another possible final boss and major lore character, has many in game references, which include his labs, the Draedon logs, the holograms of Draedon found in the labs, ect. While over time we learn about Draedon, his thoughts and feelings about the world of Terraria and the war, what he looks like and what his goals are, We learn practically nothing about Calamitas. This feels very confusing, as despite Calamitas being a possible final boss (for now), she has barely any build up. My solution is to have Calamitas encounters throughout your play-through. For example, she could appear in a location that she has ties to via lore, talk to you and give you some lore from her perspective, then leave. Of course not every encounter would play out the same and perhaps you might even have to gain her trust first before she talks to you. So, why add this? Firstly, it’d give Calamitas more of a presence in the game outside of her boss fight and help add natural build up to her fight. Secondly, it’d be an interesting way of getting lore and story and it’d allow us to understand her motives better, as well as how she feels about the world, war and possibly even you (the player). Thirdly, it’d give her boss fight more impact, you’d get to know Calamitas deeply and personally, which would add an emotional tone to her fight. Overall, adding encounters with SWC would help flesh out her story, boss fight and general world building.

Suggestion Author

@dusty lark

arctic boughBOT
#
**Add Hive Walls behind the Rich Mahogany of the Jungle's Living Tree Hive**

The living tree hive is a great addition to the Calamity mod, as it allows for easy location of a hive and a nice open space to fight Queen Bee. My only problem with it is that removing the rich mahogany of the tree's roots leaves behind a jarring lack of walls which makes the area where the roots used to be stand out heavily. Making this structure generate with walls behind the rich mahogany would make the visuals that much more appealing.

Suggestion Author

@crisp magnet

arctic boughBOT
#
**Make Old Lord Claymore only apply immunity frames on enemy hit**

The Old Lord Claymore in its current state grants the player immunity frames for the duration of the spin attack. As a result, the spin attack can be used to pass through any enemy or projectile without taking any damage. This is extremely overpowered as simply right clicking can nullify anything in the game. To fix this, it should be changed to only grant immunity frames on enemy hit, similar to the rams granted by accessories such as Asgard's Valor or Ornate Shield. This would preserve the Old Lord Claymore's movement abilities while making it impossible to simply nullify any attack in the game.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Move certain configs to a server config file**

it feels weird to allow any client on a dedicated server to just change stuff for calamity, eg the respawn time of npc's or "remove increased debuff duration" etc. Moving these to a server config file would solve the confusion of what is actually true now (and probably the trolling) on dedicated servers. to be more precise:

the whole "General Gameplay Changes" category along with the "base stat boosts" category and the first 4 settings of the "expert or master mode changes" category should be moved to a server config file. (maybe also the
"bosses stop weather" config, not sure about how it would actually affect a server if anyone can change that.)

Suggestion Author

@haughty phoenix

arctic boughBOT
#
**Make multiplayer a bit harder**

Right now, I feel like multiplayer is really easy. The main problem I have with it is the respawn timer, for 30 is really short. Granted, I have not tried Death Mode yet, however, in Revengance mode, me and my friends abused the respawn timer and because of that we swept the mod.

I think the respawn timer should be higher depending on the difficulty to balance it out, since especially if you have a good player on your or your smart, you can abuse it to get infinite lives, and having a higher respawn timer would make it harder to do that. Having a perma death during a boss would also be cool (where you don't respawn til the boss despawns), but it should only be on death if that happens.

Suggestion Author

@muted geyser

arctic boughBOT
#
**Change how the Astrum Deus phase 2 works**

Astrum Deus is a pre-moonlord worm boss that splits into two when its health gets lowered enough. The theme of dual boss battle is shared only by Anahita and the Leviathan, the slime god, and the normal and exo twins. However, the two Astrum Deus that you fight are functionally identical, with very little variation between the two. All the other dual bossfights other than the slime god have distinctions between the two different bosses, and usually synergize, whereas the Deus fight is just "oh crap, there's two of them now."
I think that it would be really beneficial for them to have some distinction between each other, like one being more aggressive by charging at the player, while the other shoots lasers and tries to cut the player off, rather than there just being two of them. They also don't synergize with each other at all, which makes it feel even more like just the same boss that accidentally spawned twice.

Suggestion Author

@rare rivet

arctic boughBOT
#
**Rework the Portabulb**

Don't get me wrong. The craftable Plantera summon is a nice feature. However, its implementation and easy crafting recipe end up inconsequentially making natural Plantera Bulb spawns useless. I believe there are ways this summoning item can be reworked to make it less broken.

  1. Make it require the presence of a Plantera Bulb. This means that the Plantera Bulb would be a crafting station to craft the Portabulb. Unlimited Concurrent Bosses did something similar to this with their "10 Plantera summoner" with modest success.
  2. Make the Portabulb plant Plantera Bulbs. Imagine if using the Portabulb converted a Trapper Bulb from your inventory into a seedling for a Plantera Bulb. This would be incredibly unique compared to most other summoning items, although may serve as more of a challenge to implement.
  3. Allow the Portabulb to remove existing Plantera Bulbs and put them somewhere else. This would help to keep the Portabulb's unique purpose, but won't subsequently remove the purpose of Plantera Bulbs existing.
Suggestion Author

@tawdry grove

arctic boughBOT
#
**Make Fusion Feeders drop shark fins**

Even though it is a sand shark, it does not have a shark fin in it's loot pool, which makes it out of line with other shark variants. A simple fix won't hurt, as even when your desert is corrupted by Astral Biome, it would still allow players to grind for fins.

Suggestion Author

@zinc gyro

arctic boughBOT
#
**Teleport players to Supreme Witch, Calamitas when no players are near in multiplayer.**

If your SCal arena is too far away from spawn and you die while taking on Supreme Witch, Calamitas with a friend, you have to travel back to the arena to get back in the fight. That isn't a problem in of itself, but the problem comes in when all players inside the arena die while someone else is somewhere in the world or en route to the arena. SCal will pursue the remaining player, triggering her own rage, making her very near impossible to continue fighting, owing to the difficulty of even getting back to the arena, all the while dealing with a constant cycle of death and dying owing to overlapping respawns and her never despawning.

Thus, I propose that, much like how Moon Lord teleports to the closest player if there are none near it, that if no players are near to her, Supreme Witch, Calamitas would teleport all or the nearest player(s) to her location, so that it is much less likely that the fight is dragged to somewhere it was not intended to be, and so that if the player(s) want to be done fighting her, she can kill them all off without respawning being an issue.

Suggestion Author

@unkempt swallow

arctic boughBOT
#
**Add Old Lord Claymore to the Ashen Chest pool**

Old Lord Claymore is dropped from a rare enemy (Bone Serpent) with a small drop chance. Bladecrest Oathsword and Ashen Stalactite are already in the Ashen Chest loot pool and are obtained simularly, so why Old Lord Claymore isn't included?

Suggestion Author

@west sapphire

arctic boughBOT
#
**Add more Dart weapons and ammo**

Dart weapons are pretty limited in content, with only 4 weapons and 5 ammunitions for the aforementioned weapons. It certainly also doesn't help that Darts completely lose their relevance after the Mechanical Bosses, as the final piece of Dart-related equipment is at the start of Hardmode. Besides their final use point, all forms of Darts are unique from each other, such as Ichor Darts firing in a spread, and Cursed Darts dropping projectiles as they fire. In light of this, I propose that we add more Dart weapons, and possibly even unique ammo types to go with these. Darts have so much potential behind them, which is why it's disappointing that they aren't utilized more. Darts don't even have to be as developed as Bows and Guns, which are prominent throughout the entire game. However, some later content for them past early Hardmode would help greatly to let Darts be a more unique and noticeable group of weapons.

Suggestion Author

@green torrent

arctic boughBOT
#
Tone down the fruit drops from trees

So recently, Calamity made a change to the drop pool from shaking trees (chopping counts as shaking, but right click works too), making fruit much more common. This wasn't necessary in the first place, but the amount it was cranked up to is ludicrous. Here are my reasons for why it should be reduced:

1: There are too many fruit types. There are like 8 different types of regular fruit (even more if you count the jungle and evil biomes) with identical stats, and they seem to all have an equal chance of appearing. This means every time you chop trees your inventory becomes a mess. Not to mention an apple, lemon and grapefruit dropping from the same tree doesn't make an ounce of sense. Making fruit a less common drop would prevent inventory management from becoming even more annoying than it already is.

2: Food isn't hard to get. It's not hard in vanilla, and it's even easier in Calamity, where many shopkeepers now sell medium tier food. This food is both easy to get and better than fruit in every way. Nobody is gonna use fruit for boss fights because getting better food is practically effortless.

3: Low-tier fruit barely makes a difference. There is ONE situation in which having fruit is useful, and that's the earlygame. And by that I mean copper shortsword-level earlygame, before you've set up NPC houses. But is an apple gonna help you survive a dart trap, boulder or pack of explosives? Thought not. Is it gonna help you survive 50 damage slimes? Thought not. Threats at that point in the game just do too much damage for the regen boost to be helpful.

Considering the reasons stated above, I suggest the rate that fruit drops from trees be reduced. If not nerf back to vanilla levels, please at least reduce it by a substantial margin.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Change the Sand Elemental in a Bottle(s) into Elementals in a Lamp**

The Elementals have always has a pretty big identity problem, but I think one of the weirdest is the twin desert Elementals. They're iconic but weird. The fact that the Elemental in a Bottle feeds into obvious "jar" jokes doesn't help their reputation, though I believe it is mostly just an attempt to continue the "in a Bottle" type items like the double jumps, so it's mostly fine. But the fact that two drop from the exact same source and are nearly indiscernibly similar? It's just more fuel to the fire.

The worst part, though, is Rare Elemental isn't even rare anymore! It drops at a 10% chance instead of 20% but the whole "Rare" name just... feels weird. It harkens back to Rare Item Variants, another feature Calamity is trying to move past.

This is why I think moving the container to something more thematic would be appropriate. "Spirits" are already known to be in Lamps a la Desert Spirit Lamp and Spirit Flame, and I think the idea of the two of them being in a lamp kind of like a genie would both give them more of an identity, get rid of the weird "Rare" identification, remove the need for multiple nearly identical items (much like how the RIVs were remove and usually either replace or were replaced by their variants) and help them feel more appropriate and connected to the Desert.

Even if it isn't a lamp, making the two more connected to the actual Sand Elemental they drop from would help, and ditching both "Rare" and "Bottle" and simply making them into one item would be a good start.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Briny Baron deal true melee damage.**

Aegis Blade has two attacks, first attack has on-hit effect, second is ranged.
Briny Baron has two attacks, first attack has on-hit effect, second is ranged.
Sounds simular, right? But Aegis Blade has true melee damage, and Briny Baron is just melee. I think this is an inconsistency that should be fixed.

Suggestion Author

@west sapphire

arctic boughBOT
#
**Implement Segments to Boss Health Bars in the UI**

Knowing when a boss will phase is another factor to this becoming a wiki game, especially in rev and death. This can lead to unfair deaths and cheap hits.
An elegant solution to this would be adding segments to a boss' health bar which clearly and effectively show when a boss will change its behaviour next (change phase) For inspiration, one could look at the health bars in kingdom hearts 1 or 2, health bars in overwatch, or boss health bars in destiny 2.

Suggestion Author

@slim zenith

arctic boughBOT
#
**Add a fade effect for loops of the SCal fight OST**

Self-explanatory. The sudden cut-off of the Grief and Lament sections when a new music loop starts is quite jarring especially considering the 0.5-second or so gap between each loop

Suggestion Author

@burnt minnow

arctic boughBOT
#
**Make the “essence of” items have a bottled form**

So vanilla terraria already has items like “Soul of light in a bottle” or “Soul of fright in a bottle” So it would follow that maybe you should be able to put the essences of sunlight havoc and eleum in a bottle as decorations too. This could possibly extend to other such items like ruinous souls yharon soul fragments and any other similar items added in the future.

Suggestion Author

@plucky lark

arctic boughBOT
#
**Rework Evil-1 to Evil-2 Progression**

The section between Evil-1 and Evil-2 is one of the most problematic sections in the game; this is caused by a lack of content between the bosses, and a lack of unique content afterwards from each.

Calamity clearly wants there to be a tier between Evil-1 and Evil-2; simply look at the intended boss progression. The problem is that there is no meaningful content between the two. You can very easily butcher Evil-1 and immediately kill Evil-2 with little to no preparation.

This problem could be solved by actually moving content between these bosses at the very least. For example, Deerclops and Crabulon would fit perfectly between Evil-1 and Evil-2, due to having very little identity themselves at their current tiers, and there being no bosses between the two evils in progression. (Evil2 might need small buffs to compensate, but this really couldn't hurt them anyway)

Furthermore, the drops from Hive Mind/Perfs feel incredibly homogenous with the existing Evil drops, both materials and weapons. Both of these issues could be resolved by simply turning Evil-2 drops into LITERAL upgrades instead of just spiritual ones. The weapons already correlate to existing Evil-1 drops anyway (Blood Butcher->Vein Buster, Crimson Rod->Blood Bath, The Rotted Fork->Sausage Maker, etc.) so very little work would need to be done, and you could remove the direct weapon drops as well (Brain and EoW don’t drop weapons directly either).

If you REALLY want to get interesting, you could even increase Aerialite’s mining power to like 75% and add upgrades to the Evil picks made with Evil-2 materials; this way players would need to use the new upgrades OR Molten, which make both feel more significant (Skyfringe could receive some buffs too to compensate [or we could just kill it]).

Overall, something really needs to be done to flesh out the tier between what these two supposed large jumps in progression should be so they actually feel like progression.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add draedon lab styled furniture**

Draedon's labs are extremely cool, with their scifi vibes and theming. What I would want is chairs, tables etc in this style, so that I could use them in my laboratory builds. Right now, having to use wooden or stone furniture until the Exo Mechs is annoying and they stick out like a sore thumb in laboratory styled builds. Even then, the exo funiture doesn't blend in that well, with the futuristic (and metallic) styling. Also they could generate in vanilla labs, adding a cool addition in Draedons labs aswell

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Move Obsidian Swordfish Back to Pre-Hardmode**

Obsidian Swordfish is a bad Spear you can fish up from Lava in Hardmode only. Obsidian Swordfish USED to be a really good item because Calamity added Slurper Pole, and it's existence allowed you to fish in Lava pre-Hardmode; Lava fishing used to be Hardmode locked in previous updates, and Obsidian Swordfish had no progression lock in old updates because of this quirk.

Now that vanilla has added pre-Hardmode lava fishing, they have given Obsidian Swordfish a progression lock. For some reason. This thing is outclassed by Dark Lance, but it's Hardmode locked. It has the same range as The Rotted Fork. If this lock was removed, Obsidian Swordfish might actually be able to see use. Like ever. It was honestly a meta pick for True Melee at one point because of it's high base damage and higher than average crit chance! I think it seeing use again would be nice, and it's such an easy fix too.

And this isn't reversion because it was not an intended change from Cal, just conditional changes due to Vanilla's meddling. However, there is some meddling the other way. Calamity... nerfs. Obsidian Swordfish. For some reason. Even if it isn't brought back to pre-Hardmode, I feel like this nerf should be undone instead, then. 3 seconds of Hellfire does not make up for HALVING it's base damage. This change feels like it was intended for when it was still obtainable in Pre-Hardmode, but it isn't and it leaves the weapon in a miserable spot. Frankly you could unnerf it AND move it to say, post-Skeletron, and it would still be fine. That's how bad of a spot it is in.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add an item similar to the ability of Wulfrum armor**

Wulfrum armor, as a whole, is a pretty cool concept, with its set bonus giving a new and overall more fun way to apply summon tags, which can be helpful. However, this is locked to a very early game armor set that isn’t generally considered good. I think an item should be added that can be used as a support item for summoner, with the possible trade off being that it triggers the summon penalty while held. This way you can use the very fun concept of Wulfrum armor’s gun as an item, while allowing you to use proper armor. This might be a bit strong for early progression, so I think it should be placed around mechs, both distancing it from the Wulfrum armor, keeping it relevant in early game, while also making it not OP.

Suggestion Author

@tawdry current

arctic boughBOT
#
**Make it so grass can merge with lab blocks (and possibly other blocks) like dirt blocks**

A minor change but could make builds look much better, as this block would work like other building blocks normally do rather than having a gap of air in between the two tiles. In short, don't have grass/mowed grass blocks create a "corner" when next to laboratory plating. (Image on left displays how laboratory plating blends with dirt, on right displays how it looks with grass, preferred change would be the same shape on left image)

Suggestion Author

@quick pawn

arctic boughBOT
#
**Tone down the spawnrates of Voodoo Demons**

I appreciate how Calamity increases the spawnrates of Voodoo Demons before defeating the Wall of Flesh. However, there are simply too many of them. In my experience, Voodoo Demons spawn even more often than regular Demons. I'd recommend toning down the spawn rate just enough that they aren't the entire Underworld populous.

Suggestion Author

@tawdry grove

arctic boughBOT
#
**Rebalance Calamitas Clone's Bullet Hell Phases**

As it stands the bullet hell phases in CalClone's fight are not well thought out in terms of how they are, especially with fireblasts conflicting with the projectile acceleration of hellblasts in BH2, and due to the projectile acceleration of the hellblasts, it can often make some hits in the BH phases feel cheap.

An idea that was brought up was to have CalClone spawn a box similar to SCal's, but not solid. The player has to stay in the box to avoid the BHs, leaving the box will cause CalClone to enrage and all projectiles will have massively increased velocity and the ongoing BH will then go on forever until the player re-enters the box.

In exchange for the space limitation, projectile acceleration of the hellblasts should either be massively toned down, or outright removed, meanwhile the fireblasts need to be tweaked as well. One potential idea is to have them explode further away so the initial projectile and explosion isn't so close to the player all the time.

Suggestion Author

@stable dust

arctic boughBOT
#
Remove the Shockstorm Shuttle

This enemy doesn't need to be in the game. Martian Conduit Plating is renewable via the Martian Invasion, and the plating only drops Post-Golem anyway, so we wouldn't be destroying any building opportunities. The Transformer could be moved to the Martian Invasion, perhaps as a Martian Saucer drop, or could be added to the Cloud Elemental loot pool.

By removing this enemy we would be removing the only renewable source of Exodium, which could be problematic if the world glitches and the Exodium planetoids just don't spawn. There could be a couple solutions to this, one of which would be adding a way to craft Luminite into Exodium. Alternatively, perhaps it could drop from Moon Lord himself.

"But why are you doing this?" You might ask. "What did the Shockstorm Shuttle ever do to you?!". Well, it can go through blocks, shoot high-speed projectiles from offscreen, and spawn once every minute. It's already hard to do anything in space due to harpies and wyverns, but Shockstorm Shuttles have the worst parts of both enemies, without having much purpose of their own.

Suggestion Author

@gritty flower

arctic boughBOT
#
Nerf the Onyx Excavator Key

It is very broken early-game (if you get it early-game) allowing you to easily overcome the issue of mining speed. I suggest for a change, it either:

  1. needs a post-WoF fuel source to run it or something

  2. scales with your mining speed as well as your pickaxe power

  3. overheats over time and needs time to cool down

These would be good balance changes for this mount in my opinion, and would make it less OP early-game.

Suggestion Author

@echo scroll

arctic boughBOT
#
**Swap the Schematic Placements of the Space and Sunken Sea Labs, so the Space Schematic is the first one**

This never made a lot of sense in the first place. The Sunken Sea lab is out on the edge of the sunken sea and super easy to miss when you are just trying to explore the biome normally after you defeat Desert Scourge, and generally have to go out of your way to find it (which has been stated cannot be fixed due to worldgen issues when tried)

Meanwhile, the Space Lab is right above spawn and much easier to find randomly for a newer player due to most players just using gravitation potions early to get to floating islands, which would make it a lot more intuitive for newer players if the space lab was first and could start to learn all about the draedon stuff from there. (Not to mention all the other mini planatoids having useful loot like heart crystals, a bezoar, enchanted sword, etc.)

And to add onto that, the chests already have useful early-game items like Planter Boxes and seeds to help out with making potions already. That, and Aeralite now generates in space now, and the Tier 1 Draedon Arsenal weapons use Aeralite in their recipes, so it even fits thematically with the ore now being in space.

Suggestion Author

@pallid spire

arctic boughBOT
#
**Celestial Tracers should have Auric rejection immunity.**

It is an accessory made from Auric bars like the Auric tesla armor but giving the immunity to the boots would be a good place to have it for when future armor comes into the game and/or for people who rather Gem tech and demonshade as their armor.

Reason: It would allow people to use the armor they want to wear while being underground with no care if they touch Auric ore or not.

Suggestion Author

@hybrid blaze

#
**Give Yharim's Gift an Auric Immunity like Auric Tesla**

Auric Tesla armor is the only way to get an immunity to Auric rejection. It really sucks if you want to use literally any other armor set at this tier like Gem Tech or Demonshade. Other ores with debuffs never put the immunity to their effects on an armor set. Both Hellstone and Meteorite simply have their immunities on accessories or potions, being Obsidian Skull or Obsidian Skin.

Yharim's Gift, both being lore connected to Yharim, who literally has his soul attuned to Yharon, and drops from Yharon, the literal last Auric Dragon, gives it plenty of connections to Auric Souls, so it would make total sense that if any accessory was given the ability to give the player immunity to Auric Rejection, it would be this one. It would also give it a much needed identity, as currently Gift is just a massive stat stick with a buffed Star Cloak slapped on top.

Suggestion Author

@olive shale

arctic boughBOT
#
**Shorten the tooltip of Essence of Sunlight**

Huge nitpick, but it's just needlessly long, and inconsistent. When compared to the one-word lengths of Eleum and Havoc, 'sky, light and storm creatures' is just weird. Maybe 'atmospheric creatures' or 'sky-faring creatures' could work, but anything would be better than 'sky, light and storm creatures'?

Suggestion Author

@lost geyser

arctic boughBOT
#
**Change the color of Vigilance projectiles for more visibility**

The look of the projectiles for Vigilance make sense because it is dropped by Supreme Calamitas, but if you try to use the weapon while fighting Supreme Calamitas the projectiles from the summons make whichever projectile that is going to hurt you almost impossible to distinguish from one you dont have to worry about even with the dart's opacity being changed in the last update. This could be solved by just making them purple

Suggestion Author

@small flax

arctic boughBOT
#
**Add a light effect removal setting in the config**

the effects such as the aroura in the cryogen fight or the stars and light in the astral infection have become a huge nuisance to my and my friends trying to play calamity, effects like these tank our fps down to 2-5 and prevents us killing cryogen or interacting with the astral infection, a light effect removal option in the config would really help those of us with weaker pcs

Suggestion Author

@red sundial

arctic boughBOT
#
**Remove or rework the "taking over [x] damage in one hit" effects**

In case the title is unclear, I'm talking about the effects that happen when you get hit for over a certain threshold of damage. This threshold varies between the specific causes, and are documented below.

Aerospec armor - 25 damage - Post-Evil2
Statigel armor - 100 damage - Post-Slime God
Abyssal Diving Gear - 50 damage - Post-Moon Lord
God Slayer armor - 80 damage - Post-Devourer of Gods
Auric Tesla armor (due to being crafted from God Slayer) - 80 damage - Post-Yharon
Celestial Tracers - 200 damage - Post-Yharon

While this may seem creative, it is anything but. For example, God Slayer armor. You either spawn projectiles upon getting hit, or gain iframes, both of which are... uninteresting, to say the least. As another example, Celestial Tracers just gives iframes when its threshold is hit, regardless of what class you are, which is absurd. The vast majority of these effects are just "take damage, spawn projectile" or "take damage, gain iframes", which is entirely unimaginative. Thus, I suggest that we rework these effects or remove them outright, depending on the circumstances.

Tl;dr, these effects are boring and should be changed in some manner.

Suggestion Author

@green torrent

arctic boughBOT
#
**Add more or rework already existing bows to repeater type weapons

**
Ranger has a wide spread arsenal of weapon in calamity. There are close to a hundred different type of weapons

Though, one type of weapon is left completely unexplored. There are only 4 repeaters in calamity, compared to 26 bows or 57 guns. The type is in comparison, totally lacking.

So, I suggest adding more repeater type weapons OR just reworking already existing bows to the repeater type, removing gunk on tiers which ranger runs to already. This would make some more ignored bows to stand out and giving them a personality of their own

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Make Rev+ Spazmatism's phase 2 flames inflict a stronger Cursed Flames variant instead of Shadowflames**

(This is a repost of my suggestion I wrote a year ago)
Why exactly are Rev+ Spazmatism's flame attacks Shadowflames, and no longer the green flame debuff who Spazmatism's eye color is distinctly based on? (Also Apollo, the Exo mech counterpart also retains the green color on its sprites and its projectiles)
I believe the answer to this question is that Shadowflames are simply put, stronger debuffs. To keep this part of the boss's balance and also to preserve consistency at the same time, perhaps you could simply take the Flame Gauntlet and Frost Armor approach (creating stronger versions of the Fire and Frostfire debuffs respectively) and create a stronger version.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make Multiple Line Fishing Rod Available Earlier**

Currently fishing is usually seen as tedious due to its inherently grindy nature. At that, multiple line fishing rod is amazing as it significantly increase the efficiency of fishing while still incentivize doing the fishing yourself instead of just buying potions.

However as of currently these multiple line fishing rod simply is too late in progression, current is like this:

Feral Double Rod (Post-Plantera) - 2 lines
Rift Reeler (Post-Golem) - 3-5 lines
Early Bloom Rod (Post-Providence) - 6 lines
Devourer of Cods (Post-DoG) - 10 lines

As you can see the first multiple line fishing rod is available at Plantera, which is way too late. Notably players tend to require the most grinding at the start of Hardmode due to the difficulty spike from increase stats and harder move sets of the enemy.

Thus, I think these fishing rod should be available earlier. For example, 2/3 lines at the start of Hardmode, 3-4/4-5 lines Post-Plantera, 6 lines post-Golem, 8 lines Post-Providence, 10 lines Post-DoG... Something like this;

This will be proven much more useful for the player and incentivize player to actually fish for items through enabling more efficient tools instead of installing Quality of Life mods and just buy them due to tediousness.

Suggestion Author

@drowsy mantle

#
**Rework the MOAB into a simple upgrade to BOB and fleg.**

It would be good and useful to make MOAB pre-MB and to remove the wings mechanic from it and the jetpack from it's recipe and replace the mech souls into just needing soul of flight or light/night.

You could also just.
Increase the size and height jump of the MOAB "wings" to make it feel better and more worth it.

The height jump needs to be buffed as it leads to less height jump than bundle of balloons and frog leg so it could be buffed like that. To balance it could need frog gear instead to make it more worth to get as more people would just get fairy wings instead.

Suggestion Author

@hybrid blaze

arctic boughBOT
#
**Add an input buffer to the shield ram**

Recently, when fighting particularly demanding bosses, I noticed that there were many times where I tried to ram a frame too early, and as a result, the ram never happened, and I was instantly killed. Thinking of how other games handled the problem, I recalled that some would queue an input if it's put in a tiny bit early, so that the moment the cooldown ends, the input would be executed. This wouldn't be a huge buffer, mind you, just a very small fraction of a second, to improve the feel of ramming with a keybind.

In simpler terms, if you try to dash a tiny bit early, the game takes a note of it and dashes as soon as it can

Suggestion Author

@feral nymph

arctic boughBOT
#
**Change the Angling Kits**

Buy a man eat fish, he day. Who likes fishing? Nobody. That's why Calamity introduced Sandy Angling Kit, a grag bag that drops from the Desert Scourge and contains fishing gear, i.e. potions, accessories, and an armor set. However, the drop chances from this bag are, to say the least, low: 1/60 Normal or 1/48 Expert for Tackle Bag accessories, 1/40 Normal or 1/36 Expert for PDA accessories and 1/20 Normal or 1/16 Expert for armor pieces. This means that, worst case scenario, you'd have to kill the Desert Scourge around 360 times in Normal mode to get all of the pieces, which takes different amount of time, but let's just take 1:30 for an average early pre-hm fight which comes to 540 minutes or 9 hours. Painful. In the meantime, fishing some quest fish and just getting the loots from the Angler, especially with Calamity, is going to take however less time than our theoretical 9 hours.
Not only that, there also exists a Bleached Angling Kit, which is a hardmode version of Sandy Kit from Aquatic Scourge but this time it drops Angler Tackle Bag. Why does it even exist in the first place? There is seriously no other reason that to match the loot table of the Desert Scourge.
There are exactly three options I could suggest, although some people could suggest something else:

  1. Slightly buff the drop chances from both Kits, and possibly remove Tackle Bag materials from the Bleached Kit;
  2. The same as above, but merge Sandy and Bleaching Angling Kits into one;
  3. Remove both Angling Kits as they present a better-Worse version of getting the fishing gear.
Suggestion Author

@orchid frost

arctic boughBOT
#
**Add an alternative recipe for Miracle Matter using Ashes of Annihilation**

Currently Miracle Matter is restricted to being a Post Exo Mechs material, meaning that if the player wants to get more than one ranged, melee or rogue weapon, they are forced to beat the Exo Mechs instead.
Adding an alternative recipe for MM would partially remove that lock, allowing the player to get miracle gear after either defeating Scal or EMechs, as well as making SCal more relevant compared to the noticeable presence that Draedon has compared to her.

Suggestion Author

@round mist

#
**Increase the amount of potions that you get from fishing recipes**

Currently, there are three main ways of acquiring potions: The vanilla recipe, the blood orb recipe and NPC Shops. However, the latter two greatly invalidate the first one, as they require way less effort in order to achieve the same result.
By increasing the amount of potions that you get from fishing (Such as Endurance, Wrath, Rage, etc) would reward the player for putting time and effort into fishing, compared to simply buying said potions or mindlessly killing bloodmoon enemies.

Suggestion Author

@round mist

arctic boughBOT
#
**Rework the Enchantments**

Currently, the Brimstone Witch NPC (Calamitas) offers a sort of "second reforge", which are called Enchantments. All of these give a powerful upside, but also offer a debilitating downside in exchange. However, a large portion of these Enchantments simply are not worth using, and it's not because of the downsides. Some of them straight up don't work, others can have their downsides easily bypassed, and others still simply don't have a large enough downside to pose a threat. This is a clear problem.

Because of this, I propose that this whole system gets a rework. Making the upsides larger very much wouldn't fix the problems with Enchantments, so I feel it would be best to change them all entirely. This could also lead to giving Supreme Witch, Calamitas being more rewarding to fight first, as currently the Exo Mechs are the preferred boss to fight for all classes, and the Enchantments simply do not outweigh the benefits of gaining the weapons crafted from Miracle Matter.

Suggestion Author

@green torrent

arctic boughBOT
#
**Increase delay before Yharon charges during the Flare Dust Ring attack**

In subphase 2 of the Yharon bossfight, Yharon will teleport above the player and turn into a ball of fire, shooting Flare Dust in a circular bullet-hell style pattern, with random openings of various sizes. He then waits 3 seconds before doing 2 slow charges at the player. However, the player would still be trying to navigate the bullet-hell and will easily get hit by Yharon due to his large hitbox and greatly restricted mobility for the player during the attack. This causes players to get hit very easily, and makes this attack much more RNG-based to dodge compared to the others.

As a solution, my suggestion is to extend the delay before Yharon charges at the player to 4 or 5 seconds. This will give the player more time to get out of the bullet hell and give an opportunity to dodge Yharon's charge. An alternative would be to reduce the amount of Flare Dusts that Yharon shoots out, either increasing the gap between the projectiles, making Yharon shoot them slower, or reducing the amount of rings he shoots out.

Suggestion Author

@neon dawn

arctic boughBOT
#
**Replace Hellstone Bars in the Underground Lab with Meteor**

Hellstone is certainly a useful material, a material that is, in vanilla, locked behind Evil bosses, but with Calamity you can get it pre-boss via fishing out an unnerfed Reaver Shark and mining Hellstone. Meteor is also a very useful material that is also locked behind Evil bosses that... You can rarely get pre-boss from Gold Chests that just so happen to spawn very near the Underworld. A bit inconsistent, isn't it?
Calamity also adds a set of structures called "Research Labs", one of them being in the Underworld. In there you can find 5 Hellstone Bars just laying on the ground. But, hey, you might say, there is a much better and much more profitable way to get Hellstone, why are the bars in there? I have no idea, but I share this with you and question it as well. Having those two problems combined, I propose replacing the Hellstone Bars in the Underworld Lab with Meteor Bars.

Suggestion Author

@orchid frost

arctic boughBOT
#
**Have the boss music of active bosses override placed music boxes.**

Boss music, as any adaptive music, is an important part of setting the tone for each section of a playthrough! It gets quite dull hearing the town theme take over each and every biome as I build around pylons, which music boxes are excellent for solving--until bosses come into play. If a boss spawns near a town, or if the arena is nearby and I forget to turn the box off (which of course is a hassle during the actual battle), it gets quite disruptive hearing the music fade out to the start playing the music box as I get too close. This is especially disruptive as boss music would typically trump other tracks (such as the natural biome or town theme).

Thus, I am proposing that unless the music box is specifically equipped on the player, that either Calamity itself or the music mod allow its boss music to play regardless of placed music boxes in an area. Or at least have it be an option!

Suggestion Author

@jagged roost

arctic boughBOT
#
__***Remove electric buffing effects from honey & lava to instead give them other effects while in them; And just instead innately have the wet debuff apply the electric debuff damage increase to BOTH players & npcs***__

According to the wiki, https://calamitymod.wiki.gg/wiki/Debuffs#Amplification, the MOLTEN rock lava as well as the viscous, LOW WATER content, and cool honey increase ELECTRIC damage. Just why though? Wouldn't it make more sense to have lava do that for fire debuffs and possibly have honey for ice debuffs? Fire to lava because lava is already sort of that? lava isn't a good conductor of electricity, NOR honey, so why have them treated as such? Plus it serves no purpose, as little to no players would create lava arenas/honey arenas for the purpose of simply boosting electricity debuffs, especially when there's only one debuff in that category that even does damage.

Next, as suggested by @green torrent, I was informed of how I should bring up the fact that being in water or in the rain could simply inflict Wet, as that would be a suitable & realistic alternative. But this comes to the next part that the debuff should be applied and have the new cal tinker effects applied to BOTH player & npcs. Why wouldn't we be effected by the environment this way, yet everything else is? Same for the slime debuffs for multiplayer (pvp, while not centered around it, should be acknowledged imo) reasons. Imagine being hit with it to try to use an alt to the oil debuff only for the game to pull a disappointed winnie the pooh face (metaphorically) and go: "No, (sigh) no...." and deny you this strategy on players? Or perhaps have slimes (or some) pose a threat by having them potentially inflict the slime buff on you via contact and if another fire enemy hits you, viola! you now in flames.

all this would add more natural enviroment hazards in a more logical/realisitc sense as well as emersion and allow for some pvp options.

Suggestion Author

@lilac flame

arctic boughBOT
#
**Improve the Alternate Ways to Get the RoD**

As you know, the Wizard sells the Rod of Discord for 10 platinum (excluding happiness discounts) when he's in the Hallow. This method, however, is incredibly uninteresting and cheapens the item to "just another thing to buy." The 10 platinum is an insufficient blockade that could be overcome with only a few defeats of a given boss. I personally have found myself having dozens of platinum coins well before defeating the WoF. As such, I've devised a few solutions to obtaining this item rather than "pay money and get it lmao."

1) Make a Shrine for the RoD
This would be the most ambitious method, but I'd argue that it is quite worthwhile. Not only would having a RoD in some kind of shrine emphasize its importance, but it would also allow for worldbuilding and the execution of lore. The question of Pre-HM obtainment could be countered by making the RoD similar to Murasama, in the sense that it would unlock its power upon the defeat of a boss (WoF in this case).
2) Give RoD a tier-locked Dungeon Chest
Similar to Astrum Aureus and his Astral Chest, the RoD could be locked in a chest in the Dungeon that could unlock upon the WoF's defeat. This could work to make the RoD feel more deserved. You could also lock it behind Queen Slime to make her more included in the game progression, as it's pretty common for people to skip her.
2.5) Give Queen Slime a RoD Drop
As an alternative to Idea 2, you could have Queen Slime drop the RoD directly. This would be effective enough, though might overcrowd her drops.
3) Simply Buff the RoD Drop Chances
This is the most simple and arguably the most elegant suggestion. Making the RoD drop easier would make people able to get it without needing the Wizard to sell it at all.

Suggestion Author

@tawdry grove

arctic boughBOT
#
**Make inactive power cell factories and chargers stand out more in Bio-center Labs**

Power cell factories and charging stations are vital for progression in the Draedon's Arsenal weapons and, eventually, the Exo Mechs. Despite this, they're pretty much the only piece of furniture that doesn't glow to attract the player's eyes to it. To someone playing the mod for the first time looking at the pictured lab, it would be hard to guess that the factories and charging stations are the most important thing here other than the chests. If anything it's the decorative campfires or the beds. Due to the time wall that is incurred if the player does not place these early, it is important that it is communicated to the player that these are more important than the surrounding furniture. Making these key items stand out more by any means would communicate their importance to the player much more effectively than they do now.

Suggestion Author

@hybrid nimbus

arctic boughBOT
#
**Make Universal Pylon Easier To Obtain**

Universal Pylon is a special pylon rewarded for 100% the bestiary. It function as a pylon that can be placed everywhere and do not require NPC.

It cannot be overstated how useless this item is for its cost. Essentially, you have to beat the ENTIRE GAME (or for Calamity, at minimum until Moon Lord) to obtain this item due to the bestiary condition.

For that much work you essentially just get a wireless teleporter at post-Moon Lord, let alone the condition to encounter all critters not just enemies.

This item should be made just easier to obtain and if needed add a different 100% bestiary reward in place of Universal Pylon.

As for how it can be made easier is maybe change its obtain condition, such as make it require you to have bestiary record for enemies spawnable in preHM only (which trust me, will still be very difficult), that way at least you might have a unique preHM teleporter for all the effort; or can also just reduce the % amount of bestiary you have to complete for Universal Pylon.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make the Hallow/Evil Spawn in Predictable Columns**

One of the most annoying parts of going into Hardmode is the giant V of world evils that are spawned. You’re basically put on a timer to get it under control or speedrun mechs for Clentaminator due to how difficult it is to contain, and how detrimental it can be to your world if you don’t.

Most of the difficulty of containment isn’t from any innate attribute of the biomes; it’s very easy to contain them in pre-Hardmode. Simply blow up containment shafts on the sides! 90% of the difficulty of containing them here simply stems from the shape Terraria generates them in; the V.

If this “pillar” style generation was done instead, it would not only make sense as the Underground variants would actually be under the Surface biome, Calamity could easily ensure that the biomes don’t hit other important Biomes like the Jungle by simply spawning said pillars on top of the existing evil biomes, since there's always at least two, leaving one spot for each without overlap.

Also, if either of these biomes decides to spawn in the Jungle you're either going to lose out on Jungle drops if it's the evils, or Hallow drops, both of which are vital to early Hardmode, ESPECIALLY Surface Hallow stuff, as typically when generating in the Jungle, the Hallow won't reach the surface. These drops are used in Pixie Wings, the tier's healing and mana potions, Fabsol's Vodka and in turn the Drunk Princess, a multitude of weapons, and Axe of Purity, an item who's sole purpose is to help you deal with these biomes.

This is relevant to Calamity specifically because of this strong impact on progression that the current system is detrimental towards, Calamity's reworking of early Hardmode to extend it even further than in Vanilla which incentivizes slowing down to be able to experience more of it's content (including added SEVERAL bosses), and similar previous QoL changes such as removing random evil block spawns from breaking shrines.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make the "Lab Hologram Projector" Rotatable**

The Lab Hologram Projector can only face 1 way, Left, Why not give it the chance to see what's also on its Right side?

Suggestion Author

@solar jolt

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

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

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

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

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

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

Suggestion Author

@wintry forum

arctic boughBOT
#
**Move Hoppin' Jack to Pre-Hardmode and add Halloween Drops to Graveyard Enemies**

Hoppin' Jack, previously a halloween only enemy, can now spawn any time in graveyards in hardmode. However, in vanilla, the only thing he drops is coins. I think there's potential to make this visually unique enemy stand out a bit more and have some purpose by moving him to pre-hardmode and adding the halloween weapon drops (Bladed Glove and Bloody Machete) and halloween goodie bags to the drop table for Hoppin' Jack and Ravens which both currently drop nothing and spawn naturally outside of graveyards during halloween.

This is a minor suggestion, but I do think it'd be nice to give some purpose to the enemy which seems like it should drop something now that folks are more likely to encounter it in a normal playthrough. Its current lack of drops make it an outlier even among slime-type enemies, because it does not count as a slime and does not drop gel.

By specifically making Hoppin' Jack Pre-Hardmode and adding the halloween weapons to it and the Raven's drop table two very unique weapons would be made usable at the point in progression they are meant to appear all year.

Suggestion Author

@sage summit

arctic boughBOT
#
**Rename Nuclear Rod to “Nuclear Fuel Rod”**

It just makes more sense. There’s no such thing as a nuclear rod, but there is a thing called a fuel rod.

Suggestion Author

@fathom bronze

arctic boughBOT
#
**Specify what fairy boots benefits actually are in the tooltip**

"Nearby Fairy's grant increased life regen, defense, and movement speed"
This description is too vague and would probably lead to the average player not even bothering to craft these because they don't know the actual stats of fairy boots. This description could be changed to "fairy's grant X life regen X defense and X% movement speed" or something along those lines.

https://media.discordapp.net/attachments/225030931008847874/1116772451297263696/image.png?width=960&height=431

Suggestion Author

@sharp topaz

arctic boughBOT
#
**Revert The Nerf On Meteorite Spawn Condition (to pre-Eater of World/Brain of Cthulhu)**

Before 1.4, the meteor used to fall as long as you had broken a demon/crimson heart in the evil biome; however after 1.4 vanilla nerfed it to only drop after either Eater of World or Brain of Cthulhu is defeated.

This change is not very good as firstly meteorite item are simply not that good, as with exception of Star cannon all meteorite crafts are around Eye of Cthulhu power at best. Additionally Calamity unnerfed Reaver Shark in the same patch which means the player can potentially get hellstone gear which far outclass meteorite gear, yet Meteor still is hardlocked by progression.

Besides, meteorite gear also often emphasize piercing and AOE over single target dps which make it useful against EOW or BOC... which currently is only available after defeating them. Meteorite item do terribly against the bosses afterwards and as stated, get outclassed by hellstone in all ways. An additional benefit of meteor falling earlier is that it make it easier for building and planning because you can see the meteor location earlier into the game.

For conclusion unless the developers plan to completely buff and rebalance all meteorite crafts, I think it is better for meteor to become pre-boss again; and even then except for Star Cannon they will only really just be "very good" but not overpowered.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Heat Spirits drop Bloodstone post-Providence**

Literally every other enemy that spawns in the Brimstone Crags drops bloodstone. This seems like just an oversight, and should be fixed for consistency.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Remove the "with varied effects" line from Blast Barrel's stealth strike description**

The rogue weapon called Blast Barrel describes its stealth strike as "makes a barrel bounce twice before disappearing with varied effects after each bounce". However, it's a bit misleading, as there is no variety: each time the barrel bounces, it gains more momentum and spawns flares, as well as stealth exclusive "Barrel Shrapnel" projectiles, but even then they appear after each bounce. It's a bit weird from my perspective

Suggestion Author

@orchid frost

arctic boughBOT
#
**Make Celestial Onion's tooltip say what it actually does**

Celestial Onion's tooltip feels like a relic of old Calamity. It just says "Consuming it does something that cannot be reversed". It doesn't give any information about what that thing is, just a needlessly vague and ominous message that might lead people to not use it because they think there's a tradeoff. Terraria is enough of a wiki game already, and purposefully hiding what a consumable does for no good reason only makes that worse.

Suggestion Author

@inland hamlet

arctic boughBOT
#
**Instead of converting bullets, Make any bullet fired from AMR(and upgrade) inherit the bullet swarm ability**

Perhaps the most notable feature of the Anti-Material Rifle other than the debuff it gives, is the bullet's ability to spawn another swarm of bullets when it critcal hits. However, this mechanic is limited to the converted projectiles only, which means that if you aren't using musket balls(or silver/tungsten), you shoot just a normal bullet which does nothing special but deal less damage on average which does not really make sense. And what's more, you will be busy switching between ammo types if you ever want to use multiple guns throughout a fight while other guns aren't "ammo-converting" ones due to the said mechanic, which is a tiresome work.

Making the weapon convert everything however, isn't ideal either. As calamity is adding more unique ammunitions like Marksman Rounds, doing so will completely nullify the chance for it to work with new bullets, and will also make its usage more underwhelming due to having less diversity.

That being said, why not just make things fired from the weapon gain the ability themselves? In this way, not only will the weapon maintain its using style rn but it can also become more compatible with other ammunitions, as well as having better synergy with any other weapon, which imho isn't a bad deal.

The weapon's damage, and especially swarm bullets' damage when using non-musket ball can be reduced if necessary; This suggestion is about "adding diversity potential for the weapon" rather than buffing it, after all.

Suggestion Author

@still ridge

arctic boughBOT
#
**Reword Dimensional Soul Artifact's tooltip to not be redundant**

Dimensional Soul Artifact's tooltip was changed a while ago to specify its detrimental effect to the player. However, it was simply plopped onto the end of the tooltip. This creates a redundancy where the flavor tooltip says, "But at what cost?" only for it to immediately list said cost. Rewording the tooltip to say something like, "But at the cost of..." would help resolve this issue.

Suggestion Author

@novel patio

arctic boughBOT
#
**Make the Dragonblood Disgorger's tooltip more clear**

As it stands right now, the Dragonblood Disgorger's unique ability to heal on enemy hits is not stated in its tooltip, unlike its other counterparts of the same weapon line.

Suggestion Author

@visual monolith

arctic boughBOT
#
**Nerf the i-frames of Celestial Tracers**

Celestial tracers have an effect where if you take over 200 damage in a single hit, they grant 30 iframes. This is an extra half second of time where you are unable to be damaged, on top of the 2/3s of a second by default. Nearly every attack dealt by the bosses at this stage deals more than this much damage, except with the tankiest builds, which makes this mechanic a terrible way to nerf this accessory. As such, your iframes are nearly doubled by this one accessory.

A similarly tiered accessory that grants iframes, rampart of deities, grants only 20 more for a maximum of 50 and is known for being broken even with just this many. Along with this, rampart’s iframes stack with celestial tracers and other effects, resulting in some incredibly powerful tanking abilities.

This already powerful effect is put on top of an endgame flight accessory, granting a large amount of flight and other mobility benefits. This combination of effects is too powerful to put on a single accessory, and leads to celestial tracers being an extremely powerful accessory that flips the meta of wings being better than tracers purely because of this effect. Along with this, there is no foundation in any of tracers downgrades to justify giving them any iframes at all, let alone this many. No other set of wings grants the same benefits that celestial tracers do.

To return the balance between these tracers and the wings on the same tier, I suggest reducing the amount of iframes given. This would allow the tracers to keep their unique effect without making them the powerhouse of an accessory that they currently are. Alternatively, the iframes could be removed entirely and another, less powerful, effect could be added to compensate for the lack of flight time

Suggestion Author

@humble nest

arctic boughBOT
#
**Make Player's Damaging Debuff Immunity More Dynamic (with more options for resistance)**

TLDR:
To provide more options/make more items giving player resistance instead of immunity to damaging debuff such as Dragonfire and Holy Flame

The long version:
Currently there are just too few items that give debuff immunity that you want; most of the time to get these debuff immunity you are forced to use non-generic accessory just because there is no other choice (Eg: Dynamo Stem Cell for Dragonfire).

On the other hand these items create an awkward situation where as soon as the immunity is not on a badly stated item it can easily cause an item to be broken, eg: Celestial Shell. The fact that it completely negate a large part of boss' damage make it very hard to balance immunity on items that are already good.

Thus, the suggestion propose a change to how damaging debuff "immunity" works:

  1. More items (or maybe even temporary buffs) should give resistance to debuffs
  2. Instead of 100% complete immunity, these "resistance" option should instead reduce the potency of the debuffs
  3. Eg: reduce DPS dealt by the debuff (for example -50%) and nullify its non-damaging downside (eg: "Plague" debuff also reduces your damage and give darkness effect)

That way more debuff negating options can be added without making them exceedingly broken, while providing more gearing options to all classes without straight up just basically sacrificing an accessory slot. The suggestion is actually currently already in the game in the way of Tesla potion giving similar effect to "resistance" proposed above for the "Electrified" debuff, and should be expanded more.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Make the ingredients for the Occult Skull Crown be a guaranteed drop after specific bosses, rather than a 1.67% chance from treasure bags.

As it stands currently, the way most players would normally go about obtaining these items is simply by killing King Slime/EoC many times and hoping to get them through luck, which is extremely tedious.

If each of the 3 components were a guaranteed drop from certain bosses instead, it would allow players who want to obtain them to spend more time enjoying the mod, and not opening hundreds of boss treasure bags.

Suggestion Author

@main snow

arctic boughBOT
#
**Make Fishron Wings share the Fin Wings Effect**

Fishron wings are a far higher tier of wing and are supposed to be meant for good movement in the water, however they offer no enhanced downward mobility in water, making the Fin Wings strictly better for aquatic mobility.

Fin Wings can reach descent speeds up to 61 mph
Fishron Wings meanwhile maintain the default 26 mph downward speed in water.

It seems like an oversight that Fishron Wings wouldn't be a strict upgrade to fin wings.

Suggestion Author

@sage summit

arctic boughBOT
#
**Make ??? (Anahita and Leviathan summon condition) Spawn More Often When The Player Is Near A Town**

To clarify certain things:
i) ??? is the "siren silhouette" NPC in Ocean that you must kill in order to begin the Anahita and Leviathan fight
ii) A "town" is when there is 3 or more NPC housed in the area and have the effect of reducing the spawn rate of hostile mobs massively

The reason for the suggestion is 4 fold:

  1. Currently there is no way to make refighting Anahita and Leviathan easier

you can use generic spawn rate boost which comes with the problem of, well, boosting other creature's spawn rate too and cause you to get swarmed which is not ideal

  1. The ??? NPC to certain degree is non-hostile as it is completely passive, which fits the effect of the Town

In town you usually see a lot more critter spawn because of this, which I argue the ??? NPC fits as a "passive critter"

  1. It help with the reduced spawnrate from using Ocean pylon

To make use of Ocean pylon you basically have to create a town which in turn will naturally make ??? spawn much less often; thus the suggestion take the opportunity to be used as a consistent method of making ??? spawn more often

  1. It fits with the lore of the Siren (and Anahita) in general

While not a perfect fit, siren generally lures pirates to destruction in mythology, so to certain degree I think it make some sense that the existence of a human population near the siren will cause it to appear more often in an attempt to lure people to be drowned, especially considering Anahita and Leviathan's own lore

At the end while there are many approach possible to make Anahita and Leviathan more refightable, I just think the above is one of those that generally do fit.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Easier phantoplasm duplication in journey mode

Reduce the amount of phantoplasm needed for journey mode duplication, while the pink ghost do drop a fair bit of it, I got over 100 ectoplasm before getting 20 phantoplasm. That or I guess just make it easier to get phantoplasm.

Suggestion Author

@tropic swan

arctic boughBOT
#
**Nerf/Improve Death Mode Destroyer**

Currently, death mode destroyer is an frustrating and unenjoyable fight. Especially considering pretty much all other bosses available around the same tier are nowhere near as annoying or difficult. I propose some changes to some of the key issues with this fight.

Add telegraph lines to the laser barrages

  • The Destroyer tends to spam walls of lasers even when far offscreen. This ends up creating a lot of cheap hits throughout the fight, especially when you’re trying to focus on dodging the destroyer himself. Telegraph lines for these laser barrages, akin to how Thanatos works, would give the player much more information on where projectiles might be coming from, and thus give them a reasonable time to react. Laser speed/acceleration can be buffed to compensate.
    Add a minimap display of all the destroyer’s segments
  • Death mode destroyer is BIG. This makes him way longer overall, with large sections of his body often cutting you off. However, unlike other large worms in calamity, only the head segment of the Destroyer is visible. Adding body segments on the minimap would give the player a way to actually know where the Destroyer is at all times, and prevent the player from getting boxed in so frequently.
    Revert probe buffs or limit number of probes that can be spawned at once
  • The Destroyer’s probes clutter the screen very quickly. It’s easy to have over a dozen probes on screen at once, all of which fire a staggered burst of lasers. I really don’t think having twenty decently tanky enemies constantly pestering you during an already projectile-heavy fight is a fun or fair way to increase difficulty. Either limit the max number of probes that can be active at once, or remove the triple shot and size increase that comes with death mode.
    Not all these changes need to be implemented, I just want this boss to be something more than a cheap bullet spam, and I think these changes would help with that.
Suggestion Author

@limpid sky

arctic boughBOT
#
**Buff Death Mode Lunatic Cultist**

I found that the Lunatic Cultist gets very little changes from rev to death.
Currently the death mode buffs are as follows:

  1. Projectiles travel faster
  2. Ancient dooms explode faster
  3. Moves faster while relocating
  4. And the standard health + damage increases.

Here's some ideas as to make Death Cultist more different from Revengance.

  1. Make the lightning attack fire more bolts
    Currently, the lightning attack of the Cultist is pretty weak and easy to dodge. By increasing the amount of bolts, it increases the chances of being hit more than once, while also happening to make the attack last longer. For compensation, maybe the Ancient Doom buff could be reversed?
  2. Make the Ice Blast spew more projectiles
    At the moment, the projectiles of the Ice Blast are very few and easy to dodge. Adding more will force the player to fit through a tighter gap to make it through unscathed. Considering this attack spews bullets multiple times per attack, a projectile increase would REALLY help its difficulty.
  3. Increase the segments of the Phantasmal Dragon
    In Death Mode, currently most if not every worm has a segment increase. To not have the Phantasmal Dragon have one is a crime. It is a signature element of the cultist fight, considering it literally has clsoe to 1/3 of the cultist itself's HP. The Phantasmal Dragon is very easy to dodge currently, and a segment increase would help make it harder.
Suggestion Author

@zealous snow

arctic boughBOT
#
**"Calamity" accessory lighting up areas**

As the calamity accessory makes your cursor on fire i was thinking it would be natural for it to light up areas around it too, like making a light source the shape of the fire. It would also be a nice qol thing, and maybe have more use of the accessory, as the light pets light up around the player character this could light up distant areas, and provide good abyss lighting, as well as making it easier to spot the cursor in dark fights giving a lackluster item a bit more use.

Suggestion Author

@heady kraken

arctic boughBOT
#
**Add a recipe for Androombas**

I have only today learned about these adorable little critters, and I very much want to be able to set a bunch of them to clean my world. However, sadly, these critters are rare, and will unalive themselves if not caught quickly. I think a good solution to both of these problems would be to have these be craftable!

Suggestion Author

@slim zenith

arctic boughBOT
#
**Add a treasure bag to the Profaned Guardians**

The Profaned Guardians not only serve as a gateway to an important boss of the mod, but they also have certain drops that can be a highly valuable addition to the loadouts of certain certain players. As it stands right now, the Guardians can be seen as a very important boss seeing as they are required to be fought in order to fight one of the mod's more important bosses: Providence.
With this out of the way, it would be thought that their importance would warrant them their own treasure bag, but I guess not. With the Guardian's wide variety of drops this results in a rather scattered and disorganized manner of collecting the loot, not to mention the way that the loot pool is split up amongst the three guardians, which can be especially annoying if the player chooses to fight the Guardians in hell, where their drops may be hidden by the lava. The Guardians having a bag would not only solve this issue by having every drop in one place, but it would also make the boss much more multiplayer-friendly, as right now all players who participate in the fight are not given a chance to roll the loot pool, but only a single one is rolled when the boss dies.
Additionally, the drop chances of the Guardian items should be made higher, as they are currently way too low for a boss that does not provide significant gear to make rematches easier. Most significant bosses in progression provide relatively strong gear to make rematches much easier on the player if they are needed. Take for instance a boss like Leviathan and Anahita, this boss is made up of two seperate entities who both share the same treasure bag. They have a useful drop (The Community) which is around the same chance as the Warbanner of the sun from the Guardians. What makes this fight different is that the player is provided with gear to help for rematches incase they have trouble getting the item they want. Leviathan and Anahita are no where near as important as the Guardians in terms of progression, and in terms of the mod's lore.

The fight with the Profaned Guardians should be more of a battle with Providence's defenders, not a battle with the player's own rng.

Suggestion Author

@visual monolith

arctic boughBOT
#
**Rework/change the sound made by the Galaxia**

What should be considered to the magnum opus of weapon design, functioning well, looks cool, and is insanely fun to use, is slightly brought down by its sound design.
For such a mystic looking weapon it has kinda lack luster sound being quiet or just not fitting the weapon. I understand it’s small, but I feel like it deserves to have some justice, as long as it isn’t too much hassle.

Suggestion Author

@gusty marlin

arctic boughBOT
#
**Create a toggle to make the tesla potion less visually taxing**

Currently, dodging with the tesla potion really isn't viable due to the thunderbolts that surround the player. this makes dodging visually near-impossible, and thus using it becomes not worth it.

An idea could be creating a toggle that removes the lighting bolts that surround the player, so that only the blue circle remains, allowing the player to still see projectiles fully even if they enter the aura of the tesla potion

Suggestion Author

@solid sail

arctic boughBOT
#
**Allow Bride, Groom, and Maggot Zombies to Drop Blood Orbs**

The Bride and Groom are two "minibosses" that spawn in the pre-Hardmode Blood Moon, and have a chance to drop the Bloody Tear; it's spawner. Maggot Zombies are a special variant of zombies that only spawn in Graveyards, which the Bride and Groom also have a chance to appear in.

Strangely, the Bride and Groom are unable to drop Blood Orbs, despite the drop table for Blood Orbs and Bloody Tear being nearly identical otherwise (including CLOWNS). This is possibly because they can also spawn in the Graveyard biome, but this is all the more reason that they SHOULD be able to drop them.

Right now a player can go an entire game without seeing a Blood Moon, and while this isn't an issue for a Vanilla player, this is a HUGE issue for Calamity players because of the previously mentioned Blood Orbs, which are only obtainable here, and are required for a number of important items such as the Blood Orange life upgrade, and even more importantly Bloodstone Cores, who's armor is necessary for Auric Tesla, and a bunch of other important items.

Unlike literally every other event, even Sandstorms, Blood Moons are the only one which requires you to have encountered one before being able to create or obtain a spawner for it. Bloody Tear is in a weird spot at the moment, being INCREDIBLY common after you get a Blood Moon, but unobtainable beforehand. The recipe, frankly, is already pretty simple, and I don't think it's worth changing, just being 10 Blood Orbs and 3 Copper Bars, but I think there's another way to allow the player to get around this, which is via Graveyards.

Blood Moons in lore are already a fairly mundane event, and heavily connected to the undead, so I think letting the special variant zombies in Graveyards drop Blood Orbs not only makes sense, but would allow the player to actually get this item RNG free, even if the drop rates are incredibly low, especially if Clowns of all things can drop them.

Suggestion Author

@olive shale

arctic boughBOT
#
**Drastically Increase Late Game Boss HP in Boss Rush**

For being the "final challenge" in the mod, semi-balanced using all these cool and very overpowered Developer Weapons (And stuff like Demonshade armor), and having different AI compared to rev or death mode, some bosses have.... Less HP than their normal counterparts???

After Providence (Who gets an HP increase from 680k to 2 million) a bunch of bosses randomly just have less HP than their counterparts (Taken from expert mode boss health's since some bosses don't have rev HP for some reason), this includes:

Storm Weaver having 400k less HP
Polter having 40k Less HP
Old Duke having 300k less HP
Yharon and Exos having Nearly Half Their Normal HP
SCal having 100k less HP

It doesn't make any sense, especially given all of these bosses Have less HP than the 2 million HP Providence and you have all these OP dev weapons so decreasing HP makes no sense when you have a drastically increased power level.

Suggestion Author

@pallid spire

arctic boughBOT
#
**Add an endgame hammer/axe/hamaxe**

To my knowledge, the latest and greatest hammer/axe/hamaxe you can obtain is the Grax. Of course, it's post-Providence, which means that there's half of an entire section of the game unaccounted for here.

Sure, 'axes and hammers aren't used much end-game', but that same argument could be made for when the vanilla developers made the lunar hamaxes. You don't use axes or hammers much in vanilla end-game either, so why exactly did they add them?

For consistency. All that is needed is one item, in a similar vein to the Crystyl Crusher (which, bless the lord, has had its laser moved over a mouse button), to complete the seamingly missing set.

Suggestion Author

@lost geyser

arctic boughBOT
#
**Remove the Negative DR that Thanatos has**

This was always kinda weird. It can be understandable if the point was to make single target weapons less bad on worms + compensate for the vent mechanic, but it doesn't do either.

Most single target weapons still suck on Thanatos by the nature of the fact he is a worm, and the vent mechanic only makes that worse, even with the Negative DR

And because of the Negative DR, Piercing/True Melee Weapons melt Thanatos even harder, which has been seen by stuff like Dragon Rage, Dragon Scales, Yharim's Crystal, etc., absolutely deleting Thanatos despite gaining resistances to a bunch of the problematic weapons that shred him.

There is no reason for the Negative DR to exist anymore when it makes the worms are easily meltable problem worse while not fixing the single target issue because the vent mechanic goes completely against it

Suggestion Author

@pallid spire

arctic boughBOT
#
**Tweak/Improve Terragrim's size buff**

Terragrim is a solid weapon and fun to use, and it does deserve some compensation by Calamity for having such low range. But the size buff works in such a way that it looks really weird.
https://cdn.discordapp.com/attachments/1001834418425577613/1121872996118823003/z_TerragrimJank.mp4
The scaling increase seems to come from a corner of the sprite, which causes the weapon to disjoint awkwardly when swung in some directions. I'm not sure if the hitbox is affected by this, but it does make judging its range very unreliable.
Fixing the size buff would make Terragrim feel much better and more natural to use. The scaling increase could be moved away from the corner of the sprite, or the sprite and hitbox could be stretched outwards, similar to old Murasama. Removing the size buff is also fine if nothing else can be done.

Suggestion Author

@woven knot

arctic boughBOT
#
**Remove the Perforator and Hivemind Surface Enrage**

"Enrages on the surface" My brother in Christ you spawned the cyst on the surface.

Fairly self explanatory. These bosses are not really suited to this enrage condition. Their spawner shows up very frequently on the surface, meaning on initial encounter a player that has not been memorising the wiki would have no reason to know an enrage condition like this even existed. Additionally, the first place you might spawn a non-native evil boss this tier would be the sky island of the opposed evil, which can also spawn these enermies and also happens to be not underground.

The enrage condition for outside the crimson/corruption makes perfect sense, but if they aren't meant to be fought on the surface they definitely should not spawn there naturally and with the frequency they currently do.

Suggestion Author

@sage summit

arctic boughBOT
#
**Add a way to increase your inventory accessibility to ammunition**

Calamity has tons of cool ammunition, and many of them can be viable/optimal for specific fights throughout the entirety of the game, and many provide specific utilities. With all of these options, four Ammo Slots can feel quite limiting in a game which already has generic inventory management struggles. Ammo slots also encompass a lot of inventory utility for every class (Bait, wires, solutions, gel), which the Ranger loses in exchange for the ability to simply use their weapons.

This suggestion is intended to remedy the inventory clunk the Ranger class faces. It can be implemented any number of creative ways, and doesn't have to involve directly changing the game's base Ammo Slots.

Suggestion Author

@noble tusk

arctic boughBOT
#
**Remove the ability for Death Mode Antlions to spawn sandblocks.**

This is quite possibly among the worst attacks an enemy can do in a game, purely because it essentially griefs your world. Death Antlions are some of the only enemies who grief the world, with the other two being Snow Ballas (who are from the Snow Legion) and FTW Skeletron Prime (A For the Worthy change). This sort of behavior only belongs to FTW and GFB enemies, not a common Death Mode Desert enemy. Thus, I propose that Death Antlions should be prevented from spawning sandblocks upon firing this attack.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Reduce the projectile hitbox of the Sandslasher.**

While I realize that the size of the weapon is a part of its identity, hence its description, I feel as though the hitbox is simply too large. The Rogue is not a class that is great when you're touching noses with the enemy, and the way this weapon works, you are almost forced to do this in order to hit your enemy. If you are shooting at even the slightest decline, it will almost certainly hit the ground instead. Any obstacles you think aren't in the way will definitely stop your attack dead in its tracks. It's especially noticeable in places like the Dungeon, caves, and all other kinds of close locations. I get that this isn't really a problem during boss fights, as you'll most likely be in a big arena with nothing to hit, but I don't think a weapon should only be barely possible to use outside of boss battles.

Note: When I say "hitbox" I am referring to the size of the hitbox that collides with the world and objects, not creatures/projectiles. Although I am still unsure as to whether or not these are separate parameters, I am only talking about the former.

Suggestion Author

@atomic depot

arctic boughBOT
#
**Astral Moss & Astral Moss Bricks(Glowing moss for the Astral Infection)**

A new glowing moss could add more life and variety to the underground Astral Infection. Right now the Astral Infection removes all moss from the area it generates in. By adding this new moss, the Astral Infection can have moss without the hassle of making other mosses able to grow on astral blocks. Lastly, the addition of astral moss and astral moss bricks could be used for astral themed buildings.

A idea of what it might look like: Similar to astral ore, the astral moss could change colors between orange and teal. The astral moss bricks would follow the same color change

Suggestion Author

@short basin

arctic boughBOT
#
**Re-theme (and/or remove some of) the Night's (Crimson variants included!), Terra, and Elemental sets of weapons.**


the Night's and Terra thematics are relics of a bygone age, reminscient of when Terra Blade tree ripoffs were all the rage. nowadays, with that trend virtually extinct...
the Night's set could easily be either axed or retooled into general upgrades for each item type, perhaps makin' use of the Slime God's stuff since many of them already used Purified Gel anyway --- the Crimson variants of these items have no real reason to exist and could easily just be alternate recipes for the re-themed Night's items
the Terra set items are easily able to be better connected to plant life given that their main unifyin' ingredients are Living Shards. dropped by Plantera. the plant boss that you fight in the Jungle
the Elemental theme has long been the most cookie-cutter theme imaginable and half the items in the set are only there to fit the dubiously-interestin' appearance of the set (I'd arguably even include the Ark of the Elements here, which could easily have been rethemed to be LITERALLY ANYTHING ELSE when AotC's entire tree was reworked)
name and sprite changes would be ideal to disconnect these weapons from the days of old without necessarily removin' them, though some could stand to die regardless, in order to make them stand out more on their own instead of ridin' on the coattails of a trend that's years gone by now
lastly, with the trend these items were based on long dead, some of the items simply...don't fit anymore, and one might consider lookin' into removin' them to allow similar options on equal tiers to shine brighter in the absence of clearly-superior competition that doesn't need to be there

Suggestion Author

@sour hornet

arctic boughBOT
#
**Rework the Nebulous Core**

Nebulous Core is an accessory dropped my DoG with 3 main attributes:

Increases damage by 10%
Spawns Spore Sac-like stars around you
A revive with a 90 second cooldown that heals you to 100 HP

Arguably, the 10% damage increase is both the most powerful of these effects, and also the lamest. It’s a stat increase added simply to make the item better.
The nebulous stars is almost identical to the Spore Sac. It’s blatantly copied, and they don’t do nearly enough damage (250, with 3 seconds of godslayer inferno) to be worth it, if it hits the enemy at all.
The revive is not very good. 100 health is low, especially low when you consider this is post DoG. Most bosses and even typical post ML enemies can deal that much in a single hit.

It’s an extremely underwhelming accessory that increases the bloat of DoG. It would benefit this accessory greatly if it was reworked into something more unique and/or moved to a different point in progression, or even just removed entirely.

Suggestion Author

@fervent swallow

arctic boughBOT
#
**Remove/Retheme the Terra Set**

The Terra Set of weapons is a relic of an era in which nearly every content mod was adding Terra Blade equivalents to every class. However, in the modern mod, the set is very outdated, while also being redundant to other weapons at very similar progression points. As such, the set should cease to exist, whether by removal or retheming of the weapons.

Terra Lance is redundant with Hellion Flower Spear, and can be removed.

Terra Disk is redundant with Mangrove Chakram, and can be removed.

Terra Flameburster is redundant with Havoc's Breath and Elf Melter, and can be removed.

Cosmic Bolter is unique, but it should be themed away from Terra.

Terra Ray is unique, but it should become a Perennial weapon instead of Terra. Everglade Spray could be removed as it is worse than it's downgrade anyway.

Plantation Staff should become a Plantera drop.

Suggestion Author

@cinder mica

#
**Rebalance the Moon Stone line**

Currently Moon Stone has the same strength statwise as Yharim's Insignia, a post-Moon Lord upgrade to the Warrior Emblem. It's upgrade, Celestial Shell, caps out at a stat-line equal to Elemental Gauntlet. Moon Stone is post-Mechs, and Celestial Shell is post-Golem. This is a tad problematic, to say the least.

I feel Moon Stone and Sun Stone should lose half of their current effects strength, at the very lest in terms of damage and melee speed, this way Celestial Stone, their combined form, is more of an actual upgrade as it will keep its current stats, but actually be stronger than its components rather than just being a QoL so you don't need to make the long trip to your hotbar to activate Cosmolight. Celestial Stone would feel more like the two halves of a once split power coming back together, which is what I always saw it as, rather than just being a component of Celestial Shell. Perhaps the components could even get small buffs to differentiate them? Or at the least, the effects could be more split between the two, instead of them just being identical besides time active.

Furthermore, if you wanted to make Celestial Stone and Shell less instagrades, I think adding Solar Fragments to Celestial Stone, and... idk, Unholy Essence or Galactica Singularities to Celestial Shell? Would help space these incredibly powerful accessories out a bit more without needing to nerf them and keep them in spaces that fit their incredible power.

The last thing I would suggest is to Neptune's Shell gives the same stat bonuses as Moon Charm so it isn't just a downgraded Artic Diving Gear. Moon Shell is much weaker in comparison to Celestial Stone so I think this item behaving more like Celestial Stone in that it just allows the one stat buff to be active at night or in water makes more sense than Moon Stone (especially considering merman overrides werewolf and gives... none of the stat boosts).

Suggestion Author

@olive shale

arctic boughBOT
#
**Rework the Auric Soul Artifact**

Auric Soul Artifact, formerly called Godly Soul Artifact, got renamed due to a recent lore rewrite. It's supposed to be connected to Auric Souls, and while it does make a connection to these, the connection isn't executed very well, as it gives benefits to a summon dropped by Yharon: Yharon's Kindle Staff. However, it only gives boosts to this single summon, and is useless with everything else, even other Draconic-themed items. As such, it remains as an incredibly niche accessory, and is unusable with any other strategies. While niche accessories are fine normally, this specific niche is so pointless that it's worse than using... just using a different summon. Due to this, I feel it should be reworked, and have a better effect than just "hey this one summon gets mildly buffed".

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove the "Jetstream Sam" Easter Egg from Murasama, or change what it does**

Currently, you can use the Murasama (the red one from the Underworld, not the blue one from the Dungeon) far earlier than you're supposed to, by using the name "Jetstream Sam", or "Samuel Rodrigues". This allows players to essentially just steamroll the entire game with what is normally a post-Yharon weapon. This leads to a decent portion of player advice being "Just use Murasama", which can get incredibly tiring. As well as this, players can simply make the whole Easter Egg pointless by renaming themselves to Jetstream Sam, essentially letting it act as a butcher tool for nearly every pre-Yharon boss.

If the Easter Egg isn't outright removed, it could alternatively be changed to be something more like the Crackshot Colt's Easter Egg, where having certain names will play a music track when the weapon is used. This is of course merely an example, and the actual execution can be done however. Simply changing the Easter Egg to not give a functional benefit may be preferable, as that way the Easter Egg can stay without being a scourge to gameplay and balancing.

Suggestion Author

@green torrent

arctic boughBOT
#
**Fix Sea Remains' Recipe and Desert Scourge's Drop Pool**

It's 2023 why does a sea serpent turned desert snake still drop live Coral, Starfish, Seashells, and Sand Blocks??

Why are Sea Remains even made with Ocean drops?? I could accept that Scourge had just eaten them in the Sunken Sea or something, but why don't any of these blocks appear there, then? It's not from a lack of sources; the Sunken Sea has things like Brain Coral (a background decoration) for Coral, Clam for Seashells, and while there are no Starfish in the Sunken Sea right now, it would not be hard to add them. Either add these items to the Sunken Sea, or just make Sea Remains actually made with Sunken Sea items.

Either way, I feel Desert Scourge should NOT be dropping these items. It removes the incentive for exploration, reduces the lore connection of Victide with the Sunken Sea, reduces the NEED to even GO to the Sunken Sea in the first place, clutters players' inventories, and just straight up makes almost no sense. Also why does the Desert boss drop sand...? Should Crabulon drop Mud? Deer drop Snow? It just feels a bit silly. It's just more clutter, so I think they could be removed, too.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove or Rework Enhanced Nano Rounds**

Enhanced Nano Rounds are a HM ammo option that splits into homing projectiles, but only when killing an enemy. In 1.4, Nano bullets got their damage buffed, and gained homing after bouncing off a tile, leaving this ammunition dealing less damage than it's material. This is an incredibly forgettable ammo option, with it's on enemy death condition making it unusable for bosses, and being strictly worse than explosive or AoE ammo when against enemies. This ammo type is in dire need of a rework, or removal as there are already enough ammo options at this tier.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Add flickering lights or unique lighting furniture to give the Arsenal Labs a more abandoned feel**

Replacing the current glass lamps and lanterns with custom ones that flicker on and off inside the abandoned research facilites and workshops would give those a more pleasing abandoned and malfunctioning feel, seeing that they already have aged laboratory machines and decoration already.

Suggestion Author

@round mist

arctic boughBOT
#
**Add a meter that shows flight time remaining while flying.**

A flight time meter will help players to use flight time efficiently, especially during boss fights. This would especially be useful post Moon-Lord, where wings have an entire few seconds of flight time and certain bosses inflict debuffs that decrease it.

Currently, neither Terraria nor Calamity indicate to the player how long they have left to fly. Calamity does show flight time in seconds in all wings' tooltips, but this is only useful when comparing other wings side-by-side. Mentally counting the amount of flight time one has left isn't practical, especially during intense boss fights. After enough experience with a certain pair of wings, it's possible to get a "feel" for when flight time runs out, but this is only practical when using all of it at once; when flying intermittently in the air, it's very difficult to tell how much flight time is left. Debuffs that decrease flight time and buffs that both directly and indirectly increase it (such as the soaring potion) further complicate matters.
Adding a flight time meter would make it easier for players to know how long they have before they are forced to glide. Against bosses where aerial mobility is emphasized, such as Yharon and D.O.G., a flight time meter will help reward players for conserving flight time. Also, it would help prepare players when they run out of flight time and are forced to rely on other forms of mobility, such as dashing and mounts, before reaching the ground.
As for what it should look like, perhaps one reminiscent of the Ark's parrying cooldown could suffice, since its proximity to the player would prevent it from being too distracting. However, an adrenaline-like meter may also suffice.

EDIT: Wing hair dye exists to give some form of flight time indication, but it requires some players to sacrifice their preferred cosmetics. A semi-customizable indicator would be much better, especially during an intense boss fight.

Suggestion Author

@sleek python

arctic boughBOT
#
**Add a visual indicator for hooks length **

We currently lack a visual way for hooks length. At the moment, you get the tile reach, which can be pain if building arenas as that is number based and requires some counting and understanding of the Pythagoran theorem if building not in the x or y axis. The indicator could be similar on how the block placement indicator works, where it shows a bar indicating how long the hook will travel from your position. The indicator would be a huge help for early game arena building and in general use, like caves.

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Show the exact numbers of vertical speed in wing tooltips**

Calamity changes wing and hook tooltips to show the exact numerical values of their properties, like flight time or launch speed. This is a great change, but just one stat is missing from the tooltips: wing vertical speed. Currently it shows vertical speed in words like “average” or “good” or “excellent” which, while still useful as a general idea, is an annoying inconsistency. Showing the exact vertical speed of wings would fix its ambiguity and conform to the rest of the displayed stats.

Suggestion Author

@woven knot

arctic boughBOT
#
**Make the Ink Bomb's tooltip consistent with itself**

The Ink Bomb is an accessory you get from enemies in the Abyss, which serves as a Rogue accessory. Most people may not notice this, but the tooltip lists two separate phrases that mean the exact same thing. It states:

Throws several ink bombs when hit that explode in a confusing cloud of ink
Gain a lot of stealth when struck
Despite being caused by the same thing (being hit), both lines have different wording. This should be changed so the two are consistent with each other.

Suggestion Author

@green torrent

arctic boughBOT
#
**Replace the Feller of Evergreen with the Fiberglass Fishing Pole in the Vernal Pass**

Feller of Evergreen is certainly an item. It's an axe that also tries to be a real melee weapon, with its whole line following the idea. How do you get one? By crafting! At least, that's one of the methods. The other is to find the Vernal Pass and find it in one of the chests... Why, though? What's the reason to put it there?
The Fiberglass Fishing Pole is also an item; a fishing rod that's very good early game but usually can be found only late game due to the RNG being an asshole. How do you get it? Either get it from the crate or find in one of the Jungle shrines. A Jungle item that is somehow not present in the Jungle structure.
The Vernal Pass contains mostly Jungle related items: Anklet of the Wind, Feral Claws, the Staff of Regrowth. And here we have the Feller of Evergreen, a middle child that more fits to the Forest rather than the Jungle. Why not replace it with the Fiberglass Fishing Pole to make the items match the aesthetics?

Suggestion Author

@orchid frost

arctic boughBOT
#
**Add a recipe for the lifeform analyzer**

as we all know, getting items from the traveling merchant is extremely tedious, and there are already several alternate recipes (or ways to get) informational accessories, so it only makes sense for there to also be one for the lifeform analyzer

Suggestion Author

@dusty hill

arctic boughBOT
#
**Increase the hitbox size of Terratomere's projectile**

Right now, with the delay between holding LMB and actually firing the projectile, along with how tiny the hitbox of the projectile is, it can be quite awkward and difficult to hit anything. I suggest highly increasing the size of the projectile's hitbox (not the projectile itself) to make hitting things much more forgiving and intuitive.

Suggestion Author

@fathom bronze

arctic boughBOT
#
**Decrease the cost for the shadow bolt staff to be equal to it's counter parts**

It's only a slight change not for balance or anything. But it's strange when for the crafting it costs 3 armored shell, when the phantasmal fury and venusian trident require one piece of the sentinels specific drop instead of 3. Or could make them both be 3 instead of 1 to make them also all equal costs.

Suggestion Author

@sudden sparrow

arctic boughBOT
#
**Have SCal teleport to the centre of the box at the start of each bullet hell**

This should prevent her from getting in the way once a BH ends as she will always be in the same spot, especially for BH4 and 5, and allow you to not need to put some attention on her while also trying to focus on the bullet hells. And should also prevet her from cheap shotting you with certain attacks once one ends.

Suggestion Author

@stable dust

arctic boughBOT
#
**Remove Frost Barrier from Auric Tesla armor's recipe**

Frost Barrier is an accessory that's dropped by Ice Claspers or sold by the Traveling Merchant. For no apparent reason, it's used in Auric Tesla armor, the penultimate armor of the game which is a combination of various post-Moon Lord armors. However, Frost Barrier doesn't really have a reason to be in Auric Tesla armor, it's just a random accessory thrown in. Even Magic Carpet has a reason to be there, as it can help with some more precise movement, but Frost Barrier is just there, and only serves to bloat the recipe. The freeze effect of Frost Barrier isn't even worth using at this point, as nearly everything you'd use it on is immune to the debuff it inflicts. Auric Tesla doesn't even inherit the Chilled immunity that Frost Barrier has, which is the only other part of the item. Due to this, Frost Barrier should be removed to clean up the mess that is Auric Tesla's recipe.

Suggestion Author

@green torrent

arctic boughBOT
#
**Have the Astral Infection biome turn mud into astral dirt or add astral mud**

Astral Infection Normally does not land near the jungle biome however mud still generates underground and feels out of place. It also makes sense for the astral infection to be able to create astral mud as the infection affects both dirt and water.

Suggestion Author

@barren talon

arctic boughBOT
#
**Allow trading master mode statues for the rare drops of bosses**

Calamity has these certain rarer drops, like cosmic discharge from DoG and yharim's crystal from Yharon. These items are usually a bit more powerfull than their peer drops, counting from their lower drops chance

However, their rarity makes the grind a pain. Its a remenant of the past, as most of these are old malice mode drops and thus were not rebalanced, counting for their lower dropchance. Still, they are super rng based and u might go over the odds more than twice before getting one. My own worse experience w this was killing dog 54 times, without getting either of the 10% drops from him

As such, I propose that you could trade master mode boss statues for these drops. It could be like 20, as then you have gone over the odds twice. This would make grinding for these items less painfull, as you know you will be getting the item at some point guaranteed.

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Prevent Starting Tools/Starting Bag Tools From Having Negative Modifiers**

I'm not saying to get rid of modifiers or anything ridiculous, but it is quite infuriating when you start a brand new run and get a set of Copper tools, which are already notoriously bad, and then they all have negative modifiers, making them even worse. It's a random, unnecessary handicap on the what is already the slowest part of the game. I don't care if the Silver pickaxe you craft afterwards has a bad modifier, or if the weapons you find in wooden chests do, because at least you have options then. Your only option to get better starter tools is to reroll the character or just sit there and deal with it until you find new ones. It isn't fun, it doesn't add anything, it just makes the early game grind grindier for no reason.

Suggestion Author

@olive shale

#
**Opacity for effects slider please**

As someone with adhd it makes it hard for me to use certain items for bossfights (inferno potion, tesla potion, or even the elementals as the overwhelme me with their attacks)

This makes it harder for me to tell what the bosses projectiles are and or mistaking brimstone fireball for a attack to dodge

I'd love it if there was a opacity slider in the options or somewhere so I can use items and not get overwhelmed
(I wanna say maybe 10% for max transparency or such)

I just wish to have friendly projectiles and such be transparent is all

Suggestion Author

@chilly coral

arctic boughBOT
#
**Make Most Hardmode Yoyos More Agile and Have Infinite Duration**

Currently this is a significant inconsistency for yoyos that exist for both Calamity and vanilla. While some yoyo like Sulphurous Grabber are both agile and have infinite duration, many Calamity yoyos just randomly not have infinite duration despite being acquired at a later progression than Sulphurous Grabber (eg: Fault Line).

For vanilla, this is even worse in that every single vanilla yoyos are non-agile which make them obnoxious to use on any fast target though at least many of the late Hardmode ones have infinite duration.

Considering the current stat of yoyos which is basically like, have a single good weapon (Sulphurous Grabber) all the way to post-Yharon, I think this is a fine buff to not only fix an inconsistency but also to buff a currently (mostly) underpowered subclass.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Let Me Build in the Abyss Without dying**

The abyss is my favorite looking biome in the mod and I really wanted to build down there because I thought it would be really cool. Unfortunately, I discovered that if you're not in water you take constant damage. I don't know to balance it and I understand why its there but id love to see a way to get around this. (something like post AEW)

Suggestion Author

@lilac phoenix

arctic boughBOT
#
Add Laboratory Furniture

After building a base using laboratory plating, laboratory panels, and other laboratory tech found in Bio/Arsenal Labs, none of the existing furniture fit very well for NPC rooms themed around laboratory blocks. Exo and glass furniture are the closest usable but none of the tables, chairs, or sofas really fit. I'm proposing that furniture for laboratory plating be added that fits with laboratory screens, consoles, servers, etc. Creating new furniture sprites would also be easier to do because laboratory tech already exists which could be used to draw inspiration. Thank you for considering my suggestion.

Suggestion Author

@hallow zenith

arctic boughBOT
#
**Rework the Eldritch Soul Artifact**

Eldritch Soul Artifact. Part of a trio of accessories that are correspondent to specific bosses around the later section of the game (ignoring Profaned Soul Artifact as that's dedicated content). It gives a somewhat ok boost to all classes, and immunity to Whispering Death, which is currently the only source of immunity to this debuff. The class-specific boosts that Eldritch Soul Artifact gives are fine, as an all-class accessory shouldn't provide massive benefits for every class, but at this point the player will have long specced into a single class, maybe multiclassing with summons, but definitely not with any two of the other classes. Whispering Death is inflicted mostly by enemies that are from the Distortion in lore (with the exception of Polterghast), and the accessory is called Eldritch Soul Artifact, so the connection is obvious. With this in mind, it should be reworked to better fit this theming.

Suggestion Author

@green torrent

arctic boughBOT
#
**Make Vernal Soil Blend With All Tiles**

This should be simple, Vernal Soil only blends with Stone, Dirt and Mud tiles. Vernal Soil visually is a great founding tile for buildings but it doesn't blend with common usage tiles for building such as Slabs, Bricks or any Wood tile.
Making Vernal Soil blend with all tiles should solve this minor visual issue.

Suggestion Author

@tired zephyr

arctic boughBOT
#
Reduce the time SCal spends in bullet hell mode in Boss Rush, or increase her Boss Rush health and keep them the same

SCal's bullet hell phases are great. Frequent spikes of difficulty placed just far enough away from each other not to get repetitive. During the duration, she is invincible. This isn't an issue in the main game fight, since they don't last that long compared to the rest of the fight. The Boss Rush currently shatters the balance between other attacks and the BHs. Every boss dies faster in the Boss Rush compared to the main game, yet the fights still have basically the same fight balance. All except for SCal's BH attacks. Every other time she turns invincible, how long she stays that way is determined by both skill and DPS. Her BH durations cannot be altered, and have not been changed to match the rest of the Boss Rush fight, causing the fight to not only be repetitive, but a large difficulty spike compared to literally every other part of the Boss Rush.

There are 2 ways we can fix the issue of the BHs being too long.
A: reduce their runtime in the Boss Rush, so that SCal stops being a large difficulty spike, putting her more in line with DoG, Yharon and Exo Mechs. This would be best if the Cal Devs don't see SCal as being special conpared to the other T5 bosses
B: Increase her health so that her fight has around the same length as in the base game. This would instead make the difficulty spike larger, but would give her a "final boss" status within the Boss Rush.

Suggestion Author

@gritty flower

arctic boughBOT
#
**add particle that link between sepulcher and brimstone heart**

as only way to kill sepulcher is to destroy brimstone hearts located on the upper of SCal's arena, this can rather be confusing for new player or player who hasnt notice SCal's sepulcher spawning animation, as sepulcher can also be damaged, this can lead into a confusion of which one to target.
adding particle that link between sepulcher and brimstone heart can hint the player to destroy brimstone heart and make it less confusing

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Remove (or rework) the Badge of Bravery**

How many people even know this item exists?
The Badge of Bravery is a post-Providence accessory crafted with Feral Claws and 2 Uelibloom Bars, and grants 15% melee speed, 5% melee damage and crit chance, and 5 armor penetration. It used to grant these buffs only while wearing full Tarragon armor, but that requirement has been removed for a while now. This accessory is in a weird position and has zero identity other than being another melee glove to stack, besides how surprisingly strong it is - which adds further to the headache of balancing melee overall.
Reworking the Badge is a potential option and would be fine, though taking ideas from the "bravery" theme (like increasing damage at close range) would be redundant with both Rage and the Warbanner of the Sun, and its existence is already redundant with Yharim's Insignia. Removal is the simplest way to deal with this item.

Suggestion Author

@woven knot

arctic boughBOT
#
**Add a health bar of some sort to Sepulcher that depletes when Brimstone Hearts are killed**

The Sepulcher is a really underutilised enemy. It's mechanics are simple, so the only way really to make it interesting is to add some visual flare. And sure, the sprites look good, but I think there could be something more.

A health bar! Simple as that. Say it has 100000 health. How many brimstone hearts are there? Then divide 100000 by that amount. Or ever better, make it separate to the health bar system altogether. Something in the background or maybe something in the sprite could indicate its 'health', though still not being damageable.

Suggestion Author

@lost geyser

arctic boughBOT
#
**Make Aquatic Scourge significantly less squishy**

Aquatic Scourge is hilariously squishy in it's current state, even more so than destroyer of all things, and this thing is a mech alt.

If we compare it to destroyer:

Dest has upwards of 30 extra defense on it's segments depending on what mode you are in, and while it doesn't have the DR, AS's DR is insigificant at that point in the game (only being about 10% max)
It also has less HP than destroyer
It also doesn't have the worm RDR protection, which is weird because worms like Astrum Deus and Thanatos have it

It's intended killtime is also... 2 minutes? Like, a minute slower than everything around it besides queen slime? It's intended to be a mechalt which makes that very weird that it's ability to live anything isn't on-par as the rest of the mechs and mechalts, all of which have stats that aren't just flat out worse than other bosses on that tier, but also have intended killtimes of 3 minutes

At the very minimum, AS deserves the worm RDR thing but it needs more than that at this point to not just be one of, if not the, squishest boss in the mod that is more meltable than vanilla destroyer

Suggestion Author

@pallid spire

arctic boughBOT
#
**Remove Galactica Singularities**

Galactica Singularities are a technically pre moonlord crafting item which combined all 4 fragments, similar to what Life Alloys do for the three hardmode calamity bars

But the problem is here... They are craftable pre-moonlord, but can only be used for post moonlord gear... Which just makes them completely redundant and unnecessary when all the crafts still need Luminite anyways, or could just use Exodium since that is also acquired at the start of post moonlord anyways

The item is very dated, has zero identity, and nothing would be lost if it just got butchered from the mod, as there are already alternatives for it

Suggestion Author

@pallid spire

arctic boughBOT
#
**Replace pearl shards with sea prisms**

Currently, pearl shards are only used to craft sea remains, some sunken sea items, and a select few skeletron weapons.

These crafting recipes don't benefit from the existance of pearl shards.
Pearl shards also share a shocking similarity to sea prisms, which has tripped up me, and any others countless times.

Replacing pearl shards with sea prisms in the sea remains crafting recipe and the removal of pearl shards from the flurrystorm cannon and enchanted axe recipe would fit better thamtically.

Suggestion Author

@fleet leaf

arctic boughBOT
#
**Make Necklace of Vexation Works When Exactly On 50% HP**

Necklace of Vexation is an accessory that gives 20% increased damage when below 50% max HP. While this change might seems minor, it basically make it so it works with the Regenator, which limits you to 50% max HP. The following are reference of other items:

List of Items That DO NOT Work On 50% HP (therefore Regenator)
Necklace of Vexation
Anarchy Blade
Permafrost's Concoction (1st life eregen threshold)

List of Items That DO Work On 50% HP (therefore Regenator)
Old Duke's Scale
Frozen Turtle Shell (Frozen Shield, Rampart of Deity)
Hydrothermic Armor's Inferno effect
Mutated Truffle
Yharim's Insignia (10% damage boost)
Empyrean Armor (rage and wrath effect)
Rotten Brain (negative effect)

Thus with the exception of Necklace of Vexation, all relevant effects already work with the Regenator; this change will not only resolve an inconsistency but also opening up a new type of build based on the Regenator's effect)

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Fix Summoner Upgrade Inconsistencies**

Do you see the problem here?
Did you know that Virid used to upgrade from Igneous Exaltation literally one update ago? Why does the Immaterializer line flop between a single-slot summon and a multi-slot summon every other upgrade? I understand this is a lot to fit into one suggestion, but why not make all the bladed weapons into a single, thematically consistent line, and take the multi-slot summon weapons, and make them into a single, thematically consistent line?

You'd need to add something around the Terra tier for this hypothetical single-slot bladed summon, but you have Blade and Igneous right there as materials for it! And for Elemental Axe, you have Virid right there as an upgrade for it! Then you just take Plantation Staff, make it like, a Plantera drop or something, shove it into Flowers of Morality, and make that upgrade into Immaterializer! It just makes way more sense.

Suggestion Author

@olive shale

arctic boughBOT
#
**Movable Vanilla cooldowns**

the reason why i think this should happen is sometimes it's hard to see the cooldown and i would like to move it near my rage bars or anywhere else i fell like it would be easier to see

Suggestion Author

@wintry osprey

arctic boughBOT
#
**Make Aquatic Scourge's acid mist projectiles more visible.**

The acid mist projectiles, while not terribly damaging, can be very irritating to dodge due to how badly visible they are. Not only do they blend in extremely well with the biome's background, especially if the boss is fought during daytime. but their animation makes the problem worse, as they appear quite small for about 30% of their animation, even as far as only having three pixels of size during the animation's last frame.
Making the projectiles stand out more against the background would make it feel more fair to dodge.

Spritesheet attached for context:

Suggestion Author

@charred sorrel

arctic boughBOT
#
**Make the Old Duke feel more balanced**

Old Duke feels too difficult for when you fight it. It’s a post-Polterghast boss yet it still poses a big challenge post DoG and has even managed to kill me when I have Demonshade Armor due to its high damage, health, and projectile count. Despite that, its loot becomes pretty much useless after DoG.

There are two solutions to fix this. 1: Make the fight easier by lowering the health and/or damage. 2: Buff the drops damage and/or use time and make Old Duke post DoG.

Suggestion Author

@ancient radish

arctic boughBOT
#
**Increase the Overall "Scaling" of %Damage from Accessories with Progression**

Despite popular beliefs, %Damage is simply not that strong, more often the "glass canonn melt" situation is more bound to super strong weapons (therefore weapon balancing) or more volatile stats such as melee speed, armor pen or minion slots (or Adrenaline), not the %damage by accessory.

With that out of the way, the suggestion is referring to the fact that currently the "roof" of accessories' power are established by the post-DoG accessories: 15% damage and 5% crit (~20% damage). This is a super low roof considering you can get 15% damage from start of Hardmode, just from Wall of Flesh.

The low roof creates several problems:

  1. Accessories have to be undertuned in damage so that they do not outclass the final accessories
  • Eg: Avenger Emblem/Void of Calamity/Void of Extinction all give 12% damage only, effectively making them a sidegrade instead of upgrade
  1. Stat only accessories can easily have potential to outclass the final accessories
  • Celestial Shell (on melee at night) give 15% damage 4% crit which effectively make it Elemental Gauntlet, Recon Scope give 10% damage and crit which makes it (potentially) better than Elemental Quiver
  1. It become very hard to give accessories reasonable stats with effects
  • It is hard to buff/nerf all of the above without making them overpowered or just useless because Emblem is already 15% damage, Dimensional Soul Artifact give 25% at significant downside, Yharim's Gift is emblem with 30 defense

Thus, I think accessories should simply scale harder, notably increase the "roof" of post-DOG accessories, such as making them 15% damage 10% crit or 20/5 (thus ~25% damage). If needed I think some power can be shifted from armor since armor are always static but accessories are vital for build options.

With consideration of removed potions such as Yharim's Stimulant, I think this is a reasonable time to make this change.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Improve the Revival Function of Nebulous Core**

While the accessory is very effective at what it does (preventing lethal damage), the general concern is that its effectiveness compare to dodges is very questionable. Such as the Amalgamated Brain just seems like a better Nebulous Core.

Amalgamated Brain effectively allow you to dodge attacks multiple time while Nebulous Core can only "dodges" damage when it is lethal. Unlike dodges which give more iframe, Nebulous Core just use standard iframes which means you might die from chain hits anyway. Other notable flaw is Nebulous Core is considered a hit and cause Adrenaline to deplete while dodges keep Adrenaline.

Thus I think Nebulous Core's revival can be revamped and improved to be more effective, for example:

  1. What if it become a dodge (with separate cooldown from other dodges) for specifically lethal damage only? And heal you to set amount of HP if your HP is below it after the dodge?
  1. What if proccing lethal prevention immediately heal you to full HP but temporary drops defense to 0 and make you take more damage as a tradeoff?
  1. What if proccing Nebulous Core's lethal prevention put you in a short invulnerable stat temporary where you cant deal or take damage so you can escape from attacks, with the no damage dealt tradeoff to ensure Silva revive is better?

A lot of ideas can work for this and it is up to the developers' idea on the improvement.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Change summoner sets to say "increased summon damage" instead of "increased minion damage"**

For the sake of parity with vanilla as well as with a few of your own armors (wulfrum, plaguebringer, fearmonger, forbidden circlet) this change may be helpful as I'm a lil slow and for some reason thought it wouldn't boost whip damage while testing the new catalyst whips (they do) so it would be purely a cosmetic description change once again for the sake of parity with vanilla as well as consistency with your own armors

another person mentioned it may be because they don’t increase sentry damage, however after testing with Silva summoner head and frost hydra it does seem to increase sentries as well

Suggestion Author

@torn flower

arctic boughBOT
#
**Credit Devs In A More Visible Way**

Crediting past and current devs in a more visible way makes it easy to showcase the amount of people that have worked on the mod or is currently working on it, but also to ensure that the wrong idea that the mod is carried by only one person is wrong and that there's more people contributing to it.
In my point of view, I see that the "Thank You" painting is not a good example of showcasing credits to current and past devs because it's droprate is 1% from bosses, while also not showcasing in which area of work the devs worked or are working on.
I also have to mention the Terraria Community Forums post doesn't showcase most of the devs that worked or are working in the mod (Authors section), while also TCF being a quite strange place to credit the devs.
My solution to this inconvenience is to simply put the crediting to the Steam Workshop page in the mod, or also by putting the credits in the in-game mod description in the Mod Browser, while also categorizing in which area they contributed on.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Rename Draedon's Recon Body in the Exo Mechs Fight**

Currently, the recon body is only referred to as "Draedon". While this may be true in some ways, it can also mislead players into the misconception that what you are seeing is actually Draedon, instead of a throwaway recon body. A rename as simple as "Draedon Recon Body" would help clear up any potential misconceptions about the true nature of this body.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Remove the recipes for Perforator and Hive Mind 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? Slime God used to also have recipes for its drops, but those were removed. Why did Hive Mind and Perforator's drops not also have their recipes removed? 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
#
**Graveyard crafting conversions for evil biome specific crafting materials**

Crafting recipes which require cursed flames, rotten chunks and their counterparts are needlessly difficult to fulfill in a world of the alternate evil. It really does not make sense why this is the case when every single shadow orb/crimson heart drop can be directly converted into their alternative. A recipe converting ichor into cursed flames, vertebrae into rotten chunks and vice versa at a station in a graveyard would solve this issue.

Suggestion Author

@unreal charm

arctic boughBOT
#
**Introduce Mage Accessory Upgrades Based On Chaos Stone**

It is well known that Mage currently lack accessory options, but why should specifically a Chaos Stone upgrade be added?

Currently Mage weapon is largely balanced around having a very high max mana and mana cost reduction. This is largely established to be the Mage's "meta" which basically makes mana (mana potions) a non-factor, other than for QOL to not have to attack for regen.

As such, Chaos Stone is basically useless (compare to say just an emblem) because it essentially only "gives you damage boost" when you are using mana potions frequently, and is only usable on super high mana consuming weapon like Yharim's Crystal, which is extremely rare as most weapons just do not use that much mana.

Thus, I think it will be interesting for Chaos Stone upgrade to be added to basically "break the meta", such as basically incentivizing consuming a lot of mana potions. For example, what if the upgrade increase mana consumption and so you spend mana quicker? Or massively reduce your max mana so you need mana potion more frequently? And in turn give you some benefits as you consume mana potion?

In conclusion I think that if new mage accessories are to be added, Chaos Stone will be the best candidate because of that, and can help to give mages more build option beyond what is currently offered, but more importantly to explore more on the "mana" aspect of mages which currently is a non-factor.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rename Gunk Shot to Shotgunk**

Basically Shotgunk sounds like a way cooler name than Gunk Shot which doesn't make much sense considering it doesn't shoot Gunk shots, that and Shotgunk rolls off the tongue much better
It also makes sense because it's pretty much a Shotgun which Shotgunk sounds much closer too

Suggestion Author

@keen lance

arctic boughBOT
#
Sulfur poison change

Increase the time it takes for sulphuric poison damage to start, but increase the damage when it does. This is because it is neatly impossible to get to tje abyss without taking Sulphur damage, and forced damage is very annoying.

Suggestion Author

@tropic swan

arctic boughBOT
#
**Rework Yharims gift**

As of now, Yharims gift is a quaranteed drop from yharon. It practically gives a flat 15% dmg boost and a 15% speed boost + 30 defence, and an ability to rain down meteors. The meteor part is most often completely useless as they tend to miss everything. As such, the main function of the accessory is the stat boosts, which is completely boring for a drop from the penultimate boss of the game. As such, I would suggest reworking the item, to stand out more and being more than just flat stats

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Make Fearmonger Armor's tooltip accurate**

Currently, the tooltip states that it gives "immunity to all forms of frost and flame". However, Dragonfire and Vulnerability Hex aren't included, making the tooltip inaccurate.

In the case of Dragonfire, the issue is obvious. A player will always intuit that a debuff with such a name should count as a flame debuff.

The issue with Vulnerability Hex is subtler. While its name doesn't suggest it being a flame, it's otherwise flavored as if it was. For example, its death message; a player wearing armor that gives them "immunity to all forms of frost and flame" will feel like they've been tricked when they are "charred by the brimstone inferno".

There are multiple solutions to this. One is to make the armor give immunity to said debuffs, or at least their damage. Alternatively, if such changes are deemed imbalanced, it's possible to change the tooltip of Fearmonger Armor to read something like "Immunity to most forms of frost and flame". Lastly, in the case of Vulnerability Hex, it's possible to change its flavor so that it couldn't be interpreted as a flame debuff.

Suggestion Author

@modern walrus

arctic boughBOT
#
**Increase the variety of Defensive Accessories between Post Moonlord and Pre-DoG**

Now now, I know people are gonna flame me because "defensive builds are op", but here me out

There are a total of 4, yes 4, defensive accessories between Post Moonlord and Pre-DoG:

  • Elysian Aegis: (Which is a dash and other dashes do in fact exist)
  • Bloodflare Core: (An accessory that players avoid because not everyone is good at the game and gets chain hit)
  • Affliction (Which is more of a stat stick than a defensive accessory)
  • Astral Arcanum (Who's entire niche is on... SCal, a boss that is several tiers later than you can get it)

That is incredibly limiting and makes it so a lot of defensive builds/slots to put defensive stuff in is just filled by the same couple of accessories (mainly Deific Amulet and Absorber) from pre moonlord to post dog. It's telling when Frozen Shield and Leviathan's Ambergis are top 5 best defensive accessories until post dog, and it's mainly because of lack of literally any competition

It would be way more interesting to have other actual defensive options for a selection of tiers that has a total of 8 bosses in instead of just using the same pre moonlord accessories throughout every other tier.

Suggestion Author

@pallid spire

arctic boughBOT
#
**make rage mode increase mining speed**

would give rage mode another use and also be kinda funny
also, sometimes the rage meter fills up when you aren't specifically fighting enemies, like, for example, when you're terraforming, this would help with that

Suggestion Author

@simple pilot

arctic boughBOT
#
**Either make a way to disable solar armor's dash ability, make it properly ram through enemies while giving I-frames, Or make it not override other dash accessories**

The solar armor set is currently easily the best set for all of early post-ml up to post-providence, and while the set has amazing stats the dash is extremely problematic. it cannot be turned off and overrides every other dash accessory, however it is worse than other dashes for combat, as dashing through enemies does not consistently protect you and you nearly always take contact damage. compared to something like asgards valor, a post-plantera accessory, it is significantly worse for no real reason. An example of why this would be annoying is that for dragonfolly, a very dash intensive boss, you cannot at all reliably ram through it with solar armor despite it being the best melee set stat wise. This makes melee substatially worse for this strategy for no real reason, and I really hope to see solar dash fixed or not override other dashes because of it.

Suggestion Author

@lean cave

arctic boughBOT
#
**Revisit Pre-Yharon ranger, retier or remove certain weapons from it**

Ranger has a lot of weapons, and this statement is an understatement. In hardmode, counting post-ml, there are 128 weapons. This is a lot and leaves some ackward stages, where you have many competing weapons from the same weapon type at the same tier.

I want to focus on pre yharon of ranger in this suggestion. The weapon bloat on this tier is just insane. Ranger has 16 weapons on this tier, counting for 1/8 of the total weapons total in hm ranger. You have many similar functioning weapons on the same tier. A good example of this is phangasm and alluvion, both being lmb rapid firing bows with similar dps. A 2nd example here is the the SDFMG, being completely outshined by the onyxia on it's tier and both being similar lmb rapid firing guns.

Why not buff these outshined weapons? It still keeps up the same issue mentioned of having many similar functioning weapons in the same tier. It doesn't make the weapons individually stand out, just keeps up the issue. Practically, the issue would persist, with just different weapons being on top

I am not up for reworking many weapons, as this is a large scope fix for a smaller scale issue. Yes, it would make the now ignored weapons stand out, but I think weapons like the alluvion or sdmfg are still cool weapons, just being outshined

Thus, I suggest taking a look at rangers arsenal of weapons in this tier and removing this ackward effect from happening. This could give a chance for now ignored weapons to shine. For example a weapon which could benefit from this revisit is the Ultima, seeing rare usage due to being a hard craft compared to it's peers of lmb bows

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Swap the names of Seraph Tracers and Celestial Tracers**

Seraph Tracers are made from Luminite, a celestial material. Futhermore, most things with the label "Celestial", like the Pillars, Reaper, Onion, Jewel, Shell and Stone, are either late-Hardmode or early-post-Moon Lord.
The wings on Celestial Tracers look quite angelic, which would match the Seraph part, which means an angel of the highest order.

Suggestion Author

@modern walrus

arctic boughBOT
#
**Remove Adult Eidolyn Wyrm throwing you around**

When fighting the Adult Eidolyn Wyrm, sometimes it flings you around, making the fight awkward and less fun. Removing this will make the fight feel less chaotic and overall better.

Suggestion Author

@hardy bridge

arctic boughBOT
#
**Make lava unable to generate on the player's spawn point in "for the worthy" world seeds**

There is a relatively high chance that lava generates over the spawn point in a "for the worthy" world. This may have something to do with the mod's Planetoids, due to their Stone Blocks being replaced by Spikes, Jungle Spikes, and Lava. It's pretty funny when it happens for the first time, but having to regenerate a new world every 3 times or so can get annoying

Suggestion Author

@sudden dune

arctic boughBOT
#
Specify what fairy boots benefits actually are in the tooltip

"Nearby Fairy's grant increased life regen, defense, and movement speed"
This description is too vague and would probably lead to the average player not even bothering to craft these because they don't know the actual stats of fairy boots. This description could be changed to "fairy's grant X life regen X defense and X% movement speed" or something along those lines.

https://media.discordapp.net/attachments/225030931008847874/1116772451297263696/image.png?width=960&height=431

Suggestion Author

@sharp topaz

arctic boughBOT
#
**Increase visibility of Sanguine Flare's projectiles**

It's quite easy for these projectiles to get lost in lots of lights or especially in the dark, since they're slightly transparent and have no glowmask or anything of that sort. I don't know if there's any future plans with this weapon, but for now, adding some way to improve the visibility of its projectiles would help.

Suggestion Author

@novel patio

arctic boughBOT
#
**Make Crackshot Colt and Midas Prime more distinct**

These weapons are one of the more unique weapons in the mod, or well, the concept at least. There are no differences between Crackshot and Midas except for where in progression they're found and damage values.

To make them more distinct, I suggest making the Crackshot Colt slower fire rate but greater damage in return, and changing the coin mechanics slightly to offer a pierce boost for hitting coins, similar to the Slab Revolver in ULTRAKILL.

Suggestion Author

@polar pagoda

arctic boughBOT
#
**Implement a brief cooldown between rage indicator sounds**

Self-explanatory. While the sound indicator for rage is useful information for the player, it can be slightly annoying if either a boss or the player is moving in such a way that rage reaches its max for a brief moment only for it to go down just a tiny a bit and then go back up shortly after, resulting in the indicator playing repeatedly in a short timespan.

Suggestion Author

@sacred quail

arctic boughBOT
#
**Rename the Rune of Kos**

The Rune of Kos is extremely important for progression through the mod. However, it's named after Kos — a character who doesn't even appear in Calamity at all, but is instead a reference to Bloodborne, an entirely unrelated game. This out-of-place reference only serves to confuse the lore.

Suggestion Author

@half thicket

arctic boughBOT
#
**Improve the Wall of Flesh Fight With Consideration of Current Underworld Terrain Generation ("WOF arena issue")**

Wall of Flesh is infamous for forcing gigantic arena in the Underworld with various crowded structures and varying terrain height. While the concept of the boss is exceptional in vanilla the first time you face it, it get tedious after having to build more WOF arena across different playthrough.

Thus, I think that with the consideration of tediousness of building WOF arena, some improvement should be made on the Wall of Flesh fight, in fact pretty easily with with what is currently already in the game.

For example, instead of a running simulator, Wall of Flesh can instead be EXTREMELY slow so that it is possible to fight it inside a static/much smaller arena, but do its "enrage charge" instantly as soon as the player try to run off screen (which already happen just less strict).

This do not change the nature of the fight as you are still forced to stay on screen to WOF except no longer have the requirement of a huge arena. This also give possibility to make WOF's attack much more interesting under the new limitation. You can even turn it into say a true bullet hell boss if you want, but will just leave it here to let the devs decide on the implementation.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Allow the Piggy and Repair Unit to be added to the Bestiary without killing them**

All other critters, both in Vanilla and in Calamity, contribute to Bestiary progress simply via close proximity. The Piggy and Repair Unit, however, have to be killed to be counted towards bestiary progress. This should be modified, to allow for Bestiary completion without needing to kill critters.

Suggestion Author

@half thicket

arctic boughBOT
#
## Make the Rover Drive regen the damage absorbing points it has

The Rover Drive is a really good early game accessory with the ability to absorb incoming damage but i feel like it would greatly benefit from a simple change
allow the rover drive to begin regenerating the points of damage it can absorb back to 40 if the damage you took didn't immeaditely destroy the shield. Example : a zombie that deals 26 damage to you, that makes it so you still have 14 points of damage absorption left and they won't regen unless you reset the rover drive by completely breaking it by taking damage until it breaks, my suggestion is to make it so after maybe 5 seconds of having the shield up ( half of the time needed for it to come back up if it is completely broken ) it will slowly start regaining the damage absorption points back to 40

Suggestion Author

@languid edge

arctic boughBOT
#
**Make Night's Ray and Carnage Ray use Wand of Frosting in the recipe instead of Wand of Sparking**

Night's Ray and Carnage Ray are prehardmode Night's Edge-like weapons for mage class. They are made with unupgradable(not materials in prehardmode) weapons. But 1.4.4 added Wand of Frosting, a superior upgrade to the Wand of Sparking in prehardmode, and if you make Wand of Frosting (that's what you'll probably do) you'll waste the weapon.

Suggestion Author

@west sapphire

arctic boughBOT
#
**Rework Phaseslayer**

Phaseslayer is a post DoG weapon with the unique ability to deal more damage and launch projectiles based on how fast you swing. While this gimmick seems cool at first, using it in an actual boss fight is incredibly tedious, leading to actual wrist pain after a single fight attempt. Reworking this weapon to be less use intensive would make it much more reasonable and enjoyable to use.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Rename "The Dragonfolly" to "Dragonfolly"**

The Dragonfolly is a post-Moon Lord boss who, quite recently might I add, got some lore changes in a few updates. In these lore changes, it was confirmed that there are multiple of The Dragonfolly, yet the "The" part make it seem like there is just one. Due to this, I propose we rename it to "Dragonfolly" to properly reflect the new lore.

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove the "A" from "A Desert Nuisance"s name**

No other enemy has an "A" in its name, even other boss minions. Theres no real reason to specify that it's just one of multiple when that can already be easily seen, and it's inconsistent with the rest of the game.

Suggestion Author

@inland hamlet

arctic boughBOT
#
**Introduce A Way To Keep Track Of The Shimmer Permanent Power-Ups That You Had Used/Not Used**

Currently as far as I am aware, don't really have a way to keep track of the power-ups you had used. Unlike the Calamity's Permanent HP/Mana upgrades which is shown on sprite, there is really not much obvious indication you can find for these.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add placeable versions of some potions**

In Terraria there are world generated placed potions in the dungeons, which look very fancy. These potions would be a really fine addition to some builds, having possibly different color bottles in a shelf of something like a lab. In calamity especially, the potion designs are top notch, and I dream of having something like the shadow potion in a shelf. Thus I suggest adding the possiblity to place some potions in a shelf to add a new style of furniture.

Suggestion Author

@tiny fjord

#
**Enable Placeable Pots with the Rubblemaker**

Currently in the latest update, Terraria adds the Rubblemaker. What most people don't know is that the Rubblemaker also has a disabled method called "ForModders_AddPotsToWand" which allows the Rubblemaker to place the breakable pots seen around the world with their respective materials. Considering this method was seemingly only disabled for the purpose of modders enabling it; I suggest Calamity enable it.

Furthermore, if possible it would be nice to see Calamity's own pots added to this method as well. While another mod could do this, the possibility of not having compatibility with Calamity's own pots is why I suggest Cal do it themselves. Plus the Abyssal Pots looks really nice and being able to have them in builds would be appreciated.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make draedon say "How foolish. You cannot escape." less often during XF-09 Ares ultimate spam in getfixedboi seed**

In getfixedboi seed, exo mechs are capable of doing ultimate spam at some point. This does include ares, however, ares is always enraged during ultimate spam phase in gfb seed rather than player getting out of exo overload beam range which cause draedon to flood the chat with "How foolish. You cannot escape." because it trigger everytime ares is enraged. id suggest to make draedon say this line less often during ares ultimate spam phase in getfixedboi seed or make him only say it when player try to escape from exo overload beam by getting out of its range

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Reduce the required number of tombstones to form a graveyard**

Twenty is just too much. If you weren't collecting them since the beginning, it will take some time to just AFK in Lava to get some, while also making it hard to incorporate graveyard biome into it's surroundings because of tombstones taking too much place. 10-12 tombstones required would already be much more manageable, while still preventing graveyard too often

Suggestion Author

@vocal anvil

arctic boughBOT
#
**Rework/tweak or remove Andromeda's Stride (Galaxia's slow dash attunement)**

Galaxia is really fun to use for the most part, with each of its attunements fitting a different playstyle that makes it very versatile. Andromeda's Stride, however, does not at all work fluidly compared to the other three. It has a longer windup than Polaris's Gaze (the other dash attunement), travels far slower, and relies on hitting the ground to do good damage, which is not very reasonable around Yharon's stage. Its effects don't even get carried over to Ark of the Cosmos. Essentially, Andromeda is Polaris but a lot less satisfying.
Making some change to this attunement would fix its difficulty of use and its redundancy with Polaris's Gaze.

Suggestion Author

@woven knot

arctic boughBOT
#
**Make weapons / accessories with grounded effects also apply to platforms.**

Some Cal weapons (e.g. "Andromeda's Stride" attunement for Galaxia) and accessories (e.g. Gravistar Sabaton) require the player to hit the "ground" (solid blocks) to fully maximize the item's potential, which can be detrimental in late game Calamity where most late game bosses need so much open space and little blocks to use these on, especially with floor-level blocks.

A working example of grounded weapons actually usable on platforms is vanilla's Blood Thorn, where it can either proc off solid ground, platform, or around you if the other 2 aren't detected.

Allowing platforms to trigger these effects if the player properly lands on them as well would help making these effects a lot more accessible to use for more cases.

Suggestion Author

@wise radish

arctic boughBOT
#
**Remove the Frost Bolt from Veering Wind or Retier it**

Veering Wind is a new pre-Boss mage tome added in the latest update. It is very strong and creates a pulse of strong wind waves on left click, and freezing waves on right click.

It is currently an instant upgrade to Frost Bolt, as both are pre-Boss and Veering uses Frost Bolt in its recipe. The main problem is Veering is just WAY more interesting as a weapon (and is currently much stronger, too), and there's basically no reason not to upgrade it, besides maybe needing a second Frost Bolt for the main upgrade line, but it's not like Frost Bolt is very hard to obtain.

The fact that Veering is an instant upgrade devalues the uniqueness of both weapons, as Frost Bolt gets overshadowed, and the only way Frost Bolt could recoup this is if received a massive functionality overhaul, but then players would have to debate on whether to use one or the other, or go through the annoying task of making the same weapon twice, just to get a variant.

I believe either removing or replacing the Frost Bolt from the weapon's recipe, or simply adding Pearl Shards or some other post-Boss material so that Veering doesn't completely butt into Frost Bolt's presence would benefit the weapon's identity greatly. As then, the two weapons can at least exist in their own spaces instead of clashing with each other's identities as they are right now. (Alternate obtainment methods would also be fine, such as dropping from Sky enemies.)

I have already contacted the donor and gotten permission to suggest this.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Calamity's Astral Infection Vines Be Affected By Player Movement Or Wind**

You are currently unable to interact with calamity's astral infection vines via player movement or wind. This should be changed as it ruins immersion.

There's probably more than just the vines in the astral infection that are not affected by a player movement or wind. And please tell me if there are more as I will put them on to this list.

Suggestion Author

@buoyant summit

arctic boughBOT
#
**Credit Devs In A More Visible Way**

Crediting past and current devs in a more visible way makes it easy to showcase the amount of people that have worked on the mod or is currently working on it, but also to ensure that the wrong idea that the mod is carried by only one person is wrong and that there's more people contributing to it.

In my point of view, I see that the Thank You painting is not a good example of showcasing credits to current and past devs because it's droprate is 1% from bosses, while also not showcasing in which area of work the devs worked or are working on.

I also have to mention the Terraria Community Forums post (Authors section) doesn't showcase most of the devs that worked or are working in the mod while also TCF being a quite strange place to credit the devs.

My solution to this inconvenience is to simply put the crediting to the Steam Workshop page in the mod, or also by putting the credits in the in-game mod description in the Mod Browser, while also categorizing in which area they contributed on.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Replace "Right Click" in weapon tooltips with the assigned keybind for "Interact"**

Every single dual-function weapon that I can think of is hardcoded to say something along the lines of "Right Click to [function]" in the tooltip, when in fact these alternate functions use whatever the "Interact" keybind is set to (which is by default, right click). Since I have rebound my Interact hotkey, this lead to some confusion during my first time playing Calamity since it made me assume the weapon keybind was separate from Interact. Changing the tooltips to use whatever button is assigned to the "Interact" keybind in place of "Right Click" will ensure the tooltips are correct regardless of the player's keybinds, and reduce potential confusion about the weapon's second function "not working".

Suggestion Author

@bronze yoke

arctic boughBOT
#
**Make that Astral Beacon can't spawn near NPC or Chests**

As I'm aware, astral meteor can't spawn near NPC/Chests, but apparently Astral Beacon can, which can result in something like shown on the screenshot. This is just devastating, because it can ruin a large chunck of housing, or a whole house.

Suggestion Author

@vocal anvil

arctic boughBOT
#
**Monk Eternia Gear Reworked Towards Rogue**

It would be cool if the Monk and Shinobi Set and weapons could also boost rogue damage in some way to allow the rogue class to benefit from the sentries end events.

Suggestion Author

@quartz rover

arctic boughBOT
#
**Change the Astral Beacon to spawn as a floating island**

Since its implementation, the Astral Beacon has failed repeatedly in certain aspects, whether it be spawning mid-air or on people's houses. The parts at the bottom also ruin the build if it spawns on a hill or cave tunnel where they poke out. Along with that, enemies can get stuck on it, the ores on the tips hurt the build's appearance and many other small nitpicks with it.

The best solution would be to have the Beacon spawn directly above the meteor as a floating island, which uses generation that rarely hits player structures. Since it's already above the likely clear area, the chances of ruining structures is massively decreased, while also putting it closer to skybridges for Astrum Deus' fight. Another great benefit is that it allows the builders more freedom with the build, potentially incorporating more blocks or details into the now floating build.

Suggestion Author

@west rose

arctic boughBOT
#
**Add Custom Damage Text Colors for Rage and Adrenaline**

This would allow for the player to easily see the duration of the modes even with volume muted, and would also allow players in multiplayer to easily discern who is doing the damage and what modes they have active. It would also add some more polish to the mod in general.

Suggestion Author

@normal epoch

#
**Make every post Moonlord Summon helmet/armor grant 1 sentry slot**

For consistency's sake to trail off of the fact that Stardust armor got an extra sentry slot in 1.4.4 and the fact that sentries have been, in general, given love in this same update, now that the port happened, it'd be nice to see some similar sentry love in Calamity.

Suggestion Author

@halcyon torrent

arctic boughBOT
#
**Move Redtide Spear's charge attack to right click, or increase the speed it takes to trigger**

Redtide Spear is cool, and the charge is cool, but it is absolutely infuriating to use in most combat because the charge triggers way earlier than it should, locking you out of attacking normally for a while. The speed trigger is at about half of the speed given by Hermes Boots, which is certainly not a high speed at this stage, as hardly anyone avoids using Hermes Boots.
Moving Redtide's charge to a right-click ability (or a higher speed requirement) would make it much more intuitive and reliable to use.

Suggestion Author

@woven knot

arctic boughBOT
#
**Make the Poison Pack spiky balls be able to not fall through platforms**

Cause if the normal Spiky balls cant fall thorugh them, then might as well make the Poison Pack ones not too! (also makes it better for bossfights)

Suggestion Author

@cerulean belfry

arctic boughBOT
#
**Change how Meld Blobs are obtained**

As of now, Meld Blobs are obtained from killing pillar enemies (and deus) during the celestial event. It's a working way of obtaining them for rogue players, as you don't need to externally grind for them to be a bother for rogue players. It has been a working way for them.

But we can all admit, it's a boring way. It makes the blobs bloat for all the other classes, filling up their inventory. They are not needed outside of rogue crafting (with a few minor exeptions) , being left out of galactica singularities and thus not serving a higher purpose

Thus I suggest changing the way Meld Blobs are obtained, as the current way is boring and annoying for the other classes.

Example ideas
-Involve Shimmer in some way
-Add specific enemies to drop the items, rather than have all the celestial enemies drop them (while not adding the 5th pillar)
-Add a recipe to be able to trade other fragments for them

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Make Uelibloom Bars be crafted at Ancient Manipulator instead of a Hardmode Forge**

Nearly every item craft that uses Uelibloom Bars is crafted at an Ancient Manipulator. For some reason, Uelibloom Bars themself aren't crafted at one, despite the 2 bars that come before it being crafted at an Ancient Manipulator. Uelibloom Bars should be moved to Ancient Manipulator for consistency with both its crafts and the items that come before it.

Suggestion Author

@cyan hare

arctic boughBOT
#
***Make friendly Turrets active during boss fights***

The new friendly turrets added in the new update really do breathe a lot of fresh life into the game, and are generally very entertaining to watch go about their business, whether it be watching 200 water turrets yet a slime into the stratosphere or just to play tower defence. These turrets not working against bosses is kinda really dissapointing however.

These turrets arent particularly strong, and dont do THAT much damage. In hardmode especially, and it's generally quite fun to watch them go do their own thing.

if it really becomes too much of a problem, it's possible to lock all the turrets behind hardmode blocks, so that prehm, when they're at their strongest, their numbers are limited via the things you can get by mining the draedon labs.

Suggestion Author

@formal timber

arctic boughBOT
#
**Revamp the deletion action and projectile visibility on certain spiky balls weapons**

Spiky Balls weapons like Sky Stabber and God's Paranoia can throw up to a certain number of spiky balls at a time (4 for former example and 10 for the latter), and the player can freely delete existing spiky balls with right click. But this style of spiky balls can end up a bit confusing to use due to how small they are and their limited numbers, especially on deleting the projectiles.

Adding enhanced projectile and deletion visualization on these spiky balls weapons would help making their use much more intuitive. Things that can be done in this regard include, but aren't limited to:

  • Adding a "blip" lighting to existing spiky ball projectiles whenever the player uses the respective weapon (e.g. Sky Stabber projectiles will "blip" whenever the player uses Sky Stabber, regardless if the player actually threw a spiky ball)
  • Adding a small animation onto the spiky balls projectiles whenever they're deleted
Suggestion Author

@wise radish

arctic boughBOT
#
**Rephrase the Pwnhammer's tooltip to be clearer**

Right now, the Pwnhammer's tooltip says that the Hardmore ores generate after defeating the mech bosses with the Early Hardmode Progression Rework configuration enabled.
However this is not true for the T1 Ores (Palladium and Cobalt), as they generate after killing Wall of Flesh, but this is not said in the tooltip of the Pwnhammer, and can potentially result in newer players getting confused and think Palladium and Cobalt also generate after Mech Bosses.

Suggestion Author

@indigo axle

arctic boughBOT
#
**Add a sound for when the Hallowed Armour set triggers**

I want to know whether the effect disappeared because I was hit or because it just ran out of time, without having to constantly look at the boss bar

Suggestion Author

@keen pilot

arctic boughBOT
#
**Make Voodoo Demons not spawn at the spawn island in GFB**

It’s nearly impossible for the player to avoid these, the only solution currently is to build yourself in. Which isn’t fun for a hardcore character. I’m not sure if this is a bug or a feature, but it’s not fun and I hope it gets resolved.

Suggestion Author

@ember surge

arctic boughBOT
#
**Make the hands of Skeletron Prime an actually meaningful part of the fight**

Currently, Skeletron Prime's hands not only just don't deal a whole lot of damage, but are easily dodgable and if you get skeletron prime down to 50% HP, the hands just despawn entirely.

The hands just don't do anything and there is zero insentive to kill them. It's faster and easier to just aim at the head and kill skeletron prime that way

Thus, they need to be changed into something actually meaningful, which can be done like:

  • Forcing the hands to be killed before the head can be damaged
  • Have them regenerate/respawn at 50% and rework the below 50% phase
  • Make them unkillable and act somewhat similar to what Ares's arms do to prepare the player for how Ares's acts

To give a couple ideas. Does not have to be exactly what is stated above, as that is up for the devs to decide just how to implement it

Suggestion Author

@pallid spire

arctic boughBOT
#
**Remove Calamity's Magic Mirror recipe**

Terraria 1.4.4 added its own Magic Mirror recipe, and it's hardly any more difficult to craft, so there is simply no reason to keep the Calamity version.

Suggestion Author

@woven knot

arctic boughBOT
#
**Increase the strength of the Burning Blood debuff on the player so it isn't disproportionatly weaker than Cursed Inferno**

Burning Blood is a debuff inflicted by the Perforators that has the player lose 4 health per second if inflicted with it.

However, Cursed Inferno when inflicted on the player has the player lose 12 health per second, and is inflicted by both Eater of Worlds AND Hive Mind

Burning Blood should be increased in strength to at least resemble the cursed inferno debuff or have another effect tacked on to make it not just a debuff you can very easily shrug off because it does nothing.

Suggestion Author

@pallid spire

arctic boughBOT
#
**allow celestial sigil to be used without golem being defeated**

you can still spawn moon lord without it by completing the entire pillar event but thats slow and annoying for every single boss attempt

Suggestion Author

@viral cave

arctic boughBOT
#
**Rework the Old Power Cell**

In order to bypass Terraria's hardcoding related to spawning Golem before Plantera, Calamity adds a custom spawn item for Golem called the Old Power Cell. The Old Power Cell is currently identical to the Lihzahrd Power Cell, except instead of using the Temple Altar, you can use it anywhere within the Jungle Temple. It's appearance is currently identical to the Lihzahrd Power Cell. I believe that, with Shimmer adding Forbidden Lihzahrd Brick Wall, and just for the sake of differentiating the two, that the Old Power Cell should be reworked.

Old Power Cell is both a lame name, and an equally lame item. If Calamity is going to add an item to allow players to bypass the progression restrictions on Golem, I'd much prefer it just be an entirely new item instead of trying to be an exact Power Cell clone so it looks less like the bandaid to bypassing hardcoding that it currently is. This would also be a great time to build more into Golem's lore, which adding a new item to spawn him with would easily be able to do. (It also just looks super ugly and I think Cal could easily whip up something better)

Now would also be a good time to remove the Jungle Temple spawn restriction, as I believe it was originally added so players would be incentivized to fight Golem in his proper arena, but with the introduction of Shimmer, and the fact that Calamity breaks the progression on Lihzahrd Bricks obtainment as well, it would not be very difficult for players to simply set up a small cluster of Lihzahrd Bricks and Forbidden Walls to spawn him far outside his intended location. This is why Calamity added his enrage anyway. If players want to fight an enraged Golem on the Jungle's surface, I don't think there's much of a reason to stop them from doing so. They know what they're getting into, considering Golem is a Vanilla boss anyway.

If the devs don't want to do that, I hope they at least consider the first point, and mark for partial implementation.

Suggestion Author

@olive shale

arctic boughBOT
#
**Move Golden Furniture to the Pirate's Shop**

The Pirate is a useless NPC the player obtains after beating the Pirate Invasion. He sells the two cannons and their ammos, a single vanity set, and Sails, a type of wall. Practically everything he sells is purely aesthetic. He is joked to be one of the most useless NPCs in the game.

His event, the Pirate Invasion, randomly has a bunch of enemies dropping furniture. It's not very useful, most players just sell or trash it since it clogs their inventories, and it is highly inconsistent in its drops, which makes it miserable for builders.

The Pirate only uses 10 of his shop slots (including pylons) and there are 20 golden furniture items. Shops have 40 slots. Why not just move the Golden Furniture into the Pirate's shop? It would make way more sense anyway, that he'd be importing the furniture for you from his crewmates looting, rather than a dude just carrying an entire Grandfather clock made of solid gold around in his pockets. Furthermore, Pirates drop a LOT of money, and their weapon and accessory drops are fairly lucrative as well. Their high rate of cash drops still incentivises the player to do the Pirate Invasion to get the drops, you just get to choose which ones since you buy them instead of relying on RNG, and it gives the Pirate an actual use as a Furniture dealer. It just makes sense, and is WAY more fun.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add a Hardmode exclusive item(prolly SoL or crystal shard) to the lifeforce potion's blood orb recipe**

Lifeforce potion is usually locked into hardmode since its main material can only be got into hallow biome

Since there are other potions locked until their respective progression moment aswell
(I.e fabsol's vodka, which still needs crystal shards to be avoided being crafted during prehm i suppose)

Suggestion Author

@royal trout

arctic boughBOT
#
**Add an alt-swing button for the Broken Biome Blade and it's upgrades**

Having the option to have each attunement bound to a separate button would make use of the different attunements feel smoother to use and provide more incentive to use multiple attunements in conjunction with each other.

During intense combat toggling can feel a bit janky (or just not work sometimes). Having your adrenaline meter vanish because you weren't able to quickly dash away or bounce off with Decay's Retort at a moment's notice can be really frustrating.

Suggestion Author

@stone heath

arctic boughBOT
#
**Remove or Redesign the Terra Weapons**

The Terra weapons are so soulless in Calamity. They look different, are obtained differently, and only because of the crafting material they share with the Terra Blade and their recipes being made of similar things to the Terra Blade are the Terra weapons considered Terra.

I suggest two possibilities:

  • Shift them over to the nearby Perennial set. That set would also benefit from unique features, and the current Terra weapons would do just that. You would have to remove its ancestors.
  • Flesh out the Terra part. As in, add ancestors. The Terra Flameburster is currently made of the normal Flamethrower and the Meowthrower, for some reason. Ideally we would follow a similar structure to vanilla's Terra Blade for thematic cohesion, in that there's corruption/crimson, jungle, dungeon, and underworld weapons merged into a better weapon, and a true hallowed weapon combined with the true weapon from before makes a Terra weapon. The Terra Flameburster does none of this, instead opting to grab some random flamethrower from arbitrary points in early hardmode to make it Terra. There should be the same corruption/crimson, jungle, dungeon, underworld and so on that the Terra Blade is designed to have.

Also, what gets to have a Terra weapon? For example, there's a Terra flamethrower, but there's not a Terra gun. We could fix this by adding Terra weapons for every subclass but that would just add to the item bloat. My suggestion before stands here: make one Terra weapon per class.

Suggestion Author

@lost geyser

arctic boughBOT
#
**Remove Meld Construct's**

Meld Blobs are meant to be the fifth celestial fragment. They are dropped by celestial enemies during the lunar event the same way as the other ones.

Thus, the existence of Meld Constructs is confusing. Why does the rogue fragment need another items to become functional. The other item needed is also weird for it's craft, as stardust isn't even a Deus locked, which would maybe explain the current issue. Thus, I suggest removing Meld Constructs, as they diffrentiate the rogue fragment's from the others for no reason.

As a replacement, just replace all recipes using construct's w the blobs, thus removing the middleman in these recipes and making them align with the other fragment's

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Lengthen the time it takes for Yharon to charge out of the sun bullet hell**

Currently, Yharon can charge into the player very quickly after doing the sun bullet hell, which is very disorienting and makes dodging insanely difficult, given you have to space yourself very carefully for the fireballs but also have to ram or sweep around Yharon's charge, which can end up throwing you into a fireball anyway. Making Yharon wait for a couple seconds after each sun bullet hell would likely remedy that chaos, while also keeping the pace of the fight up just fine.

Suggestion Author

@slender ether

arctic boughBOT
#
**Rework SCal's Seekers**

As it stands the seekers serve as nothing more than an annoyance in the fight, especially since it's near the end of it. All they currently do is fire a dart each every 5 seconds...with no visual indicator...and often conflicts with other attacks at that point. Even worse if SCal is currently mobile or dashing, then there's a good chance you'll be shot at point-blank by them without any chance to do anything.

Suggestion Author

@stable dust

arctic boughBOT
#
**Give Providence's aimed Cocoon Stars a trail.**

Providence's Cocoon Phase can do a star attack which is comprised of 2 elements:

  1. A fixed pattern of Cocoon Stars spreading out of Providence.
  2. A number of Cocoon Stars aimed at each player in the fight.
    With how both elements are shot at the same time and there are virtually no distinctions between the two types of star attacks, it gives the illusion of complete chaos when it's not entirely the case.

Giving the aimed stars a trail would help with immediately discerning which stars are aimed at players and which ones are part of the telegrpahed pattern. This would make the Cocoon Star attack much more intuitive to dodge.

Suggestion Author

@wise radish

arctic boughBOT
#
I believe that the flarenado summoned by the wand should center around where the original projectile landed; rather than being the leftmost point of its wave.

This has made the weapon feel quite awkward to use, especially on more stationary enemies where the flarenado only grazes them despite shooting directly at them.

Note how in the GIF, the dummy to the right takes more damage then the one struck by the original projectile.

If this was changed in a later patch/update, it would make the wand much more intuitive to fully utilize.

https://calamitymod.wiki.gg/images/c/c6/The_Wand_(demo).gif )

Suggestion Author

@paper minnow

arctic boughBOT
#
**Rework Flak Kraken**

From the Acid Rain, you can get a weapon called Flak Toxicannon, which is unique in the sense that it must be fired upwards. Later down the line, it upgrades into the Flak Kraken, which fires a reticle on the cursor. This doesn't really fit as an upgrade to the Flak Toxicannon, as they have completely unrelated effects, with the only similarity being that they share the "Flak" name. It goes from a skill-based weapon to a weapon that doesn't require anything beyond mindless aiming. One could argue that holding your cursor directly above the enemy takes some semblance of skill, but how does this fit a gun exactly? This kind of behavior would better fit a Magic weapon, rather than a Ranger weapon. Taking all of this into account, Flak Kraken is a boring weapon compared to what it could be, and should get reworked.

Suggestion Author

@green torrent

#
**Rework Empyrean Armor**

Empyrean Armor is Rogue's luminite-tier armor. Before Meld was rethemed it was an all class armor. Yet, since Empyrean Armor was made Rogue-only, there have been functionally no changes to the set bonus. Yes, the projectile vomit is only triggered by Rogue projectiles, but that's not much of a change at all.
Due to the above reasons, I suggest to rework Empyrean Armor into a more unique armor set, rather than the personification of projectile spam that it is now.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Merge Calcium Potions with Bounding Potions**

Calcium Potions are a potion that gives immunity to fall damage. However, Lucky Horseshoe is an accessory that exists in the exact same section of the game, and serves the exact same purpose. Both of them have a method that requires you to go underground (Skeleton Merchant/Ancient Bone Dust for Calcium Potions, and the Calamity crafting recipe for Lucky Horseshoe), which is a direct overlap of obtainments. While you may argue that having a potion to negate fall damage lets the player free up an accessory slot, that's not really a reason to keep it around. My personal suggestion to fix this is merging Calcium Potions with Bounding Potions, as Bounding Potions already give increased resistance to fall damage, so changing that to full immunity is hardly an issue. Also with this solution, it won't directly clash with the Lucky Horseshoe, as Bounding Potions, while slightly harder to get, don't do the exact same thing as the Lucky Horseshoe.
tl;dr: Calcium Potions are redundant and should be merged with Bounding Potions to cut down on bloat.

Suggestion Author

@green torrent

arctic boughBOT
#
**Update the UX for the dash button override.**

It's really annoying to players who have played a long time and are used to double-tapping in a direction. Just as a tip for people who don't know, you have to unbind the dash override key [F] in order to return it to double tap, which is really unintuitive, and just makes the game horrible to play, especially in Calamity, where you have to save space on your keyboard and there are likely more than 26 different keybinds. Please 1 : Make it so that the default doesn't override the dash controls in the vanilla game and 2 : Make the setting configurable in the main Calamity configuration page. I have no idea why this has to be suggested in the first place, but better late to fix a (bug) than never.

Suggestion Author

@steady drum

arctic boughBOT
#
**Removing the Time Based Enrage and Summon Requirments on the GetFixedBoi and DontDigUp Secret Seeds**

these secret seeds on vanilla have a reworked time and enrage mechanic, leaving most time dependant bosses not affected by the time. However calamity's rework of their enrage has caused all the mechanical bosses (astrum arius, and providence) to have enrage affected by time. This means you can summon an destroyer who takes only 1 damage and shoots ice lasers from the get go, or a skeletron prime who will one tap you upon summon.

Suggestion Author

@sleek tulip

arctic boughBOT
#
**Change the "Gills" effect of several Calamity items to not drain your breath meter on land while on FTW/GFB worlds**

For some reason, items like the Sulphurous Armor's set bonus and the Effigy of Decay also cause your breath meter to drain on land in For The Worthy/Get fixed boi worlds, much like the Gills potion. I don't know if this is intentional, but this absolutely nullifies any reason to use these items outside of water environments. This modified water breathing should honestly be only limited to the Gills potion.

Suggestion Author

@bitter mirage

#
**Nerf or rework the [Skyfin](https://calamitymod.wiki.gg/wiki/Skyfin)**

Despite being introduced in the first tier of Acid Rain, Skyfins are FAR more aggressive than any of the event's enemies at any point. Their constant divebombing behavior is a serious hassle to deal with, especially in the first tier where no available weapon can hit them reliably. They are especially annoying in the water, where they are the only enemy in the event to retain their normal air speed. And with the rest of the enemies being much easier to kill or despawn, they take up enemy slots quickly, leaving you with a swarm of them.
Nerfing or reworking the Skyfin would take an immense amount of hassle out of the Acid Rain, and make the event more enjoyable as a whole.

Suggestion Author

@woven knot

arctic boughBOT
#
**Add Graveyard or Shimmer recipes for Evil boss summons**

Currently, the evil island exists as a way to get blocks, items, and mob spawns from the evil biome your world didn't generate with. However, many times, the evil island generates high up enough in the space layer that all evil biome spawns are overridden by space spawns, requiring the player to mine out a portion of the island and transplant it lower down.

The addition of recipes to convert boss summons to the other evil is a simple way to save players the hassle of having to create a second artificial biome when their evil island generates too high up. Although graveyard recipes already exist for some of the two evil boss tier drops, adding these will simplify the procedure for people who want to get the other drops, since they can just fight it on the island.

Suggestion Author

@bronze yoke

arctic boughBOT
#
**Rename Providence, the Profaned Goddess to Providence, Profaned Goddess **

I feel this would make Providence's name line up more with the other bosses who's names have changed. Something about the the in Providence's name takes away from it, even though it's there to make it feel more grand. The name doesn't seem to have the same effect anymore due to Yharon and Calamitas having their names changed.

Suggestion Author

@valid pagoda

arctic boughBOT
#
**Add Golem's fists to its health bar**

When you're fighting Skeletron, the number of hands remaining is displayed on the health bar, but when you're fighting Golem, the fists aren't on the health bar. Since Golem's the same colour as the temple walls, it can be hard to see whether the fists are dead.

Suggestion Author

@keen pilot

arctic boughBOT
#
**Make Stealth meter follow player position and scale**

Currently, the Stealth meter is drawn onto the screen using hard-coded position and scale coordinates, rather than following the position and size of the player. This results in issues in a variety of cases:

-When the player is at the edges of the world, the stealth meter remains in the center of the screen instead of below the player
-If the player has a non-100% zoom, the meter does not scale up or down
-If the player uses the Normality Relocator, which "unlocks" the camera from the player for a short while, the stealth meter does not follow the player
-Using the new 1.4.4 "Kwad Racer Drone" item with FPV Goggles results in the stealth meter being stuck in the middle of the screen during the entire usage time

Overhead debuff indicators from Fargo's Mutant Mod and the boss debuff indicators in Calamity do not have any of these issues. Making it so that the rogue stealth meter follows the same implementation as these sorts of debuff indicators will fix all of these and make the stealth meter feel more polished.

Suggestion Author

@bronze yoke

arctic boughBOT
#
**Make items such as Voodoo Demon Voodoo Doll and Sirenproof Earmuffs be toggleable on/off using right click rather than favoriting them**

This should be simple to explain. For those who don't know yet, in the 1.4.4 version of Vanilla changed the way how items such as Encumbering Stone and Guide to Critter Companionship work, by making them a right click toggleable rather than making them work all times.
In my opinion, items such as Sirenproof Earmuffs, Voodoo Demon Voodoo Doll and etcetera should also follow this and be toggleable with right click rather than favoriting them, for consistency sake.

Suggestion Author

@tired zephyr

arctic boughBOT
#
Add the Intro from Stained, Brutal Calamity on YT into Calamity.

In the music video, there are drums at the start that play before we hear the ingame part.
I think those drums should be added at the point where the Altar has been right clicked, but the Witch hasnt summoned yet.
This may mean the Altar's summoning ritual may need to be lengthened to fit all the drums, but this would give the Supreme Witch, Calamatis a better buildup.

Suggestion Author

@main token

arctic boughBOT
#
**Change Elemental Axe's summons to be stationary when idle**

Elemental Axe is a post-Moon Lord summon weapon that summons powerful axes to fight for the player.

These axes normally fly and flail around the player when they're idle. But this combined with the flashy, colorful effects of the summoned axes :

  • Makes it hard to count how many minions you have

  • Can confuse the player while building

  • Makes it hard to read the attacks of certain bosses that become invulnerable in certain attacks (Example: Providence, Ceaseless Void)

  • Generally creates visual pollution and strains the eyes

And so for these reasons i suggest we change the summons of the Elemental Axe to be stationary when they're idle (a.k.a when not attacking).

Also stationary sword-like summons or summon weapons that summon middle-age themed weapons are common both in vanilla Terraria and Terraria calamity mod (Example: Blade Staff, Terraprisma, Dazzling Stabber Staff, Virid Vanguard, Mirror of Kalandra) so i believe making Elemental Axe's summons stationary would fit this theme more.

Suggestion Author

@gleaming brook

arctic boughBOT
#
**Make Profaned Guardians consistent with other multi-bosses**

Currently the game only refers to the boss as the Guardian Commander. With this there are two issues.

  1. Vanilla's health bar only displays the Commander's health pool, leaving the other two Guardian's absent.
    All multi-bosses now display all of their total health into one. However, Profaned Guardians are an exception.
  2. The spawn and defeat message only refer to the Commander. I believe changing them to "Profaned Guardians have awoken/been defeated!" would be better due to all of them being significant instead of one.
Suggestion Author

@torpid monolith

arctic boughBOT
#
**The Snow Ruffian armour should change the appearance of the player's wings when equipped in the vanity slot**

and, of course should be visual only. i really like the appearance of this armour and it seems odd that this isnt already the case.

Suggestion Author

@main pond

arctic boughBOT
#
**Revamp Sandslasher's mechanisms.**

Sandslasher is a post-plant Rogue weapon that is intended to be used with a particular positioning style in mind. Issues between this weapon's conditions and intended use include:

  • Large hitbox while simultaneously not being able to pass through blocks, leading to multiple tile collision issues with the weapon.
  • Odd trajectory, as at some point in its travel the weapon just doesn't line up with the line between the player and the cursor anymore (usually tilting upwards from quick testing).
  • The weapon starts out already considerably fast for combat use, so the acceleration takes a very long distance to reasonably take effect (from another quick testing, it took Sandslasher roughly 580 feet (or 260 tiles) of travel in order to catch up with a player riding a boosted Minecart at full speed (102mph).

Revamping this weapon's attributes (such as making the weapon start slow letting it pass through walls) would help making the weapon a lot more consistent to use in combat.

Suggestion Author

@wise radish

arctic boughBOT
#
**Incorporate hover capability into late-game wings**

Hovering is a vanilla mechanic where certain wings allow you to hold down+jump to retain your vertical position. In vanilla, several wings have this mechanic.
In order of progression:

  • Certain dev wings (technically post-mech1, hard to get)
  • Hoverboard (Post-Plantera)
  • Betsy's Wings (Post-Golem)
  • Vortex Booster/Nebula Mantle (Post-Moon Lord)
  • Celestial Starboard (Post-Moon Lord)
    Vanilla spreads this ability out over the tiers of Hardmode progression. If you want wings with hover, you have options at just about every stage that you have wings.

Calamity has a lack of wings with this mechanic, the only set being the Hadarian Wings, which suck in their current state. Most crucially, Calamity adds no hover wings in its post-ml wing progression, meaning that once starboard becomes outdated, you have no hover wings for the rest of the game.
Hovering is a great ability that adds a dynamic to wing movement that you don't get with just raw stat increases. Its even spread through the game cuts off abruptly post-Providence, which is tragic as it is fun to use once you get used to it.
Adding hover capabilities to some of the existing wings or adding new wings with hover capabilities would spruce up wing variety post-ml, and allow more wings to be good without increasing their flight stats.

Suggestion Author

@hybrid nimbus

arctic boughBOT
#
**Add later upgrades to the friendly Lab Turrets**

Friendly lab turrets are currently mostly usable early-game currently, which is a shame because they are very fun to mess around with and very helpful in fending off invasions.
Past mid-hardmode, it takes a monstrous amount of turrets to get any significant work done, so I think that the decrypted Underworld Schematic would be a perfect place to put an upgrade to the turrets. In addition, another tier of upgrades could be wanted after decrypting the Ice Schematic.

Adding the upgraded turrets wouldn't be a lot of coding work, since you can simply port the previous tier of turret over, lock it behind a different schematic, and tweak a few parameters.
Later turret upgrades would really help with events such as the T3 acid rain, martian invasion, post-DoG moons, and even the tedious pillars.

TL;DR friendly turrets fall off easily, let them fall off a bit later by adding upgrades.

Suggestion Author

@zealous snow

arctic boughBOT
#
**Add a border around Providence**

This would make things a lot clearer to the player where not to go, and would have a cool effect, as well as making a step towards reworking Providence if that's planned. At the moment, it's just that if you go too far from Providence, you will be lit on fire, the screen will turn bright yellow, and you will take a lot of damage, but it's not clear where that place is. I think it would make a cool effect and make the fight a little more fair.

Suggestion Author

@steady drum

arctic boughBOT
#
**Add a spacious naturally occurring area to the underworld**

Underworld is a tight place, having many close corners and close spacing to treck. You fight 3 normal like bossses there (I am not counting WoF here, as it functions totally differently compared to any other boss). Building an underworld arena is time consuming and annoying, as you often need to destroy entire sections of it. A cool thing calamity does is building up a natural area for Plantera fighting in the jungle. Thus, I would suggest adding something similar to the underworld bosses, making it less tedious to create an arena for the bosses. This is sort of a bandaid fix, until many of these bosses get their own biomes and arenas in other places. Until then, some kind of generating area would be nice

Suggestion Author

@tiny fjord

arctic boughBOT
#
**Change the Phaseslayer's spinning to be based off of Movement speed instead of mouse speed**

The Phaseslayer is a visually interesting weapon with the arguably one of the most unique forms of attack. However, said form of attack is what utterly fails the weapon. The damage and ability to form projectiles is based on spin speed, scaling up to 6 complete rotations around the character per second for max damage. This may seem ok on paper, but many players and testers have gotten severe wrist pain from using this weapons, not to mention such a form of attack is much too distracting. This firmly places the weapon in F tier, since even if it did good damage, it'd use your IRL health to swing.

To fix it, spinning could be based on movement speed. Higher speeds would boost the damage more, incentivizing movement speed based builds and forms of movement that wouldn't be used otherwise such as the Portal Gun. Of course, this would be capped around a certain point to prevent abuse from Hoiks and Wulfrum + Glorious End. This would fix the health hazard and make it into a much more usable weapon without a full scale rework.

Suggestion Author

@west rose

arctic boughBOT
#
**Give Shroomerang a recipe**

Shroomerang is a melee weapon found rarely in mushroom chests and that rarely drops from Spore Bats and it's used to craft the Trimarang. The Trimarang components are craftable with the exception of Shroomerang.
Adding a recipe to Shroomerang would keep up the consistency between the other two Trimarang components that can be crafted, while also being more accessible to get.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Make Ares fire a Gauss Nuke if you escape the Blender Beams**

For players with poor skills, escaping the Blender Beam is the way to go with only a small penalty of increased aggression and DR against a boss that only requires falling to dodge. By firing a nuke as you escape it, you face a near undodgable attack as punishment as well. It also allows the Nuke arm to do more in that phase since all it does is face you and fire darts without launching.

Suggestion Author

@west rose

#
**Rework the Auric Soul Artifact**

Auric Soul Artifact, formerly called Godly Soul Artifact, got renamed due to a recent lore rewrite. It's supposed to be connected to Auric Souls, and while it does make a connection to these, the connection isn't executed very well, as it gives benefits to a summon dropped by Yharon: Yharon's Kindle Staff. However, it only gives boosts to this single summon, and is useless with everything else, even other Draconic-themed items. As such, it remains as an incredibly niche accessory, and is unusable with any other strategies. While niche accessories are fine normally, this specific niche is so pointless that it's worse than using... just using a different summon. Due to this, I feel it should be reworked, and have a better effect than just "hey this one summon gets mildly buffed".

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove Hide of Astrum Deus' ability to inflict God Slayer Inferno**

God Slayer Inferno is a debuff primarily inflicted by the Devourer of Gods and various Cosmilite-themed items. That said, why does the Hide of Astrum Deus inflict this debuff? Astrum Deus is neither a God-killer nor a God, so there's little reason for this to inflict it. It's the only pre-Moon Lord item that can inflict God Slayer Inferno, and has no relation to the Devourer of Gods even slightly. Even Torch God of all things can be justified to inflict it because it's entirely a meme, but the aforementioned source has no reason at all. With all this in mind, Hide of Astrum Deus should have its ability to inflict God Slayer Inferno removed.

Suggestion Author

@green torrent

arctic boughBOT
#
**Extractinator spawning in Ice Draedon Labratory**

The Ice Lab seems like a place where an Extractinator would spawn due to it being a place where Slush constantly will generate. Plus, it will make it easier to obtain early game for players who cannot find them ever. Weather it is placed down, or in a chest of some sort. I know that the Underworld lab has one, but if you're wanting an Extractinator early game, I doubt you'd want to/are strong enough to go the bottom right of the Underworld just to get one.

Suggestion Author

@zenith coral

arctic boughBOT
#
**Make Starmageddon an Upgrade to Starmada**

Starmageddon is a new donor weapon added in the 1.4.4 port. Its recipe is currently identical to Starmada, with a few more inclusions, such as the Barracuda Gun, and some Abyss materials.

DoG tier already has almost TWENTY DIFFERENT OPTIONS, while Auric has about 6. Starmageddon was always supposed to be an upgrade to Starmada; so I think simply following the donor's original intentions would vastly help this weapon's identity.

If this can't be done because of some balancing reason where Starmageddon is bad on Auric tier, you can just as easily make it with literally any other recipe. Maybe use God's Bellows or Halley's Inferno as the secondary weapon while leaving it as a Starfleet upgrade to at least differentiate the two more. You could make the materials Dark Plasma, Galactica Singularities, Astral Bars, Stardust, or Meteorite instead. I mean literally ANYTHING ELSE would be better than this for the recipe. You could even just remove half of the ingredients and make it just Starfleet, Barracuda, ASE, and Lumenyl and that would be better. Changing weapons in Starmada would also be fine, but probably harder than just doing the former.

I have permission from the donor to request this.

Suggestion Author

@olive shale

arctic boughBOT
#
**New themes for the boss health bar**

I tend to use the vanilla health bar, simply because I prefer the theming of it. I think it could appeal to more people if there was a configuration option for the theme, even something as simple as changing the yellow and gray to custom colors. It doesn't really need to be much, but I'd like to see a change in the Calamity style health bars, especially now that the title screen has been updated 50 times or so.

Suggestion Author

@steady drum

#
**Give Brimstone Elemental a comically oversized spoon in the GFB seed**

In the past, I think I recall seeing a sprite for this, which is an old joke within the Calamity community. And considering GFB is a haha funny joke seed, using the Brimstone Elemental sprite with the large spoon would be PERFECT for that seed. I feel that this was a missed opportunity for the seed. Honestly, just using the current sprite and slapping a large spoon onto one of her hands also works.

Suggestion Author

@dry plank

arctic boughBOT
#
**Overhaul Potion Drops from Exploring**

Other than crafting, Terraria adds a variety of alternative methods to obtain Potions via exploration. Yet, for some reason a handful of potions are excluded from these tables. For example, Summon and Ammo Conservation are excluded, but Archery, Magic Power and Magic Regeneration aren't.

The strangest exceptions are the Damage Potions and Fishing Potions. Rage and Wrath have no explorataive source, yet you can find Hardmode exclusive potions like Lifeforce lying around just fine? Similarly, all fishing potions are only from Quests or Crafting, despite the fact that Crates are right there. (also if they dropped from crates we could remove the angling kits)

I simply propose that these options of obtainment be provided for those that don't have it, and perhaps those that already exist buffed in some ways to help improve the player experience. One of the biggest complaints from players is never having enough potions, such to the point that people will download Quality of Life mods just to let them buy them from NPCs. Even Calamity was guilt of this at one point! If we aren't going to buff crafting results from fishing, perhaps we could at least improve this method of obtainment? (That being Breakable Pots, Chests, and Crates)

Also 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
#
**Introduce More Accessories/Items That Boost Hooks**

The entire game of Terraria gearing can ultimately be boiled down to 3 things: damage, defense/survivability, and movement.

While there are a lot of variety for how you deal damage and defend yourself, currently majority of the movement accessories are focus only on movement/run speed, flight speed/time and jump speed/height.

With the recent addition of accessories that affect dash velocity such as Giant Shell, Giant Tortoise Shell and Old Duke's Scales, even Gravistar Sabaton for fall speed, hook is one of the major category of movement that is still missing.

Currently only Reaver armor affect hooks and even in that case just seems like a sideline stat as its focus is mostly on flight.

More accessories (not necessarily new accessories) should affect hook considering it is one of the more interesting and versatile movement tool. You can even just rework on ald accessories, for example giving Master Ninja Gear (and upgrades) hook stat which fits the theme; depends on the developer's approach.

Suggestion Author

@drowsy mantle

#
_A Spawn Mechanic for the Rune of Kos related to the Profaned enemies_

Let me explain, in canon to kill providence means that you will not see her anoying anyone else, and It would make sense that after killing her she is gone for real in the cannon and you can resumon her via the profaned artifact, but that she is ded

It would make sense that the profaned enemies stopped spawning after their goddess and life support die

So to make this useful it would be cool if the Rune of Kos after the death of Providence allowed you to supress or activate the spawn of those profaned enemies making trips to hell or the hallow less of a headache for you after Providence and give you a nice breath of fresh air after she dies

And well, I also think its cool because it would look badass that you get able to CONTROL the presense profane flame after you kill its Empress, moving her out of her throne

Suggestion Author

@wispy bane

arctic boughBOT
#
**Revamp the background indicator on Revengeance Devourer of Gods.**

The behavior change in Revengeance difficulty of Devourer of Gods fight can be seen with 2 methods, player debuff and the background color. And while the background color helps quite a bit, the intensity of the backgrounds can easily strain one's eyes. Changing the full-sized background indicator to a single background object during DoG's fight (e.g. a faraway portal) that changes appearance with DoG's behavior would help with making a succinct indicator for his behavior while still having the fight be pleasing to the eye overall.

Suggestion Author

@wise radish

#
**Add a setting in the config to adjust modded UI bars' opacity (Meters for Rippers, Flight, Stealth, etc.)**

The increasing amount of modded UI into the game adds more stuff that can block the screen and so it limits their placement to somewhere closer to the edges of the screen.

Adding a transparency option to it will not only reduce the amount of blockage, but it also gives viability to placing those UI bars close to the player

Suggestion Author

@covert kernel

arctic boughBOT
#
**Rework the (Effect of) Sand Shark Tooth Necklace/Reaper Tooth Necklace Line**

The reason is simple: for those unaware this accessory line is just a complete disappointment.

Armor Penetration is the most volatile stat in the game: it either easily make a weapon completely overpowered (on some specific weapon), or is literally useless and you would rather have Craw Carapace instead (which gives you 5% increased damage).

And the developers know how strong Armor Penetration can be, and as such they deliberately made this line very much undertuned and gives as little Armor Penetration as possible despite it being the dedicated line for the stat. As you can see even at post-Polterghast it is just an emblem with 15 armor pen, 3x the amount given by a pre-boss accessory.

As such, this resulted in 99% of weapons literally not getting a benefit for using it and the 1% of the time it works it is not even a considerable increase while offer no other benefits, and due to the slim chance of it being buffed this is just a waste of a fine damage accessory line.

Thus the suggestion suggest to rework the line so that it can be given more interesting and unique effect while remaining as a damage accessory line, for example what if it is apply armor crunch on hit instead which will still make it really powerful while open room for other effect? Or to inflict powerful stacking bleed debuff? And so on, just as some example and will ultimately depend on the developer's approach.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add more Plague-related ambience**

The Plague is a decently significant occurence in the Jungle after Golem has been defeated, but it doesn't have much ambience related to it. It's got the Jungle Bio-Center Lab, sure, but aside from that, there really isn't much at all. Even after the Plague actually hits the Jungle, it's kinda just... there. No tiles have changed, no sounds are different, nothing has changed other than just "There are new enemies". I admit that tiles changing is a bit of a tall order, so let's take the easier option, being audiovisual cues. Whether this be some extra sounds playing occasionally in the Jungle or even a few background objects flying around, whatever is added will make the world feel more alive and connected, and overall be an improvement to the mod.

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove Trapper Bulbs**

Trapper bulbs are one of many materials in the mod that you only ever get to craft one or two items.
They really only function to pad out the time spent to get what it crafts, however it could totally be substituted with another material in all of its recipes.

So, I'll go over every thing it crafts and how it could be replaced and what it could be replaced by.

  1. Photosynthesis Potion - Photosynthesis is a thing plants do, so maybe add flowers in its recipe in place of trapper bulbs? Any flower could totally do here. Yeah, flowers are used in most potions but this is the ONE instance where the potion name has SOMETHING to do with flowers.
  2. Honey Dew - Being called Honey Dew yet the only honey related component being bottled honey? Why not add what, honey blocks in place of the bulbs?
  3. Miracle Fruit - Honestly, replacing Trapper Bulbs with something like Murky Paste would give use to Murky Paste, a very underutilized material.
  4. Portabulb - Plantera uses a lot of vines, why not add vines to the recipe in place of the bulbs?
Suggestion Author

@zealous snow

arctic boughBOT
#
**Add UI size customization**

The UIs are good features for showing certain values in-game visually. An example of showing these values is the Flight Bar, that shows the remaining flight time the player has.
Adding UI size customization would let the player personalize even more the UI elements, on par with specific UI screen placement and clicking and dragging features.

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Change Leviathan Ambergris tooltip**

The current tooltip says that it grants 30% increased movement speed, 10% increase to all damage, and plus 10 defense while submerged in liquid
However, this only works in water, meaning the tooltip can be misleading. Changing it to "while submerged in water" would eliminate this issue.

Suggestion Author

@livid bramble

arctic boughBOT
#
**Rework some Calamity flamethrowers**

Not sure if this is planned or not, but I know that the Terratomere was reworked to because of the Terra Blade swords' reworks. Currently, the flamethrowers lack that 1.4.4 touch. As in it's just a boring line of dust unstead of a conical flame that ends in a ball of fire. And maybe add more interesting effects to each one so that they aren't just another flamethrower. Currently, they are all stepping stones to the Photoviscerator, which IS an interesting flamethrower to use.

Examples of such include, but are not limited to; Meowthrower, Terra Flameburster, Blight Spewer, Havoc's Breath, Cleansing Blaze, and Elemental Eruption.

Suggestion Author

@dry plank

arctic boughBOT
#
**Make the Exo Mechs death sound in get fixed boi seed the metal pipe falling meme**

The Exo mechs are a very good boss and yet it only has like two major changes ||excluding hekate||, that being ||the fact that the mechs spam their specials and draedon uses a gun||. Both of these don't really play well into the "meme aspect" of the seed, and dont even add too much difficulty. ||The specials are predictable, and the gun is easy to dodge||. So why not add a relatively loud meme as the mechs death sound, giving people ear damage to play worse? I'm sure it would catch people off guard when they kill a mech and then the metal pipe falling sound plays. Bonus points if the sound is very loud. Ear damage will make people play worse, making the boss harder. Also it would be funny, just saying.

Suggestion Author

@zealous snow

#
**Make Accessories/Items That Give Amalgam's "Double Potion Duration/Persist on Death" Effect Earlier In Progression**

This is an incredibly useful effect at helping to resolve the potion crafting grind issues but yet in its current stat is available way too late.

For The Amalgam at post-DOG, you already have an abundant amount of resources you need to craft potions, including such as Devourer of Cods. This effect is simply not useful and is a Quality of Life effect that come way too late.

On the other hand, this effect is much more useful if available earlier, for example Hardmode which is when you usually need to craft the most potions. For example as an ingredient material to The Amalgam, which will be a natural way of making it available earlier.

Suggestion Author

@drowsy mantle

#
**Give GFB Draedon a game accurate Pulse Rifle**

In get fixed boi, Draedon wields a pulse rifle to harass the player during the fight. However, said Pulse Rifle functions as a lab turret instead of a pulse rifle (which is a hitscan laser.) By changing it to be more accurate, it makes his attack more impactful and more interesting to dodge. Implementation is simple, it could use the Brimstone Elemental's eye beam attack without it being predictive to make it fair but still challenging. Naturally, it wouldn't chain between players to avoid trolling in boss fights.

Suggestion Author

@west rose

arctic boughBOT
#
**Remove GFB Aquatic Scourge's poison meter boost ability.**

For those who don't know, GFB Aquatic Scourge's main change is that if you're not close enough to the Scourge's head, the Poison Meter will start to rapidly fill up REGARDLESS of resistances, a clear attempt to make the player get themselves close to the boss.
This would otherwise work if you were actually able to reliably get close to the Aquatic Scourge at any time, but not only is this boost so powerful that you're bound to get damaged... but Aquatic Scourge is also notorious for often going VERY VERY FAR AWAY from the player at times, which absolutely means you're going to get 40 damage every second. (Or a few seconds if you use a Luckily, Aquatic Scourge in GFB will not stop its spin attack, making it near-trivally easy to negate this effect... but that's not always guranteed to come early.
Even for a GFB change, this is absurdly overtuned, and straight up counterintuitive, and should probably just be straight up removed.

Suggestion Author

@bitter mirage

#
**Make Thanatos' Gamma Disintegration Beam More Similar To Its GFB Version (or for Death Mode only)**

The video are spoilered example of what GetFixedBoi Thanatos' beam looks like.

To put it simply the current regular version feels abit lacking, as the attack have a very strict targeting where you are forced to stay near the head, and do not really give a lot of freedom in how you dodge the attack. This results in the attack being dealt with in a very similar pattern everytime and can get repetitive easily.

However, we do not have to look very much further, as interestingly enough I think the GetFixedBoi's Thanatos beam actually have a much more interesting design than the regular beam.

To me, it basically seems like an improved version of the regular beam attack, as although it still wants you to stay close to Thanatos' head, it still simultaneously put in additional and consistent threat to put you on your toe during the entire attack, which is much more fitting for such a large attack but most importantly gameplay wise not only is more challenging but also interesting.

If it is considered too hard then maybe it can be Death Mode only, though I think unironically it should be scaled up because the current GFB version is abit too easy ||(since assuming Dreadon don't shoot at you in non-GFB)|| , but ultimately depend on the developer's adjustment.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework flight time to make the meter less intrusive**

Right now, when you cancel using a grappling hook, the flight time depletes just slightly. This may be just a niche concern, but it really bothers me, but if you make it so that flight time doesn't deplete for a second, another generally unnoticed opinion might appear when they notice that the flight time refuses to deplete on demand. Maybe throw around a few ideas on how to make it less annoying, whether that be through the flight time meter, or by actual flight time.

Suggestion Author

@steady drum

arctic boughBOT
#
Add crafting recipe for the marrow bow

The item is vital for end-game archers (heavenly gate) and the bow is extremely rare being a 0.5% droprate from an already rare enemy or getting the chance to buy it from an extremely rare vendor. The vanilla changes Calamity make are totally against unfun RNG grinding and adding a crafting recipe for the bow would make the experience of getting it far less painful.

Suggestion Author

@raven mountain

arctic boughBOT
#
**More stealth strikes should utilize this style**

The stealth strike of the Shinobi Blade is under-utilized and unique, not to mention Ninja-styled weapons and attacks go along really well with the Rogue's themes and gimmicks in general.
A perfect example of a weapon that could utilize a Shinobi Blade-like gimmick would be the Cosmic Kunai, for the boss that drops it heavily uses knives and teleports around using distortion portals.

Suggestion Author

@coral yarrow

arctic boughBOT
#
**Remove bosses dropping money after the first kill**

It’s no secret that money in Calamity is completely busted. All money sinks are invalidated by how quick money can be gained from bosses. By removing money from bosses after the first kill, the economy loses the biggest factor in the money issue while keeping the reward from killing bosses. Money can still be gotten from selling the drops, lowering the amount of money from them to be in line with other sources of money.

Suggestion Author

@west rose

arctic boughBOT
#
**Improve the Gnasher AI**

Anybody who's been to the Sulphurous Sea's shores can attest to this enemy's strangeness. Largely untouched since 2018, it pales in comparison to its fellow surface mob, the Trasher. It moves at a constant speed towards the player no matter what without any acceleration. It turns instantly and completely glitches out if you stand over it. Zombies have a better AI than it, even having a falling animation to boot. By replacing its AI with normal Fighter AI, it'll improve in quality massively and be on par with the rest of the enemies in the area.

Suggestion Author

@west rose

arctic boughBOT
#
**Add Wulfrum Platforms**

There is lots of great looking Wulfrum furniture, but you can't make platforms out of it. This seems like a strange oversight. It would be really nice to have platforms that go with Wulfrum builds.

Edit: Doors and Walls are also needed!

Suggestion Author

@night palm

arctic boughBOT
#
Remove the Pre-Mechs restriction on Hallowed Bars and add a soul from each mech to each of the Hallowed Armor pieces

Along with Calamity's hardmode ore progression rework (which was desperately needed), Calamity decided to prevent Hallowed Bars from dropping from mechs until all 3 were defeated. This was, obviously, to keep Hallowed Armor Post-Mechs, but 2 problems arise from this particular approach.

A: Weapons made from Hallowed Bars become obsolete the moment they are unlocked. All 3 of the weapons you can make with Hallowed Bars have more or less a direct upgrade due to this change. The Excalibur is immediately crafted into the True Excalibur. The Gungnir is ignored in favor of the Chlorophyte Partisan, and the Hallowed Repeater is ignored in favor of the Chlorophyte Shotbow. Allowing mechs to drop Hallowed Bars again would allow these weapons to see some use, and adding a soul from each mech to the Hallowed Armor pieces would keep them at the Post-Mech stage. This already is the case with the Pickaxe Axe, so it's not like this is a foreign concept.

B: You have to farm mechs or mine a lot of Hallowed Ore to make the Hallowed Armor. In vanilla, you'd have more than enough bars to make the armor by the Post-Mechs stage. But due to the ban, you have to kill at least 1, probably 2 more mechs just to get the armor you're supposed to get from beating the 3 mechs (or mine a bunch of Hallowed Ore but nobody really does that). Allowing the first 2 mechs to drop Hallowed Bars and putting a soul from each mech in the recipe for the Hallowed Armor pieces would cut a portion of unnecessary added grind from the game, while still keeping Hallowed Armor Post-Mechs in progression.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Remove contact damage from enemies when they’re passive**

Trashers, Sunskaters and likely several other enemies deal contact damage when passive. This is inconsistant with other enemies such as Clams. Along with that, it poses a hazard to the player even if it’s unintentional. Since Trashers float just under the water, they can inflict devastating damage if you stand on a platform at the surface or use water walking. Disabling their contact damage while passive allows easier movement around them without getting hit from enemies that shouldn't be hitting you. This has already been done with the Impious Immolators and Clams, so code could be reused for easy implementation.

Suggestion Author

@west rose

arctic boughBOT
#
**Add a Blood Orb recipe for Biome Sight Potions**

Pretty sure all of both; vanilla and calamity mods potions, are craftable using blood orb item, would it be possible to add such recipe for Biome Sight Potions aswell?

Suggestion Author

@idle saddle

arctic boughBOT
#
**Make shimmering exhumed items (shattered community, metastasis, etc.) return back to its original form**

Since shimmering also changes certain items (like rod of discord and clentaminator) you should make shimmering exhumed items into their original form (example: shimmering shattered community will turn it back into the community, and gruesome eminence into ghastly visage) idk if its easy to implement or is very hard, but im looking forward to see that added

Suggestion Author

@delicate bison

arctic boughBOT
#
**Revamp/Improve How Astrum Deus' Phase 2 HP Works**

Deus phase 2 is currently in an awkward position. Compare to other multi-boss battle (eg: Twins, Leviathan, Exo Twins), Deus is the only one that have a pair of identical bosses AND unshared hp bar.

This creates an awkward situation where for Deus you are very incentivized to kill 1 Deus first to the point in Revengeance it is possible to kill Deus while the other worm is still at 100% HP, effectively halfing the amount of HP Deus have.

In Death Mode, it also don't work well as while other multi-bosses have unique enrage mechanic if you kill the other first, Deus is 2 identical boss so killing 1 first almost always is easier than having 2 at the sametime, which then just comes down to a dps race.

Thus, I think Deus' HP should be revamped to better fit the fight. Shared HP bar is of course a solution but I think it can be made with even more unique and interesting approach.

For example what if each Deus worm can only be damaged at a threshold (eg: every 25%) before the other worm must also drop to same hp level? (Similar to Twins phase 2 transition) Or only 1 Deus worm is damageable at a time depend on their current AI type (ground/flying)? And so on, depend on the developers approach to give Deus a more fitting HP mechanic.

Suggestion Author

@drowsy mantle

#
**Make Polterghast Phase 3 Enrage (killing clone) Harder**

Polterghast currently is in a position where (generally) they are considered too easy compared to even Providence. People might argue the whole fight is just too easy, but I want to focus on what i feel is one of the main culprit: Polterghast's enrage in Phase 3 after the clone is killed.

Most multi-bosses have a significant enrage mechanic if you focus kill one of the bosses first which make the rest of the fight harder to disincentivize focusing on 1 boss only, most notable example being Mech Twins.

However, killing the clone in Polterghast's Phase 3 changes Polterghast' charge from an X to a straight line, giving much more direction to run to. You also no longer have to deal with 1 of the polter trying to cut you off. Overall once clone is killed the fight is just too one dimensional and easy as you just have to keep moving and you will dodge everything.

Thus, I think Polterghast's enrage should be made significantly harder if you opt to kill the clone first. For example, what if Polterghast is able to charge horizontally or vertically which will make it more distinct from Phase 1 and 2? Or make Polterghast's charges always comes with shotgun blast considering there is more direction you can move? Or if you want to make it even harder maybe even makes its charges predictive like before the nerf. A lot of ideas work here and depend on the developer's approach.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Allow all Melee Weapons to have Legendary Reforge**

Currently, Legendary can only be applied to broadswords because only broadswords can be affected by size modifiers. However, Calamity has already reworked the modifier system to allow weapons with no knockback to get modifiers such as Unreal and Mythical, but be unaffected by knockback modifiers, ranged weapons with usetime below 6 to get Unreal but be unaffected by speed modifiers, and mage weapons with mana cost below 5 to get Mythical but be unaffected by mana cost modifiers. Melee is the only class that does not get to have its best reforge on every weapon, and so shortswords, spears, and flails lose out on the additional bonuses of Legendary (mainly the 15% speed increase, which yoyos are unaffected by). Because the system is already in place to do so, all melee weapons should be allowed to have Legendary, but be unaffected by size unless they are a broadsword.

Suggestion Author

@cinder mica

arctic boughBOT
#
**add new animation to astrum Deus**

During the second phase of the astrum Deus boss fight there are 2 variants of the boss attacking you, a blue one and a orange one. During the phase the 2 variants will occasionally switch their color and ai. When this happens it just looks like they instantly change. I think it would be better if there was some kind of short animation then they change color, it would just look more polished

Suggestion Author

@regal field

arctic boughBOT
#
**Make Sandcastle Bucket compatible with Sulphurous Sand and Eutrophic Sand**

Very minor suggestion I feel builders would appreciate having the Sandcastle Bucket compatible with these 2 forms of Sand. They could use the same sprites for the sand castle or a original sprite could be created for it to make it better blend in with the types of sand.

Suggestion Author

@floral robin

arctic boughBOT
#
**Rename either the Urchin Flail or the Urchin Mace**

Their names are incredibly similar, both work as flails, and they're both available at the same tier of the game, making it really confusing which is which!

Suggestion Author

@bold trellis

arctic boughBOT
#
**Make the dodge cooldown reset when a boss spawns**

Many players know the frustration of being about to fight a boss, but then being hit just prior, triggering a dodge item. The player is then left with the choice of going into the fight without a dodge, or waiting the full 90 seconds for the cooldown to expire.

For that reason, making this cooldown reset when a boss spawns would make these items much less frustrating to use. This change should be implemented in a way which doesn't allow for exploits, such as only making it reset when no other bosses are alive.

Suggestion Author

@modern walrus

arctic boughBOT
#
**Fix plantera rework oversight on death mode for the worthy**

Prefacing this with thr fact that I didnt put this in the bug reports channel since there is no error log for this, as it technically isnt a bug.

With the plantera rework that happened recently, plantera releases trappers off of their vines in 2nd phase. However, this clashes with her for the worthy behavior, since for the worthy causes her to spawn a ton of trappers on entering phase 2, which are released to become their flying counterparts maybe ~15-30 seconds after they spawn. This mass of trappers is impossible to kill before they are released, and since they all act independently, it is impossible to dodge all of them once.

Please do correct me if I'm wrong but I'm 99% certain that the current version of plantera is impossible to beat following regular progression on death mode for the worthy without a mappy railgun or other types of cheese.

Suggestion Author

@prime dew

arctic boughBOT
#
**Rework Blood Pact**

Blood Pact is an accessory dropped by Ravager which focuses on the whole risk-reward aspect of combat. However, it leans too much into the risk side of things for the rewards to be worth using this. For example, the self- crit mechanic can sometimes have the player die to attacks that wouldn't have killed them normally, even without the doubled health. This essentially makes wearing the Blood Pact sometimes more detrimental than having an empty slot. While it could be argued "just don't get hit", that's a horrible counterargument to an accessory that doesn't provide any benefit for dodging. Its whole gimmick relies on getting hit, so having such an immense downside puts players off from equipping it. Thus, with all this in mind, reworking Blood Pact would be for the better.

Suggestion Author

@green torrent

#
**Rework Phaseslayer**

The phaseslayer is a cool doom reference weapon, and basically you have to spin it manually for it to deal damage. It is currently the ONLY weapon that causes wrist pains to use optimally, and it doesn't even kill bosses fast when spinning fast. This leads it to be considered the worst calamity added weapon currently.
Simply reducing the amount you need to spin it probably wouldn't do much to make the wrist pains stop, and well, spinning is currently the core mechanic of the weapon.
It's clear that it needs a full rework in order for it to A. be a good weapon and B. stop giving wrist pains to people.
Perhaps a big change to how it fires its projectiles would help solve its range issues, and maybe make the weapon less dependent on spinning.

Suggestion Author

@zealous snow

arctic boughBOT
#
**Add more interesting Mage and Melee Accessories**

There is an extreme lack of Mage accessories compared to those of other classes, and most of the ones that do exist are devoted to Mana Restoration and/or Mana Cost reduction.
The only Mage accessories other than the Mana Regen Band/Celestial Cuff family and Mana Flower family are:
-Sorcerer Emblem
-Celestial Emblem (same as Sorc emblem but with mana star pickup range)
-Sigil of Calamitas (same as Celestial Emblem but with -10% mana cost and +100 max Mana)
-Etherial Talisman (same as Sigil of Calamitas but with +50 more max mana, +5% magic crit, and the mana flower effect)
-Chaos stone (actually really cool)
-Mana Polarizer (Cool in concept, but ever since the rework from it being Mana Overloader it's been really bad since the range on the healing orbs is so short)
-Celestial Magnet (Essentially just used to upgrade Mana Flower, Magic Cuffs, or Sorcerer Emblem)

There's an abundance of accessories for the other classes that have really interesting effects aside from just being stat balls, like Daawnlight Spirit Origin and Quiver of Nihility, basically every calamity summon accessory, and 90% of rogue accessories.
For Mage, it doesn't really get anything cool and unique other than the Chaos Stone. They don't need to be incredibly strong, but something other than stat balls and mana economy would be nice.

Melee also mostly has stat ball accessories, with Yo-Yo Bag, it's materials, and (arguably) Warbanner of The Sun being the only ones that aren't, so give it some love, too.

Suggestion Author

@bold trellis

#
**Give some enemy attacks higher knockback**

Gauss Nukes and Crab Shrooms deal the same amount of knockback currently, which is rather odd. Giving different attacks different knockback values allows more varied forms of attack outside of damage and defense damage. Take Ravager's punch, it's easy to dodge but punishing if it lands. By pushing the player further than a measly three blocks, it gives more recovery time to the player. This opens the door to two major design decisions to the attack creation toolbox.

  • It allows attacks based around knockback to be made. An example could be made of Yharon, who could try and hit you into the border walls to deal massive damage.

  • It prevents unintended comboing. The Leviathan has a massive hitbox that can easily trap and kill the player if they lack KB resist or run out of flight time. By giving a large amount of knockback to the attack, it can reposition the player to a safer position to give them time to recover.

With such a change, it would have to ignore knockback immunity to some degree to make it work, but could make more interesting bosses if used. Not to mention, the code exists already thanks to the Atlas, which would lead to easy implementation.

Suggestion Author

@west rose

arctic boughBOT
#
**Change the Boss Locks on Hallowed and Dungeon Crates Dropping Generic Materials**

Why are these locked behind Provi and Polter they literally start dropping as soon as you kill Moon Lord. Change it so they drop post-Moon Lord. It's so much easier to just kill the enemies and after these bosses die you're probably never going to need these materials again. Very weird detail. Also maybe you could double the rates because these drop rates are pathetic considering how rare biome crates are and how common the enemies which drop them are alternatively.

Suggestion Author

@olive shale

arctic boughBOT
#
**Improve the visuals on Deep Sea Dumbbell's stealth strike.**

Deep Sea Dumbbell's stealth strike as well as its flexing feels really ancient. It's highly unintuitive and non-satisfying to use. In case of intuitiveness, there's really no real way of knowing whether you've flexed enough to cap out the damage bonus. And it's incredibly hard to tell where would the flexing hitbox be to actually matter as means of dealing damage.

Revamping the stealth strike visuals would help improve on its visual clarity as well as modernizing its presense.

Suggestion Author

@wise radish

arctic boughBOT
#
**Give Meld it’s own dye**

The Calamity Mod adds a surprisingly large variety of dyes, such as a special dye earned only from defeating a stronger Providence. Yet oddly enough, there isn’t one for the Meld Blob/Construct, the Rogue class’s equivalent of a lunar fragment. All vanilla lunar fragments have their own dye, so why not give Meld its own dye?

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make Moon Lord's Phantasmal Spheres less annoying to avoid**

Time and time again, with what you need to do to avoid moon lord effectively, this one attack from his hands will almost always get in the way, especially during deathray sequences. Since for Moonlord you need to be moving around a lot, these things tend to stay around off-screen and then fly at you from off-screen, and they already move faster than you so if they just so happen to be flying in your general direction, you're likely to get hit without a RoD.

Suggestion Author

@stable dust

arctic boughBOT
#
**Add post-Lunatic Cultist materials to the absorber's recipe**

This would make it clearer that the Absorber is locked behind lunatic cultist and the obtaining of the ancient manipulator, because it is currently possible to obtain all of the materials in mid-Hardmode. This would make it much harder to realise right when you're about to craft it that you need an ancient manipulator. Other items could benefit from something similar as well.

Suggestion Author

@steady drum

arctic boughBOT
#
**Make Arid Artifact usable without defeating Desert Scourge**

Arid Artifact is an weather summoning item you get in Hardmode, specifically after two Mechanical Bosses are defeated. It summons a Sandstorm, and as such, cannot be used until Desert Scourge is defeated due to how it locks Sandstorms behind its defeat. However, by the time you get the Arid Artifact, it's more than likely that you've defeated the Desert Scourge, making this lock useless at this point. As such, this lock should be removed as it serves little purpose beyond forcing a boss fight that most players have already done.

Suggestion Author

@green torrent

arctic boughBOT
#
᠎Make luxors gift summon a clone of the weapon instead of an assigned projectile.

Because this would be too overpowered, I’d say make it only obtainable after aquatic scourge or an early hardmode boss as normal luxors gift is really underwhelming. The current Luxor's gift is just not really worth the accessory slot it takes to add little to none dps. You really only hit the projectiles if your aiming to hit the boss/enemy with only the projectiles which rarely leads to both your weapon and projectiles hitting.

Alternatively just give it a slight rework or visual rework.

Suggestion Author

@dry quartz

arctic boughBOT
#
A Journey Mode research completion bar.

Pretty simple concept, just some sort of bar that tells you the percentage of researchable items you have available to dupe.

The reasoning behind this is Calamity being good with keeping you up to important information, such as boss status, boss debuffs, your flight time. So with this in mind, a research completion bar would be a good touch, too

Suggestion Author

@regal zodiac

arctic boughBOT
#
**Make Miracle Blight debuff less intrusive**

Sprites of npcs are there for a purpose, so that you know what youre fighting, and adding context to the fight. this debuff basically removes npc sprites, covering them in that green stuff, which not only is less fun as you dont see whatever it is that you're fighting, but also (in my opinion) looks kinda ugly. I think if the debuff was less intrusive it would greatly improve how fun it is to use weapons that inflict this debuff (I have avoided weapons that are strong before simply because i don't like this debuffs visual effect)
Additionally, this visual effect has bad interactions with some NPCs from other mods, such as covering the entire screen in that green effect when fighting the mutant from fargo's souls mod

Suggestion Author

@wanton eagle

arctic boughBOT
#
**Add a toggle for the flying carpet effect of the Auric tesla armor**

I would much rather have a wing gliding effect when i run out of flight than a pre-boss flying carpet effect im not used to that roots me in place for a moment and gets me hit. I appreciate some people might find it very useful, so adding a toggle for it seems best.

Suggestion Author

@orchid flicker

arctic boughBOT
#
Add item that blocks Martian Probe spawning.

Other random events have such item, this one doesn't. It could even be favoriting Martian Distress Remote.

Suggestion Author

@last fog

arctic boughBOT
#
**Change Elemental Axe's summons to be stationary when idle**

Elemental Axe is a post-Moon Lord summon weapon that summons powerful axes to fight for the player.

These axes normally fly and flail around the player when they're idle. But this combined with the flashy, colorful effects of the summoned axes :

  • Makes it hard to count how many minions you have

  • Can confuse the player while building

  • Makes it hard to read the attacks of certain bosses that become invulnerable in certain attacks (Example: Providence, Ceaseless Void)

  • Generally creates visual pollution and strains the eyes

And so for these reasons i suggest we change the summons of the Elemental Axe to be stationary when they're idle (a.k.a when not attacking).

Also stationary sword-like summons or summon weapons that summon middle-age themed weapons are common both in vanilla Terraria and Terraria calamity mod (Example: Blade Staff, Terraprisma, Dazzling Stabber Staff, Virid Vanguard, Mirror of Kalandra) so i believe making Elemental Axe's summons stationary would fit this theme more.

Suggestion Author

@gleaming brook

arctic boughBOT
#
**Remove Flesh of Infidelity**

Flesh of Infidelity is the Crimson alternative to summoner's "Nights Edge" weapon, Eye of Night. Calamity has recently been moving away from having Crimson alternatives to Night weapons, as can be seen by the removal of the Bloody Edge line. While Flesh of Infidelity is mechanically different from Eye of Night, it's still a Crimson variant for a weapon that isn't even corruption themed. Removing Flesh of Infidelity would be another step in the direction Calamity is going with the Night weapons, and would serve to cut down on weapon bloat, even if it's only one weapon.

Suggestion Author

@cyan hare

arctic boughBOT
#
Change the sprite for Crushsaw crasher

The sprite itself is a glove with claws but the projectile thrown is an axe, which makes no sense.

Suggestion Author

@dry quartz

arctic boughBOT
#
**Change the Drill Containment Unit's pickaxe power in some way**

Drill Containment Unit is the final mining tool in vanilla, requiring a large amount of materials to craft, including Luminite Bars. It can mine every tile present in the vanilla game, but Calamity adds more tiles past that point. These new tiles require a pickaxe made from Luminite to craft, and the Drill Containment Unit also requires Luminite to craft, yet cannot mine even the Exodium Clusters that immediately form after the Moon Lord's defeat, as it only has 210% pickaxe power. As such, there are two main ways that this could be fixed:

  1. Simply changing the DCU's pickaxe power from 210% to 225%, so it can mine Exodium and Uelibloom as Luminite tools can.
  2. Making the DCU's pickaxe power scale to the highest strength pickaxe in the player's inventory, similar to the Wulfrum Digging Turtles.
    Option 1 would be the more simple option, as it would allow for consistency with the Luminite tools on the same tier. Option 2 on the other hand would be more complex, but would allow for the DCU to be used further into the game than just immediately after Moon Lord. Whichever solution is chosen, however, will allow the Drill Containment Unit to be an option that more players choose to craft, and will make it not completely outclassed.
Suggestion Author

@green torrent

arctic boughBOT
#
**Rework the "Elemental" line.**

Currently, the majority of the Element line is very visually and conceptually lacking. All it is is a ton of projectiles, most of which have homing properties - and that's about it. Maybe a beam if you're feeling spicy.

I feel like the Elemental line could be so much more, especially with the Ark of the Elements rework being one of the most fun weapons to use. The other weapons, on the other hand, are too simple and boring for their role - they're capstone weapons, crafted after the vanilla final boss. However, the weapons dont feel nearly cool enough to fit their role.

Not to mention, the visuals are pretty ugly. The sprites themselves are nice, but the projectiles aren't. It's mostly colored dust, laser beams, or really off-looking summons. For example, take the Elemental Axe. It constantly cycles through very vibrant neon colors, and constantly flies around, as opposed to standing still. Or the flowers, which just look like a worse Wither Blossoms, having off-putting colors and very tiny, transparent projectiles. I could go on, but it's not necessary.

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Add a laboratory pipe plating wall**

Mostly because of the fact that rusted pipe cant totally assume a background element due to being a actuated block, making it unable to be placed behind other physical things
there would be a lot of potential in a pipe wall for the most of kind of buildings
Maybe not only a wide pipe wall, but if you place it lined, it would look more like the rusted pipe

Suggestion Author

@royal trout

arctic boughBOT
#
**Rework or Remove Permafrost's Concoction's Revive**

Honestly, it's cool to have a revive, but it's not cool when said revive only really delays said death in the most infuriating way possible. Because when you are frozen, you cannot do anything, allowing the boss to still kill you. And let's be real, we're not using this against normal enemies. There's nothing else really to say, since the revive is just borderline unusable and has more often caused more grief than relief.

Overall, the other stats the item has are actually good.

Suggestion Author

@dry plank

arctic boughBOT
#
**Change up the recipe for the Title Screen music box to make it available prehardmode**

The Title box screen music box is given to you at the start of the game via the Starter Bag. If you accidentally delete it or sell it, there is no getting it back since the recipe requires 2 hardmode materials. The Music Box and the Essence of Havoc.

Making the recipe restricted to Hardmode only makes it unreasonable due to it also being included in the Starter Bag. So that is why i suggest changing the recipe so it can be able to be able to be created in Pre hardmode, or even before beating any boss.

It is quite out of order to have an item that is given to you at the beginning of the game to have its other way to get it being after defeating the wall of flesh.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Rename Seraph Tracers to a new unique name.**

While I do understand the point of swapping the names of the tracers series of accessories (Celestial is closer to the lunar events / moon lord thematically), I feel that Seraph has been such a long term staple in being the "first tier" tracers that it just causes a lot of confusion for longer standing players of the game.

Personally, I think renaming the final tier to match the theme of Yharon or Fire would be a good choice, since Seraph is based on angels. And Elysian fits pretty well with Providence tier as it's based on gods.

Possible names off the top of my head (and could possibly rename Drew Wings to match as well):

  • Immolating Tracers
  • Infernal Tracers
  • Dragonian Tracers
  • Incinerated Tracers
  • Smoldering Tracers
Suggestion Author

@clear forum

arctic boughBOT
#
**Bring back the old Soaring Insignia in some way**

The vanilla Soaring Insignia is OP where it lies in progression, that much is apparent. However, I feel like the nerfs Calamity applies to it make it not worth the accessory slot it takes up (in addition to the one required for wings). While it is more balanced for the point of progression it is in, it seems a shame to lose such a good and unique accessory. To remedy that, I suggest somehow moving it to a later point in progression and returning it's original effects, or at least a much less nerfed version.

Basing my thoughts on the way the (inarguably overpowered) Zenith was handled, I suggest the de-nerfed SI be moved to post-Yharon, or even perhaps post Exo or SCal; I literally do not care how this it done, I just think it would be great to see the Soaring Insignia returned to its original glory.

Suggestion Author

@unreal mural

arctic boughBOT
#
**Change Lab pipe plating and rename it to Lab Accent plating**

As far as i learned of building with lab themed things in general, i've noticed the lab pipe plating isnt that useful for "pipe" structures(with those being more commonly built with the rusted pipes)
Lab pipe plating can be and i believe it is more used as a separate layer of plating next to the normal plating
Another problem i see is the fact that Lab plating sometimes mix to other kind of blocks, making it look awful
So, in short, mostly because it is not used as pipe at all, and because the Lab plating sometimes sucks at mixing with another blocks
Basically the same idea of stone accent slab

Suggestion Author

@royal trout

arctic boughBOT
#
**Make ninja armor a rogue set**

The armor can keep its normal benefits, but it should at least get a stealth bar. I mean, if the gladiator can get the stealth bar, then why shouldn't the ninja armor have it as well? heck, the two sets would make great counter parts to each other, one having higher defense, and the other having better damage and mobility.

Suggestion Author

@waxen condor

#
**Make Bloodworms sold post-Moonlord**

Almost every boss summon is infinite in Calamity, and Old Duke is a major outlier here. Duke Fishron you can at least buy the summon for a fair price in Hardmode, but bloodworms are very annoying to obtain in bulk at a decent rate at all pre-Old Duke. This would also make bloodworms' sale consistent with truffle worms, as truffles are obtainable and sold after WoF, but bloodworms are obtainable but not sold after Moonlord currently.

Suggestion Author

@orchid flicker

arctic boughBOT
#
**Add Solid block versions of Laboratory plate beam and pillar __PLUS__ Rename the current ones ending with "Wall"**

Its right that lab plating can act as beam/pillar, but only if hes not placed aside with other blocks, which is frustrating for building purposes, meanwhile the pillar and beam plates are totally unmixable with any other kind of walls
I see a lot of potential on these blocks if they were placeable as solid ones, which is impossible due to the nonexistance of them atm

Suggestion Author

@royal trout

arctic boughBOT
#
**Change Summoner Use Times**

The main argument for this change is just that some Summoner items have an awful use time. This issue has become prevalent Post-Providence, as when you die, most of your summons go byebye.

  1. Why? 2. This isn't the main point.

No, I don't think your summons should be automatically spawned. What I do think though is that the use time should be downed. The one singular major outlier here is the Stellar Torus Staff, having a usetime of 30 (or, otherwise, Very Slow.) This really makes no sense, as you're gonna be dying to bosses a lot. Why make the summon use time be so long when summoner has nearly 12+ summon slots at this stage of the game?

Let's take some other examples; Tactical Plague Engine (a single slot summon which is used in quick succession) has a use time of 14. Virid Vanguard also has the same usetime, while being used at the same stage.

I don't think installing a separate mod to make this issue non-existant is fun. It's a simple change - make nearly all summon weapons have a usetime of 15 or lower. Even if only for Post-Moonlord weapons. This usetime issue makes nohitting a slog, and even normal playthroughs more annoying for some stages. It makes sense Pre-Hardmode, but why this long?

Suggestion Author

@jovial axle

arctic boughBOT
#
**Integrate the Tornado More Into Storm Weaver's Attack Pattern**

For reference, the "Tornado" is referring to part of Storm Weaver's Phase 4 attack pattern where Storm Weaver stop charging, but summon Tornado blockades and rain down frost waves on you. During this phase the intention is to dodge the frost waves in the tight spacing imposed by the Tornado blockades.

However, currently the tornado attack just do not really fit well due to significant incentive to just fly/drop out of it. While the focus of Phase 4 is on the frost waves, I feel there are a lot of ways that can make the tornado aspect of Phase 4 much more interesting as currently it is just a temporary obstacle and nothing more.

To put it simply, usually a fight goes from less intensive -> intensive over the fight, for Storm Weaver it feels reverted as Phase 4 is less intensive than Phase 2 or 3 as the tornado (which supposedly is a major attack), is not really threatening.

For example:

  • What if the Tornado is much longer therefore harder to fly up/drop out of, and Storm Weaver (instead of just moving into you) charges from a horizontal position to force you to dodge vertically while dealing with frost waves at the same time? Or
  • Frost waves are formed from the tornado instead of falling from the sky while having Storm Weaver chasing you? Or
  • Have the tornado be a permanent arena for the rest of the fight while having Storm Weaver's Phase 4 moveset adjusted for tight spacing combat? Or
  • It can even be made so Storm Weaver's phase progression is reversed: Phase 2 is the tornado + frost wave and final phase is the lightning bolt charges; because the less intense tornado phase is much more fitting for initial Phase (eg: Phase 2)

The above are just some examples on how to make the Tornado feel much more fitting to the fight but ultimately it will depend on the developers' execution.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add a border around the bottom portion of the Sunken Sea**

The Sunken Sea often generates with the entrance to caverns underneath, leading to the Sunken Sea leaking water and being half-drained by the time the player reaches hardmode. This then leads to water glitching out, tiles not showing, etc. This can be fixed by adding a border of Navystone / Sea Prism around the Sunken Sea in world generation, sealing the water off so that it doesn't leak into the caverns and cause a big mess. With the Desert Scourge mining requirement removed, the player can still access the Sunken Sea fine with the border. In terms of aesthetics and visuals, a Navystone / Sea Prism border would also look quite nice.

Suggestion Author

@lime imp

arctic boughBOT
#
**Rework the Void of Extinction**

The Void of Extinction is a long standing staple of just about any build in Calamity's Hardmode. However, it's little more than a glorified avenger's emblem, having a bunch of (useless) accessories tacked on like the old Sponge. It has existed in a similar form since 2017 with small stat changes throughout the years. This ancient accessory is in desperate need of a change, since it's from before 1.3.5 for crying out loud. Not to mention, there is a severe lack of unique offensive accessories compared to the amount of defensive accessories being reworked as well.

Ideas could include making a burning trail of flames when in combat, making torrents of brimstone fireballs rain down when attacking or charging up a large brimstone explosion to send enemies flying (which would mesh nicely since so many events are post golem, not to mention making brimstone fireworks out of enemies would be a cathartic sight.) Many different options could work since there are 3 accessories going into it and brimstone is a highly developed aspect of the mod.

Suggestion Author

@west rose

arctic boughBOT
#
**Revamp Moon Lord's Phantasmal Eye Attack**

For reference the video is the "Phantasmal Eye" attack, the one where there are many tiny projectiles that home in into you.

The reason is simple: in Revengeance Mode all other Moon Lord's attack can be dodged very precisely with careful movement and pattern recognition, you can even fight Moon Lord in a relatively small arena and surprisingly, you will be able to dodge all attacks with precise maneuver.

However, this is currently not the case as Phantasmal Eye attack alone is a gigantic area denial attack that simply deal too much damage and forces you to move over a large area to dodge the attack. Due to its homing nature it is counterintuitive to dodge and often time just seems completely random and uninteresting. The attack just makes the fight worse by turning it into a (potentially) very interesting fight to forcing you to run god.

In my opinion the Moon Lord's fight will be improved massively if this one attack is reworked from its current purely area denial nature.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Remove Draedon Power Cells, or at least make them not required to summon the Exos**

It's fairly common for new players to be completely unaware of the importance of power cells in the lategame, giving them a nasty shock post-Yharon when they learn that they need several thousand just to summon Draedon. This forces them to either wait for multiple hours (even with many factories) or cheat them in, neither of which paint this mechanic in a particularly good light. On the other hand, veteran players already know how important they are and will place down the power cell generators as soon as they discover a lab, rendering the mechanic pointless since they'll have tens of thousands of cells by the endgame.

Furthermore, unlike all other forms of farming (fishing, mining, mob-grinding, ect.), there is no gameplay involved in waiting for cells to generate, merely an arbitrary timer. The only other source of power cells, the repair units, drop just 2-4, making them unviable for farming the thousands needed. Making them drop in larger quantities from some other source wouldn't really make them an interesting mechanic either, as so many other things in the game already use that method. Trying to inform new players about the cells would be difficult without being too intrusive, and it doesn't fix the fundamental problem that waiting is not a fun mechanic.

If they are removed, exo furniture, decryption, and the Codebreaker progression (including the decryption time itself), can all remain unchanged, simply without the cell requirements. Charging could still be a mechanic and would still require a charging station, but it would not require cells. The cell factories can become vanity, just like the other lab equipment. The repair units could be given a chance to drop Mysterious Circuitry/Dubious Plating directly to compensate for being unable to use cells at the Extractinator.

If they must stay, then only the decryption cell requirements could be removed, with the other mechanics remaining unchanged.

Suggestion Author

@thorn saddle

arctic boughBOT
#
**Add a way to convey that Supreme Calamitas summons the projectiles during the bullet phases**

Anybody who has fought Supreme Calamitas can attest to how the bullet rains suddenly start and stop. The only way to tell is the small ring of dust that emanates from her when it starts. For such a powerful attack, there isn't any build up to it. No casting, no noises, just a ring of dust and a pause. Something more impactful such as a large ring of (harmless) fire that encompasses the whole arena for a moment or a bunch of magic circles flying. This could even open an opportunity to show what direction the projectiles are coming from, perhaps a large amount of fire is blasted in the direction they're about to come from.

Suggestion Author

@west rose

#
**Drastically increase the amount of Mysterious Circuitry and Dubious Plating you can obtain from using Draedon Power Cells on the Extractinator**

Yes, you can in fact, use Draedon Power Cells on the Extractinator, to obtain the two key materials of almost everything related to Draedon. Unfortunately, the chances of obtaining one of these two is a minimal 2.5% chance. Even worse, if this chance procs, you only obtain 1 Plating/Circuitry. This makes using the Extractinator to obtain Plating/Circuitry worthless in comparison to other methods.
I propose therefore that the chances of obtaining Plating/Circuitry from an Extractinator be drastically increased, in order to give players a pretty reliable method of acquiring these important materials.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Rename the Tyrant's Fury buff**

Tyrant's Fury is a buff only inflicted by 2 weapons, being the Blighted Cleaver and Defiled Greatsword.
Why is the buff still named after the Tyrant even after the line's connection to Yharim was removed?
Why allude to Yharim if the sword isnt associated with the guy at all?
It just doesn't make sense to keep it this way.

Suggestion Author

@zealous snow

arctic boughBOT
#
**Storm Weaver should only fire 1 lightning arc from the orb in multiplayer**

The first stage of the fight is fine in singleplayer, almost too easy, but in multiplayer the lightning orbs that spawn fire multiple arcs, one per person. The issue is that since these arcs are essentially tracking lines, when you pass your teammate, you will each be hit by each other's arc or rarely they will miss if you're lucky. Besides that your only options are to teleport. This attack is balanced fine for singleplayer but is quite unfair in multiplayer as you can easily be hit by an arc that spawns on you due to being aimed at your teammate, and this makes the first phase the hardest by far. The more players you have, the worse it gets. A simple change would be that each orb only fires 1 arc regardless of player count.

Suggestion Author

@sinful sphinx

arctic boughBOT
#
**Add Option For Showing HP/Mana Bars Around The Player**

With the recent addition of Flight Time bar added by the mod, I just noticed it feels strange that there wasn't ever a HP bar option even though HP is much more important than Flight Time.

While there are some mods that already provide option to do this, just like Flight Time Bar I feel this is just a convenience option (especially for those who play Action RPG games which usually have similar function) to translate into Terraria with an option like this and should be an option added for Calamity by default instead of having to seek an external mod.

Optionally some details like Healing Potion cooldown; Mana Bar (or even Mana sickness duration) can be shown too.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Move Carnage to the Blood Moon's loot table**

Carnage is a true melee broadsword that drops from the Wall of Flesh, It's very obviously themed around blood and gore, as its name is Carnage and whatnot, so it would fit right in with the Blood Moon, an event similarly themed around blood and gore. Wall of Flesh already drops a true melee broadsword, in the form of the Breaker Blade, so there isn't really a need for a boss to drop two weapons that serve such an incredibly similar purpose. There's already room in the Blood Moon for Carnage to be moved to, especially in the Dreadnautilus' drop pool, as it only drops a Summoner weapon and a monolith exclusively. This would also help clear up the Wall of Flesh's bloated drop pool and give more incentive to do a Hardmode Blood Moon for classes other than Summoner.

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove Minion Replacement or make it consistent**

As a summoner main, it is infuriating when I'm trying to summon my minions, and I accidentally summon one too many of a spammable one and it overrides my limited summon, but then it won't let me replace one of the spammable ones (Example: summon 1 too many virid vanguards and it deletes some of my flowers of mortality for space, but won't let me resummon the flowers to override it without using the item like, 10 times). It should either be an always, or a never, for minion replacement, because an inconsistent 'sometimes' isn't good.

Suggestion Author

@fallow summit

arctic boughBOT
#
**Remove self watering walls or make a config for them, default being off**

I love the idea of walls that create water, but they are a natural disaster, after enough time theyve done this to everything below them....

Suggestion Author

@vapid marten

arctic boughBOT
#
**Move Bubble Blocks to Pre-Hardmode**

Bubble blocks have the unique ability to contain liquids without blocking the player, allowing for unique builds in both decoration, and functionality with honey and water in arenas. Despite all these uses, vanilla locks these blocks behind hardmode. Moving bubble blocks to pre-hardmode would allow more diversity in arena building, make building underwater much easier such as for a sunken sea pylon, and better allow the player to fix leaks the abyss or sunken sea may have.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Make it so ALL damage done to dummies and super dummies registers on the DPS meter**

When using the Lionfish (among other weapons), the DPS shown on the DPS meter registers as much lower than it should be due to the DPS meter only registering player inflicted damage, not debuffs. Calamity fixes a lot of vanilla issues so could this be another?

Suggestion Author

@graceful rapids

arctic boughBOT
#
More transformation items

I'm jealous of Draedon being all tall and cool, while I'm stuck being little insignificant short midget. Make it happen!

So, yes there is already items to transform the character sprite, like liliths necklace, and flamsteed ring, but this suggestion is just asking for more variety. I mean like after gaining all this endgame power, it makes sense to get more items to transform into some kind of new being. The character sprite is just too small especially compared to many bosses in the mod and even just vanilla.

Being human is boring, and with how many strange and interesting creatures there are, but limited transformation items, adding more just makes sense I guess.

Suggestion Author

@jaunty warren

arctic boughBOT
#
**Rework and Extend on the "active" summoner weapons**

Currently, there are a total of 6 non whip active summon weapons. Of these, 2 (Flamsteed Ring and Universe Splitter) are endgame, and 1 (Cinders of Lament) is only usable on 1 boss. Cnidarian, while being placed earlier in the game, is a harder weapon to use while being functionally very similar to whips.
The other 2, unfortunately, are some of the more boring weapons summoner has to offer, only needing the player to hold their mouse on top of the enemy while drinking mana potions. This also very firmly crosses the line of class identity, as these weapons are functionally identical to mage weapons, right down to using mana.
They are also placed at Slime god and Astrum Aureus, leaving large sections of the game with none of these "whip alternative" weapons. These whip alternatives are important to have, as summoner is a class with very low defence and less experienced players may find it difficult to consistently whip a boss without taking big hits.

Therefore, I would like to suggest that Slime Puppet and Borealis Bomber recieve reworks to make them more interesting, and more of these types of weapons are added to provide less risky but less powerful alternatives to whips.

Suggestion Author

@humble nest

arctic boughBOT
#
**Generate a normal abyss instead of upside-down one in dontdigup and getfixedboi seeds**

Now on those seeds, the abyss is generated upside-down and in a very strange way (see screenshot). It begins in an underground sulfurous sea biome, and its "bottom" is the upper border of space.

The problems I see here:

  • sulfurous sea is underground, breaking the logic of vanilla DDU/GFB seeds, where oceans are still on the surface. And it doesn't have acid trees, one of Calamity unique resources;
  • sometimes it is generated with holes, and the abyss immediately starts draining into the underworld;
  • the vertical voidstone wall on the surface ruins the perception of the world. In the beginning I thought it was a bug during world generation, and it took me a while to figure out that it was intentional. Such things don't happen in vanilla, even on secret seeds the borders between biomes are smooth;
  • you can reach space by water, dealing at the same time with high pressure and low gravity. Eventually you can reach the top edge of the world and die, and the death message will tell that you flew into space;

In general I find the idea of upside-down abyss fun, but now it doesn't look finished. We could make an underground ocean that becomes more dangerous the higher you go. But it will require significantly more efforts, and I'm not sure it's reasonable to do just for 2 secret seeds. Current implementation looks like one side of map got rotated by 180 degrees, without any consideration how it fits the surrounding world. So my suggestion is - instead of forcing the player to play with unfinished solution, let him use a normal one.

Suggestion Author

@heavy terrace

arctic boughBOT
#
**Add some Summoner item that rewards you for summoning many distinct minions**

You accumulate a lot of summon weapons when playing as a Summoner. Since it's Calamity, a lot of them get combined together into the later-game ones, but that still leaves a few dozen by the wayside. As well, lategame Summoner generally entails summoning the same minion over and over, possibly with some 'only one at a time' minions added on.
I think that there's room in Summoner for some item that rewards the player for having many unique minions. I imagine an accessory that buffs minions based on the number of unique minions summoned, but this could be implemented through other methods, like an armor set, potion, or even some really funky weapon (I doubt the latter is feasible). Perhaps this item could also take into account the amount of minion slots the minion takes.
If this could be implemented, it would provide incentive to keep earlier summon weapons, to have more variety in your summons, and to have a fun time summoning all sorts of wacky summons from the early-game that you liked. Perhaps you could combine the Finch, the Slime from the Slime Staff, Crabulon and Desert Scourge's summons, an Imp, the components of the Tundra Blossom staff, and a Sun Spirit. I don't know. I just think it would be neat to have some way to do that, and not get horribly shredded by DoG. Or... some boss? At some point? Providence? Plantera? Mechs? Wall of Flesh?

Suggestion Author

@trail phoenix

#
**Rework Luxor's Gift**

Currently, Luxor's Gift is a pre-boss accessory which gives all weapons extra projectiles on use. While this is an effect that looks cool, it is forced to be quite weak to not be overpowered.
It's also a highly situational accessory, being exceptionally powerful with certain weapons like deathstare rod and universe splitter (an endgame weapon), while being nearly useless with almost every other weapon, from summoner and all other classes
This accessory is primarily only useful pre-boss before you have any class specific accessories, and even then isn't especially useful. However, as it's hard to find due to only generating once per world in the underground desert, the difficulty to obtain the item doesn't match it's power.

Therefore, I would like to suggest that luxors gift recieves a rework to make it less situational. Like the recent reworks to Unstable Granite Core and Gladiators Locket, it could recieve a more updated and useful functionality that's more fitting for a rare and hard to find accessory.

Suggestion Author

@humble nest

arctic boughBOT
#
**Change/Add Idle Animation for the Clam Summons of the Shellfish Staff**

perhaps changing the animation of the clam summons from the shellfish staff, its kinda flickery due to how fast the opening and closing of the clam animation is, i can see that quick animation working when its flying at an enemy but perhaps a not so flickery idle animation would be nice

Suggestion Author

@unkempt junco

arctic boughBOT
#
**Give Miracle Matter weapons a clearer theming**

At the moment, miracle matter weapons are a mess of different designs, colours, and projectiles. The recently reworked weapons in subsuming vortex, exoblade, and heavenly gale are beginning to move towards a more unified design, but there's still a lack of any theming aside from the material used to craft them in most of the other weapons.
This is particularly bad with weapons like cosmic immaterialser, for which the minion simply looks like a spinning rainbow circle, and magnomaly cannon which along with being incredibly forgettable, has these strange rainbow lasers on explosions.

While the reworked weapons are very much a step in the right direction, miracle matter as a whole needs to be given some actual consistency in design. This would help give these weapons a clear design type and allow some very outdated sprites and weapons to get some much needed resprites.

Suggestion Author

@humble nest

arctic boughBOT
#
**Rework Wrath of the Ancients**

Wrath of the Ancients is a "mage" weapon that creates a projectile at the cursor to fire projectiles. This is remarkably similar to the entire concept of summoner, which creates minions to fire projectiles at enemies.
While a couple of vanilla items like Nimbus Rod and Crimson Rod also act similarly to summoner weapons, these aren't terribly well designed either, and again heavily encroach on the class divide between mage and summoner. These weapons would also benefit from being shifted classes if they weren't vanilla weapons.

This weapon is well and truly across class boundaries, and it should be reworked to not just be a summon weapon that deals mage damage. Either update it to be an actual summon weapon (which could be quite an interesting concept), or rework its functionality so it can actually be a proper mage weapon.

Suggestion Author

@humble nest

#
**Make Ethereal Talisman inherit some bonus effects from its ingredients**

The bonus effects of the mana flower upgrades, especially the mana cloak, are very fun to use, and provide an interesting way to play mage without as much of a focus on mana potions. Its a shame to lose this effect in favor of better stats for mage players, so it would be really nice if it kept some of those effects.

There are other ways you could approach this situation, the more broad problem is that the Ethereal talisman does everything a mage needs and leaves no room for other fun options

If you aren't aware, the Mana Cloak spawns falling stars when you get hit, and the stars turn into floating mana restoring pickups when they hit a block.

Suggestion Author

@night palm

arctic boughBOT
#
**Resprite the Calamity boss healthbar**

The Calamity boss healthbar, while sleek and non-intrusive, is also lifted from another game entirely. While this is ok for easter eggs like the Murasama, the boss health bar is one of the major parts of the UI, appearing in every single boss fight. It's not even a slight reference like Revengeance Mode either, it's literally just the Metal Gear Rising: Revengeance boss health bar. A health bar from an entirely unrelated game really shouldn't just be sitting out in the middle of Calamity's major UI elements. Additionally, it simply doesn't fit with Calamity's other UI elements. The other major Calamity UI elements (Stealth, Rage, Adrenaline, Sulphurous Sea water, and wing time) all have a metallic or rocky design, with the actual bar being framed by a design made of one of the aforementioned materials. The boss bar, on the other hand, is futuristic and sleek, fitting perfectly with the game it was designed for, not so much for the mod it is used in now. It feels like an element from before Calamity was as professional as it is now, and, in my opinion, should be changed.

Suggestion Author

@inland hamlet

arctic boughBOT
#
**Make Lavashark Mount reduce breath loss in abyss**

Since hardy saddle and shrimpy truffle, other two mounts that provide better mobility in water are considered as "ignore water physics" category in the reducing breath loss in abyss list, unfortunately the same cant be said about superheated blood, despite being even better than both turtle and cute fishron as water mobility mount
This can also be considered a consistency issue aswell

Suggestion Author

@royal trout

arctic boughBOT
#
**Add Raider's Talisman's decayed bonus critical chance effect to the cooldown rack.**

The bonus critical chance on Raider's Talisman decays over 5 seconds (equivalent to 1% crit chance decay every 25 frames). It's a bit tough to feel the changes in critical chance with this accessory without looking at the tooltip. Adding the decay to cooldown rack would make the accessory effect much more clear to players.

Suggestion Author

@wise radish

arctic boughBOT
#
**Make Duke Fishron Have A Proper Transition/Pause For "Phase 4 (Below 20%HP)"**

Phase 4 is when Duke Fishron starts to charge in a chain of 3 -> 4 (instead of 1,2,3 in Phase 3), or non-stop for Death Mode.

The reason for this is because Duke Fishron can extend the chain of charges it is currently performing in Phase 3 if it enters Phase 4/fall below 20% HP mid-charge, allowing it to perform 5-6 charges in a row at unexpected timing.

You have to deliberately control when it drop below 20% HP which is very hard for most players in the heat of battle. This is especially worse for Revengeance Mode where it can charge randomly between 1-6 times during that transition in an unpredictable manner.

Giving it a simple transition (like Phase 1/2 transition) or even just a short pause will help to resolve this problem and make it less of a cheapshot mechanic.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make The Black Hawk Remote/tactical plague engine/cosmic viper Fulfill the arms dealer req**

Despite being a summoner weapon, it still needs ammo to work properly, just like most ranged weapons

Suggestion Author

@royal trout

arctic boughBOT
#
**Reduce inventory clutter through Calamity recipes**

There are a lot of items in the game with functionality that requires them to take up inventory slots.
The various informational accessories and Conches eventually combine into the Shellphone. The various wiring tools become the Grand Design.
But there's more.
Torrential Tear. Bloody Tear. Caustic Tear. Cosmolight. The summoning items for the Eclipse, and the Invasions. More stuff that goes in the inventory, cluttering it up.
Now, I know the rules for SISes, but it feels like there's an open niche. The three 'Tear' items could fit easily into a combined version that allows you to use all three. The summoning items for the various events... ehh, not super important. But they could be combined.
And, if the Shellphone is a thing, why couldn't everything just be digitized? Combine all things into a smartphone. Various apps that let you summon all the things at will. I mean, given some of the items - a transmitter, a tablet, magical water drops and a magic torch - it doesn't seem all that far-fetched. Combine all the inventory clutter into a single, endgame item, allowing you to access anything.
My apologies if this is SIS, I'm just noting a QoL possibility.

Suggestion Author

@trail phoenix

arctic boughBOT
#
**Let Bloody Tear Toggle Blood Moons like the Other Tears**

Caustic and Torrential Tear let you toggle their weather effects. In Death mode especially, Blood Moons can be wildly unmanagable and annoying. If the player has the event spawner item, that means they'd had to have played enough of the event to get it. I think this is reason enough to let it also toggle the event off, as it would help new players, builders, basically anyone who gets annoyed by a Blood Moon at an inoportune time. Toggling other events would be nice as well, but Blood Moon is the only one that feels especially necessary.

Suggestion Author

@olive shale

#
**Remove Energy Cores**

Energy Cores are a material dropped by Wulfrum enemies, but only when "supercharged" by Wulfrum Amplifiers. They're used to craft 7 of the 16 Wulfrum items, which is almost half of the total amount. Energy Cores are also used to fuel Wulfrum Lures, but the enemies that spawn from that have no drops that other Wulfrum enemies don't already have in their drop pools. They have no other uses besides this, making them entirely useless once you craft maybe one or two items, with three in the case of Summoners. In case recipes are a concern, the items that Energy Cores make could easily have their Wulfrum Metal Scrap costs increased to compensate for the removal of Energy Cores, so that's not hard to fix at all. In short, Energy Cores are largely just filler items and should be removed.

Suggestion Author

@green torrent

arctic boughBOT
#
**Improve the AI of vanilla prehardmode summons**

Most early game summons from vanilla are extremely impractical to use in bosses. From finch and abigail's very low move speed to flinx being unable to hit anything off the ground, these summons are generally highly impractical for use in actual combat. When compared to weapons like belladonna, a flying summon that shoots a projectile at enemies, their consistency is nearly nothing.

These summons need tweaks to their ais to make them more capable of hitting early game bosses. For weapons like abigail and finch, which are too slow to keep up with even Rev King Slime at later stages, a velocity buff would begin to solve their problems.
The grounded summons need a better way to stay consistently hitting, even when the enemies are off the ground, or to deal enough dps that they can be usable without constantly hitting.
Imp and Hornet are currently bugged, so I can't make any statements about their viability, but they are still relatively uninteresting and use effectively the same ai, so they could benefit from some tweaks as well.

Summoner's best options in pre-hardmode shouldn't be entirely weapons from calamity, and these vanilla summons deserve more of a chance to be used.

Suggestion Author

@humble nest

#
Tiershift either Anarchy Blade or Hellkite

These are 2 Post-Planterra swords. They are both true melee weapons with around the same range that create explosions and go into the same weapon, the Terratomere. This overlap is completely unnecessary, and moving either weapon to Post-Golem would make sense. Either the Hellkite or the Anarchy Blade could simply require Scoria Bars, for example.

Suggestion Author

@gritty flower

arctic boughBOT
#
**Make Aquatic Heart's effects not require Skeletron to be defeated, or tiershift it**

Aquatic Heart is an accessory dropped by the "???" entity, which has a variety of water-based movement effects. Despite the fact you can get this accessory pre-boss, as "???" is pre-boss, nearly all of its functional effects are locked behind Skeletron, a boss that's near the end of pre-Hardmode. The only features that remain pre-Skeletron are the light emission and the vanity transformation it gives. This essentially makes this accessory post-Skeletron, rather than pre-boss as mentioned earlier. Having arbitrary boss locks is annoying to players, as it means they have to wait to use the items they may want. If these effects are too strong to be pre-Skeletron, however, then simply tiershift the accessorry rather than arbitrarily locking its effects behind a boss. It's arguably better than Neptune's Shell anyway, so it would fit right in in Hardmode or somewhere similar.

Suggestion Author

@green torrent

arctic boughBOT
#
**Make Biome Mimics Harmless Until You Get Close/Add a Biome Mimic Spawnblocker**

They are a annoyance for everyone who wants to farm some souls/general loots in the cavern layer, even for non-afkers, the reason behind most spawnblockers is to avoid this kind of annoyance, which is presumably fair to be implemented for biome mimics aswell
The first alternative exists for maybe a kind consistency with the normal mimics, which can only be damaged or damage you after you get close enough

Suggestion Author

@royal trout

arctic boughBOT
#
**Make friendly turrets unable to attack during Old's One Army**

The turrets can pretty much turn ooa into a extremely chees'able event, at the same time they took the experience from it away

Suggestion Author

@royal trout

arctic boughBOT
#
Make the chlorophyte extractinator be able to drop hallowed ore.

For cosistancy’s sake and for the ease of access once someone has access to a chlorophyte extractinator it feels reasonable they should be able to get hallowed ore from it as well. It would give a relatively easy way to obtain extras should someone have a stockpile of silt/slush/fossil and/or not have access to shimmer yet to decraft the bars (say they haven't found it or it is an old world).

Suggestion Author

@opal pond

arctic boughBOT
#
**Make it more clear that Draedon Power Cells are important**

Draedon Power Cells are a valuable resource needed throughout the game, especially to summon the Exo Mechs boss in the endgame. However, this need is not communicated to the player very well, as nothing directly says to decrypt Schematics and to construct The Codebreaker, and the Power Cell Factories can often blend in with the rest of the Draedon Lab furniture. This, of course, leads to the Draedon Power Cells becoming annoying to get for new players, and trivial for veterans. In order to make this more user-friendly, I propose 1 of 3 changes (or all of them!).

  1. Make Draedon Power Cells used in the various Codebreaker parts, as most new players will find these in Recipe Browser and look at their recipes, thus seeing Draedon Power Cells and know that they exist.
  2. Of course, that solution might not be desirable on its own, as it still might not help players find the Power Cell Factories, so I also propose that Draedon Power Cells get some flavor text detailing that the Power Cell Factories come from the Arsenal Labs, thus letting players know how to get Draedon Power Cells.
  3. Charging Stations and Power Cell Factories currently don't stand out much among the Draedon Lab furniture. These are the two most important pieces of furniture in the labs, which is why it's so bad that they just blend in with the standard run-of-the-mill decor like the lab panels. Making these stand out more, whether it be through making them give off light or having them produce ambient sound, would make it more obvious that these are important resources for the player.
    These changes might take some getting used to, but overall they would improve the user experience by making less information demanding a wiki to figure out, as well as encouraging the players to explore their worlds more.
Suggestion Author

@green torrent

#
**Move Perennial ore from Bramble to Titanium Crates**

Perennial ore is constantly under fire for being "Chlorophyte but Again™️". It being fished from Bramble Crates doesn't help this issue. Plus, Perennial ore isn't even a jungle ore. In fact, it generates pretty much everywhere EXCEPT the jungle. Moving Perennial ore's fishing drop from Bramble crates will help consistency, make Perennial less annoying to fish for, and lessen some of the "Chlorophyte but Again™️" stigma.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Introduce a biome mimic to the Astral Infection**

The astral infection is like Calamity's new hardmode evil biome. It's got fished-up weapons, enemy drop weapons, and even a dungeon biome chest.

It fulfills all the requirements to be a full fledged infection biome, (with its own unique way of spreading: meteors) EXCEPT its missing a biome mimic.

The Hallow and evils have grappling hooks, powerful class weapons, and usually a unique accessory.

What's missing most of all, though, is the unique threat of a powerful camouflaged mini boss lurking in the underground.

I feel like the astral infection isn't complete without a biome mimic and if added, it would vastly improve the Calamity early hardmode experience and the experience of exploring the astral infection underground.

Side note: not necessarily a chest
Another side note: it's up to the devs (and maybe also the community) to decide how it could be manually summoned.

Suggestion Author

@graceful rapids

arctic boughBOT
#
Bestiary

Revamp vanilla mob bestiary entries because it doesnt make sense one saying something different than the actual lore

Suggestion Author

@sudden sluice

arctic boughBOT
#
**Add better indicators for Cryogen's phase changes**

Cryogen's issue is a bit obvious, the transition to Phase 6 from Phase 5 is quite jarring- turning from a pseudo-bullet hell into Cryogen dashing madly at you with zero warning can end up as a potential cheap hit, even more so when the player ends up getting close to avoid projectiles

As for a potential remedy to the issue, there are a few. One may be to add an explosion, or louder cracking sound for when Cryogen transitions phases, or during the transition to phase 6, Cryogen could spin in place for a second or two before dashing, giving the player ample time to react and register that the phase change has happened

Suggestion Author

@reef perch

arctic boughBOT
#
**Make Spelunker Glowsticks Craftable**

honestly I see no reason theyre only obtainable by purchasing from the skeleton merchant (+ since theyre used in calamity’s metal detector recipe it’d be rather helpful ngl)

Suggestion Author

@umbral spade

arctic boughBOT
#
**Buff the Suspicious Looking Jelly Bean so it's not outclassed by the Gelatinous Pillion**

As of 2.0.1.001, the Suspicious Looking Jelly Bean's fall speed was reduced from 102 mph to 77. This makes it notably slower than the Gelatinous Pillion, a vanilla mount that provides the same functionality (fall really fast), additionally allows short term flight, and is obtainable much earlier in progression since Queen Slime is generally fought long before Astrum Aureus.

At the moment, the only reasons to use the Jelly Bean rather than the Pillion are:

  • nullifying fall damage, which generally isn't an issue by the time you can get it
  • rapid descent underwater, which might be useful for the Leviathan & Anahita fight and is helpful for getting to the bottom of the Abyss but not much else
  • rapid descent without bouncing off enemies, which doesn't happen much in boss fights anyway

The main use-case for all three slime mounts is falling quickly to dodge boss attacks, and the Pillion is simply much better at that in nearly every case. For an item that's meant to be obtained notably later in hardmode, it should at least have an equivalent fall speed to the Pillion, if not faster.

Suggestion Author

@boreal turret

arctic boughBOT
#
**Make the Dash Override check if any other function made by the keybind isnt being executed**

The most common keybind for dash override i've been seeing and the one i use myself is the Rmb
Which ends up conflicting with the interaction button and probably with other common keybinds for other things, such as W and shift
Basically the check will verify if any other function played by the same key is being activated
I.e the rmb itself, if you interact with anything like Npcs and storages
otherwise if the other function played by the same key didnt happen, the dash will proceed

Suggestion Author

@royal trout

arctic boughBOT
#
**Make the Wulfrum Battery craftible/fishable for Getfixedboi/Dontdigup**

Simply due to the insane amount of changes to the world that getfixedboi does to the world, it is only possible to get wulfrum scrap from fishing, while wulfrum drones themselves simply do not spawn at all.
This means the summoner class is missing one of the first items in their crafting tree, the wulfrum battery.
If there was an option to also get the battery from crates, or to craft the battery from scrap, it would solve the issue.

Suggestion Author

@mental thorn

arctic boughBOT
#
**Remove floating boss drops**

Okay, so I'm not sure if this one is a lore thing because its a soul, but floating items are a very poor design decision imo, on my first ever Yharon run, I had to refight him because I forgot where I killed him and as such, couldn't get the fragments. A very airborne boss, especially, should not have a floating drop, in my opinion.

Then, there is also the lore, which I skipped most of it on my first run due to how airborne many bosses are and how missable it is, so an easy fix would be to put it in treasure bags on expert and up, but I'm not sure exactly how to improve this on normal, because I can't see lore as not floating, though it would be much less annoying.

Those are just two examples, the fragments dropped by deus are also annoying to find after killing him on normal, so I would just genuinely suggest removing floating boss drops entirely, as, unless the boss is very stationary, I don't really think they add much and only serve to make bosses either be refought to get the drops you missed, or to make the postfight more tedious as you have to search around for the drops.

I only have 3 ideas on how to fix this, either:
Remove floating boss drops entirely by making them just drop normally which is the easiest but most drastic.
Make there be an indicator for where you last killed a boss on the map, this would be quite hard to implement, but it would be useful for more than just finding drops.
Or finally, add map icons for every floating drop (similar to boss checklist), which is a bit of a mix between both.

As is right now, floating drops only serve to make the game more tedious.

Suggestion Author

@fallow summit

arctic boughBOT
#
**Change when the different boss rush themes play**

currently, 3/5 boss rush themes are in the game, and as such the tier 3 theme plays for a vast majority of boss rush, all the way from leviathan to scal. The song gets repetitive as it plays for an extremely long time. i think it would enhance the experience if the songs were more evenly distributed, such as making tier 1 and 2 songs play for 2 tiers each, and making the tier 3 song only play during the final tier, or having t1 play for pre harmode bosses, t2 play for hardmode bosses, and t3 play for post moonlord bosses, as the intensity of the themes would scale up throughout the event rather than reaching max intensity after plantera.

Suggestion Author

@wanton eagle

arctic boughBOT
#
**Space layer background change**

I thought it'd be cool for the background of the space layer, or maybe even the sky layer, to include planetoids in some capacity. Whether they're rare, or common, copy-pasted or have a wide variety. It isn't a functional change, or anything major, as far as I can tell--just an ambience thing. It'd be cool to see, and might invoke a little more joy from players with a close attention to detail. Thus, concludes my humble suggestion.

Plus, I figure you guys need a break from processing mechanic suggestions, item suggestions and whatnot. Just think it'd look neat.

Suggestion Author

@dusky nexus

arctic boughBOT
#
**Make MOAB inherits the increased luck from lucky horseshoe**

Since 1.4.4 port, MOAB started using the new pack of baloons with a horseshoe, which inherits the luck increase from it
Meanwhile the final line of baloons given by calamity dont follow this same trait
Even before pack of baloons with horseshoe introduction, MOAB had the horseshoe in its recipe anyway

Suggestion Author

@royal trout

arctic boughBOT
#
**Make Pirate and Goblin invasion take less time to start when summoned by item**

Shortening the time these events take to start upon summoning will make them less annoying to grind, considering mostly pirate invasion which has valuable loots with a very low chance of dropping
Just like what Calamity currently does with celestial sigil

Suggestion Author

@royal trout

#
**Replace Beetle Juice with Red/Cyan/Violet Husk**

Beetle Juice is a material dropped from several beetle-like enemies only used in one item these days, the Vitamins. These same beetle enemies, with the exception of derplings, drop husks used in vanilla to make dyes. It would be good for reducing item bloat to remove the Beetle Juice item entirely and replace its use in the recipe for Vitamins with those husk items, either one of each or 3 of the same one, perhaps. If you want derplings to be involved, you could make them drop cyan husks.

Suggestion Author

@night palm

arctic boughBOT
#
**Make Gelatin Crystals extractinate into their ingredients**

It's easy to get way more gelatin crystals than you need, and it can be annoying to get as many souls of light or crystal shards as you'd like. This suggestion, or something similar to it, would fix both issues. There is precedent for it, as extra Bloody Tears can be crafted into blood orbs.

I know you removed being able to shimmer uncraft them, I think that was a bad idea but this is a good compromise for that imo.

Suggestion Author

@night palm

arctic boughBOT
#
**Make the cosmic plushie obtainable in journey mode**

So, currently, the cosmic plushie (and maybe other items I don’t know about) are hardcore exclusive. I find this to be a bad design as it makes it impossible to 100% journey mode, if you ever wanted to. I propose that you make it drop in master journey (as in, enemy difficulty master), and also hardcore, as you can’t smuggle it into other worlds from journey so it would still keep its exclusivity, but also allow 100%ing journey.

(I got permission from terrynmuse for this)

Suggestion Author

@fallow summit

arctic boughBOT
#
**Make it possible to transmute one world evil effigy into the other with Shimmer**

The Corrupt/Crimson Effigies currently produce nothing when Shimmered. As there is only one per world, allowing them to be shimmered into the other effigy would have a minimal effect on balance unless you're using another world anyway.

EDIT: You could also make them convert via the Chlorophyte Extractinator.

Suggestion Author

@opaque stratus

arctic boughBOT
#
**Make "NPCs that are Wet or submerged in water, lava, or honey" a vulnerable condition for both electricity and water debuffs**
  • Both electricity and cold debuffs are the two of three most empty debuff categories in terms of damaging debuffs included, despite water being as empty as these two, it still has a buffing from alcohol, unlike electricity, cold has only one kind of booster(im not considering snow armor because its a preboss armor and i doubt someone would use it because of the cold boosting)
  • when something is soaked, i am pretty sure it is most of the times more susceptible to faster and greater temperature lowering, this fact can be linked with this feature suggestion
Suggestion Author

@royal trout

arctic boughBOT
#
**Make Some of the "Strong Overlapping Attacks" (such as Scal's Moon and Ares' Blender Beam) Deal Damage In Debuff Instead of Direct Damage**

To clarify the title: there are some attacks that are designed to overlap with another on-going attacks. For example, Scal's moons exist together with her other attacks while Ares' Blender Beam exist together with the attacks from the other arms.

The reason for the suggestion is 2 fold:

  1. These attacks are usually some of the strongest/highest damaging attack in the game. Them dealing damage through direct contact while overlap with other attack means you can "avoid" them with iframes by getting hit with another weaker attacks.

  2. Due to these attacks being highly damaging, it often created a very unfair situation for more glass cannon build as touching the attack even by 1mm depletes your entire hp bar, while do not really sufficiently punish tank build due to their insanely high DR and iframe.

Thus, I think the above 2 can be resolved by changing these attacks to deal damage in debuff. For example, instead of Scal's moons dealing 656 damage in Death Mode, what if it instead continuously apply a 450 damage per second debuff if you continuously stay inside the moon? And the debuff quickly clears once you leave the area of the attack?

This way you can sufficiently punish tank build (which are what these "strong attacks" are supposed to do) without instantly killing glass cannon builds while still allowing other attacks to deal damage to the player.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make bacon/exquisitely stuffed harder to obtain earlier in the game**

Piggies are an easy way to obtain bacon far before it is meant to be obtained, from pigrons (NOT pigeons) in hardmode. Exquisitely stuffed is available too early in the game.

It is equivalent to BBQ ribs in stats and is equal to the golden delight (which is meant to be very difficult to obtain, by catching a golden creature) except for its half duration compared to the golden delight.

Piggies spawn on the surface at ANY point in progression.
To put it simply, piggy drops bacon.
Bacon has the power of items much later in progression.
Make bacon less op OR
Make piggies far rarer OR
Lock piggies or bacon behind a point in progression OR
make exquisitely stuffed harder to get earlier in the game

Suggestion Author

@graceful rapids

arctic boughBOT
#
**Make Delicious Meat and Blasphemous Donut grant the Exquisitely Stuffed buff instead of Plenty Satisfied**

One of these is an utterly unremarkable post-Cryogen food item you can buy off Permafrost that almost sounds like it came from the fandom wiki. The other is an rare drop from Impious Immolators that references the previous donut like shape of the Profaned Guardians. Both of these simply give the Plenty Satisfied buff upon eating.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Do more with the fact Crabulon is a crab**

As the name implies, Crabulon is a crab. However, nothing is done with this gimmick throughout the fight. The closest thing it does is brush off shrooms with its claws. While interesting to see, it doesn't add to the combat side of the fight, relegating it to an attack indicator. If you were to replace Crabulon's sprite with a black box and not tell anybody its name, there would be nothing to indicate it is a crab besides its minions being called Crab Shrooms, which also do not have any crab theming at all. For reference, Crawdads (the other clawed thing) do more with their physiology than the Crab boss.

Queen Bee and the Dragonfolly use their unique physiology to attack or summon minions. The Giant Clam uses its shell as a defense mechanism that's the main gimmick of the fight. The Old Duke tires out, making it one of the defining traits of the fight. Just about every other boss in the mod uses its lore or physiology to do something unique except Crabulon. Many things could work, making it take more damage from below due to crab's weak point would make it more interesting or a more advanced solution would be to make it use its claws as an attack to truly use its anatomy.

TL;DR: Crabulon doesn't use any crab abilities.

Suggestion Author

@west rose

arctic boughBOT
#
**Planty Mush Could Be Used At An Alchemy Table To Make Herbs**

So, when a player fishes in the sulfurous sea they get a lot of planty mush, and it doesn't have all that many uses, especially in pre-hardmode.
Which is why I think it would be good to have more uses, and since it's plant matter it would make sense for that use to be in alchemy. So, it could be good to be able to use them to make alchemy herbs.

Suggestion Author

@tropic herald

arctic boughBOT
#
**Give Some More Incentive for Hardmode Underground/Cavern Exploration (other than ores)**

In pre-Hardmode, exploration is key to explore more biomes for loots, mining for ores, underground/cavern for heart crystal and to access various essential progression bosses such as dungeon for Skeletron and Underworld for Wall of Flesh and so on.

In Hardmode, exploration kind of get completely thrown out of the way as Underground/Cavern basically just become a ground for grinding/mining. Including some Hardmode materials like Souls of Light/Night, Ichor/Cursed Flame having other sources of obtainment, currently there is simply no incentive to explore more of the world in Hardmode.

I feel there should simply be some stuff that is only obtainable that require exploration in Hardmode to re-incentivize exploration. For example, what if there is actual new "Hardmode Structures" generated when Hardmode started in the Underground/Cavern layer that houses unique loots and resources?

Or in a less ambitious form, since many of the current gold chest loots are already craftable (eg: Band of Regenration, Magic Mirror) in pre-HM, what if on world generation there are some chest that can only be opened in Hardmode? (which currently is also applicable to vanilla in Shadow Chest).

This way the player is incentivized to still explore the Hardmode Underground/Cavern outside of just for mining and grinding. The exact execution will be up to the dev and the above are just some example on what could potentially be done for this.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework Calamity's new Pylons to be more convenient to obtain**

Calamity Pylons currently are overly tedious to obtain as there are no NPC's that prefer living in Calamity's biomes. This makes setting up a pylon network a chore as you need to rely on NPC's preferring to live with other NPC's in order to be able to buy their Pylons. Also, if the Crags Pylon can function without NPC's near it, why not just make it craftable at that point? What's the point of making a house in the Brimstone Crags to get the Pylon, only for the game to THEN turn around and say that you don't need any NPC's near its Pylon for it to function?
The easiest solution is making the Crags Pylon craftable, and pick a handful of NPC's that are happier living in the Sunken Sea and Astral Infection so it takes less micromanagement to be able to buy the pylons for them. Hell, even making all the new Pylons craftable and function regardless of nearby NPC's would be great. All I ask is the devs find some way to make it more convenient to obtain Calamity's Pylons so that setting up a Pylon network is considerably less bothersome.

Suggestion Author

@simple frigate

arctic boughBOT
#
**Make Yharon Have An Indicator/Telegraph *Before* It Teleports (for Bullet Hell/Charges)**

Yharon for the most part is extremely telegraphed for all of its moves which is good for the fight as it creates fairness in the fight while still remaining mechanically difficult.

However, currently one of the most unfair aspect of the fight by far is that Yharon's teleport have 0 telegraph and just happens, especially for teleport charges where Yharon often teleport aheads of you. While the pattern is consistent, it still basically will just require "pattern memorization" by fighting the fight multiple times.

This aspect of the fight can easily be fixed in many ways. For example, what if instead of an instant teleport, Yharon transform into a fireball and very quickly move to the position it would had teleport to? Which give a visual telegraph or where Yharon moves to?

Or if a "fireball" or "flare" appears at the location of the teleport like 0.5-1 second before the teleport actually happens to give the player more time to react?

The exact execution will be up to the devs.

Suggestion Author

@drowsy mantle

#
**Make Supreme Calamitas' Attack Pattern (Chain) More "Intuitive" and Give More Time To React**

Supreme Witch Calamitas (Scal) for the most part is one of the most iconic fight of the mod. However, I feel like a lot of the aspect of the fight can still be improved without really changing the base line of the fight. This suggestion is not really arguing against the difficulty, but rather for fairness of the fight.

Mainly, Scal currently have a lot of attacks that just "resumes" uninterruptedly once another attack is finished, which very often causes a lot of completely unfair attack pattern that can only be avoided through pattern memorization. She also have a lot of attacks that are difficult to dodge simply because of overlapping attacks occuring at untrackable timing which can also be given better telegraph.

The following are some example of various aspect of the fight that can be improved:

1) Indicator/Telegraph for when Soul Seeker will fire
2) Make Soul Seeker not fires if Scal is currently dashing
3) Indicator/Telegraph for when Brothers will fire their burst Brimstone Dart
4) A "Short Pause" before each Bullet Hell starts

  • You can move into a Bullet Hell projectile instantly unless you keep perfect tracking on Scal's HP bar throughout the fight
    5) A "Short Pause" after each Bullet Hell ends
  • Currently Scal can instantly fire at you/move into you the millisecond after Bullet Hell ends before you can react
    6) Indicator/Telegraph (in some way) of the direction BH projectiles is coming from
  • Currently you can instantly run into a projectile if you move against the Bullet Hell pattern before you can react
    7) Brimstone Monster (moon) hiding projectiles
  • Currently the moon have the exact same colour as Scal's other attack and often completely cover other attacks she does
Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Give Frozen Wings a new bonus effect**

Frozen Wings currently grant a stat boost when worn with Frost Armor, which is after two Mechanical Bosses. However, this stat boost is so negligible that it's almost unnoticeable. Specifically, it's 2% damage and 1% crit chance, but only for Melee and Ranger. This level of stat boost is akin to that of Proficiency, a removed mechanic that also gave incredibly negligible stat boosts. This also leads to Bat Wings, another pair of Wings on the same tier as Frozen Wings, completely outclassing them, as Bat Wings give 7% damage and 3% crit for all classes. This effect may only be available during nighttime, but nearly every boss around that point is a nighttime boss or can be fought at night, so that "restriction" isn't really worth taking into consideration for this. Special effects aside, there are plenty of other Wings on the same tier that have purely better flight stats too, so Frozen Wings need something to set them apart from the other Wings.

Suggestion Author

@green torrent

#
rename of mourningstar

morning star and mourning star have very similar names, not only it is confusing for newcomers, but also its very annoying since not a lot of people dont know this melee weapon

Suggestion Author

@ornate sable

arctic boughBOT
#
**Prevent the Metal Detector from detecting Disenchanted Aerialite**

Anybody who's been to space with a metal detector before Evil-2 can attest to this problem. The metal detector tells you when a useless ore with a really long name that cannot be mined until later is near you when it goes by a different name. What am I to do with this information, use my photographic memory to remember when I saw this? There really isn't any point in knowing that said ore is near you, best to prevent this to prevent ugly text squashing and information bloat.

Suggestion Author

@west rose

arctic boughBOT
#
**Make Roverdrive and The Sponge's forcefield dyeable instead change color matching with current team**

these two accessories are both great defensive and sick visual in player's appearance
unfortunately their customization is limited to a few colors and can only be used in multiplayer

Suggestion Author

@royal trout

arctic boughBOT
#
**Add a Vanity version for every single use minion**

dragonblood disgorger, flowers line, sun line, void concentration staff and others
all of these not only provide offensive advantage, but also can bring a pretty countenance to the character
unfortunately, due to progression in terraria, they can only last a small amount of time with the player
due to their great vanity potential and similarity with summon accessories(i.e fungal clump, materials of HoTE and quiver of nihlity), the vanity addition introducing these items to cosmetic scenario will make them last eternally with the player
also VCS cant be dyed unfortunately, he has a great potential with dyes imo

Suggestion Author

@royal trout

arctic boughBOT
#
**Give the Absorber an upgraded form**

This accessory got a really good rework a few patches ago, alongside a few other defensive accessories. There's one thing that feels missing though: The Absorber is still a post Lunatic Cultist accessory, and it no longer upgrades into the Sponge, which has been repurposed into the Rover Drive's long awaited upgrade. That said, I think the Sponge is fine as it is, but the Absorber is still left in the dust.
Given how well done the Absorber's rework is, I think it needs one final upgrade somewhere in Post-Moon Lord, to allow us to use its effects into the endgame. I'd personally tie this upgrade to Yharon, but it's really up to the Devs to decide what theming this upgraded Absorber will have.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Rework Auric Soul Artifact**

The Auric Soul Artifact is a rather useless accessory, that effectively decreases the minion slot cost of a single summon weapon from 5 to 4. While a nice effect, this is absolutely not worth an accessory slot, and is far too niche considering it only works on one weapon.

There are plenty of ways it could be reworked, but one way that sounds very fun would be to buff the user's damage by a few percent for each unique minion they have, and more for minions that cost multiple slots, possibly also even more still for dragon-related minions.

I think this would be a fun accessory to use and worth of being in the Auric tier, but another idea for a rework could be just as good.

Suggestion Author

@night palm

arctic boughBOT
#
**Make it possible to RoD into the Temple before beating Plantera**

In the vanilla game, the inability to teleport directly into the temple is to prevent sequence breaking. However, Calamity removes HM linearity, so it should 100% grant the ability to Rod of Discord into the Lihzahrd Temple at least once Hardmode is initiated. While we're at it, change the Temple Key recipe to be made with an Iron Anvil instead of a Mythril one.

Suggestion Author

@simple frigate

arctic boughBOT
#
**Add a way to place sunflowers on platforms**

In 1.4.4 several buff stations can be placed on platforms instead of solid blocks to prevent player hit the blocks during boss fight. However, sunflowers still cannot be placed on platforms and sunflower buff is not strong enough to keep the player stand near the surface or make an obstacle in arena with a solid block to place them. So i suggest to add a way to place sunflowers on platforms, its up to devs to decide how are they going to implement it, tho i have a few examples:

  • Pot of grass, which can be placed on platforms and sunflowers can be placed on pots.
  • Change planter boxes to allow the player to place sunflowers on them.
Suggestion Author

@short crag

arctic boughBOT
#
**Make Silva and Tarragon wing effects work with matching auric armor sets**

I'm not sure if this is a bug, but using the Silva wings with auric summoner armor does not provide the "Silva revive brings you to half health" bonus. It would be really nice if it did.

Suggestion Author

@night palm

arctic boughBOT
#
**Make Ceaseless Void Not Deal Contact Damage For A Longer Period Of Time (when the fight starts and after each "Black Hole Phase")**

Currently the majority of Ceaseless Void fight is about positioning at the right place when the Energies phase started.

Ceaseless Void have a dedicated position around the player for movement. For example Ceaseless Void will attempt to stay above the player at the beginning of the fight, then change position in an anti-clockwise manner. However, currently this can cause many situation where Ceaseless Void unfairly hit the player.

For example, when the fight starts Ceaseless Void will spawn at anywhere and then rush towards the position that is above the player, potentially hitting the player in the process. This also happens after each "Black Hole" phase where it can just ram across the player in an attempt to get to its current "dedicated position" due to its specific movement manner.

Giving the player more times to process Ceaseless Void's current positioning without worrying about CV just ramming into you with contact damage can eliminate this unfair aspect of the fight by a lot.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Death Mode Anahita and Leviathan Fights Start With Anahita (Again)**

The reason is 3 folds:

  1. It gives more time for the player to get accustomed to Anahita's more complicated moveset (compare to Leviathan's simple move set) to prepare for the dual phase.

  2. Despite what this is supposed to do for Death Mode, it actually makes the fight much easier. This is because a large part of Anahita and Leviathan's aggression is depend on their current HP%, and making Anahita spawn at 100% HP in Phase 2 just means you can focus Leviathan down while Anahita remains relatively passive.

  3. It is much more thematically fitting that you fight Anahita first before Leviathan. Killing the "siren silhouette" instantly summoning an unrelated sea monster is just confusing especially to new player. This will also make Anahita's involvement once Leviathan falls below 70% HP to be less abrupt.

If the concern is that the player can melt Anahita once the dual phase had started, you can for example make it so Anahita passively heals when Leviathan's solo phase is in active, which can also put additional urgency to end Leviathan phase faster rather than attempting to stall the easier Leviathan solo phase for like Adrenaline; or just make Anahita transition earlier, both can works.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make all bullets shoot by Plague Tactical Engine/Cosmic Viper Engine pass throught blocks**

The black hawk remote known as the initial stage of these two weapons, has an particular trait when combined with musket balls, where the bullets are able to ignore any physical strucure on their way to hit the target
Unlike Bhr, the pte and cve dont have any special interaction besides special projectiles
This not just doesnt make sense but also makes the use of these powerful summons kinda difficult when fighting pg and providence in underworld, since they always line vertically with the target for shooting, forcing whoever uses them to stand low and/or break more space in hell just to make room for the airplanes
Since they are upgrades of bhr, it would make sense that they were able to shoot all ammos ignoring blocks and not just musket balls
(i doubt this last sentence would be taken seriously but why not, i also doubt this would change their scenarios since add this feature just to musket ball wouldnt change nothing due to being, well... basically useless ammo)

Suggestion Author

@royal trout

arctic boughBOT
#
**Allow the player to shimmer Depth Meters into Compasses and vice versa, and/or add crafting recipes for them**

Calamity adds a variety of QOL crafting recipes for various vanilla accessories, including a large chunk of the accessories required for the Cell Phone. Despite this, there is no simpler way to obtain the Depth Meter or Compass than just grinding the enemies that drop them. They aren't even obtainable from fishing, and not obtaining them before hardmode makes grinding out the enemies that drop them much more difficult as hardmode enemies override a lot of the spawns.

I find it very strange how vanilla doesn't let you shimmer one into the other, and if the devs for some reason think it's best to leave these items uncraftable I would like to see it made possible to turn one into the other. While a solution to this may just be "use another QOL mod" I think either a shimmer interaction, crafting recipe, or both should be added to Calamity as an addition to its collection of vanilla accessory QOL recipes.

Suggestion Author

@bronze yoke

arctic boughBOT
#
**Add a configuration option to reduce the opacity of allied projectiles**

The only current system of doing this that I'm aware of doesn't work on particles, melee weapons, and many others. I therefore request that Calamity also has a configuration option. Even if Fargo's mod got compatibility with Calamity particles, it would still be yet another mod added to the giant list of mods to add to the game. The problem is just too awful not to fix. Friendly projectiles obscure too much of the danger around you, resulting in unfair hits and requiring people to focus even more on too many places of the screen at once. Weapons might look cool, but without a radical change, they will simply ruin the game.

Suggestion Author

@steady drum

arctic boughBOT
#
**Generally Increase The Yield of Potion Crafting**

Nowadys potions not only provide a substantial stat boost, but also part of Calamity's gameplay balance. Thus, not having potions can generally be considered a disadvantage (rather than having potions being an advantage).

Moreover, retrying on bosses stack up potion requirement very quickly. Unless the player can beat each bosses in 1-3 tries, they will have to spend large amount of time on potion grinding, which can be new player unfriendly.

However, one direct solution in an attempt to resolve this issue is to simply increase the potion yield per crafting recipe. This is actually currently supported in vanilla via wormhole potion, which crafts into 3 potion per fish.

For example, what if instead of 1 fish + 1 herb + 1 water bottle to craft into 1 potion, it instead takes 1 fish + 1 herb and 2 water bottle to create 2 potions?

The exact execution will be left up to the developer's interpretation (for example having alchemist table requirement if this is considered too strong and so on), but I think a simple change like this can substantially reduce potion grinding.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make Plantera's "Spore" Attack Visually Clearer**

If you never saw this attack I will not blame you, this attack is just simply that unnoticeable.

Previously before the newest Plantera rework, this attack can be destroyed by any damage which is why it is not really a problem.

However, with the new Plantera rework, this attack is now indestructible while still is very unclear visually, especially with the other gas clump Plantera release throughout the fight.

Very often this spore attack can literally stay on top of you without you realising until you take too much damage due to its small size and blending into the colour scheme of the Jungle's environment way too well.

To put it simply this attack should be made visually clearer to prevent it from being a major source of cheapshot.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
Make the Suspicious Eye and all other vanilla summons only take 1 research to duplicate instead of 3

It's known that Calamity Mod makes summons infinite, as opposed to being consumable upon use as they are in vanilla. For example, in vanilla, using the Suspicious Eye to summon an Eye of Cthulhu would consume the item, but it can be reused infinitely in Calamity. As of 1.4.4, all stackable items can now be stacked up to 9999. However, this DOESN'T apply to Calamity's edited unlimited summons. This means that the Suspicious Eye item now takes up a whole inventory slot for only 1 item, but the research for it is still 3 to be dupable! This is a small issue but it's quite annoying when you can use 1 summon to fight a boss however much you want, but if you want to stow it away to the research table, you need to get 3 of them. This is especially uncomfortable when the summon takes up a slot per item. 3 slots to research! And all other Calamity-specific summons only take 1 item to research. This shouldn't take long to fix, and I don't think this will hurt balancing in any way - in fact, I think that if summons are non-consumable, it only makes more sense from a balancing perspective to only take one summon item to research.

Suggestion Author

@dapper ember

arctic boughBOT
#
**Change the visuals of the Wulfrum Amplifier's tesla field**

For those out of the loop, the Wulfrum Amplifier (formerly known as the Wulfrum Pylon) is the enemy that summons an electrical field to supercharge other Wulfrum robots. Said electric field, however, has been the same empty circle of static particles since the enemy was introduced about 3 years ago. Compared to other aura-like fields such as the Wulfrum Rover/Rover Drive shield, Tesla Potion, and the recently reworked Jelly accessory line, the Amplifier's field feels a bit out of place/lackluster in comparison. A visual change would be much appreciated in this regard, whether it borrows an existing aura or gets a new one entirely is up to the devs.

Suggestion Author

@dapper solstice

arctic boughBOT
#
I would suggest melee speed increase the damage of, or otherwise affect unique true melee weapons that otherwise are not affected by it, such as Old Lord Oathsword, Vanilla weapons like Starlight, or the Murasama.

It's a very ignored stat in melee builds, most would rather go for defense, damage reduction or pure damage, but melee speed is finicky because it is only truly effective on a few weapon types, mainly broadsword that are either true melee or have an on hit affect. I would appreciate it having more impact on true melee weapons with unique animations, since true melee weapons are already most likely to pump that stat. Doing so would include more build variety, make violent a better modifier, and just be generally more satisfying.

Suggestion Author

@stable vapor

arctic boughBOT
#
Make whip tooltips reflect Calamity Mod changes done to them

In practically and on the wiki, it is shown that flat tag damage has been replaced with multiplier instead, with 1.08x for the Leather Whip, 1.04x for the Snapthorn, 1.08x for the Spinal Tap, 1.08x for the Cool Whip, 1.09x for the Durendal, 1.11x for the Morning Star and 1.12x for the Kaleidoscope; which all aren't whatsoever mentioned or acknowledged in their tooltips and lead to a large amount of confusion, especially for players who just came back from playing Vanilla!
These may well be substitutes for a proper rework for now but I really think it would be very helpful to, at least for now, actually let your players know what your changed weapons do.

Suggestion Author

@dapper ember

arctic boughBOT
#
**Make the Riptide Inflict the Riptide Debuff**

It is a water themed yoyo named "Riptide" that shoots water so it only make sense that it should inflict the Riptide debuff.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make Supreme Witch, Calamitas, Seekers and Sepulcher overlap on top of Brimstone Monsters**

Considering how big the moons are and the limited space you're placed in, I find Calamitas and her Summons to often be hidden behind the moons.
A few problems arise with this for example:
Not seeing her forcefield turn into a skull before dashing
Not seeing where the seekers could potentially fire from

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Add a "Stealth Strike Ready" Sound**

The current stealth strike sound only beeps when the stealth bar is full
Afaik the fact that most things that require some kind of charge make a sound to warn the player about it, unlike those, the early stealth strike ready provided by Coin of deceit-eclipse mirror line doesnt have a sound of its own, forcing rogue users to pay attention to the stealth meter bar when they want to perform a stealth strike before the stealth bar gets full

Suggestion Author

@royal trout

arctic boughBOT
#
**Another Shimmer Transumation**

Laudanum -> Heart of Darkness -> Stress Pills -> Laudanum. Grinding for these accessories can be annoying as they're really good, and it'd be useful to use duplicates of them to get the one you're missing for Skull Crown.

Suggestion Author

@ivory coral

arctic boughBOT
#
**Expand Laudanum's Affected Debuffs**

Laudanum is a Revengance Mode exclusive item that drops from Treasure Bags which extends debuffs duration but turns them into buffs. It overlaps quite a bit with Ankh Shield, and due to Ankh's immunity, its suboptimal to run the two together (despite the fact that Ankh is built into the Asgard's Valor line, which is arguably Calamity's main dash). However, Laudanum randomly has some very notable absences in its debuffs, despite it's slightly expanded pool of applicable situations, specifically; Bleeding, Cursed, and Silenced, and arguably Burning and Stoned as well.

Laud already covers effects like them including Weak, Slow, Chilled, and even Broken Armor and Armor Crunch which are particularly strange, considering those deal with the player's armor, and not their body as one would expect from a medicine, so it's already quite easy for this item to extend outside of it's thematic relevance.

I'd argue that if Laud is going to exist as an "alternative" to the Ankh line, then it should, at a minimum be applicable in the same situations. There is one last thing I left out; Ankh provides immunity to Poison as well, and while dps debuffs seem out of Laud's realm, if you really wanted to make Laud more generalist like its siblings Heart of Darkness and Stress Pills, perhaps it could reduce damage from Sickness type debuffs? It is a medicine after all, and it would provide some sort of fill in for Ankh's immunity while also still being unique to its gimmick of mostly dealing with more impairing debuffs.

Regardless, at a minimum it should be at parity with Ankh (not even including the rest of its line).

Suggestion Author

@olive shale

arctic boughBOT
#
**Give Calamity lanterns the ability to hang from platforms.**

You can't hang Calamity lanterns from platforms. (Edit: The same applies for banners)

Reason: You can do it with Vanilla lanterns.

Suggestion Author

@hybrid breach

arctic boughBOT
#
**Make a boss map icon for cosmic guardians**

i dont get why these enemies dont have a boss icon,first of all, they can do quite a lot of damage and they are quite speedy, so without a boss icon they are much more unpredictable and can make as a result a bunch of unfair damage, which makes the fight feel much more unfair than it actually is, and second, when dog reaches his second phase, all of his body sprites gain a boss icon, but not the guardians, it doesnt even have to be the entire body since they are so small, just a head icon and they are much more manageable

Suggestion Author

@ornate sable

arctic boughBOT
#
**Buff the Suspicious Looking Jelly Bean so it's not outclassed by the vanilla slime mounts**

As of 2.0.1.001, the Suspicious Looking Jelly Bean's fall speed was reduced from 102 mph to 77. This makes it notably slower than both vanilla slime mounts, despite the fact that it can only be obtained much further in progression than either of them. Furthermore, the Gelatinous Pillion (which can be obtained practically as soon as you start Hardmode) not only provides a faster fast-fall but also allows short term flight.

At the moment, the only reasons to use the Jelly Bean rather than the Gelatinous Pillion or even the basic Slimy Saddle are:

  • nullifying fall damage, which both the Pillion and literally any wing accessory does anyway
  • rapid descent underwater, which can be helpful for getting to the bottom of the Abyss but doesn't really matter anywhere else
  • rapid descent without bouncing off enemies, which doesn't happen much in boss fights since Calamity makes bosses block natural spawns

The main use-case for all three slime mounts is falling quickly to dodge boss attacks, and the vanilla ones are simply much better at that in nearly every case. For an item that's meant to be obtained decently far into Hardmode, it should at least be equivalent to the Gelatinous Pillion, if not better in some way.

Suggestion Author

@boreal turret

arctic boughBOT
#
**Rename Cosmolight**

There is a start-of-Hardmode item known as Cosmolight. which lets you change time between 4 different intervals. This name would normally be fine... if there wasn't an endgame material called Cosmilite that has a completely different theming. These two names are pronounced almost identically and are so similar that it often leads to confusion between the two. Due to this I suggest that the Cosmolight gets renamed to something that is less confusing for players.

Suggestion Author

@green torrent

arctic boughBOT
#
**Rename Solar Flare (the weapon)**

Solar Flare is a yoyo dropped by Providence. However, Providence's sun connections were severed in the update 2.0.2.001, where the lore was completely rewritten. Despite that fact, this weapon still retains that theming in its name. Even disregarding lore, this weapon has little reason to be called Solar Flare, as practically everything about it but name relates to fire instead of the Sun. Renaming this would also allow for less confusion with the vanilla armor set, Solar Flare armor, and would overall be a good change.

Suggestion Author

@green torrent

arctic boughBOT
#
**Create/Revamp new pre-HM/early-HM Melee Weapons that become part of the Galaxy Smasher crafting tree.**

For one of the more unique melee weapon trees in Calamity, the Galaxy Smasher line only starts realistically at mid-HM (post-mechs with the Pwnagehammer). Including more melee weapons designed around hammer-styled mechanics for preHM and early HM (whether through making new weapons or revamping lesser used/more simplistic melee weapons) would give more focus and enjoyment for the overall upgrade experience for the player.

One possibility is to have this prehm/earlyhm line combine with the Fallen Paladin's Hammer to make the Stellar Contempt, for a seamless inclusion. Another possibility would be to make this line combine with the Pwnhammer to make the Pwnagehammer, so the weapon transition isn't as jarring with the Pwnhammer.

Suggestion Author

@clear forum

arctic boughBOT
#
**Recategorize Hammer type Melee Weapons (Galaxy Smasher line), as Boomerangs.**

Considering that boomerangs are conceptually projectile weapons that are thrown and then sent back to the user, it would just make sense for Hammer type Melee Weapons to be recategorized as Boomerangs for clarity sake to the user. It's much clearer than keeping them as an unclassified melee weapon.

Suggestion Author

@clear forum

arctic boughBOT
#
**Show off the Devourer of Gods consuming a god for once; after Providence is defeated, as she's dying, have DoG portal in and consume her, and portal back out.**

This serves a few purposes; one, it's just a cool visual. The way I'm envisioning this is a portal opens directly below Providence while she's dying, DoG flies out at high speed and gulps her without slowing down, and another portal opens above the first one which DoG escapes through. Seeing the already huge Providence be gulped by the even more massive DoG (the visual works whether or not the sprite is changed) shows the player what they're up against.

Another purpose is that it ties the lore with the gameplay; we never actually see DoG devour anything. With this, we'd see it first hand. In lore, while DoG isn't actively pursuing Providence anymore, he's still a God devourer, and will take the opportunity to consume Providence if it presents itself. And why bother interfering when the Terrarian is doing the job for you? DoG would naturally taunt the player while they're at it.

Suggestion Author

@wispy fjord

arctic boughBOT
#
**An Exo Mech Sky Background Monolith**

The reasoning behind this is that a lot of monolith's exist for other background effects while the exo mechs are excluded. Another reason is that this background would be ideal for those looking to build a lab using exo building blocks/lab building blocks.

Suggestion Author

@forest wyvern

arctic boughBOT
#
**Merge Corrupt Flask and Crimson Flask into a single item**

Corrupt Flask and Crimson Flask are two pre-Hardmode accessories that function quite similarly to each other, with each of them giving 4% damage reduction and 6 defense when in their respective biome. Both of them grant an immunity to a debuff respective of their own biomes too, with the former giving Cursed Inferno immunity and the latter giving Burning Blood immunity. This difference in debuffs is basically the only difference between these two accessories, as they give the same stat boost otherwise. Combining these two into a single accessory would reduce redundancy and would also help cut down on bloat.

Suggestion Author

@green torrent

arctic boughBOT
#
**Add more Summoner weapons to Auric tier**

Here’s a breakdown by class of the weapons that are crafted from Auric bars or dropped by Yharon:

8 Melee: Ark of the Cosmos, Ataraxia, Dragon Pow, Nadir, The Oracle, Zenith, The Burning Sky, Dragon Rage
6 Ranged: Ace’s High, Drataliornus, Minigun, Tyranny’s End, Dragon’s Breathe, Chicken Cannon
6 Magic: Aetherflux Cannon, Helium Flash, Void Vortex, Phoenix Flame Barrage, Yharim’s Crystal, The Wand
2 Summoner: Midnight Sun Beacon, Yharon’s Kindle Staff
5 Rogue: Dynamic Pursuer, Seared Pan, Seraphim, Wrathwing, The Final Dawn

Melee’s overrepresentation and Summoner’s underrepresentation are pretty egregious here. With a few exceptions, the above weapons are what you’ll use to fight one of the two final bosses of the game. One class should not have 4 times the number of options than another class for the final bosses, and no class should have only 2 options! This is less of a problem for pre-Exo Mechs, post-S-Cal tier, since S-Cal gives access to some excellent Summon weapons. But that doesn’t help with the lack thereof pre-S-Cal, which this suggestion is about.

To fix this representation problem, the devs should add more Summoner weapons at the post-Yharon, pre-S-Cal / Exo Mechs, stage.

Suggestion Author

@stuck solstice

arctic boughBOT
#
**Remove the Feller of Evergreens and have Axe of Regrowth take its place.**

Currently, The Feller of Evergreens and Axe of Regrowth coexist. It would be fine if they werent basically the same, being obtainable at the same tier, with the only difference being the Axe of Regrowth's inherited Staff of Regrowth abilities and auto planting acorns when you chop down trees (which just makes it better than the FoE). Theres not really a reason for the FoE to exist anymore now that vanilla basically added its own much better version and it could simply take its place in the Axe of Purity recipe without anything really needing to change.

Suggestion Author

@rancid nova

arctic boughBOT
#
**Monolith for the DoG backgrounds**

Pretty simple, a monolith that would switch the background to either of the DoG backgrounds. Would open up some cool ideas for builds and shouldn't be that bad to implement.

Suggestion Author

@narrow dirge

arctic boughBOT
#
**Make Biome Mimics Harmless Until You Get Close/Add a Biome Mimic Spawnblocker**

They are a annoyance for everyone who wants to farm some souls/general loots in the cavern layer, even for non-afkers, the reason behind most spawnblockers is to avoid this kind of annoyance, which is presumably fair to be implemented for biome mimics aswell
The first alternative exists for maybe a kind consistency with the normal mimics, which can only be damaged or damage you after you get close enough

Suggestion Author

@royal trout

arctic boughBOT
#
**add more wulfrum stuff**

Honestly just got the mod and fell in love with the idea of wulfrum, but it feels like it needs more appreciation. Just some building blocks like walls.

Suggestion Author

@azure moss

arctic boughBOT
#
**Allow Baby Cannonball Jellyfish to be used by Cannons**

Baby Cannonball Jellyfish are a recently added critter that spawns in the upper layers of the abyss. Interestingly, their bestiary description states "These creatures have been hunted for centuries now. They are widely used as ammunition in ships or even as normal bombs. Despite this, they never truly vanish, as if an external power kept this species alive." However, players cannot use them as such despite the existence of cannons. This is contradictory to their description, leaving many players distraught at the idea of not being able to use jellyfish as cannonball ammo.

Suggestion Author

@west rose

arctic boughBOT
#
**Make Dashes provided by accessories getting dyed regardless**

The dashes provided by accessories can only be dyed if the accessory is with visibility toggled
considering the fact that the top dash accessory is most likely to not have its visibility enabled due to covering half of the player's look, it makes hard to implement a more fitting dash appearence for character customization

Suggestion Author

@royal trout

arctic boughBOT
#
**Make Calamity boss trophies highlighted by spelunker potions (like vanilla trophies)**

This is not a big deal, but it just annoys me when I'm building trophy displays that I have to put illuminant coating on all the trophies to preserve my sanity. (I use LuiAFK unlimited buffs, and I know lots of other players also use this)

Suggestion Author

@dawn solar

arctic boughBOT
#
Add an option to fight a single exo mech

Add an option so that once the exo mechs have been defeated, you can choose to fight them individually for exo mech drops (in lesser quantity than fighting all 3), practice, or if you just really feel like fighting ares but don't want to deal with thanatos.

Suggestion Author

@tropic swan

arctic boughBOT
#
**Add an special affect when hitting a target with mercurial tide and constellation andromeda stride**

Out of the many biome blades variants, I feel like the mercurial tide is just kind of... inconsistent. First off, many of the bosses are flying across the arena and barely near the ground and secondly, the enemies you'll only be hitting is the minions, which is not that useful. It really needs a buff tbh because fighting bosses with it is just useless at this point unless you're permanently on the ground.

I suggest that you should add after effect where it explodes on enemy impact. Take some inspiration from solar flare and add that to mercurial tide. Or maybe do something special like add astral explosions/celestial effects so that mercurial is actually useful above ground.

But If you guys want it exclusively on the ground or it's intentionally for the ground, then I'm not gonna try going against you, its your thing after all.

Suggestion Author

@zealous pond

arctic boughBOT
#
**Use Providence's old death sound effect for Calamitas Clone, her brothers, and Brimstone Elemental**

These bosses currently have very underwhelming death sounds, especially Calamitas, and this now unused sound effect works perfectly for them as they are composed of rock and flame just as Providence is, just different types.

Suggestion Author

@orchid flicker

arctic boughBOT
#
**Make Baby Boomer's idle behavior more natural**

He blinks in a weird rhythmic way and flies around looking like idle DVD screen

Suggestion Author

@royal trout

arctic boughBOT
#
**A change to how the calamity biomes generate/compatibility with Advanced World Generation**

There's a mod called advanced map generation that can be used for mixing seeds and generating larger/smaller than worlds than normal. Calamity biomes specifically sunken sea/brimstone crag cause crashes when generating larger than normal worlds.

Mod page says that the issue is on the calamity side of things.
If that is true/ and is feasible to fix it would be nice to be able to experience the massive calamity worlds. Large world enabler was working pre 1.4 it was able to make the world 16800 x 4800 and the calamity biomes worked then. Sadly this no longer works as it hasn't been updated with tmod loaders updates.
I have little experience in coding so I am unaware of the effort/issues there might be with this but It would be fun go mess with world sizes again.

Suggestion Author

@daring flame

arctic boughBOT
#
**Make Sunken Sea spawn higher in gfb seed**

There is almost no surface desert in gfb. And sometimes it leaks to underworld.

Suggestion Author

@serene sundial

arctic boughBOT
#
**Give Leviathan Ambergris Additional Effects**

The original item was flawed in that its main application was practically just the defense, with most of the water effects being underutilized at best and never used at worst. However the defense was why people used the item as even despite defense damage, tank builds were incredibly strong and the 20 defense that was given by the Leviathan Ambergris was very helpful.

Now with the rework it has been changed into a dash buffing accessory, not a dash itself. The problem with this is that it is significantly worse without another accessory to rely on. Now this also exists for wing accessories, but weighing the affects of extra flight time vs. dash velocity, it is very evident that the 15% dash velocity is useless. It is negligible for the base dash, and why waste an accessory slot on this item if you already have a dash equipped. Now you could argue that this accessory allows you to not run another dash accessory, but the base dash is not a ram or a dodge, which makes this item worse than shield of Cthulu. Additionally, the 5% DR while dashing is negligible, especially because during which you're ramming or dodging an enemy, both of which you are not taking damage from anyway.

The main issue is that the use of this item is so niche and it will see no use Vs. a damage, defense, or flight accessory.

Additionally, the name of this item does not fit its use. Fast dashes are not really what Leviathan is known for. Leviathan does dash, but not like EoC and not like Ninjas in the dungeon. Having this accessory drop from a boss that specializes in being big and tanky does not really make sense.

I suggest giving it additional effects to the dash as right now it will see almost no use because it is effectively a dead accessory slot. Damage Reduction, Defense, movement speed, water buffs, damage, attack speed, etc. would all be good and possible additions to add more usefulness to this item.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Wulfrum Acrobatics Pack should go in the grappling hook slot**

It already completely replaces any currently-equipped hook, and it even functions without a hook equipped at all. It should jut be made a grappling hook in its own right.

Suggestion Author

@forest palm

arctic boughBOT
#
**Rework the Cosmic Immaterializer and Vivid Clarity**

They are two of the oldest Miracle Matter weapons and they are the only ones to not have been changed since their introduction (Magnomaly Cannon and Supernova get a pass because they're relatively new).

Suggestion Author

@gentle veldt

arctic boughBOT
#
**Rework Biofusillade**

Biofusillade is a post-Providence spell tome. Its main characteristic is that its one of the oldest items in the mod, being introduced in the first public release of Calamity. Since then, it has never once received a rework, and I feel that it desperately needs one. An old weapon on its own isn't bad, but Biofusillade is literally just a constant stream of projectiles. Not only is it old, its also extremely boring. Due to these reasons, I believe that Biofusillade is far overdue for a rework, and should be reworked hopefully soon.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Let Staff of Regrowth / Flower boots etc work on Scorched Remains (Crags)**

For consistency (it works with all other grasses) and for quality of life, as the grass can be difficult to work with when making builds there.

Suggestion Author

@brazen zinc

arctic boughBOT
#
**rework The Frost/Flare bolt**

These weapons are just underwhelming and as parts of a larger crafting tree they don't do anything that seperates them from the crowd. Especially since not only do they function exactly like the waterbolt, their use doesnt even change until like half way into the game.

Suggestion Author

@midnight frost

arctic boughBOT
#
**Make Lavashark Mount reduce breath loss in abyss**

Since hardy saddle and shrimpy truffle, other two mounts that provide better mobility in water are considered as "ignore water physics" category in the reducing breath loss in abyss list, unfortunately the same cant be said about superheated blood, despite being even better than both turtle and cute fishron as water mobility mount
This can also be considered a consistency issue aswell

Suggestion Author

@royal trout

arctic boughBOT
#
**Show the duration of a cooldown under its icon**

This will help determine easily when a cooldown is going to pass, for example to check how much time left a dodge cooldown is going to last for, how long a lifesteal cooldown will last etc

Suggestion Author

@remote ocean

arctic boughBOT
#
**Change Ares' Exoskeleton Ui mechanic to be less annoying for use**

A cool summon, with a cool gimmick, and strong DPS, however, it has one big issue that can force players lifting it aside.
The Ui gimmick needs to be used every time you die, extending the task of summoning to a higher level of annoyance than it usually is already.
My best bet of change it to a smoother version is to make something similar to Summoners' Association's Minion Loadout book: Where the Cannon Slots Ui will be moved to Rmb, once you turn it off again, it will instantly summon all the selected cannons as the current gimmick does, but instantly
This last part is just a suggetion of what can be made, do whatever you want as long as it makes A'E viable for long lasting boss gameplays that are already extremely frustrating

Suggestion Author

@royal trout

arctic boughBOT
#
**Make night Providence drop more Divine Geodes**

Usually, a player has to fight Providence twice in a playthrough to obtain both the Elysian Wings and Elysian Aegis. In doing so, they would also obtain enough Divine Geodes to craft a set of Tarragon Armour, an Elderberry and some weapons.
Defeating Providence at night rewards the player with both the Wings and Aegis in one fight, which seems to grant the player the option of completing a more challenging fight instead of fighting the boss twice. However, the amount of Divine Geodes dropped is unchanged, and is not enough for both Tarragon Armour and the Elderberry, and sometimes not even enough for just a set of Tarragon, meaning Providence has to be refought anyway for the gear. Therefore I propose that Providence should drop more Divine Geodes at night, maybe about double the normal amount, giving a greater reward for the challenge.

Suggestion Author

@livid bramble

arctic boughBOT
#
**Make the Abyss Minibosses more complex**

The Abyss minibosses are a set of (supposedly) menacing creatures found deep in the abyss, each one holding one or two items for each class. Despite this premise, each of them largely fails in doing much. Each of them simply charge at the player, forcing them to move away from them…and that’s largely it (outside of Colossal Squid’s ink bombs). It’s a large disappointment for the finale of the abyss (in most playthroughs), and is extremely easy to deal with. The oxygen mechanic is more of an active threat than the minibosses are. Giving them more complex ai than charge at player would make the final return to the abyss far more interesting and more equivalent to the other visits.

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Give the Prototype Plasma Drive Core a use in another recipe or two**

The Prototype Plasma Drive core is a one-of-a-kind material that you only get once, however you can only use it in 1 recipe, being the SHPC. If another recipe required the material, it could be turned into a unique material, forcing players to decide carefully what to use it on, instead of currently just being the thing you need for SHPC. Adding even 1 extra recipe would turn the material from being another example of unneeded material bloat to a material used in a very unique manner. What recipe it should be stuffed into isn't up to me.
Missing out on items wouldn't be much of a problem, you could just, shimmer the item and get the core back.

Suggestion Author

@zealous snow

#
**Make GFB Items Drop for Each Player**

GetFixedBoi bosses drop unique items that break progression, but are dropped separately from the bag. This leads to bosses having to be killed a large number of times when doing multiplayer just to get enough for everyone to use. All other calamity items that drop outside the bag such as lore items and Providence Biome drops also drop for each player, so it would be nice for GFB loot to follow this precedent.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Remove either Anti-Tumor Ointment/Anti-Cyst Ointment and make the other one disable both Hive Tumor and Perforator Cyst from spawning**

As both of them having the purpose of prevent the boss-summoning enemies of same tier bosses from spawning, having separate item for both of boss with the same tier would only make item bloat, i'd suggest to remove one of them and make the other one affect both Hive Tumor and Perforator Cyst.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Add A Particle Effect Around The Player While Using Eternity**

One issue with Eternity is that due to the dark shade of the particles and that many of the bosses you fight either make the sky black anyways or are fought at night, it can be very hard at times to make sure Eternity is actually attacking. I suggest adding a glowing and very visible particle effect near the player, perhaps a magic circle similar to what Rancor shows, to make it very apparent that Eternity is in fact active and attacking an enemy.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make photon ripper and Hydraulic Volt Crasher's tool capacity be used in a diferent button**

more likely a consistency issue, considering axe of purity and grax that can be used as a weapon and tool aswell, but unlike PR and HVC, they got a combat option separate from tool utility

Suggestion Author

@royal trout

arctic boughBOT
#
**Make options for changing visual info of other players (like another's particles, projectiles, summons) in multiplayer possible.**

I don't know a single thing about programming and stuff so it may not be possible, but playing with friends reach to a point where fighting bosses alone sometimes it's actually easier just because we can look at their attacks and stuff and understand what is going on.
It becomes REALLY difficult to distinguish bosses members, minions, projectiles, attacks and things like that from other players projectiles, particles and summons, so being able to decide what can or cannot visually interfere with the screen of the player would be helpful!

Suggestion Author

@crude lagoon

#
**Make event crafting material drops occur earlier (Darksun Fragments, Endothermic Energy, Nightmare Fuel).**

Devourer of Gods is already the progression point for Cosmic Anvil and Cosmilite Bars, and having the event crafting material drops happen earlier (after Providence, for example) slightly reduces the jump in progression and the subsequent grinding necessary to get the relevant items. These materials are also not used for very many items that don't require either the Cosmic Anvil or Cosmilite Bars, so it likely won't break the progression system.

Suggestion Author

@wide grove

arctic boughBOT
#
**Make Laudanum cover the same Debuffs as Ankh Shield**

Laud is like a Revengance exclusive version of the Ankh Shield that turns debuffs into buffs instead of making you immune but for some reason Laud doesn't cover all the same debuffs. Considering Ankh Shield is part of Calamity's shield upgrades which a player is almost always using, the least Calamity could do for this often overlooked accessory is make it on par with its vanilla cousin.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add a tooltip to Honey Dew stating that it doesn't affect the Potion or Mana Sickness debuffs and/or change it's tooltip to be more specific in what debuffs it affects, like Laudanum**

Self explanatory, I get that it should be assumed it doesn't affect said debuffs because otherwise Honey Dew would be insanely overpowered for a pre-hardmode accessory, but I still think having it just refer to them as "sickness debuffs" is way too vague, especially since the wiki also doesn't specify which debuffs it affects

Suggestion Author

@rotund marlin

arctic boughBOT
#
**Make Luminite ore Shimmer into Astral ore, rather than Scoria ore**

Every other ore (aside from auric, as that is the highest tier ore in the game) has a higher tier ore in the cycle that shimmers into it. Hell, astral is one of these higher tier ores, being directly before Scoria in the ore cycle. For consistencys sake, Luminite should shimmer into Astral ore rather than Scoria. And if this breaks progression (for whatever reason, its not like Deus would be the hardest of bosses to kill after Moon Lord), it should also be noted that you can circumvent Evil2, Plantera, and Providence via the shimmer ore cycle.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Make the laboratories look less awkward**

When playing calamity, this is something that I commonly notice: most labs do not integrate too well with the terrain around them (especially the T-shaped ones), creating ugly square outlines. they would look a lot better if the outside air generated similarly to base terraria terrain gen, or if they were at least rounded near the edges.

Suggestion Author

@glacial compass

arctic boughBOT
#
Make the eater of worlds/brain of Cthulhu drop souls of night in hard mode

Since the queen slime already drops souls of light in hardmode, i think the evil bosses should drop souls of night. They could also drop from the hive mind and the perferators in hardmode, but they already drop cursed flames and ichor respectively. Making EoW and BoC drop souls of night would would help with the early hardmode grind for souls

Suggestion Author

@frozen path

#
**Make iridescent excalibur not use shadowspec bars in its crafting recipe**

Shadowspec bars are meant to be for dedicated content only, and Iridescent Excalibur is an exception to that. Replacing the shadowspec bars with something like exo prisms, auric tesla bars, and ashes of annihilation to keep it in the same spot but not use shadowspec bars would establish consistency between items.

Suggestion Author

@rustic hinge

arctic boughBOT
#
**Replace the Holy Water in Statis' Blessing with Purified Gel**

I could go into great detail about the specifics about why this should happen or I could just point out that the only reason it has Holy Water in it is because it inflict Holy Flames despite Providence not even being tied to the Hallowed anymore, and the fact that this item looks like a Statigel item more than anything even remotely related to her.

Swap the bizarre Holy Water for Purified Gel. The Holy Water isn't even a progression lock so it's just recipe bloat, and Purified Gel drops from Slime God who is actually related to Statis in any capacity. If you want you could even kill the Holy Flames and remove the Cores of Sunlight. Papyrus Scarab already locks this item to post-Plantera alone, and the Holy Flame debuff makes zero sense (and further depreciates Flask of Holy Flames, a post-MOON LORD item, even more than it already is).

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Devourer of Gods drop 1-9999 Purified Gel/Gel in GFB **

Since DOG already drops every torch in the game as reference to him devouring The Torch God, why not make DOG drop purified gel/gel as a reference to him devouring The Slime God. The Slime God does flee after you defeat him, so it could make sense that DOG devoured The Slime God. The fact that you can re-summon Slime God and fight him again doesn't make much sense, but you can also do The Torch God's event post-DOG if you didn't do it beforehand, but then again nothing makes sense in getfixedboi so I thought it would be a good addition for consistency's sake.

Suggestion Author

@undone cradle

arctic boughBOT
#
**Make the red visual effect on the player when Rage is active bigger**

This is a really cool visual effect but its absolutely tiny and barely noticable, especially during a boss fight. Simply making it bigger and/or more noticable would make Rage feel a little more in line with Adrenaline in terms of visual impact

Suggestion Author

@orchid flicker

arctic boughBOT
#
**Either give Brimstone Elemental a new Guranteed/"Expert" accessory drop or make the Flame-Licked Shell's drop rate 100%**

Brimstone Elemental lost her "Expert" (They now all drop in all modes) Accessory, the Gehenna, in a very recent update. While it's true that Gehenna sucked balls beyond belief, it's weird that Brimmy just doesn't have any other replacement for it, given she's a fully fledged boss. The only other bosses that don't have such "Expert" accessories are notably "mini" bosses, such as the Profaned Guardians and two of the Sentinels.
You COULD just add a new accessory to take its place, but there's also another accessory that Brimmy drops that could perfectly serve this role as well: The Flame-Licked Shell, which also got reworked the same update. But however you do this, just for consistency's sake, try to give Brimmy her "Expert" accessory back.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**change Biofusillade sound effect to something less grating to the ears**

The mage weapon biofusillade uses the "boss shooting a laser" sound effect about 20 to 30 times a second because of its insanely fast speed and this gets grating very quick.

Suggestion Author

@lunar pewter

arctic boughBOT
#
**Remove the Boss Rush shader when you fight both Calamitas and Supreme Witch, Calamitas.**

It is very hard to see the projectiles in their fights because of the shaders from Boss Rush and the two fights being both on.

Suggestion Author

@nova musk

arctic boughBOT
#
**Improve Murasama's VFX position**

Quite self-explanatory and it's probably super known for a long time: the blade's visual effect is misplaced when swung, which is more significant when the animation is "swinging backwards".
Just to make the famous big red blade even better.

Suggestion Author

@still ridge

#
**Make the Wulfrum armor and Desert Prowler armor set bonuses use Calamity's Armor Set Bonus key, instead of being hard-coded to double-tapping down**

The fusion cannon and sand smoke bomb are armor set bonuses, therefore they should use Calamity's armor set bonus key, just like every other Calamity armor that has a manually activated set bonus. Beyond mere consistency though, tapping down makes you fall through platforms, which can be pretty inconvenient. For example, you could be fighting a boss and want your armor's set bonus, but you can’t activate it because doing so would make you fall through arena platforms onto a projectile.

Currently, these set bonuses are seemingly hard-coded to use "double-tap down". Changing armor set bonuses to use "double-tap up" in the main menu does not change this, and Calamity's armor set bonus key also does not interact with either armor. Using Calamity's keybind seems like the simplest solution to the problem of falling through platforms when you don't want to, and it's consistnet with how other Calamity armors work.

Suggestion Author

@stuck solstice

arctic boughBOT
#
**Improve XS-01 Artemis movement**

Due to its high prediction, Artemis' movement is noticeably goofy due to its constant rotation and instant laser shot position without any natural movement (easily noticed during its Laser Shotgun Barrage attack). This also affects its charge laser attack where in certain situations the orange-red column charge telegraph will be inaccurate.

Some potential solutions could either make its movement similar to Apollo's, where it remains at its initial firing position and not rotate afterwards or just decrease its rotation rate overall.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Buff the skyfringe pickaxe's power**

At the moment, the skyfringe pickaxe is unable to mine tier 1 hardmode ores, despite being post perforators/hive mind while molten pickaxe can be obtained post brain/eater. Because of this it has no real use, as you're able to make the molten pickaxe beforehand anyways which not only can mine the tier 1 hardmode ores but also has 100% pickaxe power compared to skyfringe's measly 75%

Suggestion Author

@lean cave

arctic boughBOT
#
**Add an astral campfire**

All color torches and biome torches can be used to make campfires, so it would make sense for the astral torches to also have that use.

Suggestion Author

@severe bane

arctic boughBOT
#
**Rework the Axe of Purity, Inferna Cutter, and Grax**

One of the things that kind of annoyed me about the Axe of Purity, is that it introduces a new effect into what the Feller of Evergreens previously didn't have, but then suddenly disappears in the later recipes. Even if the projectiles were removed from the Axe of Purity to keep the entire recipe consistently true melee, it would be nice for the purity effect to remain, even if it's in the form of some type of true melee strike. My personal example would be a ground slam move that purifies the ground below it. Possibly having a similar motion to the Broken Biome Blade's attuning animation

I think it's fine that they wanted each upgrade to do something different, but I feel like having a purity tool at any stage in the game shouldn't be discouraged. It doesn't have to be a strong purity effect, just a small one

Suggestion Author

@quartz dagger

arctic boughBOT
#
**Give Calamity's vines (excluding Sulphur vines) the same height limit as vanillas**

Calamity's custom vines (Astral vines and Viper vines) have no growth limit, whereas all of vanillas vines have a 10 block growth limit. I think this is an oversight and should be changed for consistency with vanilla. I am excluding Sulphur vines from this suggestion as they fill much of the empty space in the Sulphurous Sea and Sulphuric Depths.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Add shimmered item that increases rouge stealth regen**

It would be very nice to have a permanent upgrade that boosts stealth by a little bit to help in progression. I think every rouge enjoyer would love this because you can get accessory’s that boost stealth/regen. But this would help so we can save a slot.

Suggestion Author

@trail nymph

arctic boughBOT
#
**Make Betsy drop multiple weapons per kill**

Betsy is the final boss of the Old Ones Army event. She spawns once in Wave 7 of Tier 3 OOA. OOA is a very long, and relatively difficult event. If the player does not get the weapon or drop they were trying to get, they then have to do the entire event again, hoping they can actually kill Betsy with a measly 25% chance to get the item they were hoping for. Even if the drop chances (preferably including Betsy's Wings, but those aren't necessary) were buffed, it would be a net increase.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Add a Shimmer Transmutation between Shoe Spikes and Climbing Claws**

They do the exact same thing, and are found in nearly the exact same way, but one is renewable and the other is not; not to mention you need both to make the Master Ninja Gear and henceforth the whole Statis' Belt line. It's weird that other items like them have this, but not these in particular.

Suggestion Author

@olive shale

arctic boughBOT
#
**Change Elemental Axe's summons to be stationary when idle**

Elemental Axe is a post-Moon Lord summon weapon that summons powerful axes to fight for the player.

These axes normally fly and flail around the player when they're idle. But this combined with the flashy, colorful effects of the summoned axes :

  • Makes it hard to count how many minions you have

  • Can confuse the player while building

  • Makes it hard to read the attacks of certain bosses that become invulnerable in certain attacks (Example: Providence, Ceaseless Void)

  • Generally creates visual pollution and strains the eyes

And so for these reasons i suggest we change the summons of the Elemental Axe to be stationary when they're idle (a.k.a when not attacking).

Also stationary sword-like summons or summon weapons that summon middle-age themed weapons are common both in vanilla Terraria and Terraria calamity mod (Example: Blade Staff, Terraprisma, Dazzling Stabber Staff, Virid Vanguard, Mirror of Kalandra) so i believe making Elemental Axe's summons stationary would fit this theme more.

Suggestion Author

@gleaming brook

arctic boughBOT
#
**Make the Profaned Guardians Drop Unholy Essense**

Providence drops it, all the Profaned enemies drop it, but the Guardians don't? It's kinda weird, and they're far easier to grind for this lower level material than Providence herself, especially for players who might need a lot of it before fighting her, so I think it's reasonable to ask that they drop it as well.

Suggestion Author

@olive shale

arctic boughBOT
#
## Add Empyrean/Meld Dye

because there’s a craftable dye from each Class Fragment (ie.Solar Fragment) Post-ML and yet the rogue class doesn’t have one. I just thought it’d be nice if there’s one made from either meld blobs or constructs, named either Meld Dye or Empyrean Dye

Suggestion Author

@stiff solstice

arctic boughBOT
#
**Make Perdition Lock its position like Sun staff line**

it has everything a summon of such kind has, except for the lock into the player, instead he follow you in a very weird way
even more now it has become a minion
despite this not affecting his performance, it makes perdition a very uncomfortable summon to hang around

Suggestion Author

@royal trout

arctic boughBOT
#
**Make Perdition Tooltip mention that it takes 5 minions slots**

It's not even mentioned in the wiki description only in the History section of the page

Suggestion Author

@nimble arrow

arctic boughBOT
#
**Make Death Whistle mention that Ravager can only be summoned on the surface**

This isn't mentioned in the item itself, leading to some confusion when trying to summon it in underground arenas, which would be more common in Don't Dig Up / Get Fixed Boi seeds.

Suggestion Author

@upbeat marsh

paper bramble
#

The Calamity Suggestions Guide Document

Please read this document before you post any suggestions into #suggestions-posting.

This document is a guide on what you should and shouldn't post in our suggestion channels. It contains a blacklist of the types of suggestions which should not be posted, among other important rules. It also contains the best practices for how you can write good suggestions, ones that the public and the Calamity developers will agree with.
Note: If you have and questions or feedback regarding this document, please ping me, @paper bramble, in #suggestions-discussion.

https://docs.google.com/document/d/1dRB4W_bVX7qj_wAwi-w2E6MTitvIpg0xafeAvKDsLyU/edit?usp=sharing

arctic boughBOT
#
**Make Vanilla Boss Health Bar display all Profaned Guardians total health**

Currently the health bar only shows the Commander's health, leaving the other two absent. This is inconsistent with other multi-bosses and overall just inconvenient gameplay wise.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Have the Lab Hologram Projector allude to the importance of power cell factories**

Right now, the Lab Hologram Projector (the glowy blue dude in the Arsenal Labs) is fairly useless. When interacted with, it will give you a random message from a list, mostly comedic safety warnings meant to build on Draedon's character. While not every item in the game needs a functional use, especially furniture items, I feel it's intractability and immediately eye-catching sprite could help solve a far greater problem. More specifically, as power cells are now necessary in bulk to challenge one of one of the final bosses in the game, Calamity needs to get new players to not only take the random furniture items that blend into the structure, but to re-place them to produce power cells. I feel that the Lab Hologram projector is a perfect candidate for this as it visually contrasts to the structure's colour scheme and already is made to value the lab it is in over anything else. If the projector could say something along the lines of 'Do not take the power cell factories', it could incentivise new players to take the factories and read their tooltip, which already advises players to re-place them.

Suggestion Author

@gaunt flicker

arctic boughBOT
#
**Make desert nuisances unable to despawn until the player dies**

In the rev+ Desert Scourge fight, the desert nuisances will despawn if they burrow too far downwards, or otherwise get too far away. It's probably an oversight that a minion meant to pester you during the a bossfight can just randomly fuck off in the middle of it. Making them simply not despawn if you get too far away, like the Desert Scourge itself, would alleviate this issue.

Suggestion Author

@limpid sky

arctic boughBOT
#
**Add Draedon Power Cells to the Arsenal Lab chests.**

It would help show a new player that Draedon Power Cells, a critically important item in many ways, but most importantly for summoning the Exo Mechs, who are one of the game's current final bosses. New players are already capable of easily coming across Arsenal Labs throughout the game, so by placing Power Cells to the Security Chests' loot, they may also notice this item. Preferably make the amount of power cells within each chest decently high, perhaps in the hundreds.
All you need to do aside from that, is give them a tooltip that points out the existence of Power Cell Factories. And you might have a solution to this problem.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Change the Former Throwing Items and Those Like Them to Deal Rogue Damage**

Several items once dealt throwing damage and Calamity built its Rogue class off of them. You can still see this today in the Rogue weapon categories which literally share names with them; Daggers (Knives), Javelins, Spiky Balls, Boomerangs, Bombs, etc. Rogue just barely eeks past Summoner to have the second least number of weapons in the game (155 vs. 146), and I think the loss of these items is a big part of that problem.

I suggest simply making these items deal Rogue damage to help pad out Rogue's weak item pool a bit, and provide a bit more consistency to the class's identity. It feels a bit odd that almost half of the thrown weapons in pre-Hardmode aren't Rogue, and Melee and Ranger have some of the most expansive item pools in the game, so I think they won't be hurt much by this. While NEW items could be made to fill the several niches once filled by Rogue's lost throwing items, this is a lot of extra work, and most of the items that the other classes stole from it are rarely if ever used by those classes anyway, or don't synergize with the class's gear. (It's almost like they were shoddily shoved into them when Thrower died!)

Calamity has also already said that things like Hammers and Shields are Melee's territory, so it's not like I'm demanding changes to iconic weapons (though those should also be avoided with this change; looking at you, Daybreak). Basically if it already has a Melee/Ranged upgrade, don't count it as part of this, but the sheer number of thrown weapons that fall into Rogue's gimmick that aren't Rogue is annoying, and this change could help the class a lot.

Suggestion Author

@olive shale

arctic boughBOT
#
**Rework the Soul Artifacts (except for Profaned)**

These accessories lack identity. Each one, nominally and by crafting materials, corresponds to one of the main post-ML bosses-- Profaned for Providence, Eldritch for Polterghast, Dimensional for DoG, and Auric for Yharon. However, Eldritch and Dimensional are stat sticks irrelevant to their bosses. Meanwhile, Profaned and Auric have unique functionality directly related to Providence and Yharon.

Not every accessory needs to be unique; some stat sticks are fine to have. However, the Soul Artifacts should not be stat sticks. Using one is literally harnessing the soul of a god or god-like creature. That should grant you a unique power related to that boss, not just give you a generic stat boost. For example, Profaned Soul Artifact does this beautifully, letting you command the Profaned Guardians by harnessing Providence's soul. My suggestion is to give Eldritch, Dimensional, and Auric similarly unique and viable1 functionality. In addition to adding more interesting gameplay, implementing this suggestion would directly integrate gameplay with the lore of harnessing souls.

  1. Auric tries, but it has massive opportunity cost. It forces you to go for 17 minion slots (+2 minions is not worth the slot) for 4 draconids, but this necessitates giving up powerful defensive accessories like Phantomic Artifact or The Purity. Not to mention it essentially restricts you to only one weapon!
Suggestion Author

@stuck solstice

#
**Rework Laudanum to be either more Revengeance Mechanic-Related, or just make it not Mode-Exclusive**

Here are the three Revengeance-exclusive Treasure Bag drops: Heart of Darkness, Stress Pills and Laudanum.

The former two are meant to be mode-exclusive because of their particular interaction with the Adrenaline and Rage, only available in Revengeance+.
What Laudanum does is however, converting debuffs into benefits, which lacks connection with anything that is Revengeance-only, and does not really make sense for the item to remain a Revengeance-exclusive item along with the other two. This is probably a historical issue as there was a Revengeance debuff named Horror that interacts with it, which then got removed to avoid bloat.

I don't know if these exclusive items already have plans, but if they do not, Laudanum could possibly either get reworked to be more Revengeance-related, or just get moved out of Revengeance-Drops, so it will be in a rather less weird place.

Suggestion Author

@still ridge

arctic boughBOT
#
**Make Vernal Soil Renewable**

this is the material that the vernal pass; the area that the giant Plantera bulbs grow in, is made of, as it stands its a really nice looking block that also serves a nice practical purpose, so then, I ask, why is the only way to get more of it to dig up the vernal pass? it doesn't serve any practical purpose to be this limited, if there was a balance concern then the method of obtaining it could just be made post-plant, and a block being unrenewable for the sake of being unrenewable is something calamity has gone out of its way to avoid in the past (lizhard brick), I see no reason why this item should be as limited as it is, and think it should change.

Suggestion Author

@naive tide

arctic boughBOT
#
**remove the voodoo demon spawnrate buff PLEASE**

there has been no point for this to exist for a while, voodoo demons arent THAT rare in vanilla and calamity already adds a recipe for voodoo dolls if you really cant find the enemy, this change just makes hell extremely annoying to traverse because i garuntee you arent fighting wof on your first visit to hell. Sure the voodoo demon voodoo doll cancels out their spawnrates completely, but that doesnt work in multiplayer, so its still an issue if you're playing with friends!

Suggestion Author

@wanton eagle

arctic boughBOT
#
**Make enrage from Demonshade armor toggleable**

you can activate it infinitely, regardless, but you have to keep re-pressing it from time to time if you want to keep the buff up
this change would make it less annoying for use and more consistent

Suggestion Author

@royal trout

arctic boughBOT
#
**Make it so Artemis does his Ohio beam endlessly on GFB**

So what I am suggesting is to make Artemis not refresh the Ohio beam on GFB and make him go around and around endlessly until the etwins die. I think that this would make the fight a bit more tolerable as well as making less overwhelming for some people.

Suggestion Author

@sharp temple

arctic boughBOT
#
**Change the colour of the abyss during the Blood Moon to be red**

It would be a simple change that would add more depth to the abyss and the mod in general. The current state feels a bit lazy with the abyss water colour overriding the Blood Moon's red colour, and distances Calamity even farther from the quasi-lore already in Terraria. There would be more potential as well as the blocks and creatures that are normally blue could turn red. As far as I'm aware, there's no lore already in the mod to oppose this. Implementing this would reduce the frustration of players who notice this and several would appreciate the new colours introduced here.

Suggestion Author

@steady drum

arctic boughBOT
#
**Make the Speed Blaster play a sound when its right click is ready**

The rework of 2.0.3.005 gave the Speed Blaster a right click ability, which fires a piercing paintball and allows the player to dash in the direction they are moving in. This also powers up the weapon for the next 5 seconds, and has a 5 second cooldown. Currently, the Speed Blaster plays a sound when the player tries to use the right click while on cooldown, but not when the cooldown is over. I believe that a sound indicating the right click is ready would be helpful for players.

Suggestion Author

@livid bramble

arctic boughBOT
#
**Make the Abyssal Diving Suit components shimmerable into each other**

By "Abyssal Diving Suit components", I mean the Depths Charm, Iron Boots, and Anechoic Plating - three items that are available at the same point in progression (post-Skeletron), and that are required to make the Abyssal Diving Suit. Making them shimmerable in the style of e.g. Fish Finder components would be a nice way to allow you to craft the Abyssal Diving Suit in the case of the Abyss generating without one (or more) of these three components in the chests, and without the tediousness of fishing for crate loot.

Suggestion Author

@quartz fjord

arctic boughBOT
#
**Give Neptune Shell's Transformation Some Stats/Unique Property**

Neptune Shell refers to the vanilla accessory that transform you into merfolk in water, and is part of the Celestial Shell ingredient.

Tldr: Neptune Shell transformation gives water breathing and ability to ignore water physics, basically making underwater movement smoother.

The reason of the suggestion is simple:

  1. Aquatic Heart gives a similar effect except also have stats while being available earlier

  2. There are other substitute accessories better at doing its job: Aquatic Emblem and Arctic/Abyssal Diving Gear comes to mind

  3. When used in Moon Shell, Werewolf form is cancelled when in water as you prioritized transforming into a merfolk, which is effectively a net loss in stats

By making Neptune Shell do something other than just water movement will hopefully make it more usable both stand alone or for its relevant effect in the upgrades, even if just for a niche scenario as more build options are always welcomed.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add more items between the Rover Drive and The Sponge**

Having a pre-boss accessory directly craftable into a post-DoG one seems pretty odd to me, especially as that's probably the biggest progression jump in terms of upgrading accessories.
Also, the protective matrix would work well with tank builds through the entire game, and not only in very early-game (Rover Drive) and very late-game (The Sponge).

Suggestion Author

@quartz fjord

#
**Give the Elemental Blaster a similar mechanic to the Speed Blaster, its predecessor**

The Elemental Blaster is one of the most boring ranged weapons in the mod, which is a shame because theres no reason the Speed Blaster's dash/weapon buff gimmick couldnt work with it.

Suggestion Author

@orchid flicker

arctic boughBOT
#
**Make the Lab Screens act as signs**

I think the lab screens would be better if they acted as signs with the ability to edit the massage, just like a wooden sign from the vanilla game.
It seems like a minor detail, but I want to make a laboratory base, with signs to label certain rooms. I could not find any Lab Signs, and the Lab Screens would be perfect for that purpose.

Suggestion Author

@frozen garnet

#
**Make Blood Tears stackable**

because of death mode, calamity turning it into a non-consumable and blood tears being more valuable due to getting converted into blood orbs, its one of the few items inside a even lootpool that tends to be relevant for a longer period of time
however, the fact that its one of the few summoning items that cant stack, it turns the blood orb farming a kind of annoying task, forcing you to convert your current collected blood tears into blood orbs to avoid full inv

Suggestion Author

@royal trout

arctic boughBOT
#
*Make a non-consumable summon item for Wall of Flesh*

Everyone doesn't like to wait for the guide to move in for a long time, so instead why don't we make a summon item for it? I know that the Voodoo Demons spawn have been increased, but waiting for the guide to move in is just a waste of time

Suggestion Author

@sturdy bobcat

arctic boughBOT
#
**Make GFB Items Drop for Each Player**

GetFixedBoi bosses drop unique items that break progression, but are dropped separately from the bag. This leads to bosses having to be killed a large number of times when doing multiplayer just to get enough for everyone to use. All other calamity items that drop outside the bag such as lore items and Providence Biome drops also drop for each player, so it would be nice for GFB loot to follow this precedent.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Make Surge Driver (and possibly photoviscerator) left click go through tiles.**

At the moment, there are only 4 exo weapons that have attack styles that dont go through tiles. These are vivid clarity, supernova, surge driver left click and photoviscerator left click. Supernova and clarity both make sense with how the weapons function, but surge driver really doesn't. Not only does the right click already go through tiles, but the left click is nearly identical projectile-wise just with different properties. Why does the right click laser pass through but left doesn't? It's a weird inconsistency and hurts the weapon needlessly, especially when the only boss to use it on (scal) freequently can be outside of the arena, completely negating the left click. Photoviscerator is a bit of a different case, as logically it makes sense that fire cannot pass through a solid block but as the final flamethrower in the game which is, again, used against scal, I feel that being able to pass through blocks makes a lot of sense design wise. A weapon that is potentially unlocked for endgame depending on player progression being unable to pass through tiles with no real reasoning feels very strange and needlessly weak.

Suggestion Author

@lean cave

arctic boughBOT
#
**add more sentry synergies**

i was looking to do a sentry focused playthrough and saw there was the sentry weapons to support it yet not a single armor set that is not base game ooa increases the number of sentries you can place nor do any accessories which makes the fact the sentry weapons scale up seem odd since there seems to be little synergy that doesn't feel like it is just a side effect of buffing normal summons and an easy way to fix that is to at least add a sentry slot or 2 to the already existing summoner sets, turn some existing summoner sets into sentry focused ones or really whatever works best to add more than there is to make it feel more supported

Suggestion Author

@errant bramble

arctic boughBOT
#
**Make the Exo Mechs have a visible indicator of damage when low on health**

For one of the final bosses of the mod, it's oddly disappointing to damage excluding the hit sounds. DoG gets faster and faster while lower while Yharon’s and Scal’s get increasingly complex and chaotic while losing health. The Exo Mechs on the other hand don’t do any of that. After the desperation attack thresholds, nothing is added to the fight and appear to look the same from 100% to 0% (excluding the Exo Twins, but they only reveal their blasters.) Increasing the difficulty like the others would require substantial amounts of rebalancing, visual effects won’t. Adding a visual indicator of damage would do wonders for one of the most interesting fights in all of modded Terraria by making the work you put into fighting them visibly pay off.

Implementation is quite simple, the Exo could appear enraged (regardless of status,) or visible damage such as flames, armor scratches, busted lights or leaking components, both of them or a separate idea all together could be used.

Suggestion Author

@west rose

arctic boughBOT
#
**Make the Brimstone crags the center of hell in the Remix/Getfixedboi seeds**

Since the center of hell is a big plateau of ash, I believe it'd be fitting if the Brimstone Crags where moved here.
You'd essentially be starting a playthrough in the ruins of Azafure (Though maybe with some tweaks to allow ash trees to grow on the slag so you can still get wood). And you maybe even be able to rebuild it over the course of your playthrough if you wanted.
This was an idea I had that I had to get out here, because the exclusion of this change is not something I see as a fla, but implementing it would make Remix/Zenith worlds all the more special.

It would also take the paradoxical idea of hell being the safest place in a Remixed world in to it's logical extreme, by taking the most dangerous part of hell in a normal world and making it the starting point and the safest area.

Suggestion Author

@loud tiger

arctic boughBOT
#
**Make the increased Graveyard Biome requirement a Config option**

The reason behind this is to prevent players from having to deal with sudden out of nowhere Graveyards if they happen to be dying to a boss far too often, which can be annoying. However, this also makes it MUCH harder to intentionally create a Graveyard for Ecto Mist purposes. (And also Brides and Grooms can spawn in a graveyard, which allows players to craft Blood Orbs)
To solve this dilemma, I propose that a config option that basically changes how many tombstones are needed for a Graveyard should be added, which could satiate both sides.

Suggestion Author

@bitter mirage

arctic boughBOT
#
Adjust controls for player dashing

After doing some testing, it seems like using the dash key will cause the player to dash left if they're holding A, or right if they're holding D. However if the player is holding both A and D, or neither A nor D, then the game uses the player's current velocity direction to determine whether to dash left or right.

My issue with this is that when attempting to change directions, there's typically a brief period where I'm holding both A and D, since it's unrealistic to consistently release A and press D on the same exact frame when attempting to switch directions. But as stated before, during this period the game will use your velocity direction to determine where to dash. So for example, if you were previously moving left, pressed D + dash (but still had A held down for a very brief period), you'll actually end up dashing left, despite the fact that you just pressed D to try and switch your direction.

My resolution for this would be to make it so if both A and D are being pressed at the same time, then the most recently pressed key will take precedent for the dash direction, rather than defaulting to using the player velocity to determine the dash direction. I understand if this is out of the scope of the mod or it's too much of a hassle to edit, but I thought I'd at least offer this idea since Calamity already aims to improve the dash mechanic with the double tap override feature.

Suggestion Author

@fallow spruce

arctic boughBOT
#
_Upgrades to the Celestial Shell?_

This a very small sugestion, and not needed at all, just a thing I remembered

You see, the shell is a survivavility/ofensive hybrid accesory that brings lot of benefits to Rouge, Melee and Summoner, but it gets completely useless at some point, so that accesory getting an upgrade can add a neutral option for people who go with mixed classes or people who want more general speed + regen in post Moonlord, and welp

Its the only line of popular accesories I can think of that doesn't have an upgrade line after the vanila one if I dont remember wrong

I think its a good spot if you are searching for extra accesories

Suggestion Author

@wispy bane

arctic boughBOT
#
**Astral Monolith** ( background changing monolith like Vortex Monolith or Aether Monolith )

It would be nice to be able to have the Astral biome background at a base without having to actually turn it into Astral biome. It would function like every other monolith in the game. You toggle it on and it changes the background and lighting.

The only downside I can think of is the name might cause some confusion with other items ( Astral monolith material )

Suggestion Author

@errant folio

arctic boughBOT
#
**Remove Voltaic Climax**

Voltaic Climax is part of an upgrade line that involves the Magnet Sphere, a vanilla magic weapon. It summons a ring of electric orbs on the cursor's location that fire lasers which rapidly attack nearby enemies, just as the Magnet Sphere does. However, it is a nearly instant upgrade from its predecessor, the Magnetic Meltdown, which is available just two tiers earlier. Not only this, but Voltaic Climax also is an instant upgrade itself, upgrading into the Void Vortex just one tier later. This rapid upgrading is prone to devaluing the entire line as most of it is treated as "just another material" in a larger crafting tree, and only the start and end of the tree are treated differently. While there are plenty more "instant upgrades" present elsewhere, Magnetic Meltdown and its upgrades are particularly notable offenders due to the frequency of upgrades. You defeat a boss, upgrade your weapon, but then do that three times in a row with the weapon not changing much each time. Why should Voltaic Climax in particular be removed, you might ask? Removing the middle part of this trio of upgrades gives more time between each weapon, as well as gives more value to them due to the weapons not being treated as a material for something later. There isn't a lack of magic weapons on this tier, so the removal of Voltaic Climax wouldn't change much at all. Simply put, Voltaic Climax should be removed as it only serves to act as an unnecessary middleman in a recipe.

Suggestion Author

@green torrent

arctic boughBOT
#
**Retier Barracuda Gun**

The Barracuda Gun is a post-Golem upgrade to the Pirahna Gun, a ranged weapon which fires projectiles that lock onto targets and deal constant damage to the target.
It's honestly a really nice weapon concept, being able to focus on dodging while still actively damaging the boss, so it's a real shame that it is crafted 1 tier after when it's first obtained, letting the line's use barely last 2 major tiers total, which is a real shame, considering how unique the "line" is. To fix this, I propose that the Barracuda Gun should be retiered. I feel the weapon would fit well at either post-ML, or post-Providence, in which in both tiers it would be nice to have for multiple bosses. Possibly this would allow the line to be used for another tier total. Of course this would have to go with the usual buffs needed to retier such a weapon, but I don't think it would be too hard to get balance right, considering aim nor ammo are issues.

Suggestion Author

@zealous snow

#
**Remove Biome Key drops from bosses and increase their standard drop rates to compensate**

Biome Keys are incredibly rare drops that can only drop from enemies in their respective biomes. To make them easier to get, Calamity made it so several vanilla and Calamity bosses could drop the keys, but then also added several of the Biome Keys to Shrines, which are unique structures that generate in various biomes. This, of course, creates a redundancy, where bosses have a chance to drop a Biome Key whereas Shrines have a guaranteed Biome Key in their chests, but are difficult to find. It's a decision between exploration and boss farming, and Calamity has been trying to move away from bosses as the focal point of the mod for a long time now. I propose that bosses have their Biome Key drops removed from their loot tables to discourage boss farming (in this regard, anyway), but rather than have the Shrines as the only semi-viable source of obtainment, my suggested solution to the problem is to increase the base drop rate of Biome Keys. This solution will allow for Biome Keys to still be obtainable with the proper effort (to not effectively lock players out of the Biome Chest weapons and their upgrades), but has the added benefit of not requiring the search for the somewhat hard-to-find Shrines to obtain the Keys.

Suggestion Author

@green torrent

arctic boughBOT
#
**Update Honey Dew's and upgrades' description to specify that it doesn't affect potion sickness**

Honey Dew's description says "Halves how long you are afflicted with sickness debuffs", but that does not include potion sickness, the debuff that prevents you from spamming healing potions. I think that the description should be changed to mention this to avoid any confusion.

Suggestion Author

@shell edge

arctic boughBOT
#
**Update the Gauntlet Line**

The Elemental Gauntlet is a Post-DoG accessory that inflicts Hellfire. Now, this is good and cool, however it doesn't really fit with the the Cosmic Anvil or its placement in progression. Elemental Gauntlet USED to apply a whole bunch of debuffs, befitting of its 'Elemental' status, however now it only inflicts hellfire which is a debuff thats about 6x worse than Holy fire, which is what Yharim's insignia (which is used in the gauntlet's recipe) applies.

The elemental gauntlet also has zero real relation with the cosmic anvil outside of using ascendant spirit essence, which makes it feel like it could be Pre-DoG, post providence.

My proposed change to the Gauntlet is this, Rework the Gauntlet very slightly and turn Elemental Gauntlet into a more fitting post-DoG upgrade. The recipe can be tweaked and simplified to where it requires Cosmilite and Ascendant spirit essence instead of Luminite and Galactica singularities (Which don't make much sense Post-DoG), and change it so that the gauntlet inflicts God Slayer inferno instead of base hellfire, thus increasing its usefulness and feeling more fitting of a cosmic anvil.

TL:DR, Elemental Gauntlet is kind of iffy at the moment, simplify the recipe slightly and make it inflict God Slayer Inferno

Suggestion Author

@true nimbus

arctic boughBOT
#
**Rename Dynamo Stem Cells**

Since the lore rewrite, Dragonfolly's association with being a biological clone have been cut, so it makes little sense for Dragonfolly's accessory to still mention "Stem Cells", which are commonly associated with cloning. This item should be renamed to reflect with Dragonfolly's new themes that are present in the mod.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Retheme the Elemental Gauntlet and Quiver to be Godslayer themed**

Elemental themed items are post-ML weapons made from life alloy and luminite, yet two post-DoG accessories are themed around this earlier design. The Ethereal Talisman, Nucleogenesis, and Nanotech are fine, as they’re theme is more around being a mana talisman, distortional core, and tech hybrid. The Elemental Gauntlet and Quiver on the other hand reflect gear from earlier in progression. Ultimately, my suggestion is to just retheme them to fit the cosmilite theming (or just give them unique designs, whichever works best).

Suggestion Author

@proper bane

arctic boughBOT
#
**Add navy stone to the water turret recipe**

So I was crafting some turrets, and I felt that it was odd that water turrets are not crafted like the others. The others have some sort of material that is related to their power in their recipe, while the water one is the only one that doesn’t.

Suggestion Author

@simple harbor

arctic boughBOT
#
**make Rover Drive and its upgrade retain its original shield color if vanity visibility is toggled off**

Rover Drive and its upgrade (The Sponge) change its shield color based on your team in multiplayer, since you will be on the team 90% of the time, this cause the shield to have unpreferred shield color with the only solution are leaving the team or choosing blue team (while having similiar color to original shield color, it still have a different color), id suggest to make rover drive and the sponge retain its original color when vanity visibility is toggled off, so you can still be in a team with preferred original shield color.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Give Meld Blobs and/or Meld Constructs flavor text**

Meld Blobs (and subsequently Meld Constructs) are post-Lunatic Cultist crafting materials that are obtainable at the exact same time as the Lunar Fragments. However, while the latter all have flavor text, the Meld materials do not. The Meld set has a general theming of space/shadow/stars (as evidenced by such items as Dead Sun's Wind, Shard of Antumbra, Dark Matter Sheath, etc), yet lacks a flavor tooltip entirely. Stars and such are quite important in the Calamity universe, especially within the lore of the mod, so this warrants them having something instead of just an empty tooltip with just "material" in it. Most gameplay-important crafting materials such as the Essences, Souls, and Bars also have flavor text; even the Lunar Fragments do, and the Meld materials are a "counterpart" of sorts to them. One could argue that Meld isn't important enough to receive this flavor text, but minor materials such as Mollusk Husks, Solar Veils, and even fish have flavor text, so there's hardly any evidence for Meld to be excluded for this reason. With this in mind, I believe Meld Blobs and/or Meld Constructs should receive flavor text to potentially add some more worldbuilding and lend some insight into what this material could be.

Suggestion Author

@green torrent

arctic boughBOT
#
**Transfer Demonic Hellfish and Guide Voodoo Fish's location to be in Lava/ Or Hell only**

Two reasons for this little tweak

  • calamity adds earlier and easier ways to start fishing in lava, plus it makes hotline fishing hook obtainable prehm. vanilla didnt make it itself because fishing in lava was originally a thing only avaible hm onwards, probably forgetting these two quest fishes during 1.4 update
  • for the SAKE OF CONSISTENCY, considering that calamity adds two quest fishes on brimstone crags, a biome located in underworld
Suggestion Author

@royal trout

arctic boughBOT
#
Remove the `Can be used to ram enemies` line from Elysian Aegis and Asgardian Aegis.

The line above serves the same purpose. Unless I'm dumb and it serves another purpose, the line above does just fine.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Buff Legendary ( + Death?) Mode Providence**

The change to make her deal only negative healing instead of actually dealing damage is a funny gimmick but shockingly makes her pretty weak. Yes, it negates max defense builds, but then you can simply use a max healing build to essentially out heal the negative damage. Defense builds can still be beaten by defense damage and overall projectile count and boss damage but this version of Providence is unnecessarily weak to regen builds. I suggest a buff in some way so you can't cheese her with a regen build.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Make friendly turret dont target a normal dummy**

Friendly Turret will target anything and will only change target if the previous one is died(with the exception of plague turret), however since
target dummy cannot be killed, they will simply shot target dummy forever and dont target an actual threat. while moving target dummy away from their targetting range may work since they are midranged, however laser turret has high range, so it will attack target dummy forever(or simply look at them if it is out of their line of sight), id suggest to make them dont attack target dummy to make them more consistent during combat or event while you can still use super dummy to test their firepower.

Suggestion Author

@wicked garnet

arctic boughBOT
#
buff the night's ray on the get fixed boi seed.

since the wand of sparking is moved to hardmode, i think its fitting that the night's ray should either require a different item, or get buffed to fit the progression.

Suggestion Author

@tough pawn

arctic boughBOT
#
**Add an ares lower area vanity**

Right now it is possible to use the ares exoskeleton + ares mask to basically turn your character into ares. However, you still have normal legs, which makes it look less like ares. Adding a vanity for that would make it possible to be a mini-ares. Also maybe make an armlessness accesory for the complete look?

Suggestion Author

@rustic hinge

arctic boughBOT
#
Make the Flight Time bar also show how much " fuel" left you have in your rocket boots (+ Non-wing upgrades) and the Magic Carpet.

Also some sort of indicator of how many extra jumps (Jar accessories + upgrades) you have if you don't have wings would be neat.
The point of this idea is to maintain the player fully informed of their "Airborne" capabilities, not just from wings.

Suggestion Author

@regal zodiac

arctic boughBOT
#
**Change the wording on the tooltip for the Honey Dew from "Halves how long you are afflicted with sickness debuffs" to something else (e.g: poisionious debuffs/toxic debuffs/venomous debuffs)**

The tooltip for this item, with the wording of it, gives the idea that it halves the time of debuffs like potion sickness and mana sickness since it uses the word "sickness" in the tooltip, when the actual function is to halve the time on and poisionious debuffs like venom and poision. Wile the tooltip is accurate to the debuffs, it is still a bit confusing since potion sickness is one of the most common debuffs one can get, making its name very recognizable.

Suggestion Author

@torn musk

arctic boughBOT
#
**Make healing at the Nurse reset all cooldowns (including Potion Sickness) while no bosses/events are active**

This will reduce unnecessary waiting time in situations such as farming bosses, or getting hit by a random enemy right before summoning one, etc. and generally just decrease inconveniences relating to cooldowns while playing the game.

I don't think this will affect balance as long as it doesn't occur as long as it doesn't occur during bossfights/events. The Nurse already has built-in price scaling for clearing debuffs and will heal debuffs even while HP is full, so cooldowns could just be treated similarly.

I think this should affect Potion Sickness too for the same reasons as above.

Suggestion Author

@bronze yoke

arctic boughBOT
#
**Replace the Perennial Bars in Hellkite's recipe with Scoria Bars**

Hellkite is a post-Plantera upgrade to the Volcano, a vanilla broadsword crafted out of Hellstone Bars. Volcano, as you might expect, is a fire-themed sword. Hellkite, as you also might expect, is a fire-themed sword; yet it uses Perennial Bars to make, which are plant-themed, not fire-themed. Scoria Bars, however, are related to a volcanic theme, which ties back to the Volcano used to make the Hellkite. Replacing the Perennial Bars with Scoria Bars would make thematic sense, as the function and design fit more with Scoria than it does with Perennial, especially considering Hellkite is a direct upgrade to the Volcano's function.

Suggestion Author

@green torrent

arctic boughBOT
#
**Add a way for Arsenal Labs critter to spawn outside the Lab**

currently there is no way for Nanodroids, Repair Units and Androombas are not able to spawn outside of those labs, as far as my testing went.
My idea is to let them spawn on Lab walls/tiles (such as Laboratory Plating, Laboratory Plating Wall, Hazard Chevron Panels etc.), or to have another way of spawning them.(such as crafting, or a spawner of some sorts, similar to the fairies trunk or a statue.)
if one was to destroy their labs for some reason, or have it destroyed by other means, they would not have access to those adorable critters, due to extinction.
a small suggestion that is understandable if denied due to not being very important, but I believe would be a sweet change that wouldn't affect the main gameplay much, but would still be useful for androomba farming, as an example, and help with the aesthetics of laboratory inspired builds.

Suggestion Author

@safe junco

arctic boughBOT
#
**Make Brimstone elemental fightable pre-1mech**

Calamity greatly supports the linear progression break by providing ways to have access to certain bosses sooner than they are meant to be fought
however one exception to this ideal is brim elemental, which requires 1mech death to be fought due infernal suevite requiring harmode bar t2 to be mined

Suggestion Author

@royal trout

#
**Add a Plague lure for Plague enemies**

A plague lure could function similar to the wulfrum lure from early pre-hardmode in proving easy access to plague cell canisters and reducing grinding. Many plague themed require high amounts of plague cell canisters (ex: yanmeis knife, plaguenades, plague reaper armor) and this would simply add an easier (and more fun) way to grind canisters

Suggestion Author

@fleet leaf

arctic boughBOT
#
**adjust the ai of the aquatic aberrations that leviathan spawns**

The aquatic aberrations that leviathan spawns can be aggressive and also extremely fast on some difficulties, and as such can be annoying to deal with without more niche options such as tesla potions. An adjustment to the overall aggressiveness of the spawns towards the player (such as a change in their acceleration) can make it so that while they will still be challenging to work around, they won’t completely overwhelm you if you make one mistake (especially on higher difficulties), a change like this could easily make the spawns less frustrating to deal with.

Suggestion Author

@unique oxide

arctic boughBOT
#
**Make Plantera Despawn Her Previous Projectiles When Changing Phases**

Phase 1 Plantera summons a very large number of spores that fill the arena, as well as firing homing bouncing thorn balls. When plantera transitions phases all of these attacks from phase 1 still linger for quite some time leading to a very large difficulty spike in how dodgeable her attacks are. Making these projectiles from phase 1 despawn when she changes phases would help remove these cheap shots as well as make the fight progress more smoothly, as currently the fight get easier instead of harder due to waiting for phase 1 projectiles to despawn while dealing with phase 2.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Remove the Aquatic Aberration**

The Aquatic Aberration is an enemy spawned by the Leviathan during the Leviathan and Anahita bossfight. it serves little purpose, other than having the player redirect their attacks for a second to shred it.

Suggestion Author

@glacial compass

arctic boughBOT
#
**Rework Eidolon Staff**

Eidolon Staff is a post-Polterghast mage weapon that, as the name implies, drops from Eidolon Wyrms. Due to it being placed where it is, at minimum one of the bosses it can be used on is a worm boss. And, wouldn't you know, this weapon cases extreme lag when used on multiple targets (such as worm bosses). Due to it causing extreme lag and being generally not unique, reworking it would have a positive impact on the quality of the mod.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Rework Frost Barrier**

Frost Barrier is one of the few remaining accessories which truly stick out as being part of Calamity's backlog. Frost Barrier is almost entirely useless unless you manage to get it exactly Pre-Boss from the Travelling Merchant, which is incredibly inconsistent, and even then it still faces fierce competition from accessories like Rover Drive, which has better defensive utility, and Amidias' Spark, which has a superior on hit effect.

On top of all of this, its alternate and more consistent method of obtainment isn't until Hardmode where it is entirely outclassed by Frost Flare. Everything Frost Barrier does, Frost Flare does about ten times better (and the funniest part is people STILL never use Frost Flare anyway). While Frost Flare is post-Cryogen which is later than Frost Barrier, you still need to go to the Tundra anyway to get Frost Barrier, and the power differentiation between the two is staggering for what should only be a single tier displaced. Frost Barrier isn't even useful ON Cryogen because Warmth Potions exists, and even then HAND WARMER would be better than Frost Barrier because it provides immunities to MULTIPLE cold debuffs, which Frost Barrier does not.

Its main use case, being resistance against Expert mode chilling water, is also removed by Calamity. Frost Barrier has zero niches right now, and the worst part is that its source, Ice Claspers, got a full rework, INCLUDING its other drop, being the Ancient Ice Chunk. If any accessory demands immediate attention, it would be this one.

Suggestion Author

@hexed dirge

arctic boughBOT
#
**Allow meme vanity pets to be put into terrariums**

Pets such as the trash can, joyful heart, etc are just extra clutter on the screen when doing a summoner run in particular. They're cute and I believe a way to display them without having to consciously turn them on an off in a house or arena would be a better way to have fun with them.

Suggestion Author

@snow knoll

arctic boughBOT
#
**Make Stormjaw Staff minions have a better AI**

They get stuck all the time and only catch up to me after a few years.
That's the whole thing

Suggestion Author

@polar ermine

arctic boughBOT
#
**Remove the Ability for Trashers to Phase Through Blocks**

The Sulphurous Sea is already an incredibly dangerous place for early game characters, but the Trasher has to be one of the biggest annoyances there. Trashers are already in contention for one of the bulkiest and highest damage mobs in pre-Hardmode, let alone pre-Boss, but they also, for some baffling reason, have the ability to phase through all blocks. This was likely done for cases where they might spawn in blocks due to being fairly large, but so many other mobs do not have this ability and never have this issue, take, for instance, their Oceanic counterpart, Sharks.

Trashers are alligators (or crocodiles, I don't care to check) so the fact they can simply phase through 50 feet of sand makes very little sense, but the worst part of all of it, is that despite the Sea having a pylon, these things are almost tailor built to discourage you from building or exploring tight areas in the Sulphurous Sea. There are already SO many other things that can kill you in this area, and the fact that the STRONGEST MOB in the area can phase through blocks just seems like overkill, and actively makes part of the game that is trying to be more emphasized these days near impossible without taking a break to kill them. They're already obnoxious enough when facing them on flat land or in open water, there's no reason they should also be a pain when you're trying to build housing or an arena, or just look at the environment.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Goblin Tinkerer less RNG**

Yes, you may be confused, because Calamity mod already has the function in config which is enabled by default “Remove Reforges RNG” and reforges always go to tier 4 of the modifier, and also has an NPC Bandit who can return the money spent to Goblin Tinkerer, but: you will still press the button “reforge” for a long time, because, somehow magically, the modification “silent” came up 8 times in a row, “fast” 5 times in a row and then “melee speed” a couple dozen more times when you play for a class that doesn’t have these modifiers at all needed. It's annoyingly long to press one button a million times, and you spend the maximum possible amount of the price of the accessory ALL THE TIME, fortunately, the bandit and unconsumable boss summons exist. I don't know if this didn't annoy you while playing, but when you need to reforge a bunch of accessories, it can be excruciatingly long. I don’t know how this can be fixed, I’m not a developer, but an ordinary player, but it is theoretically possible to make reforgings depend on the current equipment and unnecessary modifiers like “lucky” for a summoner and “silent” for a non-rogue are simply excluded, or make sure that one modification is not repeated twice in a row during reforging. Yes, I understand how difficult this is to implement, it's literally changing ENTIRE mechanics (which are already changed lol) and the mod developers have no business with unimportant things like this, but this is what I CAN suggest to improve the mechanics of the mod. Thank you for your attention.

Suggestion Author

@hexed dirge

arctic boughBOT
#
**Make Planetary Annihilation's projectiles not be destroyed by tiles**

In situations like fighting Polterghast, Ceasless Void or Signus, it is utterly useless due to the projectiles being destroyed by tiles, making it only viable for bosses that are in open spaces. Making them not be destroyed by tiles would fix this and make the weapon actually reliable on bosses like these.

Suggestion Author

@hallow mauve

arctic boughBOT
#
**Give the Ceaseless Void an actual bestiary entry**

It literally has nothing written in it. I get the point that it's actual nature is not intended to be immediately obvious, but I feel like you could still write something more about this bizarre portal that also attacks you for some reason. It should probably not actually answer any questions, but rather raise questions about this boss, i.e. "You will learn nothing gazing into the void."

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make Phaseslayer's damage scale with movement speed instead of spin speed**

The phaseslayer is a cool doom reference and weapon, how it currently works is that you have to spin it manually for it to deal any sort of significant damage. It is currently the ONLY weapon that legitimately causes physical pain to use optimally.
Physical pain should NOT come from anything in a video game under any circumstance, and the fact that the phaseslayer does cause those pains is disgraceful. There is no reason as to why it should stay as is.
There is the option to rework the weapon, however I think that here a simple change to scaling with movement speed would work well here, and preferrably the weapon should still deal passable damage when not moving fast, as well. This solution would fix the wrist pains that come with the weapon, and would make the weapon less clunky to use, because it's surprisingly hard to spin your cursor upwards of 1800 degrees per second while managing your movement in a fight.

Suggestion Author

@zealous snow

arctic boughBOT
#
**Add Arcane to the selection of tier 4 accessory modifiers**

Arcane, although a bad modifier, is currently only obtainable by turning off the Calamity reforge rework. This would be fine if Arcane had (or was) the final tier of it's type, but it is extremely unique and it's a shame that it's very difficult to get it in normal gameplay. A minor solution is to buff Arcane, maybe like how Warding scales in higher levels of progression, as well as just in general to make it more worth.

People may enjoy Arcane because they like having more mana, it could increase their efficiency, or they could just find it fun. But being locked out if it can be disappointing. Adding it to the tier of Menacing, Lucky, Warding, Quick, and Silent would fix this issue.

Suggestion Author

@willow escarp

arctic boughBOT
#
*change the way that the leviathan and anahita boss spawns*

The reasoning as to why is because if someone accidentally drains their ocean they cant spawn the boss and have to go through the hassle of creating an entire new world ( I know from personal experience) and the items that the boss can drop are quite useful (the community)

basically, instead of spawning the ocean in water it could like spawn on the sand of the beach kind of like the angler
it would be the same for if you damage her then she attacks you but having her only spawn in water makes it kind of hard to fight her if you have no water

Suggestion Author

@tardy kettle

arctic boughBOT
#
*add another post exo mech summon weapon*

The reasoning as to why is so that the player has more options for summoning end game. For example, the rest of the classes have two or three post exo mech weapons made from miracle matter but the summoner class only has one made of miracle matter.

Adding another post exo mech summoner weapon would make it more fair and add more variety to the summoner class as a whole

It could be exo mech themed kind of like the ares summon that gives you the 4 extra arms, but instead themed more around all three mechs isntead of one

Suggestion Author

@tardy kettle

arctic boughBOT
#
**Allow player placed Draedon hologram emitters to be edited like signs**

The title says it all really, If the player has placed a Hologram, Allow the text to be edited for reasons such as this (Or maybe adventure maps)

Suggestion Author

@solar jolt

#
Use the Wand of Frosting instead of the Wand of Sparking for the Night's Ray weapon.

The Wand of Frosting is a direct upgrade to Wand of Sparking, and yet the Wand of Sparking is used instead.

Suggestion Author

@elfin gull

arctic boughBOT
#
**Allow Depths Charm, Iron Boots, Anechoic Plating, Torrential Tear, and Strange orb to be craftable**

In multiplayer, it is very obnoxious to grind for these items for the abyssal diving suit, usually leading to situations where the abyss is only explored by one player. Why not make it easier to explore the abyss for multiplayer, without a large amount of fishing

Suggestion Author

@fleet leaf

arctic boughBOT
#
**Make the Skyline Wings craftable through the Sky Mill**

It's the only Aerialite tier item that is crafted in the Anvil, which doesn't make much sense since the other Aerialite items are crafted in the Sky Mill

Suggestion Author

@hallow mauve

arctic boughBOT
#
**Rework SCal's Arena**

SCal's arena, as it is currently, is a boring and ugly 1 block thick box of "Arena Blocks". Not only is this an incredibly uninspired approach, but it is a very rigid system. It is very easy for new players to artificially restrict their movement by placing the Altar of the Accursed in too small of an area, and teleporting out of it enrages the boss. A more flexible approach, such as using an arena made of shaders with collision, a damaging aura, or something similar, would not only alleviate these problems significantly, as the arena would be easily moveable, but could also pave the way for improving SCal's summon method in the future.

Suggestion Author

@inland hamlet

arctic boughBOT
#
**Elemental Gauntlet Rework**

The components used to make this weapon are stronger than the final product; even the DoT is still hellfire instead of holy flames, or something more fitting of the elemental theme. It also doesn't seem to inherit many elements from the Yharim's Insignia; it gives no bonus damage at low health, doesn't upgrade the DoT, and the damage bonuses aren't unique to that item. It doesn't feel like as much of a combination of the two items like the other class equivalents, like the Ethereal Talisman giving the bonus mana of the Calamitas Sigil and the auto-mana-potion-drink from the Mana Flower.

Suggestion Author

@drowsy skiff

arctic boughBOT
#
**Introduce more unique debuffs/Change existing debuffs to be more unique**

Currently, Calamity has a large variety of debuffs which fall into various categories: Fire, Water, Electricity, Cold, Sickness, and Typeless (Typeless is moreso everything else that doesn't fit the other categories). However, the vast majority of these debuffs are naught more than "lose x HP per second" without any other effects. There are some stun/slowing debuffs too, but these do not appear very often, with only a handful being present. With the recent addition of accessories to reduce the damage that debuffs deal and/or reduce their duration, such as the Purity line as well as the Void of Extinction, the standard debuff that is "lose x HP per second" can become negligible entirely, defeating the point of the debuff.

To simultaneously counteract this (to an extent) as well as make debuffs less "copy-and-paste", I propose that either some new, unique debuffs are added to introduce some variety, or that the current debuffs are altered in some way to be less bland. These effects can be a multitude of things, as some examples: A debuff that has an added effect when x amount of other same-type debuffs are active, a debuff that changes its effects when y conditions are met, a debuff that reduces the effect of z buff, and so on. I don't believe that every debuff should this unique treatment, as adding a unique effect to all debuffs will set a precedent for every added debuff going forward, which is far too much effort for what it's worth. However, if even a small subset of debuffs are given this, it will make them have a lot more impact than the standard formula of debuff, especially if the extra effects are more than just a big "frick you" to the player.

Suggestion Author

@green torrent

arctic boughBOT
#
**Give the Binoculars more ways to be obtained.**

The Binoculars are a tool that can be held in order to shift the player's view based on the cursor location. Chances are likely you never even heard of it as its a 2.5% drop from the Eye of Cthulu. Why i suggest making it have multiple obtaining ways is to make it less obscure as it's a pretty useful item later into the game, where the extra bit of vision it gives is pretty useful for bosses.

Ways to obtain it like adding it as a drop to some blood moon enemies or increasing the general drop rate from EoC would make it far less of a pain to obtain and lessen its obscurity as a pretty good item.

Suggestion Author

@cedar ember

arctic boughBOT
#
Buff astral armor summoning stats

Astral armor provides far less benefits to summoner than to other classes, this is because summoners cannot crit and thus do not benefit from the astral armor set bonus and high raw crit chance. Astral armor is a cool option for players who are struggling against moon lord, or those who wish to use a diffrent option instead of lunar armor; giving summoners an equal chance to use this neat set would be a good way to help add more variety to this stage of the game.

Suggestion Author

@next plank

arctic boughBOT
#
**Make it so that dyes actually work on Goldie (light pet from Thief's dime)**

yes, technically they already do, because the shine's colour is changed by dye, but the actual pet itself remains unchanged and the shine colour change is barely noticeable with most dyes. it doesn't even have a good explanation as to why it should be exempt from the rule. it's inconsistent and annoying.

Suggestion Author

@glacial compass

arctic boughBOT
#
**Give the Crags Pylon a more unique method of obtainment**

The Crags Pylon doesn't need NPCs to work in the Brimstone Crags, something that only the Universal Pylon shares. Yet, for whatever reason, the Crags Pylon still shares the same obtainment method as all the other pylons, which is to have NPC housing in the Crags. Not only is this counterproductive (Why would you need NPCs to buy an item that doesn't need NPCs to function in the first place?), but is also annoying as the Brimstone Crag enemies can harass and actually kill the player multiple times, and NPCs can still end up being killed by said enemies (unless you have a NPC invincibility mod, but most players won't use such a mod).

As a result of the above, I propose that there should be another method of obtaining the Crags Pylon. I'd personally suggest having a damaged and unusable version of the Crags Pylon naturally generate along with the rest of the Brimstone Crags; the player would have to repair it in some way or another to be able to use it. But that's only one possible solution, and it's ultimately up to the devs to decide which method is best for the Crags Pylon. Just don't make it require NPC housing in the Crags.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make Caustic Tear override the Lantern Night event or make Acid Rain not require Rain at all times**

The Lantern Night event is a vanilla event that usually occurs after a boss or event has defeated. During the event, the Rain event cannot start. The Acid Rain is another event that is quite a major part of Calamity which gives useful drops, and upgrades after certain bosses have been defeated. However, it requires Rain to be active at ALL times for Acid Rain to continue. Because of this, it is not uncommon for the Lantern Night event to completely block the spawning of Acid Rain and the usage of Caustic Tear. This can easily be fixed by simply making Acid Rain to not require Rain OR to make Caustic Tear override the Lantern Night event.

Suggestion Author

@mortal patio

#
**Change Eye of Desolation's crafting station to a normal Anvil**

Currently, the Eye of Desolation requires a Hardmode Anvil to craft it. However, all of the components are available immediately after starting Hardmode (or pre-Hardmode, if the Roxcalibur is Shimmered, but that's besides the point). There are plenty of other early to mid Hardmode boss summon items that require a normal Anvil instead of a Hardmode Anvil, such as the Portabulb, Cryo Key, Seafood, and the various Mechanical boss summons, so adding the Eye of Desolation to this list is a non-issue. Not only this, but as Plantera is intended to be shortly after Calamitas Clone and her summon is made at a normal Anvil, it would make sense for the Eye of Desolation to be crafted at a normal Anvil as well. While her exclusive drop would be unusable until after a Hardmode Anvil is acquired, this is the case for various other early Hardmode bosses, and their summons are available at a normal Anvil, so this is hardly a case for concern. Moving the Eye of Desolation to a normal Anvil would allow for consistency with other boss summons on nearby tiers, as well as allow for more freedom of progression in a player's playthrough.

Suggestion Author

@green torrent

arctic boughBOT
#
**Fully rename the boots in the tracer line**

recently, the celestial and seraph tracers got renamed, but instead of getting new names, they got their names switched. the line used to go seraph -> elysean -> celestial, but now it is celestial -> elysean -> seraph. this change is really confusing. it makes more sense to fully rename all boots in the tracer line, because this change creates confusion between newer and older players.

in addition, elysean is a name typically reserved for providence related items, not DoG items. seraph tracers also doesn't make sense, since seraphs are powerful angels and there is nothing related to angles in that tier of the game. celestial does make some sense, yet the word is used a lot in post moonlord item names.

Suggestion Author

@glacial compass

arctic boughBOT
#
**Move the Ceremonial Urn's lore tooltip to Ashes of Calamity post-Yharon**

The Ceremonial has the tooltip "The Witch will not allow it to happen once again", which in lore means that Calamitas sees us gaining power to become the next Yharim and tries to stop us. However, the Ceremonial Urn is only obtainable after defeating her, making this line somewhat out of place as Calamitas has already joined our side. Moving this line to the Ashes of Calamity (and making it only appear after defeating Yharon since there's a huge gap between obtaining the ashes and actually fighting scal) would achieve the same goal and make more sense.

Suggestion Author

@livid bramble

arctic boughBOT
#
**Remove self-damage from select vanilla launchers**

The grenade launcher, proximity mine launcher, and rocket launcher are all capable of damaging the player with their explosions. However, they are the only launchers in the game to have this trait. Not only is this inconsistent, it's a very random handicap to these three weapons as well. If the self-harm existed as a risk factor to balance out a very high potential DPS, then this would make sense. However, all these weapons are pretty mid in that department, so the self-harm just feels like it has no reason to exist. Removing this mechanic outright would help alleviate this issue.

Suggestion Author

@limpid sky

arctic boughBOT
#
**Remove the Wulfrum Fishing Pole**

The Wulfrum Fishing Pole is, as you may expect, a fishing pole made from Wulfrum Metal Scraps. Currently, it serves as somewhat of an intermediary fishing pole between the Wood Fishing Pole and Reinforced Fishing Pole, sitting at 10% fishing power. However, as do most Wulfrum items, it requires an Iron or Lead Anvil to craft. This means that it's actually available at the same point as the Reinforced Fishing Pole, as the latter also requires an Iron/Lead Anvil to craft, as well as some Iron/Lead Bars. Because of this, the Wulfrum Fishing Pole is outclassed as soon as it's available. While one could simply buff the fishing power or change the crafting station to solve this issue, both of those solutions have their own issues as well.

  • Buffing the fishing power is a non-option because this is supposed to be somewhat of a starting fishing pole due to its early-game nature, so making it stronger than several other fishing poles is a poor solution.
  • Changing the crafting station to be earlier, on the other hand, causes a competition between two starting fishing poles, being the Wood and the Wulfrum Fishing Poles. This could work, if not for the fact that one being stronger than the other leaves the weaker one being almost unused, and the two being the same renders one of them entirely obsolete.
    As such, since there is little room to alter fishing power to accommodate for this fishing pole, it is best to remove the Wulfrum Fishing Pole to solve this issue entirely.
Suggestion Author

@green torrent

arctic boughBOT
#
**Remove Bat Hook's vanilla change**

i assume that this change made by calamity was because bat hook used to be the most overpowered hook in the whole game, at the same time being obtainable into pre-boss
however, a not so old change has weaken bat hook, putting it down to its own tier i believe, making the change not as necessary as before

Suggestion Author

@royal trout

arctic boughBOT
#
**Make the Zenith use a post-Yharon sword rather than Auric Bars**

In vanilla, the Zenith is a sword crafted post Moon-Lord, a culmination of your journey represented through various swords, with the Copper Shortsword to the Star Wrath and everything in-between. The reason I mention this is because, due to the weapon's raw DPS, the devs moved it post-Yharon. While I fully agree with the progression change, the sword loses its motif of 'The Final Sword' since you are far beyond the point most of its materials are from. I believe that using Post-ML upgrades to the weapons (e.g. Star Wrath -> Galactus Blade, Tarra Blade -> Terratomere, ect) and/or including a Post-Yharon sword in the place of Auric Bars, which currently are only present to enforce the change in progression, would greatly alleviate this issue and make it more memorable in a melee playthrough instead of 'oh that one cool vanilla sword ig'. While the animation of the sword may have to be edited to facilitate this change, I believe the effort would be worth it to give back its awe factor.

Suggestion Author

@gaunt flicker

arctic boughBOT
#
**Include Nanomachines in Adrenaline's keybind**

When you are not on Revengeance+, the Draedon's Heart item will not state the fact that it replaces Adrenaline, since they are not available in those modes. However, this also means that a player will not know what the keybind is since in the controls menu it is only listed as Adrenaline, and they may have not binded it earlier in the playthrough, since it was not relevant for them. This can easily be fixed by renaming the control to something such as Adrenaline/Nanomachines.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Make Demonshade Armor Enrage ability a toggle**

It's a bit irritating to keep pressing the enrage button over and over to keep your damage up. It'd be super nice if it was a toggleable ability instead, where you press it once to keep it active until you press it again, which would then start the 10 second wind-down for the ability. This would make using the ability a lot more convenient and fun, while still keeping the tradeoff of being vulnerable for 10 seconds after you want to unenrage.

Suggestion Author

@cyan sphinx

arctic boughBOT
#
**Change Calamity's sentry weapon tooltips to be consistent with vanilla's**

Vanilla Terraria has the first line of every sentry summon weapon mentioning the following: Summons a Sentry

Can we consider mirroring this tooltip behavior for the sentries of this mod? Been wondering why the Squirrel Squire doesn't have a personal buff like vanilla minions do and only found out its supposed to be a sentry through the wiki and #help-advice-read-pins ... I originally throught it is supposed to be a minion since the tooltip is literally "Summons a Squirel Squire to fight for you", which mentions nothing about being a sentry.

Suggestion Author

@night tinsel

arctic boughBOT
#
**Addition of new Town Slimes - Calamity's Town Slimes**

It's mentionable that there already is a wide variety of variations of Town Slimes, they are very lovable and cute, giving a lot of life and personality to your town.

It would seem reasonable to add some more variations using Calamity's themes, like: toxic, brimstone or astral.

Plus, they all have cute and unique obtainment methods in vanilla.

Adding similar obtainment methods that interact with Calamity's content would flesh out the world a little bit more, giving players more unique little tasks to do in order to unlock some of them, it could go from fishing a toxic slime in the sulphurous sea to Calamitas exhuming a piece of gel to get a brimstone themed slime. Or even, be a bestiary completion reward, to compensate the 100+ new entries of enemies, bosses, and NPCs (without specific theme, this slime could even be a community created slime, chosen in a organized art contest; but that's just an idea).

Suggestion Author

@celest sluice

arctic boughBOT
#
**Allow players to adjust respawn time in the mod configs**

Calamity changes the respawn timer during boss fights to 15 seconds, regardless of difficulty, and it seems to have some sort of priority, since no other respawn-timer mods seem to be able to change it. This can mean that people who play multiplayer in groups of 3 or higher can experience a large drop in difficulty, since as long as someone doesn't die every 5 seconds (or less, with more people), they will never be able to lose to bosses.

There are mods available that can completely disable respawning during boss fights, but not everyone wants to go quite that far either. Giving players the ability to change how long it takes to respawn would let them adjust the difficulty of their playthrough, whether they want to make it easier or harder.

Suggestion Author

@unique fox

arctic boughBOT
#
**Make Brimstone elemental fightable pre-1mech**

Calamity greatly supports the linear progression break by providing ways to have access to certain bosses sooner than they are meant to be fought
however one exception to this ideal is brim elemental, which requires 1mech death to be fought due infernal suevite requiring harmode bar t2 to be mined

Suggestion Author

@royal trout

arctic boughBOT
#
**Move PBG's Repetitive Drops to Infected Armour Plating Crafts**

Plaguebriner Goliath has 12 unique weapon drops. This is the most unique weapon drops for a single boss in the game. (Yes, even more than Moon Lord) It also drops a unique crafting material which can be used to make even MORE weapons. Of which all but one (which is a donor weapon, of all things) are not Plague themed. Several of the weapons PBG drops are repetitive, with her having 4 ranged weapons, 3 melee weapons, 2 rogue weapons, 2 summon weapons, and 1 mage weapon. This ridiculousness is shown with the image, which doesn't even show her non-combat-orientated drops.

Several of these could be moved to be crafts with Infected Armour Plating with little issue. Malevolence could be an upgrade to Bees Knees, Pandemic could be an upgrade to Hive Five. You could even make some of these craftable at an Ancient Manipulator to help with the severe Plague weapon bloat at this stage as well. There are so many easy ways to fix her bloated drop pool, anything would be better than leaving it as it is now.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Make Providence's new Holy Inferno border draw on top of background walls**

The newest update replaced Providence's screen tint with a fancy visual border indicating the threshold for being inflicted with Holy Inferno, making it generally easier to tell when you're straying too far from the boss. However, this border draws below everything, including background walls.

This results in wall-heavy arenas (such as mine, which has black walls to increase projectile visibility) making it impossible to visually tell when you are inflicted with Holy Inferno. Sure, there's a quiet audio cue, but it's extremely easy to miss or be drowned out by the sounds of your weapons.

This is actively worse than before the update, because the screen tint that was removed in this update drew above everything, and got more intense while inflicted with Holy Inferno, meaning you could tell you were too far from the boss even while behind background walls.

I think that as a boss "border", the effect should draw on top of everything including blocks for easy visibility, but if not, the border should at the very least draw on top of background walls. If this is for some reason (for example, technical limitations) impossible, the devs should add an additional visual indicator for being inflicted with Holy Inferno, such as tinting the screen again but only while the debuff is active.

Suggestion Author

@bronze yoke

arctic boughBOT
#
**Make Moon Lord Draw In Front of Background Walls**

Moon Lord is the only boss, in both vanilla and calamity, that is in the layer behind background walls. This can lead to moon lord becoming completely invisible when fought in certain areas, and greatly limits arena options. Making moon lord draw in front of walls would help consistency with every other boss in the game, as well as allow for more creative arena options.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Make items that give boosts when wet work when it's raining**

I came across this realisation when I remembered cute fishron gets the speed boost, but not as much as if he were underwater. I think this would not only make logical sense, but remain consistent with a vanilla item. While this obviously shouldn't affect flippers and their upgrades, such as the abyssal diving gear, I don't see why it shouldn't work with the shield of the ocean and the like.

Suggestion Author

@magic bear

arctic boughBOT
#
**make the onyx excavator unable to stepup**

so that this can't happen anymore, it's really annoying
it's digging hitbox should also be a perfect rectangle instead of whatever it is now

Suggestion Author

@simple pilot

arctic boughBOT
#
**Add dungeon Bricks and Walls back as (only the safe version) to Clothier's sell stock**

Hello!, the last Update made possible to convert the safe dungeon Walls unsafe again with the use of Shimmer, it was a great vanilla addon, the issue here is that i used to Build large artificial Dungeons at the spawn and i was so happy knowing the Clothier was selling all the necessary walls and bricks to build your own dungeon structures withouth needing to literally blow a whole dungeon in other worlds spending a lot of time, but this feature was scrapped in this last Calamity, so why not adding this again but the safe ones?, so you won't need to destroy a whole dungeon to make structures and if you want to make them unsafe again just throw them to shimmer, this would be just perfect.

Suggestion Author

@hallow mantle

arctic boughBOT
#
**Allow Golden Crates to drop Auric Ore post-Yharon**

Currently, if you defeat Yharon, only Titanium Crates drop auric ore. This is not in line with other crates, as most other fishing drops unlocked by defeating certain bosses are available from both the Hardmode and pre Hardmode variants. A few examples of these are:

  • Azure and Sky Crates both drop Exodium Clusters after the defeat of Moon Lord.
  • Dungeon and Stockade Crates both drop Polterplasm after the defeat of Polterghast.
  • Jungle and Bramble Crates both drop Uelibloom Ore after the defeat of Providence.
    For the sake of consistency, I ask that Golden Crates also be allowed to drop Auric Ore after the defeat of Yharon.
Suggestion Author

@cyan hare

arctic boughBOT
#
**Change Elemental Axe's summons to be stationary when idle**

Elemental Axe is a post-Moon Lord summon weapon that summons powerful axes to fight for the player.

These axes normally fly and flail around the player when they're idle. But this combined with the flashy, colorful effects of the summoned axes :

  • Makes it hard to count how many minions you have

  • Can confuse the player while building

  • Makes it hard to read the attacks of certain bosses that become invulnerable in certain attacks (Example: Providence, Ceaseless Void)

  • Generally creates visual pollution and strains the eyes

And so for these reasons i suggest we change the summons of the Elemental Axe to be stationary when they're idle (a.k.a when not attacking).

Also stationary sword-like summons or summon weapons that summon middle-age themed weapons are common both in vanilla Terraria and Terraria calamity mod (Example: Blade Staff, Terraprisma, Dazzling Stabber Staff, Virid Vanguard, Mirror of Kalandra) so i believe making Elemental Axe's summons stationary would fit this theme more.

Suggestion Author

@gleaming brook

arctic boughBOT
#
**Make Bloody Tears stackable**

When you are farming blood orbs in end game you will want to pick up as many blood tears as possible so you can craft them in even more blood orbs, but because they are not stackable you have to keep constantly throwing the other trash that the blood moon mobs drop to make space for them.

With this in mind it would be great if the Bloody Tears could stack so when you are farming you only have to worry about killing the as many mobs as you can instead of having to throw useless stuff every few seconds.

Suggestion Author

@steep hearth

arctic boughBOT
#
**Rename Slime Puppet Staff**

As of version 2.0.3.007, Slime Puppet Staff is no longer a staff, having been resprited into a fan. Due to the naming inconsistency, I suggest that it be renamed to something more fitting of its current sprite.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Add a Visual Indicator For How Much Damage You've Taken While Using Chalice of the Blood God**

While you can usually tell how much damage you've taken simply by looking at the numbers or your current HP value, Chalice basically flips taking damage on its head and makes it almost impossible to tell how much damage you've taken. It's strange that there's no real indication of this, considering the closest mechanic I can think of in another game, that being KARMA from Undertale, does a VERY good job communicating if you've taken a leathal hit or not from the debuff by tinting that portion of your health bar a different color. While that wouldn't work for Chalice, having something in the cooldown rack or even an entirely new UI element that floats near the player themselves or their health bar for this incredibly unique mechanic would do wonders for making the accessory easier to use in its intended way (as in, not just shove 18 regen accessories on, mitigating the damage entirely, and calling it a day).

Suggestion Author

@olive shale

arctic boughBOT
#
**make leviathan unable to damage you when they spawn**

leviathan is capable of dealing damage to you when first spawning in despite being unable to be damaged itself for several seconds. This can cause players taking seemingly unfair damage, as the telegraph for where leviathan spawns can be difficult to spot especially if it's your first time facing the boss. The ability to be damaged during this transition adds little to the difficulty and mostly just serves to cause the occasional annoyance. As such, I believed it should be changed.

Suggestion Author

@naive tide

arctic boughBOT
#
**Make the "first exo mechs" choice given to the player that made a contact instead of random player**

I stumbled upon a problem where i wanted to grind exo mech for weapon so i made a contact but the choice was given to my friend who was afk making exo mechs cant be summoned until my friend is back, id suggest to make the choice being given to the player that made a contact instead of given to random player to alleviate the problem of the first exo mechs choice being given to player that is afk, or alternately make the timer similiar to one in boss rush for multiplayer.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Add clearer indicators for which gems you have on Gem Tech**

This is a pretty small and likely niche suggestion. Having to look at your character closely or look at weapon numbers in the midst of combat is pretty annoying to tell. My suggestion is to add some kind of cooldown on the cooldown rack for each gem or some kind of sound or indicators for each one thats easy to hear. The gem flying at the enemy isnt clear enough in the chaos of endgame combat.

This may require permission from the donor, and if it does, I totally understand. There aren't many people who use this armor set to begin with but I feel it would be more used if people could tell what gems they have or lack easier visually.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Change Shield of the Ocean and Necklace of Vexation's armor effects to be permanent effects**

These two accessories have one thing in common: They give extra boosts when worn with a specific armor set, being Victide and Reaver respectively. These bonuses are provided as an added incentive to wear these accessories with the respective armors. However, Reaver is no longer combat oriented (with the exception of the tanking helmet by a technicality), and Victide is more for water exploration. The only other accessories as of now that still have bonuses when worn with armor are wings, which make sense as they're usually considered part of the set. However, several other accessories no longer have such effects (if they ever had them): Badge of Bravery, for example, had the conditional requirement removed back in 1.5.0.001, so other accessories like the ones mentioned could get this treatment too. If the armor-exclusive effects got moved to a permanent effect, it would encourage more players to use these accessories without restricting armor choices for minor bonuses.

Suggestion Author

@green torrent

arctic boughBOT
#
Post-Polterghast yoyo

I think a yoyo for Post-Polterghast Abyss would be a nice addition. There’s only 4 non-developer post ml-yoyos and there’s a big gap between 3 of them (Solar Flare/Lacerator and The Obliterator), so assuming a player is fighting all bosses there’s 6 bosses you’d be fighting with the same weapon. I think the addition of this yoyo could keep the players damage more up to par with the DoG and could allow for a bit more melee options and experimentations with this fight

Suggestion Author

@olive flume

arctic boughBOT
#
Make scal’s arena area viewable before the fight.

It’s difficult to gauge whether or not you’re fighting scal in a large enough area. I believe it’d be a great addition if there was a sort of hue or vignette around the altar that would show the confines of the arena. This would help player’s find a suitable arena location and help players who choose to decorate the arena.

Suggestion Author

@ruby jacinth

arctic boughBOT
#
**Re-Word the end of Queen Slime's lore item to specify that it's talking about the gods in general**

With the way it's currently worded, it makes it sound like the Slime God somehow fled AGAIN rather than being slain, giving the player the goal of hunting the gelatinous god down til Terraria's end.
This isn't at all what the item text is meant to convey as far as I know, as it seems to be Yharim encouraging you to hunt down the gods as he once did, alongside the fact that the Slime God died after being slain in the Queen.

Suggestion Author

@proper bane

arctic boughBOT
#
**Add a tooltip for Flasks**

Flasks are a unique type of potion that will only let you have one Flask buff on at a time. However, this is mentioned nowhere ingame and can lead to needless confusion. Adding a small tooltip in all the Flasks will easily rid the confusion surrounding their special condition.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Enhance/Buff Master Ninja Gear Line**

Master NInja Gear item line had been widely regarded as just worse than the Asgard's Valor counterpart due to various defensive benefits, knockback immunity and ram offered by Asgard's Valor, while Master Ninja Gear line trade all said benefits for a slightly longer dash and a dodge on 90 seconds cooldown.

In general, Asgard's Valor is just safer and more versatile while MNG is very specific and heavily rely on evasion. However, in my opinion Master Ninja Gear can emphasize even more on "manual evasion" (aka dodge out of the way of danger by player's skills) by improving options for dodging, for example:

  1. What if Master Ninja Gear (or its upgraded form) have a unique property for the player to get an active omnidirectional short "dash" in the direction of the cursor on a cooldown?
  • This also fits recent item design that have more active components, and give an edge over Valor by allowing non-horizontal dash
  1. Enhance mobility stats, in basic such as improve wing flight time/speed or hook stats, or in advanced such as granting the ability to stay static in air with reduced flight time consumption, enable gliding, on demand fast fall etc

  2. Improveme movement speed/mobility over time as long as you are not damaged recently and so on

I feel this can make Master Ninja Gear become an interesting sidegrades over Asgard's Valor by providing a different niche in player's gearing and playstyle.

Suggestion Author

@drowsy mantle

#
**Make the Slime God change the background to the Slime Rain event's**

For clarification, this would only change the background and not actually start the event for the boss fight.
The Slime God's lore, placement in progression, music and name imply that it is essentially Calamity's first "high stakes" battle, being the first (albeit weakest) deific entity you fight. Despite this, it has very little impact on your world, either pre-fight or post-defeat. This could be remedied by implying said impact with the Slime Rain background, and perhaps even starting a Slime Rain event upon its defeat.

Suggestion Author

@hollow iris

arctic boughBOT
#
**Change the background of the Brimstone Crags**

When you go into the Brimstone Crags, the background should change to fit the biome more, give some more depth to the place, a more of a building for the bridge and the other buildings in the area and maybe some of the pinkish, yellow plants there could be cool.

Suggestion Author

@zenith coral

arctic boughBOT
#
**Make Supreme Calamitas' spawning method more "special"**

Currently, Supreme Calamitas can only be first spawned using Ashes of Calamity, which is very underwhelming as you can get at least 25 Ashes of Calamity each Calamitas kill, and Calamitas is already an easy boss in the Post-Yharon tier. To solve this, here are my two possible solutions:

  • Make a rare Brimstone Crags enemy that can drop her consumable spawn item, like Astrum Deus and Golem, with the Ceremonial Urn being the only non-consumable method to spawn her;
  • Make the Ceremonial Urn craftable Pre-Scal (possibly with Auric Bars and Ashes of Calamity), and making it the only spawning method.
Suggestion Author

@glacial magnet

arctic boughBOT
#
**Change Murasama's blade swing animation to be held by the player**

Prior to 2.0.3.008 the Murasama functions similar to the Arkhalis where a slash animation is used, and as of right now it has received a resprite where the blade is now visible when being used. However the blade itself isn't properly held by the player, looking very off to use.
Making the player actually hold the blade by moving the blade animation closer to the arm (similar to Nights Edge), swinging the arm and blade back and forth would look better/satisfying to use.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Revert/Readd the Shroomite/Spectre/Turtle/Chlorophyte Armor Interchangeable/Upgrade Recipe**

(the picture might no longer be 100% accurate but still explain the idea)

To put it simply, Calamity used to added a recipe where Chlorophyte Armor can be directly upgraded into the upgraded chlorophyte bar armors through material recipe. This recipe had since been removed due to the addition of shimmer allowing the deconstructing/decrafting of chlorophyte armor into its material.

However, in my opinion there is no reason for the recipe to be removed, and should be reverted because:

  1. not everyone is aware of the existence of shimmer, especially new player or old player that come back to play recently
  2. it adds a layer of tediousness by forcing the player to find and reach shimmer pool
  3. it increases reliance of player on wiki (especially when it could be made more natural)
  4. the recipe is a lot more intuitive and accessible for most players because shimmer decrafting is not shown in guide crafting function/recipe browser

The recipe is just a much more intuitive and natural way for the player to preserve materials from their chlorophyte armor, and incentivize the use of chlorophyte armor.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Add something to make locating Shimmer easier**

While Shimmer is very useful, it can be at times tricky to find - especially for new players, who might not realize its existence. Adding an item in the style of Seeking Mechanisms, or at least a structure on the Surface that generates right above the Aether, would be a great QoL improvement in terms of finding Shimmer.

Suggestion Author

@quartz fjord

arctic boughBOT
#
**Change Enchanted Boomerang’s Recipe back to the Vanilla Version**

Calamity currently changes the Enchanted Boomerang’s crafting recipe to require Gold/Platinum bars and Pearl Shards as well as a wooden boomerang, instead of just being a Wooden Boomerang and a Fallen Star. Since Pearl Shards are only dropped by Desert Scourge, and since the Enchanted Boomerang no longer spawns in chests since Labor of Love, this means that this rather mediocre weapon is not available pre-boss. And it’s slightly stronger counterpart, the Ice Boomerang, also has a crafting recipe in Calamity, and it’s super cheap. And The significantly stronger Shroomerang is also available pre boss from mushroom biome chests. If the concern is that players may obtain the Trimarang or Flamarang pre Scourge, just add Pearl Shards to their recipes instead.

Suggestion Author

@bold trellis

#
**Add Calamity's tooltip lines for vanilla permanent shimmer upgrades**

Calamity does this with it's own permanent upgrades to prevent any confusion among players. Tooltips mention exactly what stats upgrades give you, how many times the item can be used and if it was used. For example, the vanilla tooltip of the Aegis Fruit: "Permanently increases defense" states nothing about the restrictions of the item, and the tooltip itself is vague. This small edit to the tooltips will prevent any possible confusion that may occur with these items.

Suggestion Author

@west sapphire

arctic boughBOT
#
**Reduce the amount of money dropped by bosses**

Bosses in Terraria drop an above-average amount of money to properly compensate the player for their efforts of taking down a stronger opponent. However, Calamity then takes this to an extreme and makes the Coin drops even greater than usual, which of course leads to a situation where money essentially becomes meaningless. If we look at just King Slime, in vanilla it drops 1 Gold Coin in Normal Mode, or 2 Gold and 50 Silver in Expert Mode. In Calamity, it drops 5 Gold Coins instead, which is double even the rate of Expert Mode coin drops. A mid-game example is Skeletron Prime, who drops up to 30 Gold Coins in vanilla, but in Calamity it drops 40. This pattern continues with just about every other boss, where Calamity increases the rate of money earned to an exorbitant degree, making money entirely meaningless even just upon entering Hardmode. To account for this increased gain of Coins, shop prices would have to be increased to an extent that compounds this problem exponentially. To fix this issue, bosses should drop less money than they currently do. This solution would make money have an impact again (since in the current system it's nearly impossible to run out), as well as make boss farming not the only viable way of earning money, as AFK farms were indirectly punished through this inflation of coin.

Suggestion Author

@green torrent

arctic boughBOT
#
**Change Storm Weaver’s death sound to be more fitting**

For some time now, it’s struck me as odd that Storm Weaver’s death sound is the WoF leech spawn sound. It’s unfitting and an anticlimactic end to any boss, especially one meant to be fought after Providence. This is nothing more than a minor nitpick, but having it changed would be nice.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Remove the ability for Brain of Cthulhu to inflict Silenced**

Silenced is a vanilla debuff that functions almost identically to Cursed. However, there is 1 key difference, in that it only affects weapons that use mana. This is essentially a massive "fuck you" to mage players, as only 1 other class uses mana, and summoner doesn't have any non-whip support weapons at that stage. Because of it screwing over specifically mages, I ask that it be removed from Brain of Cthulhu's debuff pool.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Add some kind of visual/audio feedback for the Ornate Shield**

Despite being a ram dash, the Ornate Shield doesn't provide that explosive, ramming sensation that the Elysian and Asgardian shields all provide. It feels a bit off-putting to charge through enemies and not see any visual explosion effect or hear anything that would indicate a successful dash. Adding a slight visual effect and a ramming sound to any successful dash-parry would make the Ornate Shield less confusing, more consistent, and more satisfying to use.

Suggestion Author

@cyan sphinx

arctic boughBOT
#
**Improve Moon Lord's spawning sequence**

Currently if you were to progress normally, you would have to beat Cultist, then wait for about half a minute until Moon Lord due to Impending Doom that happens after beating Pillars where you may have already prepared for with nothing really left to do.
In another scenario, you may need to fight Pillars again for if you're missing some fragments for the Celestial Sigil after dying to Moon Lord on the first try or generally anything else that would need it, which then would conclude with Moon Lord again that requires another sitting that you can't really ignore and do something else due to the Impending Doom above your head.
To fix this issue I'd suggest making Celestial Sigil skip the wait on Impending Doom and instantly summon Moon Lord, as it'd significantly improve the wait time on both scenarios if the player really wanted to get it done with and go out of their way to craft Celestial Sigil if they haven't already which would be likely in both scenarios.
Furthermore, a similar line such as "Can be used to skip Impending Doom" can be added to Celestial Sigil for awareness.

Suggestion Author

@charred finch

arctic boughBOT
#
**Evil effigy duplication**

Currently, the only way to get corruption/crimson effigies is to find them in their respective evil biome shrine, making them limited to 1 per world. This makes them very restrictive for a station buff, especially in hardmode when mobility is massively boosted. It would help if the player can get duplicates and just place them like candles and campfires in their arenas. A recipe crafted at the effigy itself could easily solve it. (e.g. some crimstone and souls of night @ crimson effigy to yield another.) Or maybe some other methods to obtain more of them.

Suggestion Author

@loud meadow

arctic boughBOT
#
**Make Burnt Sienna craftable**

Considering low chance of Tomb Crawler spawning and low chance of getting Burnt Sienna, it may be a good option to be craftable with some resources available at current progress

Suggestion Author

@wraith oar

arctic boughBOT
#
**Unify Summoner Minion Increase Tool Tips**

Currently on some accessories it says "Increases max minions by X" while on other accessories it says "+X max minions". This should be made consistent across all summoner accessories to be either one or the other.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Seraph Tracer Recipe - Drew's to Silva Wings**

The other types of tracer recipes use the previous tier's wings in their crafting recipe, but Seraph Tracers require Drew's Wings, the arguably better alternative option for its tier, in its recipe.
This can cause the 'upgrade' to feel like a downgrade
If Silva Wings were used in the recipe instead, it would match the other tracers in terms of recipe (and still requires auric bars, so would not change progression)

Suggestion Author

@austere plaza

arctic boughBOT
#
**Add a small cutscene where you spare/recruit Calamitas**

Currently, for those who don't know why Calamitas joins you, it's kind of jarring. She kills you several times over, taunts you during the fight, and at the end just kind of decides to live with you. I feel like this could be remedied with a simple, small cutscene. Having it show her defeated, and the player offering her a hand back up or talking to her could help explain why she's an NPC that's willing to help the player.

Suggestion Author

@marsh sapphire

arctic boughBOT
#
Offset the center of scal's arena box by exactly one block to the right

the box she summons (as well as where she spawns during the beginning of the fight) is currently asymmetrical, with the right side being ever so slightly wider than the left side
https://media.discordapp.net/attachments/789858625094156308/1187772884572184648/20231222230116_1.jpg?ex=65981ab3&is=6585a5b3&hm=4854e4fc517139333ef34f7788d91d1f3dc8864309516934f95ab259f2a99beb&=&format=webp&width=1200&height=675
https://media.discordapp.net/attachments/789858625094156308/1187772884890943510/20231222230122_1.jpg?ex=65981ab3&is=6585a5b3&hm=457f708ee41726b5dfc63753daff9a41a0ff7da8b8c3e3e4297ce7f1c3d76721&=&format=webp&width=1200&height=675
https://media.discordapp.net/attachments/789858625094156308/1187773119147028500/20231222230102_1.jpg?ex=65981aeb&is=6585a5eb&hm=92cd84d94886557afe40e82c961ea0fe90d50c4ab65c0f2746914b0c58c9a9bc&=&format=webp&width=1200&height=675 (Scal's spawn being offset)
This presumably happened after the Altar was resprited to be 5 tiles wide. It has also led to older arenas being ever so slightly misaligned and requiring the altar to be asymmetrical to properly fit, which goes against what the Altar's resprite set out to do (making the altar fit dead center on the box). It has also caused the position of the hearts to be misaligned with any old arenas that has "heart cages" like in the following image. Notice how the heart is just slightly off from the intended position
https://media.discordapp.net/attachments/789858625094156308/1187774519650304110/20231222225739_1.jpg?ex=65981c39&is=6585a739&hm=74584d6a3dff9f23d6617a6de2ddb46c7834b3f851fc8a5d1f5caec6deb76a17&=&format=webp&width=1200&height=675
Moving the Altar one block to the right fixes this misalignment
https://media.discordapp.net/attachments/789858625094156308/1187774520275243109/20231222225831_1.jpg?ex=65981c39&is=6585a739&hm=cf557fdf48a57cdd29eb4f391cc0ef3982869e7a0ac8e23a4139351181c00e70&=&format=webp&width=1200&height=675

Suggestion Author

@rapid bough

arctic boughBOT
#
**Remove the Voidstone from Frostcrush Valari's recipe**

Frostcrush Valari is a cold-themed upgrade to the Kylie. It contains Voidstone in its recipe, as it used to inflict Crush Depth in previous versions. However, it doesn't do this anymore, so the Voidstone is unnecessary. Voidstone also doesn't serve as a way to progression-lock the recipe, as there are Cores of Eleum which are obtainable later, so removal will cause no issues.

Suggestion Author

@green torrent

arctic boughBOT
#
**Switch Wulfrum Controller/Drone's Right Click to be Toggleable**

I feel like this would improve the weapon a bit in its support aspect, as using it on anyone but yourself in a practical situation is quite difficult. The low range paired with needing to hold RMB leads to the issue of it only really being useful to heal yourself and for other niche things.

I think that making them go into a support mode when you click RMB could help with this issue, and let you use other weapons (like whips) while still supporting a friend. If it's a massive balance issue, you can make it so that it only heals while holding the item

Suggestion Author

@marsh sapphire

arctic boughBOT
#
**Make the large perforator worm more aggressive**

Out of the three worms the perforators can summon, the large perforator is by far the least of a threat. While its size and dive-charge might seem threatening, it spends so much goddamn time being passively underground that there's little point in killing it. Unless you have a short-ranged weapon, there is absolutely no point in killing the large worm. You may as well ignore it and just stand still under the hive and occasionally move to the side. Making the large perforator more aggressive would make it more of an active threat akin to the other two worms.

Suggestion Author

@limpid sky

arctic boughBOT
#
**Nerf the Delicious Meat food item**

Delicious Meat, sold from the Archmage at any time, is a very good food item. It gives 30 minutes of Plenty Satisfied for only 50 silver. Let's compare it to the other food item the Archmage can sell, Ice Cream. Ice Cream is sold when the Archmage is both in the Snow biome and is Happy enough, and it's grants 14 minutes of Plenty Satisfied, with a base cost of 2 Gold. This makes Delicious Meat over 8x more effective than the other food option from the same NPC that requires more effort to get. I'm sure that there are other examples of this, but this is the most jarring I can find.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Either give Aureate Boosters a set bonus effect with the Reaver Armor, or buff their stats**

Not only is this an inconsistency compared to other wings in Calamity that have bonuses with Armor Sets, but the Aureate Boosters themselves are easily outclassed by other wings in every way, which would only be okay if the wings actually had a special effect that was useful. I suggest either giving the Boosters a set bonus effect to synergize with the Reaver Armors, or buff its main stats to compensate for the lack of a special effect.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Move Astral Armor's exploration effects to Reaver Armor**

Astral Armor is a post-Astrum Deus armor set that has the unique perk of permanently granting the Spelunker, Hunter, and Dangersense Potion effects. However, these effects are almost entirely useless at this tier: Dangersense doesn't help because exploration in new places is at a minimum, Hunter doesn't help much because most enemies are in open air or emit light themselves, and Spelunker doesn't help because the next ore that you'd need to actively search for is Uelibloom, by which point you'd be using Lunar armors instead. As such, these effects have little reason to be present in this set of armor. There is another set that would actually benefit from having these effects, however, and that is Reaver Armor. Reaver Armor has a helmet that specifically caters to exploration/utility with a variety of other exploration potion effects built into it; including Obsidian Skin, Flipper, Shine, and even Spelunker Potions which Astral Armor has the effects of too. Moving the other two effects (Hunter and Dangersense) to Reaver's utility helmet would put them in a more appropriate spot, as Reaver Armor is post-Plantera where there is still some exploration to be done (more than post-Astrum Deus, anyway).

Suggestion Author

@green torrent

arctic boughBOT
#
**Add a tooltip to the melee gloves stating that true melee damage does not stack**

Melee speed buffs from gloves not stacking is already stated as part of the tooltip, so why not also mention true melee damage not stacking? It'd clear unnecessary confusion.

Suggestion Author

@hybrid breach

arctic boughBOT
#
**Buff/Improve The Evolution**

The Evolution had been a very awkward accessory since its rework/introduction. Notably, it is almost entirely just a dodge accessory with a minor defense boost against a 2nd hit taken and only for the same projectile.

Compare to other dodge options such as Amalgamated Brain or Abyssal Mirror, the non-dodge benefit this item provide is just not substantial while is also available way later into the game.

To make this item even worse, this is the only dodge item that do not give you immunity frame, as the projectile is reflected instead of just avoiding the damage from the attack, this is absolutely not worth whatever 10x reflected projectile damage the accessory does on a 90 seconds cooldown

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Give Skeletron Prime’s Head Invincibility/Heavy Dr While Any Arms Are Alive instead of a flat defense boost**

Prime currently starts his second phase when either all arms or killed or the head reaches 66% hp, where arms are automatically despawned. While the latter is necessary for p2 to not have arm patterns overlapping with another basically separate boss, it creates a massive issue where there is simply never a reason to damage an arm because the head’s hp has to go below 66% anyways. By killing every arm you now have to deal with 100% hp of phase 2, but by simply targeting the head at all times you only need to deal with 50% hp of p2 and not worry about arms lengthening the fight at all. This feels like an oversight and it’s clear this is not the developer intended way of experiencing this fight, as it ends up taking significantly shorter than any other mech tier fight by a massive amount (in total the head has about the same hp as a singular twin). Every alive arm currently gives 8 defense each to the head, however this boost is currently negligible at best, and if this amount was buffed then it would create an inconsistency where high base damage weapons perform way better on the head. A projected invincibility shield or having a large amount of damage reduction similar to perforator hive would fix this issue.

Suggestion Author

@mortal drum

arctic boughBOT
#
**New Achievements**

While this would likely provide no gameplay advantage (because achievements are just achievements and don't reward the player with anything), it would be cool if Calamity adds some. The vanilla ones might be hardcoded but I don't know for sure. I actually doubt that this will be accepted though.

Some example achievements: Killing bosses, rescuing NPCs, and ultimately beating the game. On final note: they can help new players and guide them through the mod.

Suggestion Author

@quasi anchor

arctic boughBOT
#
**Ability to adjust Cooldown Rack screen position like other Calamity GUI elements**

Would love to be able to move them into a position that is easier to glance at during a fight for me; I just can't get with their current position on-screen, but don't have a good suggestion for a "default" position either. This is a preference thing that may differ between individuals, so it is important that it is customizable. Because there already exists framework for GUI element positioning in the configuration options for Calamity, implementation of a Cooldown Rack positioning system shouldn't be difficult.

Also a choice to change the list from horizontal to vertical would also be neat if possible~

Suggestion Author

@jagged elm

arctic boughBOT
#
**Make Adrenaline's DR affect damage taken after a broken shield**

Adrenaline's damage reduction mechanic doesn't apply when a shield is active, because the shield stops you from losing Adrenaline when hit. However, when hit for over the amount of damage that the shield can take, the "bleed-over" damage to your hp doesn't receive any DR, despite the fact that you lose Adrenaline. This makes tanking using Adrenaline literally impossible while using an accessory that provides a shield, which isn't ideal given that both Adrenaline tanking and shields are very useful components of tank builds.

Since this issue is a little hard to explain in words, I've attached a video of the problem. Notice how getting hit by DoG's head with full Adrenaline and a 25hp shield deals 835 damage, whereas getting hit with full Adrenaline without the shield only deals 452, showing clearly that the shield prevents Adrenaline from reducing the excess damage.

Suggestion Author

@bronze yoke

arctic boughBOT
#
**Remove DR from freed segments of worm bosses on spawn**

Whilst the coil should still have DR to prevent the melting of worm bosses,
the segments that have already left the coil should not.
Having to wait before attacking is dissatisfying and takes away from the flow of the fight.
Furthermore the mechanic can be unintuitive and in case of the Destroyer trick (newer) players into
spawning hordes of probes without actually dealing damage to the boss.

Suggestion Author

@gritty mango

arctic boughBOT
#
**Do something with the Celestial Claymore's explosion sound**

The sound is the regular explosion sound that you hear from vanilla Bombs and similar explosions. However, there is so many of it that it quickly becomes obnoxious and deafening, especially when you buff the weapon with melee speed. My suggestion is to either change it to a different less deafening sound, remove the sound of the explosion altogether or just decrease the volume of the sound

Suggestion Author

@orchid frost

arctic boughBOT
#
**Give the Wing Time Bar a Smooth Transition when Obtaining Infinite Flight**

Currently as seen in this gif, when Infinite Flight is given to the player, the bar suddenly goes from gold to blue. This is a bit jarring compared to the smooth "ball" of wind/energy going into the bar. Making the bar gradually (but quickly) transitioning to blue through some kind of spread or similar effect would look very nice and help to add polish to the mod.

https://cdn.discordapp.com/attachments/465195069406707722/1190410432435990608/Flight_Time_Bar_infinite.gif?ex=65a1b31b&is=658f3e1b&hm=ad9cbb3b15a5694d2e2c4bb2221278af6280db2d42463042994ddba6f43a9ecd&

Suggestion Author

@tawdry grove

arctic boughBOT
#
**Disconnect Plantation Staff from the "Terra" set**

The Plantation Staff is a summon weapon that summons a miniature Plantera to fight for you. It is an upgrade to the Eye of Night, and serves as the "Terra" weapon for summoners. Compared to the other Terra weapons, it stands out in that it has an especially unique function (due to its recent rework), and a unique name that isn't just Terra X. However, it then upgrades into the Elemental Axe, turning it into something much closer to the Blade Staff, which is used to make the Plantation Staff. The various other Night's>Terra>Elemental>Exo upgrade trees at least retain a modicum of consistency in their upgrades, so this one sticks out like a sore thumb. Thus, with this upgrade inconsistency, Plantation Staff is placed in a difficult situation.

I believe it would be best to completely disconnect Plantation Staff from the Terra weapons, as its unique function and appearance differentiate it from standard Terra weapons. As mentioned earlier, the Blade Staff shares an incredibly similar function with the Elemental Axe, so the Elemental Axe could become a Blade Staff upgrade instead, in the place of Plantation Staff. If there is concern about the standardized Night's>Terra>Elemental>Exo upgrade line, then another summon weapon, such as the same-tier Viral Sprout or another weapon entirely, could be used to replace Plantation Staff in this line. Making this change would let Plantation Staff stand out from other weapons more easily by not being bunched into a weapon set, as well as help clean up the mess that is this upgrade line.

Suggestion Author

@green torrent

arctic boughBOT
#
# Reduce or Revert the Graveyard Tombstone Requirement

While I understand and even agree with the sentiment behind the current change from vanilla, Calamity requires Twenty (20) Tombstones to form a graveyard minibiome. Certainly the vanilla 7 tombstones is inconvenient, but I feel that the amount that Calamity demands for the biome is too far diverged from vanilla intent and also too inconvenient itself. Additionally, the sheer density of tombstones required currently makes decorative graveyard areas less appealing, as they must be so densely packed with graves. If I had to suggest an exact number, I would say lucky 13 is both thematic and a compromise between nearly doubling vanilla and the current number. Failing this argument, it can be argued that if players are having trouble with too many graveyards, that is outside the scope of calamity, and should be handled in a different QoL mod.

Suggestion Author

@sage summit

arctic boughBOT
#
Ban using Potion of Return in the abyss

The reason why this potion has to be banned is that you can get to 4th level of abyss using only this potion and a friend or using this potion and some start items to die slower in the abyss. I checked it myself and I confirm that it is possible to do in the last update

Suggestion Author

@twilit verge

arctic boughBOT
#
**Improve the Smoothness of the Event Horizon's Black Holes**

The Dark Stars from the Event Horizon weapon will transform into Black Holes upon contact with an enemy. However, this ends up looking strange, as the black holes simply appear where the star was. One frame, there is a star. Next, there's a black hole. Giving the black holes a small 2-3 frame spawning animation (perhaps they grow to their normal size in this duration) would help to make the weapon feel a lot smoother.

Suggestion Author

@tawdry grove

arctic boughBOT
#
**Rename Solar Flare (the weapon)**

Solar Flare is a yoyo obtained from defeating Providence. The name of "Solar Flare" came from when Providence was still the Sun Goddess in the lore. The keyword in that statement is "was", however, as Providence is no longer the Sun Goddess as of update 2.0.2.001. Solar Flare largely relates to fire more than the sun, so having its name be Solar Flare is inconsistent with the theming of the boss and the weapon itself. Something else to note is how there is a vanilla armor set just a tier before called Solar Flare armor, which can lead to confusion between the two. As such, it would be best if Solar Flare got a rename to cause less confusion regarding adjacent

Suggestion Author

@green torrent

arctic boughBOT
#
**Add an Exo-weapon for some of the other, more prominent subclasses**

I feel that the idea of Exo-weapons is a great idea. Having a lot of weapons throughout your travels and playthrough from almost every subclass be combined into a cool endgame version is very cool. However, I wonder why there isn't one of these for guns, spears, or flails. I can kind of understand Flails and spears, since they aren't as important as some of the other subclasses with exo-variants, and you get Thanatos' spine right before Calamitas, and spears have the Nadir as the strongest, but not having one for guns seems wrong. Guns should have one since Guns are one of the biggest subclasses of its class, like how swords are with melee, but yet there is no exo weapon for them. I feel as though with guns being so prominent, there should be an Exo-weapon for it, since there is for so many other important subclasses. If flamethrowers got enough of a glowup to get an exo-weapon, spears and flails should, but guns especially should/

Suggestion Author

@loud heron

arctic boughBOT
#
A colour change to a segment of the health bar when the player is afflicted with a DoT debuff, to visually show the player how much total damage they will take

I think a simple colour change to the health bar to roughly show how much damage you will take in total from a DoT debuff would be a very useful addition as it allows the player to more easily manage health, allowing them to know whether it will be necessary to use a potion or other regenerative abilities. It would change colour from the end of the health bar to the last segment that takes any damage. This would be especially useful on items like the Chalice of the Blood God, where there isn't a timer to show how long you will lose health for.

Suggestion Author

@grim ibex

arctic boughBOT
#
**Adjust Terratomere to be not slow and clunky.**

The Terratomere's recent rework was supposed to revitalize the Terra Blade's upgrade in the wake of the latter's 1.4.4 rework. While it's true that the original Terratomere was rather boring, being basically another beam sword that happened to firing homing projectiles, the reworked Terratomere just plainly doesn't work. It's swing animation causes a significant delay for the projectile fired, requiring the player to aim at where the enemy will be in 1 second if they want to use the projectile. Since it's annoyingly difficult to aim with this thing, what about true melee, which the Terratomere does have a few effects with? Well, for one, its slash range is much smaller than most on-tier swords, or hell, even swords quite before its tier, such as the Aegis Blade. And even if you do successfully hit a moving enemy, say the Old Duke, the explosions and extra slashes aren't even locked onto the hit enemy, so often bosses will move too fast for the explosions and slashes to have an effect on the boss.

Needless to say, this reworked Terratomere is incredibly slow and clunky, causing it to be a frustrating weapon to use. I suggest adjusting the weapon to have faster animations and effects, more similar to its main material sword or even the Terratomere's very upgrade, the iconic Exoblade. Perhaps you could even take notes from the Terratomere's original functionality and the current Exoblade to make the projectiles homing, in order to make the ranged component of the weapon more reliable to use.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make Golden Fishing Rod Harder to obtain**

Golden Fishing Rod is the best fishing rod in vanilla, and one of the best in calamity, only being outclassed post-Plantera. In Calamity, it is absurdly easy to obtain, with the "kill angler with a trasher" easter egg being locked behind a single house and some wait time. In order to make Golden Fishing Rod not invalidate almost the entirety of fishing rod progression, the angler/trasher easter egg should be removed.

Suggestion Author

@cyan hare

arctic boughBOT
#
Add more non-item (and lore related) boss summoning methods

Quite a few of Calamity's bosses feel like they lack buildup or connection to the world because you just craft their summon item -> fight them. I think adding more methods to summon/encounter several bosses would help add flavor, tie in their lore, and make them an overall more memorable experience.

Having other ways to start the fight allows for the bosses to fit a bit more naturally into the gameplay loop and improves the overall immersion, and can create memorable moments for new players that keep them engaged with the game. Mech trio being able to jumpscare you early in Vanilla Hardmode is a good example of this. It would also help bosses feel more threatening: if the boss can only exist when the player allows it to, it definitely feels like less of a looming threat the player has to overcome.

Tying these other summoning methods into the lore would also help give each fight more buildup and gravity to the player, and make the lore feel more involved with the gameplay. For example, Yharon has great lore that makes the fight feel significant, but you don't actually know that until you can listen to the lyrics of his phase 2 theme. If there was a way to convey that Yharon has decided to fight you because he views you as a massive threat before you really start fighting him, it would add much more weight to the fight (and make the phase 2 lyrics hit even harder). This could be accomplished by a unique summoning method, such as him ambushing the player post-DoG.

Suggestion Author

@proud ermine

arctic boughBOT
#
**Make Sand Shark Tooth Necklace craftable with Stinger Necklace**

Without being able to be crafted into the Sand Shark Tooth Necklace, it leaves the Stinger Necklace in a place of irrelevancy. Adding it as a way to craft the Sand Shark Tooth Necklace might make it less irrelevant, even if the Sand Shark Tooth Necklace doesn’t keep the friendly bees+honey on-hit attribute.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Move Hellfire Treads' 1.5x fire debuff multiplier to Molten Stone.**

This odd accessory has always been the runt of the litter, being obtained only as a material for better accessories. In Calamity, however, there are a few accessories that have an extra effect of increasing certain groups of debuffs a damage multipler of 1.5x. There is one such accessory for fire debuffs... but it's the Hellfire Treads, which not only is granted a 1.5x fire debuff damage multiplier, but also afflicts Hellfire, on top of having Spectre Boots' effects. Oh, and in Vanilla it's practically a vanity accessory (one of its materials is a vanity accessory and the other is... a Spectre Boot. It's another one of those confusing 1.4. dead end accessories.). It would probably be better off to move the fire debuff multiplier to the Magma Stone, to make using the Magma Stone more worthwhile.
(I could also suggest additionally granting the debuff multiplier to the Molten Quiver, to make it a potentially better sidegrade to the Stalker's Quiver, but that might cause some serious balance issues.)

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Add an in-game way to determine enemy debuff resistances/vulnerabilities**

Calamity adds an debuff system that incorporates weaknesses and resistances to certain debuff types, such as Heat, Cold, and Electricity. However, there is currently no in-game method of determining these, with the wiki being the only place to find these. Having to rely upon the wiki to even begin to understand this system enforces the already heavy wiki game mindset that Terraria has, especially considering there isn't even an indication that this system exists. Considering this system is given to most if not all enemies in the game, you'd expect this to at least be mentioned somewhere, yet it isn't. As such, there should be some sort of way of finding out debuff resistances and vulnerabilities, considering this system is of such importance in Calamity.

Suggestion Author

@green torrent

arctic boughBOT
#
**Make Shock Grenades Only Craftable**

Shock Grenades are a hardmode rogue weapon, generally obtained from Martian Madness. However, it also has a crafting recipe. Shock Grenades are only ever really noticed during Martian Madness, where you are almost guaranteed to get an insanely irritating amount of them. Making them only craftable will reduce the amount of inventory clutter in the Martian Madness event, and will reduce the overwhelming presence of an item very few people like or want.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Replace pirate invasion furniture drops**

The pirate invasion can spawn at basically any point in hardmode and will inevitably result in your inventory being cluttered with furniture. The furniture is nice to have on some occasions, so I think the best option is to make the pirates drop a stackable "ArrrKEA" crate which contains the same random gold furniture the pirates would have dropped.

Suggestion Author

@night palm

arctic boughBOT
#
**Rework the current set bonus of the frost armor**

Since the point-blank mechanic has become a core trait of cal ranger, benefiting from ranger damage bonuses only when you're far away directly conflicts with its most ideal combat range. The idea for a hybrid armor based on proximity isn't a bad one but when both classes share an optimal combat range, the gimmick is ruined, so a different method to reward swapping between both weapon types should be considered

Suggestion Author

@balmy reef

arctic boughBOT
#
**Remove or Rework Enhanced Nano Rounds**

Enhanced Nano Rounds are a HM ammo option that split into homing projectiles, but only when killing an enemy. This leaves the ammunition in an awkward spot, being bad against bosses due to losing the ability to split, and also bad against groups of enemies as piercing or AoE ammunition is better than splitting. This on top of actually losing both base damage and the ability to home after ricochet that its material ammunition Nano Rounds has. Additionally, Nano Rounds are an instant "upgrade", resulting in them being a downgrade at worst, and invalidating another option at best. All of these factors leave Enhanced Nano Rounds in a state where rebalancing would not address the core issues, and a rework or removal should be considered.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Change the fragments to only craft their class specific weapons**

I'm not sure why this is a thing, but for consistency, I think vortex fragments, for example, should only craft ranger weapons. This isn't the only example of this either, stardust fragments craft an upgrade to the Horsemans Blade. My best guess is that its so every class can benefit from a pillar, but why isn't summoner stuff here then? or rogue.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Change the hallowed bars recipe ore requirement along with making the veins slightly larger**

The current state of hallowed ore is it being pretty much completely useless, because the veins of hallowed ore in the underground hallow are too small to be worth getting, and the recipe for hallowed bars is too expensive for the small amount of hallowed ore you do get. A fix for this that would make hallowed ore worth it to get would be to decrease the ore requirement to craft a hallowed bar from 4 ore to 3 ore, along with slightly enlarging the vein size to increase the amount of ore you can get per world.

Suggestion Author

@white juniper

arctic boughBOT
#
**Remove Marine Kelp Planter Box from Planetoid Lab**

for some reason, planetoid lab chest contain marine kelp planter box from thorium if thorium is enabled during world gen, probably for it to be thorium mod support(along with abyss always generate the opposite side of aquatic depth). however, it is obvious enough to confuse new player into thinking that calamity mod has major thorium support(supposing they use both thorium and calamity, there are like 2% of player that play both of mod at the same time) id like it to be removed since it barely effect the gameplay for both mos and can be confusing to new player if they were to use both mod

Suggestion Author

@wicked garnet

arctic boughBOT
#
**change flare bolt to not be easily craftable pre-boss**

The structures and biomes in hell allow you to get nine hellstone bars for exploring them, which is nice but doesn't let you immediately craft anything powerful.. with two exceptions.
the flare bolt only requires 6 hellstone bars and nothing else challenging and the infernal kris which is a consumable throwing weapon that requires 1. All you'd need to do to get the flare bolt pre-boss is to dig under the ice and jungle biomes (since the setpieces spawn in set positions), drop down, and grab the hellstone bars. There's also the oathsword, which is in a similar position and I think both of these are ultimately too easy to get and abuse.

Suggestion Author

@lunar pewter

arctic boughBOT
#
**Make Rusty Medallion craftable pre-boss.**

Rusty Medallion is an early game ranger accessory that can either be found in rusty chests in the sulphurous sea, or if it’s not in any chests, it can be crafted. While the rusty chests can be opened without any limitation, allowing the accessory to be obtained pre-boss, the crafting recipe is locked behind the Acid Rain, meaning you can’t craft it until after the Eye of Cthulhu. While you could just hop worlds and search sulphurous chests, it would be much easier to just make the recipe pre-boss to match the other method of obtaining it, instead of it being a weird, limiting inconsistency between methods.

Suggestion Author

@mellow stratus

arctic boughBOT
#
**Make Exo Mech Thanatos' Beam Attack More Interactive**

At the moment Thanatos's Beam attack (Gamma Disintegration Beam) is generally super easy to dodge on "normal" difficulty (Revengeance/Death Mode) due to various previous nerfs, and to put it simply it just much less interesting compare to other 2 Exo Mechs counterpart

However, we don't have to look too far away from an interesting alternative, as GFB (Legendary) Thanatos already have a much more interesting variant of the attack, and can fit perfectly (though of course removing the "permanent beam" behaviour of GFB)

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Make a crafting recipe for magic conch**

Basically it would be a crafting for magic conch and like demon conch it would need a material from ocean like sea remains or sulphuric sand
The reason you should add a craft is because it is very annoying to find in desert chests and it’s quite rare to find
That one suggestion good right?

Suggestion Author

@steep snow

arctic boughBOT
#
**Add Demon Conch to Shadow Chests**

Magic Conch, it's Oceanic counterpart, can already be found in Underground Desert chests, AND by fishing in Oasis Crates, but Demon Conches can ONLY be found by lava fishing.

While I don't think Demon Conches should be retiered, and while Calamity does add a recipe for it, I find it a bit weird, and I think simply adding it as a Fledging Wing style secondary rare drop in Shadows Chests would be a much more interesting way to make this item more accessible than just slapping a recipe on it, as well as increase parity between it and its variant.

(Of course, this doesn't mean the recipe needs to be immediately removed or anything; Calamity already invalidates a lot difficulty in obtaining other items, too [and whether that is a good or bad thing is up to you], but I just feel like, at the bare minimum, it should be an option, especially if its ever decided that the recipe SHOULD be removed)

Suggestion Author

@olive shale

#
**Add Scarab Fishing Rod to Underground Desert Chests**

Scarab Rod is a fishing rod with 30% fishing power, which is the same amount of fishing power as Fiberglass Fishing Rod, however, Scarab Rod can ONLY be obtained through Oasis fishing, while Fiberglass can be found in chests OR fished up in crates.

It makes very little sense for Scarab Rod to only be found it crates, because in order to get crates, you already need high fishing power, which means you probably already have something like Fiberglass rod, which renders the drop entirely moot.

If Scarab was added to Underground Desert chests as a rare secondary drops like Fledgling Wings in Sky Chests, it would not only create better parity between it and Fiberglass Fishing Rod, but also make Scarab Rod actually have its own identity and use as a strong early game rod option. Not to mention that with the recent vanilla Underground Desert reworks, it is arguably just as challenging to traverse as the Jungle biome, so I see little reason not to do this.

Suggestion Author

@olive shale

arctic boughBOT
#
**Hava the Ethereal Talisman inherit the Mana Cloak's fallen star mechanic.**

The Mana Cloak is probably the most interesting mechanic among the vanilla Mana Flower's upgrades, being a unique twist on the Star Cloak's effect that also works very well with the Mana Flower's goal of allowing the player to ignore the central mechanic of the Mage class. Unfortunately, the final Mage accessory, the Ethereal Talisman, doesn't seem to inherit this effect, probably because you can use any of the Mana Flowers instead. Oddly enough, this reasoning doesn't seem to entirely stick however, as the other mage accessory material, the Sigil of Calamitas, also has the Celestial Magnet in its predecessor's recipe, something that can also be used to create one of the Mana Flower upgrades. Perhaps to make the Ethereal Talisman a little more interesting as the resident endgame combination accessory for Mage, the Mana Cloak's fallen star effects should be present in the former.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Desert Medallion Recipe**

the recipe for desert medallion should have "any sand" instead of specifically purity sand as its recipe in case you skipped over desert scourge for whatever reason.
The reason you wouldn't have pure sand on hand is because one ocean is already turned into sulphurous sand on world generation and the desert closest to spawn is almost guaranteed to be corrupted or hallowed once hardmode starts, leaving only a single guaranteed source of pure sand in the ocean opposite to the sulfur sea, which can be fully corrupted almost instantly if there's a corruption next to it.

Suggestion Author

@lunar pewter

arctic boughBOT
#
**Make Shellphone more accessible**

The Shellphone's problem is being one of the hardest Vanilla items to get, especcially at it's tier.

Shellphone requires luck, grinding and, most likely, a lot of waiting to get. Calamity tries to prevent that by making some of it's ingredients craftable. And there is still issues with that - namely Metal detector. It is easier to get from Nymphs, than by crafting it, because without some proper knowledge and, again, a little bit of luck, it is harder to get spelunker glowsticks from the skeleton merchant.

And I would say that by increasing the drop rates, making more ingredients craftable or, for example of a more interesting way to fix the problem, making them foundable in chest as a mideum-rare (if it's possible) secondary loot, will make Shellphone a better item in general, still making life easier for the player and also not requiring as much grind as it needs right now.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Improve Crabulon Spawn Item**

as of now, the crabulon spawn item is only made from like 50 glowing mushrooms and it just feels way too easy to get, even for its early game tier
it would be a nice to have it be made from either more materials, or to have it obtained in a unique and memorable way

one way I would personally do this, is probably including more items you can get from the underground glowing mushroom biome, such as seeds and what not, maybe even some sea related items, such as sand and what not

Suggestion Author

@blazing sinew

arctic boughBOT
#
**there should be atleast one more true melee options for post-yharon/pre draedon/pre scal**

Currently, dragon rage is the only tmelee option for post yharon, which while a very good weapon, it doesnt have a lot of range, and well the two upcoming bosses that u kind of need range for other wise it will take a much longer time than any healthy human being has, so i suggest there should be more options, perhaps options with less dps but good greater range, perhaps such option could be an upgrade to the murasama, ofcourse it could be its own recipe to

Suggestion Author

@trim folio

arctic boughBOT
#
**Rework Suspicious Scrap**

The current process of finding suspicious scrap can be tedious, especially all for a single weapon (and turrets). The locations of workshops are completely randomized, and unlike the arsenal labs, there’s no concrete way to track them. I suggest that suspicious scrap be moved to the arsenal labs to add a bit of cohesion to finding it rather than randomly searching the underground.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Remove Suspicious Scrap from basic lab turret recipe**

The Suspicious Scrap is a crafting material used solely for the SHPC and basic lab turret. For the SHPC, the material makes sense, encouraging exploration to obtain a neat magic weapon. However, for the lab turret, it does not make sense. As turrets are intended for base defense, you would typically want to craft several of them. However, the basic lab turret is gated by a difficult to obtain, non-renewable resource while literally every other turret's materials can be farmed for. Either swapping the Suspicious Scrap out for another material, or simply removing it from the recipe entirely, would alleviate this issue.

Suggestion Author

@limpid sky

arctic boughBOT
#
**FTW disables armorsets / accessories**

Currently, when playing a run within a for-the-worthy seed, a lot of accessories and armor sets are un-usable due to FTW adding negitive effects on the gills potion. "The player will not be able to breathe air under the effects of the Gills Potion in a For the worthy world." I think it would be important to have this disabled.

Suggestion Author

@blazing crater

arctic boughBOT
#
**Clarify what Crimson Armor’s set bonus does for life regeneration.**

While the individual pieces of the Crimson armor set clearly display the life regen given, with numerical values, the set bonus simply states, “Greatly increased life regen.” This is vague, and can also be misleading since the set bonus (apparently) isn’t just a straight up increase to your life regen. Clarifying what this set bonus does would not only make it consistent with the individual armor pieces, but would clear up confusion overall.

Suggestion Author

@mellow stratus

arctic boughBOT
#
**Swap the regular fire and slot machine keybinds on the sevens striker**

The sevens striker is a very good weapon, however it has one weird feature, that being the gimmick being right click and the regular fire being left click, when on most other guns/weapons with a gimmick, its the other way around. I suggest swapping the left and right click on the sevens striker so that it makes more sense and aligns more with other weapons with a gimmick that involves the left and right mouse buttons.

P.S. I have permission from deltaVexator to make this suggestion btw

Suggestion Author

@white juniper

arctic boughBOT
#
**The player should be guided towards some of the more obscure content.**

Crabulon and brimstone elemental in particular suffer from being tucked away and not telling the player when they're supposed to be fought.

For crabulon, the decopodita sprout could have demonite ore or prism shards added to its crafting recipe to grant a way for people to "stumble upon" the summoning item around the time when they're supposed to be fighting it, the same way that the deer thing does it.

Brimstone elemental is even more obscure. The summon can only be made if you specifically dig under the crags for no reason and only if you do it after killing one mech boss. There's no good reason for players to bump into the suevites, and if they do, they'll probably try to mine it with their cobalt pickaxe, which is what you'll typically have on you when you go back to the crags in hardmode to obtain souls of havoc. additionally, since the brimstone elemental's main drops are weapons, there's a fairly shallow window for when she's worth fighting. I think a line of tax collector dialogue is not enough in this case, the mythril pickaxe should directly state that it can mine adamantite, titanium, and infernal suevites.

Suggestion Author

@lunar pewter

arctic boughBOT
#
**Add the magiluminescence into the recipe for the MOAB**

The MOAB is currently an underused and in general a mediocre-bad wing accessory. It stands out due to its nature of using the bundle of balloons and frog leg in its recipe and provides unique movement options for its tier. However due to the short flight time it provides it ends up being far less used than other wings available at the same tier. I suggest adding the magiluminescence into the recipe for the MOAB to compensate for said short flight time. The bonuses of the magiluminescence could be slightly nerfed because it could end up overpowered for its tier, but regardless, adding its effects to the MOAB could give an underpowered wing accessory the boost it needs to become worth it.

Suggestion Author

@white juniper

arctic boughBOT
#
**Remove the ability to lose Amidias’s Blessing from sulphuric poisoning**

This feature is very annoying and makes it so that you have to make a mad dash to the abyss every time you want to explore even with a sulphurous potion, and it removes most of the point of Amidias’s Blessing in the first place, that being infinite breath no matter where you go. Removing this would make early abyss exploration easier while still keeping the risk factor of Amidias’s Blessing, that being the 50 damage cap before you lose the bubble.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Add sentry sets, or give summoner armor the ability to increase amount of sentries**

I think there isn't enough love for sentries in this mod. A lot of people want to go for a challenge run with sentries only, but it's only until vanilla progression ends that sentries do as well. Maybe we can just add sentry increases to the armor that's already in the game, kind of like how vanilla did with the stardust set

Suggestion Author

@finite walrus

arctic boughBOT
#
**Remove Fearmonger armor's Pumpkin/Frost Moon damage reduction effect**

Fearmonger armor has a unique effect of increasing the player's damage reduction by a set amount during the Pumpkin Moon and Frost Moon events, ignoring Calamity's damage reduction scaling system. This effect would be useful, if to obtain Fearmonger armor, the player didn't have to already complete a Pumpkin Moon and Frost Moon (after the Devourer of Gods has been defeated). It's also not as though the player can just have a Pumpkin/Frost Moon active to gain the damage reduction in a boss fight, however, as the effect doesn't work when a boss is alive. The only usecase in which this effect would be useful is repeat farming of the Seasonal Moons, which doesn't particularly necessitate a 15% damage reduction bonus at the tier this armor is obtained. As such, this effect is largely pointless and can be removed.

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove or Rework Dark Sun Ring**

The Dark Sun Ring is a post-Devourer of Gods accessory which provides different benefits depending on the time of day. It was originally introduced as a way to activate Yharon's second phase, but this has since been removed as it became just another accessory. Over time, many of its extra effects have been removed as well, losing bonuses such as critical strike chance and melee speed. Nowadays, its main use-case is simply providing minion slots, as other accessories outclass the remainder of its effects. Even so, the same amount of slots can be acquired by using Nucleogenesis instead, with much better bonuses to minions compared to Dark Sun Ring. In its current state, Dark Sun Ring is generally not worth using over even some accessories from tiers below. With this in mind, I believe that Dark Sun Ring should get a rework to its function, or alternatively outright removal.

Suggestion Author

@green torrent

arctic boughBOT
#
**Enhance Slagsplit Pauldron's synergy with Shield of Cthulhu**

The dash items are seeing pretty good for me so far, but there are multiple moments in early hardmode that I'd dash with SoC and hit an enemy (usually a boss) without the Pauldron proc. I don't know if this is intended, but I would much prefer having it working better with SoC, cause having to wait until Ornate Shield to use it against bosses cuts out some potential...

Suggestion Author

@rigid patrol

arctic boughBOT
#
**Make the Counter Scarf obtainable earlier than Post-Skeletron**

There's literally only 2 dash-affecting items before Skeletron, and one of them reduces the dash distance of dashes, and the other is the Shield of Cthulhu, a very versatile tool that if used carefully can grant a good amount of iframes. Counter Scarf used to be available around the same time as the SoC (on account of dropping from Eye of Cthulhu too), serving as a nice sidegrade with more dash distance and longer wait time for iframes, but able to dodge any attack. (Oh, and its a true-melee accessory but that's not the relevant bit) However, because the Counter-Scarf is now Post-Skeletron, there is a lot less bosses to reasonably use Counter Scarf instead of the Shield of Cthulhu.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Update the Yateveo Bloom's flail attack**

The Yateveo Bloom is a pre-hardmode melee weapon that acts as a flail with its left-click and a spear with its right-click. Thing is, the flail still has pre-1.4 flail behaviour, which is awkward and annoying to try and use. It is also inconsistent with all vanilla flails that no longer behave like this. Updating the weapon to use the spin-and-release mechanic introduced in 1.4 would make the weapon both more fun to use and be more consistent with other flails of its type.

I have permission from the donor to make this suggestion.

Suggestion Author

@limpid sky

arctic boughBOT
#
Allow Calamity foods and Drunk Princess Potions to be placed on Plates

A small thing really, but just to be consistent with the vanilla foods, allowing Calamity foods to be placed on these vanilla items would give a few more options for decoration.

Placing Potions sold by the Drunk Princess on Plates should be allowed as well, since Ale and Sake, being alcoholic with similar effects of benefits in exchange for drawbacks, are able to be placed on Plates.

Suggestion Author

@inner mesa

arctic boughBOT
#
**Active set bonuses inputs**

At the moment, there are around 12 different armor set with active set bonuses, requiring, most of the time, only a special button-press (e.g., Demonshade). The only exception for this rule is a different button for God slayer dash, clearly being made for Melee and Ranger Auric sets.
But there also 4* different scenarios, where the player needs to use a double-tap feature from Vanilla. Those are Wulfrum, Desert Prowler, Vortex armor, and Forbidden armor (with Forbidden Mask). The last one is even funnier in my opinion, because Forbidden Circlet from Calamity itself uses a button-press to active the set bonus.

The point is - double-tap function should be changed to a button-press one. It's not a dealbreaker, but will make those 4 armor sets more constitent to use and to the other armor sets.
As an alternative solution there could be added a setting to switch to Vanilla double-tap function or Calamity's button-press.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Make Calamity Wiki Chat Message On World Startup Appear Last or Appear Somewhere Other Than Chat**

Currently when you boot up the world the chat can get flooded by messages from other mods if you’re running them, which many people are running additional mods on top of Calamity. This often hides the Wiki message that should be seen and is essential for new players. As such, I suggest to either make sure the Calamity Wiki chat message is always the last to make sure people see it or make it appear in some other fashion, like maybe the tool tip on the starter bag, or maybe do both.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Add more multiplayer based items like Affliction**

Most accessories in Calamity, and in Terraria as a whole, are mostly per person; they only affect the wearer. Which are fine in both single and multiplayer. But I feel as if having more multiplayer accessories can really open up variety and fun. The Affliction is a great example. Regardless if its a stat stick or not its super fun. Trinket of Chi is a great one too, the teamwide regen bonus can go a long way and can feel great to have and to use. My suggestion is to add more cooperative accessories. I think it's a fantastic way to make multiplayer more enjoyable for Calamity.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Add more anti-rng recipes/mechanisms**

Why?: After an extensive study using minimum mods (Calamity Main, Calamity Music, Cheat Sheet, Hero's Sheet), I had the displeasure of having two different instances where it took entirely too long to reach a desired rng outcome; this specific case being about the Sparkling Empress.

Without the possibility of mod conflicts, using Devourer of Cods (for speed) and worms, I reached a total of 365 fished items before pulling Empress.

The total chance of this specific outcome occurring is an intense ~0.000014849% chance. That is a 1-in-67,344.6 chance.

While obviously this is not a required item by any means, this isn't the only example of something like this. And while for more common fished items I can understand it being left at rng, having rare items like this (especially weapons with unique effects) potentially coming to results like this is deeply unfun.

To me personally, these absolutely should have some "safety net" where you can alternatively obtain these items through a more safe, yet grindy method - such as for Empress, having it also be craftable with 100 PrisGuppies, which you'll very likely get anyway if you haven't fished Empress by that point.

Suggestion Author

@hazy void

arctic boughBOT
#
**Reduce the amount of screen clutter from using Apotheosis**

As an endgame weapon, Apotheosis has a very large area-of-effect to attack enemies with. Unfortunately, this leads to it filling up the screen, making it difficult to dodge projectiles, especially those used by the two endgame bosses, being the Exo Mechs and Supreme Witch, Calamitas. As this has the player at a massive disadvantage while Apotheosis is in use, it would be best if it could clutter the screen less, to make refighting bosses more fair to the player.

Suggestion Author

@zealous quail

arctic boughBOT
#
**Delay the Devourer of Gods’ transition into phase two so he leaves the portal on the actual drop of Universal Collapse instead of the 3 note pickup**

Reason: The harp at the start of Universal Collapse is a buildup to the start of the Devourer’s phase two. With the way Universal Collapse is written, the 3 note pickup is an increase of intensity leading into the release of Universal Collapse’s true intensity.
Having the Devourer appear from the portal before Universal Collapse drops feels unnatural.
The Devourer of Gods Nonstop Mix also perpetuates this idea, as the text saying “Universal Collapse” only appears on the actual drop of song.

Suggestion Author

@quick ledge

arctic boughBOT
#
# Disallow fighter AI opening doors in Revengeance and Higher

Allowing zombies and other basic enemies to open doors outside of blood moons does not meaningfully increase difficulty, as there are myriad ways to zombie-proof a door, but it does add inconvenience and interfere with build aesthetics prior to unlocking echo coating to hide the "lock".

I don't really have much more reasoning than this, and I frankly believe not much more is needed. It is an unnecessary change that doesn't really have a place in the mod or affect difficulty.

Suggestion Author

@sage summit

arctic boughBOT
#
**Reduce volume of the Kingsbane’s auric bullet barrage**

Reason: The auric bullet barrage that happens upon stopping shooting with the Kingsbane is so much louder than the usual fire that it’s genuinely distracting. I can’t focus on dodging boss attacks with my ears being bombarded if I let go of left click for a moment.

Suggestion Author

@fallow pagoda

arctic boughBOT
#
**Generate Sunken Sea closer to the actual surface in Don't Dig Up worlds**

As you may know, Don't Dig Up reverses the vertical progression of Terraria, making Hell your spawn point, making the surface a generally unpleasant place to live, and so on. Since the world's "surface" is really the layer immediately above Hell and some spare change, there is supposed to be a "surface" desert to make homes, builds, etc in.... except there isn't, because the Sunken Sea completely paves over it. I don't mind this being something that remains unpatched for Zenith Seed, but the Remix seed is genuinely a cool seed that I believe deserves to be taken more seriously. With this in mind, I urge the Calamity devs to give their approach to the seed a closer look and reconsider how they might handle that seed's world generation in a vacuum, ignoring the fact that it's a part of the funny Zenith seed's makeup, starting with moving the Sunken Sea upwards. In other words...
In Don't Dig Up, please unsink the Sunken Sea. Thank you!

Suggestion Author

@crisp blaze

arctic boughBOT
#
**Add a Renewable Source of Astral Chests**

Biome chests are a visually distinct type of chest that spawn in the dungeon, with there only being one of each type in the world. However, with the introduction of shimmer in 1.4.4, a renewable source of getting these chests was added, allowing for use in storage and other builds. However, as the Astral Chest does not use the same method to unlock, it is left sorely limited compared to the other chests, with you only getting one per world, and only after Astrum Aureus. Adding some sort of way to craft or otherwise obtain more of this item would allow for a lot more flexibility in storage and builds, and fix the inconsistencies it has with all vanilla biome chests.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Add Putrid Scent’s damage bonus to the Arcane Flower**

The Arcane Flower is often regarded as the worst of the 3 Mana Flower upgrades, and for good reason. The Magnet Flower and Mana Cloak both provide methods of making restoring mana without potions easier, but the Arcane Flower only provides a decrease to enemy aggro. Adding this may allow the Arcane Flower to stand on its own better, rather than being overlooked in favor of the other 2.

Suggestion Author

@blazing grove

#
**Rewrite the piercing part of Opal Striker's tooltip to make it more clear**

Currently, the Opal Striker has a pretty vague tooltip when mentioning about it being able to pierce. Yes, it states that it can pierce, but how many times is left unanswered. When you do not fully charge it, it pierces only once. When you do fully charge it, it pierces twice. It's left in the dark that it changes depending on charging. So i suggest to rewrite this part of the tooltip.

Suggestion Author

@cedar ember

#
**Decrease the amount of Reaper Teeth needed for Omega Blue**

My reasoning is you need to kill at least 8 Reaper Sharks for the entire armor for one person and at most 10. With how high the Reaper Sharks health is, this can really take a while combined with the other enemy spawns in the Abyss and your limited time down there. Compare this to Fathom Swarmer, which only needs 12 Depth Cells in total and Depth Cells drop from a wide variety of enemies (different progression but the time obtainability is vastly different is my point) it can take an unnecessary amount of time to grind the Teeth for the armor alone.

Suggestion Author

@keen scarab

#
**Add A Plaguebringer Dye**

the colors of the plague enemies are incredibly cool, and dye is an important part of terraria to be stylistic, although there is zero dye to replicate the color scheme of the plaguebringer goliath or any other plague enemy
overall its a small addition that just seems cool

Suggestion Author

@hybrid mantle

#
**remove or rework overloaded soldiers**

these obscure enemies spawn in the underground layer in hardmode, and don't really have any unique mechanic or purpose other than speeding up a bit when they're right next to the player. Even weirder, they drop a single piece of polterplasm each after killing moon lord, which is incredibly paltry if they're supposed to be an alternative method for getting polterplasm.
They could be moved to the post-moon lord dungeon to function as a more aggressive fighter AI mob that would make the P-ML dungeon more of a threat,
or alternatively you could go all in on the "alternative to farming dungeon mobs" angle and buff their drops up to the same level as other mobs that drop polterplasm.
but ultimately i think you should just have to fight dungeon mobs to get polterplasm.

Suggestion Author

@lunar pewter

#
**Hive Pack Upgrade**

This pre-HM Queen Bee accessory is very useful with many post-goliath gears yet doesn't have any Hard Mode upgrades and it doesn't really make much sense to use a pre-HM accessory this late into HM for the same reason why it doesn't make sense to use shrine accessories like Luxor's Gift against Moon Lord.
Which is why I suggest adding a calamity version of the accessory in the form of an upgrade. thank you for reading.

Suggestion Author

@coral yarrow

arctic boughBOT
#
**Add (at least a shitty) sprite version of the Golem's Inferno**

Golem is an interesting boss. In Expert, it gets absolutely laughed at, while in Rev+ it gets... Abruptly unfair. What's the case? The Inferno attack: after getting decapitated, the Golem Head has a chance to fire a projectile similar to the Inferno Fork. I could even bet that it is identical because it behaves the same way: moves in one direction and either on enemy collision, wall collision or just killtime, it turns into a stationary lethal dust generator... Dust generator. Dusts are the most notorious types of... Things in Terraria, especially because they can disappear once there is too many of them, which obviously sucks. On a boss like Golem, it sucks especially a lot, simply because there are a LOT of those projectiles, causing some of them to completely vanish from your screen, which results in cheap hits. Adding some indication, like a little dot to the center of the Inferno, would definitely somewhat help out with the projectiles being more noticeable and reduce the amount of cheap damage taken

Suggestion Author

@orchid frost

arctic boughBOT
#
**Increase Indication of Old Duke Exhaustion**

The exhaustion mechanic on Old Duke is unique and quite a fun change on how to approach a boss, however I feel many of us don't know that it's a thing due to the lack of clear indication; the heavy breathing can be easily drowned out by the chaos of battle and music; the damage increase is not going to be noticed in combat; the slow movement is not a clear enough sign, people will barely notice it. Some extra feedback that he's exhausted would go a long way in telling players to strike. Something noticable but not overbearing would greatly help improve the experience and help people understand the exhaustion mechanic even exists and when to strike.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Allow shimmer to transmutate polterplasm into ectoplasm**

Seeing as ores are able to be "downgraded" into innerations from previous progression tiers, it would make sense for plasm to follow a similar pattern. It would also allow for a consistent way of farming ectoplasm during the lategame and give the players that are skipping tiers of progression another method of obtaining ectoplasm without the need for a skeletron+plantera kill

Suggestion Author

@balmy reef

arctic boughBOT
#
**(If DM Dokuro is okay with it): Play Scourge of the Universe (Eulogy for the Ego) after Devourer of Gods is killed, similar to how some addons have themes played upon the defeat of major gating bosses**

I am not sure if this has already been suggested, or is removed content, but it fits something like the fall of a nearly all-powerful being incredibly well. The Devourer of Gods has always felt like Calamity's equivalent of a gating boss to me, such as Wall of Flesh and Moon Lord, and I feel that it deserves an extra track for it's defeat, especially since a perfect candidate already exists. Of course, this would only be done with the permission of DM Dokuro.

Suggestion Author

@normal epoch

arctic boughBOT
#
**Make the "first exo mechs" choice given to the player that made a contact instead of random player**

I stumbled upon a problem where i wanted to grind exo mech for weapon so i made a contact but the choice was given to my friend who was afk making exo mechs cant be summoned until my friend is back, id suggest to make the choice being given to the player that made a contact instead of given to random player to alleviate the problem of the first exo mechs choice being given to player that is afk, or alternately make the timer similiar to one in boss rush for multiplayer.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Make Auric Ore launch golf balls**

So, I was playing some golf in terraria lately when a golf ball hit some stray auric ore. It didn't bounce off going at mach 2. I am massively dissapointed. Imagine the super cool golf courses you could make with auric ore bouncing the golf balls all over the place! All of those course ideas, gone. I cannot stand this and this cannot go on for longer. For the sake of better golf courses and extra attention to detail in the mod, please make golf balls get launched by auric ore, I beg.

Suggestion Author

@zealous snow

arctic boughBOT
#
**Add Cryonic Ore to the Shimmer Chain**

As of 1.4.4 Calamity added their own ore to the vanilla shimmer chain of downgrading ores, with each ore being shimmered into the tier of ore below it. Cryonic ore however is noticeably missing from this chain, being the only calamity "ore" in the entire game to not have any placement in the chain. Adding cryonic ore to the shimmer chain would allow more flexibilty with progression, and make cryonic more consistent with other calamity ore.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Make biome keys rare again**

one of Calamity's "quality of life" changes is having certain bosses drop biome keys, so wall of flesh drops the world evil keys, queen slime drops the hallow key, plantera drops the jungle key, etc. In isolation this seems like a good way to cut down on grinding, but this strategy for handling the biome keys invalidates their main purpose - being hype drops that show up very rarely, and feel significant when you get them.

Calamity already takes several steps (biome shrines, zerg) to make sure you can't get stuck grinding these items if you really want them so i think the ability for bosses to drop biome keys should be outright removed.

Suggestion Author

@lunar pewter

arctic boughBOT
#
**Remove the Cryonic Slimes and move the Cryonic Ore drop to another mob**

Be real with me: Ore slimes are fun but a bit repetitive. The mod has a slime for almost every ore type that it adds and it's neat since it provides an alternative ore obtaining method. However... It gets boring over time. Scoria Ore also had a slime that dropped the ore, however they later were replaced by Demon Fish and Pufferfishes, which are great and neat additions to the Abyss' ecosystem. Why not play around the same with other ores?
As of right now, I think the only ore that could possibly be moved to another mob is Cryonic, and thus I suggest: remove the Cryonic Slimes and move the ore drop to something like Ice Clasper. It doesn't have to be a mod mob, it can be any that you find fitting. That would reduce the mob bloat and make the Ice biome a bit more organic and... Organized?

Suggestion Author

@orchid frost

arctic boughBOT
#
**Change storm weaver visuals from clouds to something lightening related**

Pretty self explanatory in my opinion. It does not make sense thematically to make the storm weaver shoot out those strange cloud things. Would make much more sense to shoot something like lightening bolts. The cloud columns that appear during the fight can easily be translated to lightening bolts or something of that like. Also, the visual 'give' for the cloud attacks is quite horrendous, and it would bring homogeneity to the game if it were just replaced in favor of something similar to the DOGs lazer grid situation.

Suggestion Author

@late zodiac

arctic boughBOT
#
**Rework Pearl God to use less dust**

Pearl God is a post-Plantera ranger weapon that will fire larger and larger dust explosions up until the seventh shot which results in a massive explosion which covers about a fourth of the screen. The problem is that these are completely harmless so it's just a bunch of flashy noise for no reason. Dust particle spam is already a major issue in Terraria, just look at a recent suggestion about Golem's Inferno Fork knock-off attack and you'll see that this sort of careless spamming of dust can lead to very quickly filling the projectile cap and leading to attacks simply not rendering with any tells, instead just being invisible floating hitboxes. (Which is quite common if you use this weapon on Golem, who is one of its intended bosses, which is somewhat problematic.) Furthermore, dust is just... kind of ugly, and in this case all the explosions do is make it harder for you to tell what your enemies are doing because they're covered in a thick layer of pointless blue particles. The inclusion of harmless explosions could also lead people to misinterpret this weapon as having better crowd control abilities than it actually does because they might... think that the explosions might actually do something. Which they don't.

Overall, Pearl God should either ditch the explosions entirely, make them FAR less visible and dust-spammy, or rework them so they actually do something. A sprite would also be preferred over a dust explosion for all the previously mentioned reasons. If the only reason the dust explosions exist is to make the weapon look more impressive, it's failing at that. Hard. So either make them do something, change them to use sprites, or just ditch them entirely.

Suggestion Author

@olive shale

arctic boughBOT
#
**Indicate that Expert is the intended Calamity experience on the world generation screen**

On the world generation screen, you get to pick between Classic, Expert, and Master difficulties. On Classic, you are locked out of Calamity's difficulties (Revengeance and Death) and Master is unbalanced stat bloat. This makes Expert the intended experience.
However, there is no indication of this on the world generation screen. It's as it is in Vanilla. As there is no way to change world difficulty without other mods, you'll likely have to create a new world or cheat to change the difficulty. In the case of Master, the player may not figure out it's unbalanced until late into a playthrough, where creating a new world is not an option.
Indicating that Expert is the intended difficulty on the world generation screen would more clearly communicate that the player should select Expert. Calamity already does something similar to this with red text that appears when you select a small world.

Suggestion Author

@hybrid nimbus

arctic boughBOT
#
**make the enchanted sword planetoid always spawn at least one time in sky**

There is a planetoid that has an enchanted sword, but it is rare and sometime just doesn’t spawn at all, and I think there should be at least one of this planetoid in every world.

The reason why it should be added is because this sword can be hard to obtain soon since it’s in the sky and it does a great job against desert scourge, and when there is no enchanted sword planetoid it make the enchanted sword post scourge where is becomes weaker.

Suggestion Author

@steep snow

arctic boughBOT
#
**Remove/work around the center island of Vernal Pass**

The Vernal Pass is a great structural addition to the Jungle, providing loot, variety, and most importantly, a designated center area that is intended to act as an arena for Jungle bosses, especially for Plantera because of the giant bulbs that generate on the soil. The only problem is, Vernal Pass has a large island made of vernal soil in the middle, with bridges connecting it to the sides. This kind of hurts the area’s function as an arena, especially because even if you break most of the center island, you can’t break the giant Plantera bulbs without being in hardmode and summoning Plantera upon breaking. As a result, either removing the center chunk and extending the bridge, or making it a decoration out of background blocks, would both be suitable solutions for the problem and make Vernal Pass a more practically functional arena space. P.S, giant Plantera bulbs would still have space to spawn at the bottom of the area.

Suggestion Author

@mellow stratus

arctic boughBOT
#
**add more monoliths**

In my oppinion calamity mod adds some cool backgrounds to certain bossfights and there don't appear to be any monoliths for them, so I think it would be a cool idea to add them since for instance the moonlord's background has a monolith aswell, and so do the pillars which also change the background in the vanilla game.

Suggestion Author

@unique hatch

arctic boughBOT
#
**Tone down some of the loot found in draedon's labs**

Draedon's bio-center labs have 2 chests in each one, usually giving 9 gold, the lab's schematic, a homing beacon to find the next lab, and a lab-specific drop of some kind. I think the amount of gold found in these labs doesn't reflect how difficult the labs are to find, since the first two are always in the same general area each time, and close to spawn. This issue compounds onto itself as once you get the 18 gold from the lab above spawn, you can bomb to another lab at the sunken sea edge and get another 18, then use that money to bomb down to both the jungle and underworld labs, which are often near eachother on the vertical axis. The amount of money one lab gives, let alone two or three, essentially allows for unlimited bombing right near the start of the playthrough, which impacts the early game mining experience in a highly negative way.
I tested this on a large world, and by the third day i had hit four of the labs, looted a decent amount of items from chests, and bought a minishark.
Another thing from the labs that negatively impacts the early game exploration loop is the herb bags from the sky lab, which can be planted immediately and squashes any need to search for herbs, as you get so much.
I think the amount of gold in the first or first two labs should be reduced, and the amount of herb bags given should either be reduced or not able to be planted immediately with the planter boxes.

Suggestion Author

@lunar pewter

arctic boughBOT
#
**Add ``The Bee``'s cooldown to the cooldown rack**

Despite The Bee having a cooldown, it isn't on the cooldown rack. No matter how short it is, I feel it should also go on the rack for consistency and visual feedback.

Despite this, there is a cue for when it is up; your projectiles glisten a diamond white. This is not a good indicator, however, as looking at it during the heat of battles can be hard and distracting. Its inconsistent with all other cooldowns being on the rack as well.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Give Celestial Onion Alternate Usage**

The Celestial Onion is a consumable item dropped directly from the Moonlord, intended to increase the inventory slot amount, however this function is removed when playing with Master Mode.
I think that this item having any usage whatsoever in mastermode would be a welcome change.

There are many ways to do this, examples being: Making the item soldable for coins, making it be a healing item in some sort of a way, or simply being thrown into the shimmer as a luck bonus.
This would bring incentive to use this item even in master mode instead of simply throwing it away as trash. ( NO EXTRA INVENTORY )

Suggestion Author

@blazing sinew

arctic boughBOT
#
**give photon ripper a non tool right click mechanic**

despite being a tool, photon ripper is actually a viable as a weapon for event and crowd control, but it cause deforestation everywhere it is used, this make you prefer to not use it when you still want a tree as a decoration. since both depth crusher and grax have this function, i believe photon ripper should get one too.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Reduce Ram Dash Activation Window or Dash Length**

A very common complaint regarding accessory choice is about asgards valor, elysian aegis and asgardian aegis removing incentive to use other dash items with their powerful iframe rams. The original identity of these accessories has been lost over time as people use them more and forget about traditional dash accessories, but they trade dash length and speed for their ramming abilities damage, and have some additional defensive benefits from ankh shield. The ramming window lasts for the entire duration of the dash however, removing any timing or skill required and granting the player the ability to freely pass through all boss contact damage at will, an extremely powerful ability to just have attached to a dash. Calamity gameplay as a side effect became centered around its existence. Ramming was most likely not meant to be a spammable damage ignoring ability becoming to some players required for the entirety of the game, and I think reducing the ram activation window to around half of the dash length would bring back the timing and close range skill requirement originally intended for it's reward of simultaneously ignoring damage and dealing high damage.

https://media.discordapp.net/attachments/465195069406707722/1209980545006837790/Terraria__Obsessive-Compulsive_Discovery_Simulator_2024-02-21_15-41-06_-_Trim2.mp4?ex=65e8e532&is=65d67032&hm=e15755acccf069ecb927f39057f267f5aea9382655ff0bb83f05c447f0c6740d&
https://media.discordapp.net/attachments/465195069406707722/1209982960774942791/Terraria__Obsessive-Compulsive_Discovery_Simulator_2024-02-21_15-59-37.mp4?ex=65e8e772&is=65d67272&hm=020fd8744948b3f43d10260b2d9fcb11a66ddb3984d97bd4662402fbddc35165&
https://media.discordapp.net/attachments/465195069406707722/1209980543685627904/Terraria__Obsessive-Compulsive_Discovery_Simulator_2024-02-21_15-41-06_-_Trim.mp4?ex=65e8e531&is=65d67031&hm=17ee2c80f74707eec0bf07eb50d15b5fb4b1cb33a66c3868f4702c8adb096cda&

Suggestion Author

@mortal drum

arctic boughBOT
#
**Add Meteorite Bars to Smoking Comet’s Recipe**

Smoking Comet is a pre-boss yo-yo that most people have probably never even used. Sure, it’s relatively new but even considering that I doubt many people have ever used it or knew it existed without checking the wiki. There are a few reasons for this, such as having an odd recipe and having to compete with the hundred other pre-boss melee weapons, including the 4 (5) other pre-boss yo-yos. I also think it doesn’t really have an “identity” besides just being starfury but a yo-yo

This is why I propose adding meteor bars to it’s recipe (effectively making it post-Eater of Worlds/Brain of Cthulhu). Firstly, I believe that it would see more usage at that tier as a viable yo-yo for Hive Mind and Perforators (there is currently none). Secondly, it would help the item to have more of an “identity” as a meteorite weapon and not some obscure pre-boss yo-yo with a weird recipe. Speaking of the recipe, I think that adding meteorite bars would help to make it more known as somebody could be looking at meteorite crafts and see it there. The rest of the recipe should stay the same, but I just think adding meteorite to change it’s spot in progression would help a lot in how much people will use it, as well as reduce the number of pre-boss melee weapons and to just give it more of an “identity” overall. Also, I believe that the name and sprite of the weapon make adding meteorite a good fit.

And yes, I did get permission from the donor to suggest this.

Suggestion Author

@rotund notch

arctic boughBOT
#
**Make factories and charging stations craftable**

Let's say the end goal is to craft shadowspec bars. After all, that is how you obtain most if not all endgame weapons. Calamity has done a great job making renewable sources for items required in progression towards this goal, but there are still a few missing sources. A majority of these non-renewable progression items come from the Draedon quest; you need labs, charging stations and schematics already present in the world in order to summon the exo-mechs.

It may be pointless for most players, but when the mod is this close to making the endgame obtainable in a world without items, you may as well tie up the last loose ends. Reducing potential needs for world hopping is also an added bonus.

Suggestion Author

@quasi void

arctic boughBOT
#
**Add a Post Pillar or Post Lunatic Cultist Material to Ambrosial Ampoule’s crafting recipe**

Ambrosial Ampoule is currently in a similar situation to that which The Absorber use to be in, in that all it’s ingredients are available long before you can craft the Ampoule, meaning that at a glance in the menus of the Guide or Recipe Browser, it looks like it is craftable much earlier. Additionally, the Ampoule used to be an early Hardmode Accessory rather than a late hardmode one, exacerbating the issue. Adding some kind of post Cultist material to the recipe, like Meld Constructs or any Lunar Fragment, would alleviate this issue.

Suggestion Author

@bold trellis

arctic boughBOT
#
**Add an indicator that Ravager reduces your flight time in Phase 2**

As of now, Ravager has a debuff called Weak Petrification that it inflicts on the players in Phase 2 in Expert Mode. This debuff reduces the player's flight time by a whopping 50%, yet has no real indication that this happens, besides the flight time meter displaying as being reduced, or a player looking at their debuffs. Having to rely on a UI element (or the Wing Time Hair Dye, which many players might not even know exists) to even tell you that this is a thing is a poor design choice, considering flight time is such a vital stat in the lategame. In a similar vein, there are other sources of reducing flight time that provide indicators, for example: Providence has a status message when she reduces flight time, The Devourer of Gods changes the screen color to purple, and Vulnerability Hex being a damaging debuff on top of reducing flight time. Having some sort of indicator for Ravager would be not only consistent with other bosses that do this, but would also allow for an easier method of the player knowing what this debuff even does.

Suggestion Author

@green torrent

arctic boughBOT
#
**Remove/Rework Plague Hive**

Plague Hive is intended to be an upgrade to the Alchemical Flask which combines its effects with that of the Honey Comb. Formerly, it used the Hive Pack and Toxic Heart, which made it a combination of various bee/plague related items, but now it is just an "upgrade" to the Alchemical Flask. Yes, it adds some of the Honey Comb's effects, but it lacks the Honey on-hit effect from Honey Comb, and the on-hit bees hardly do anything at this stage. Considering those are the two features of Honey Comb, this basically means the player needs to wait until after the Lunatic Cultist to change almost nothing about an accessory, and without the Honey Comb, the accessory has no reason to exist. That said, a rework to the Plague Hive's function could help it with being a useful and interesting item, especially considering there is no more content after Golem where immunity to Plague is a needed stat. Alternatively, if there are no redeeming qualities of this accessory, it would be more preferable to remove it instead.

Suggestion Author

@green torrent

arctic boughBOT
#
**Add more beams**

Add more beams for different blocks, would make some builds look much nicer

Suggestion Author

@dapper crystal

arctic boughBOT
#
**Make Menacing / Lucky Scale In Some Way (Slightly)**

It is well known that Warding requires scaling due to the increasing enemy damage leading to it having to scale in order to stay effective throughout the game, while Menacing and Lucky do not have to scale as you naturally make weapon progression.

However, this is only partially true, as accessory reforges are not independent, but a choice. Menacing and Lucky falls off as you progress throughout the game where they contribute lesser compare to what you got from your gear (armor, accessories and buffs). Comparatively, Warding get buffed throughout the game to stay relevant throughout the entire progression.

In a normal playthrough, there is nearly no reason to not use Warding over Menacing/Lucky unless you already geared towards not being able to take a hit at all in the rest of your gear, where Menacing will contribute even less compare to what is provided by everything else.

Thus, in my opinion both Menacing and Lucky should scale slightly; for example Menacing and Lucky can scale to 5% or 6% at for example post-Moon Lord, or to make them give a additional minor stat (similar to how Warding give Damage Reduction), to make these reforges more effective throughout the game, rather than just only used when you are already using glass cannon.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Normalise the Defense given by Boots**

For the most part, this refers to Magma Skull and Molten Charm, as whilst Magma Skull grants 4 defense, Molten Charm grants none. This makes little to no sense, as they quite literally use the same components, and for people who prefer the Molten Charm for one reason or another suffer unnecessarily.

Furthermore, the Molten Skull Rose grants a whopping 7 defense, very powerful if you can get the components early, which isn't a problem in itself. The main problem is that this defense doesn't carry over to anything past the Molten Skull Rose. So using just the Molten Skull Rose and Frostspark Boots separately can be massively better in the early game than combining with the Water Walking Boots for Terraspark Boots, as the 7 defense is not at all negligible, even up until Hardmode.

This loss of defense becomes much less impactful when you have Angel Treads and above, as you likely already naturally have a much higher defense post-Mech, although the added defense can be a deciding factor in whether players with glass cannon-like builds would rather opt for better mobility (i.e. Drew's Wings in the late game) or a tougher shell (i.e. Seraph Tracers in the late game).

Overall, though it may seem to have no effect, simply granting firstly, the Molten Charm the 4 defense given by the Magma Skull, and allowing for upgraded boots to keep that added defense (perhaps even increasing it as you get stronger), would normalise the defense counts and be a proxy-solution to an issue brought up in the past of certain wings being a better mobility option than the tracers they are used in.

Suggestion Author

@regal sapphire

arctic boughBOT
#
**Reduce the volume of the Wingman’s firing sound**

The Wingman, despite being plain for a mage weapon, is alright for its tier. The only problem with it is that it’s absurdly loud to use, especially in bossfights. Not a big suggestion, but I just want to actually be able to hear the game when using it.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Buff Arcane and Quick Reforges**

Reforges are important part of your build that contributes to a lot of selected extra stats, with the most used being Menacing, Lucky and Warding (and class specific Violent and Silent).

However, due to reforges having to compete with each other directly, this means that the lower power level reforges end up just being unusable. This particularly apply to Quick and Arcane.

Quick (4% movement speed) boost is too minimal for it to compete with the aforementioned good reforges due to the scaling falloff, and additionally it do not have significant benefit to in air movement/flight at all. Meanwhile Arcane (20 max mana) is straight up useless as not only is there a cap on max mana but also generally contribute less damage than just using Menacing.

IMO these reforges, just like Warding, can be give a related secondary stats to boost their effectiveness; for example having Quick giving small amount of flight time to give more incentive to use it for movement while Arcane also giving mana cost reduction and so on, there are many approach to make it works

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Bring back an equivalent to the old *mutated truffle* accessoire**

The new Regenator allowed many unique interactions & builds.
For example it having synergy with: Frozen shield, necklace of vexation, purity or the old mutated truffle.
For some reason, shortly after the new regenator had been released, truffle saw a rework and lost its accessoire Status and also its unique threshold effect.

Bring back an equivalent to the old mutated truffle (50% health threshold effect) to fill his gap.
Could be a hardmode variant of fungal clump for example.

Suggestion Author

@earnest helm

arctic boughBOT
#
**Make Celestial Sigil useable pre golem**

With cultist and pillars being able to be fought pre golem, moonlord would seem like the next boss you would fight after killing cultist pre golem. When you try to use a celestial sigil, it doesnt work and you are forced into pillars every time you die to ml. This is extremely tedious and annoying to do, as for myself and many others, pillars take around 30 mins- 1 hour to do. When you take down the last one, your usually not at full hp, which causes you to be more venerable to ml. In turn, you are more likely to die and repeat this process again. For just 5 attempts, this can take around 2 hours and 30 mins to 5 hours.

Again, this is extremely tedious and time consuming to do, and I think it should be changed to make the golem skip viable and not annoying/irritating to do

Suggestion Author

@cerulean iron

arctic boughBOT
#
Androomba as a Pet

I'm pretty sure this follows the rules so is there any chance of the Androomba becoming a possible pet item that will follow you around? Doesn't have to keep the solution spreading feature as a pet.

Suggestion Author

@green wadi

arctic boughBOT
#
Buffing/Reworking Stardust Guardian

Stardust Guardian is not really comparable to other lunar armour set bonuses, but he is definitely less efficient and does not contribute to offence than other sets (less range than Dark Harvest and equal to it damage), so making him a viable asset would be good for it as armour set bonus

As variants i would suggest increasing sight range but decreasing damage - that way he will be actively participating in fighting off enemies/bosses, and although his damage is less, there will always be at least some effect of his existence; or very slightly buffing DPS so that he can fulfil the role of a guardian - just killing enemies that come close, because right now SG would not be able to kill any post-ml enemies like scorn eater, phantom spirit or draconic swarmer.

Suggestion Author

@twilit pagoda

arctic boughBOT
#
**Replace the Sulphuric Scales in The Amalgam with Corroded Fossils**

Corroded Fossils have way fewer crafts and are technically the later game material, so they arguably be easier to get during the event by the time you'd be getting the Amalgam; furthermore, it just doesn't make much sense for such an early game material to be used for an item which is obtained post-Devourer of Gods. Using Corroded Fossils instead just feels like it makes more sense.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add an indicator of how much alcohol sickness particular drinks give**

In my opinion, the alcohol poisoning mechanic and alcohol buffs are a bit tough to remember and keep track of, and it isn't always apparent how much poisoning a particular drink gives. Maybe adding a small number like "Drink Strength: 1-2" at the bottom alongside a loading screen tip like "Always make sure you can hold your liquor! 3 drinks is enough for anyone!" or something similar. Tinkering around with the different buffs and their potencies has proven tedious for minmaxxing

Suggestion Author

@wooden tundra

arctic boughBOT
#
**Make Bladecrest Oathsword drop from harpies instead of demons in Remix and Zenith seeds**

oathsword already in regular worlds is kinda known for being a very easy to get pre-boss weapon, like the demon scythe in vanilla. differences being that oathsword drops more often, doesnt need any mana, and is significantly easier to use in general. this issue of being a pre-hardmode instant win button is even more pronounced in remix and zenith seeds where you literally spawn in hell and can grind demons from the get go for this weapon. especially in remix seeds where there's no significantly increased difficulty, this destroys weapon progression and makes almost all other pre-hm weapon redundant. one could argue that this is a good thing since it makes zenith seed "playable", but let's be real, zenith seed isn't supposed to be playable.

in keeping up with the spirit of the world being upside down and bonkers, have it instead drop from harpies or another surface/space enemy in those seeds.

Suggestion Author

@shadow ruin

arctic boughBOT
#
**Make Town NPCs affected by Auric Rejection**

Now, I'm glad auric ore affects golf now, but I'm not sure how to be immersed in the mod with town npcs being unable to be auric rejected.
I spawn the guide over a bunch of auric ore, and he doesn't bounce. He doesn't even take damage. Are all town NPCs just built different or is this an inconsistency in the logic of Auric Ore? Either way, I feel allowing them to bounce would be quite funny, though that's not the main reason.
The problem - It's near impossible to kill some of Calamity's NPCs, and I'm sure they'd die quite quickly being constantly rejected.
The Flymeal doesn't have enough DPS to efficiently kill anyone, either.
Though Exhumed weapons are also really good at killing town NPCs, they're post-Scal, as opposed to Auric being Post-Yharon. Just please, fix this issue and make getting rid of the calamity NPCs much easier.

Suggestion Author

@zealous snow

arctic boughBOT
#
**Replace the Spectre Staff in Magnetic Meltdown's recipe**

Magnetic Meltdown is a magic weapon that acts as an upgrade to the Magnet Sphere. Most of its effects are derived mostly from the Magnet Sphere, with the main difference being the amount of orbs fired as well as their velocity. However, this weapon's recipe includes the Spectre Staff, despite not having any homing functionality or even a vague resemblance to its function. Spectre Staff even has its own proper upgrade in the form of Phantasmal Fury, so it feels rather pointless to have two branching paths for the Spectre Staff when one just doesn't inherit its functionality. Furthermore, this weapon's counterparts Venusian Trident, Shadowbolt Staff, and the aforementioned Phantasmal Fury are all post-Polterghast upgrades to Dungeon magic weapons, and all of them contain Ruinous Souls in their recipes where Magnetic Meltdown does not. Using Ruinous Souls in place of the Spectre Staff would allow for consistency among these four weapons, or if the pre-Polterghast tiering that it has now is better, something like all three Sentinel materials could be used instead. Whatever replacement is chosen, however, will have this recipe be more consistent with its counterparts, in addition to simply making more sense in terms of its function.

Suggestion Author

@green torrent

arctic boughBOT
#
**Introduce Guaranteed Generated Glowing Mushroom Biome/Structure**

An example of such structure (for a different biome) is the Giant Bee Hive and Vernal Pass.

Glowing Mushroom biome had always been surprisingly important to the overall gameplay, such as supplying a large amount of early chests, potion crafting, later used in Shroomite and of course even have a boss in it.

However, at the moment there are no dedicated biome/structure for it which can not only function is a guarantee way to avoid certain frustration of being unable to find the biome (it can happen similar to bee hive) while also may serve as a pre-build arena for Crabulon

Thus I feel just a simple guaranteed structure can easily resolve the issue once and for all.

Suggestion Author

@drowsy mantle

#
**Tie more craftables into the Cal Mini-Biomes**

One of the best features about the mini-biomes is them allowing players who explore to naturally get difficult to find gear. or equipment with boring crafts/acquisition For example, Spell Tomes/Tally Counters can be found in the Forsaken Archives, building gear in the Mechanic's Shed, and Feller of Evergreens in Vernal pass.

There are a massive number of craftable items in Calamity that could benefit from being tied into these areas in some form. The two off the top of my head would be the Dungeon Weapon upgrades and Life Fruit upgrades. Both are extremely boring crafts with little relevance that you just get at certain points in progression after grinding, compared to their fairly unique and memorable original acquisitions. Tying them into the biomes by letting the life fruit naturally grow in places like Vernal Pass, Giant Hive, or even the Mechanic's shed would give them feel a whole lot more natural. Dungeon Weapons could be tied into the Forsaken Archives, either with mini-boss versions of their original mobs (Post-ML dungeon needs more oomph to it), or something as simple as an altar you have to craft them at.

While certainly not the only options, the Life Fruit and dungeon weapon upgrades are two of the more egregious crafts, and could heavily benefit from being tied into the mini-biomes that Calamity adds.

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Replace/Relocate the lab turrets in the Space Bio-center Lab to be more functional**

As of now (see image), the turrets in the planetoid lab are very easy to evade and doesn't protect the loot in the laboratory itself. This could be problematic, as the Planetoid Lab is one of the easiest lab to scavenge on with many rewards and low risk.

Suggestion Author

@cyan wolf

#
**make it so queen slime drops pink gel**

king slime and slime god drop gel, makes sense for queen slime to follow that pattern
also gastropod drops pink gel so it makes sense I think

quantity could be 50-100 (for reference king slime drops 72-100 normal gel)

Suggestion Author

@astral hearth

arctic boughBOT
#
**Remove Anahita's Contact Damage Outside of Charges**

I dun think it comes to anyone's surprise that Levi and Ana's boss fight is quite...overwhelming, or at least has a lot going on. Among the many, moderately faulty, moderately clashy fight mechanics one stands out to me as to having no function that really contributes positively to the fight: Anahita's
This is primarily cos of two situations that may occur in which it plays a role

  • Anahita entering her idle/projectile AI state while directly below the player, ramming into them in a way that, in my opinion at least, feels like it makes for rather messy dodging routes. Its definitely avoidable, but I think it only makes the fight worse with its presence, taking away from Anahita's core mechanics for her projectile phase
  • Anahita being in her idle/projectile AI state while directly above the player, while the player is pressured by a Leviathan floating right besides them. Said leviathan strictly enforces a sufficient degree of vertical movement in that direction; otherwise a meteor snipe is pweeeeeetty much inevitable. there's more to this argument but its making the sugg too long so refer to the second embed

So, I'd say it should be rid of, even if its just one out of many things in this fight that need touching up I think that this is a pwetty easy fix that would drag the fight just the tiniest bit out of the gutter
Also, make sure that contact damage is never applied unless she's in the middle of a dash to foolproof a fix like this

I made a quick mockup below to demonstrate some of the excessive oppressiveness that Anahita can have due to her passive contact damage; this holds especially for the duo phase but can also apply to the solo phases:

Suggestion Author

@glacial tide

arctic boughBOT
#
**Rebalance DOT Debuffs (On Player)**

At the moment DOT debuffs are overly punishing due to them being capable of dealing high damage in a short time frame, with the only counter being either debuff resistance item (which tend to be very specific) or just by having a lot of life regen (which are usually tank builds).

This creates a situation where it punishes non-tank build a lot while really not doing much to stop the tankiness of tank build, which is supposed to be part of its function (to deal damage that disregard defense and DR).

However, there is a very easy fix for it: most DOT debuffs indicate that they stop all form of life regen, but this is not really the case as they only stop your natural health regeneration (which is very low); thus one way to resolve this is to simply make the line true (aka: debuffs actually stop you from regening) while reducing the overall DPS of DOT debuffs, making it properly punishing for tank/non-tank build alikes.

This also gives uniqueness to the Crown Jewel line of items, as it can serve as the only item line that provides healing even when affected by debuff

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Put a reason for rogue class to do the old one's army and the moon events (frost and pumpking moon)**

The moon events and maybe the old one's army is a big part of the progression in the game an every class have a reason to do it but rogue, it would be great to put something for rogue, any drop, or any reason would be good

Suggestion Author

@gleaming crypt

#
**Allow Profaned Core to be used anywhere at night time**

The summon item for Providence only works in Hallow and Hell, which makes complete sense because Providence drops different exclusive items out of those two biomes. However, at night time you still need to summon her in Hallow / Hell even though Providence will drop both Elysian Wings and Elysian Aegis regardless of biome. My suggestion here is to remove the biome restriction ONLY at Night.

Suggestion Author

@cyan wolf

arctic boughBOT
#
**Give HUD Sprites to Vanilla Debuffs That Do Not Have Them**

Calamity adds a Debuff Display Rack for most Bosses and Minibosses so players can see what debuffs enemies are being inflicted with, and this is usually a very helpful addition, but a handful of vanilla debuffs; Oiled, Betsy's Curse, Daybroken, and Penetrated, do not have debuff icons. Instead, either not displaying, or displaying with other debuff's icons.

This can be very confusing for players and complicates what should be a very simple system. This is especially egregious for Daybroken, which is a debuff Calamity frequently uses on post-Moon Lord fire themed weapons AND is affected by its debuff resistance and weakness system. Calamity already changes a lot about debuffs, and considering vanilla has no incentive to give these debuffs sprites themselves, I don't think it's a huge ask to suggest that Calamity try adding some in order to help improve readability.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add crafting recipes/renewable ways to get Corruption and Crimson Effigies**

These items provide special buffs given by no other source, and they are limited to 1 per world. This can limit a player wanting to utilize them to sticking in one area in boss fights, limiting their movement.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Remove Seaside Crates from the Sulphurous Sea fishing loot pool.**

Self-explanatory. There is no reason for the player to be able to acquire Ocean/Seaside Crates on the SULPHUROUS SEA. Since Seaside and Sulphurous Crates have the exact same catch rarity, the odds of getting the former are cut in half. This makes fishing for Scoria Bars an absolute drag.

Suggestion Author

@coarse ginkgo

arctic boughBOT
#
**Change the God slayer dash**

The God slayer dash nowdays despite being the biggest selling point on God slayer armor is not really an useful set bonus, at least not enough when compared to what Silva armor can do, and both are your go-to options for Yharon, however, the God slayer dash is pretty much only useful as an escape option, and even then, it's long 45 seconds cooldown makes it a very niche escape option rather than an actual ram dash like it's visual effects show like it could be, you can still do it, but it's not worth it since yharon is a single target and it's single target damage is not really impactful (it deals around 0.2% damage to it's health bar if using calamity mod health bar) like it is against a line or clump of enemies, which is something very scarce at the stage in which the armor is acquired, making it again, not good offensively and not as good as Silva armor's effect which is supposed to be it's counterpart for example.

Suggestion Author

@fair gyro

arctic boughBOT
#
Astrum Deus should drop the Ancient Manipulator.

Astrum Deus is meant to be similar tier to the Lunatic Cultist. Additionally, the Calamity Mod emphasizes nonlinearity and sequence-breaking, and Astrum Deus itself can be fought immediately after entering Hardmode. Despite this, you can't craft any equipment from Lunar Fragments (which Astrum Deus drops) or Astral Ore (which can be mined after defeating Astrum Deus) until you've defeated the Lunatic Cultist. I think that adding the Ancient Manipulator to Astrum Deus' drops would reward fighting the boss early and make for an interesting sequence-breaking opportunity.

Suggestion Author

@celest dagger

arctic boughBOT
#
** Indicate when a weapon is doing more or less damage.**

There are some cases where bosses have a set amount of damage resistance against certain weapons or projectiles (example: the eidolic wail deals 50% damage against the devourer of gods). There are also cases where a certain debuff is better or worse against a foe (example: slime god taking increased damage from fire debuffs).
Although this is often done just to balance a troublesome weapon, I think there should always be a visual tell when a boss resists an attack because the resistance makes trying to gauge your weapon strength very difficult intuitively.
You could accomplish this by having the damage numbers color coded, making a unique damage noise for heavily resisted attacks, or by having a second damage number which tells you how much the attack was resisted by (this is how Mod of Redemption shows damage resistances)

Suggestion Author

@lunar pewter

arctic boughBOT
#
**Introduce More Ways To Gain Knockback Immunity**

Either to make more armor or accessories giving knockback immunity (Reaver Tank set, Hide of Astrum Deus etc... ) or to even potentially just introduce a "knockback immunity" potion similar to how we have Calcium (fall damage immunity) potion.

To put it simply, Knockback Immunity similar to fall damage, is a "hinderance" effect rather than just a punishing mechanic, and similarly is unfair in nature. A player having no knockback immunity lose control of their character when taking damage and often results in getting chain hit.

While experienced player may player without it, this significantly limits player gear choice as KB immune comes from mostly only "shield" accessories and directly contributed to why MNG in most case is unpreferable as Asgard's Valor provide dash + KB immune in 1 slot. Even with the recent addition of more items giving kb immune, I feel more are still needed.

Alternatively the nuclear option is to add Knockback Immunity potion (which progression it should become available is up for debate) to resolve this once and for all, and will help lessen the necessity (for most player) to fit a kb immune into their build.

Suggestion Author

@drowsy mantle

arctic boughBOT
#
**Rework Calamity QoL Recipes**

Calamity adds a variety of QoL crafting recipes for vanilla items, helping ease the more grindy items in vanilla and to make getting calamity items that require them less tedious to get. This can be seen with the ankh shield, bundle of balloons, and terraspark boots, all three of these combinations having every single material becoming craftable, and all of which having a calamity upgrade. However, a lot of these recipes are far too easy to make and can remove an entire area of the game in enemy farming. The introduction of shimmer in 1.4.4 already alleviated a lot of the issues these recipes were introduced for, with lava charm being swappable for magma stone, and all ankh charm materials also being swappable, reducing the type of items you need to farm by half.

Calamity already does a good job incorporating previously grindy items into exploration and other content, bezoar's can be found in planetoids or big hive chests, artic diving gear is guaranteed in the ice lab, staff of regrowth is guaranteed in the vernal pass, Shadow Key is guaranteed in the forsaken archive, etc. As such I feel these recipes as a whole should be re-examined, some recipes should be kept, but other items could be moved to exploration instead, or outright removed. (Do shadow key and staff of regrowth really need a recipe when they are guaranteed in structures? recipes like that). In summary, the issue with a lot of these recipes is similar to the issues with Calamity NPC's selling buff potions, it is a band aid fix to a problem that ends up completely invalidating an aspect of the game, and if players desire this function it is best served in other mods.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Add an indicator for where bosses will de-spawn**

Most bosses in the mod are able to reach the player whereëver they are located. However, some bosses, especially Ravager, are confined to the ground. This makes it relatively easy to accidentally de-spawn the boss simply by flying too far straight up. Adding some sort of indicator around the boss to indicate where it will de-spawn would help prevent frustration in these fights.

Suggestion Author

@keen pilot

arctic boughBOT
#
**Restore Exoblade's True Melee Lifesteal**

The Exoblade is super powerful and very fun to use, but for some reason it lacks the lifestealing capability that its most major component has.
Long ago, when the both the Exoblade and Terratomere were boring projectile swords, they would heal the player for a solid amount of HP on true melee strikes. The current Terratomere still has this property, yet the Exoblade -- its direct upgrade -- somehow doesn't. I think this lifesteal effect should be reimplemented, but in a more fun and engaging way.
Instead of granting the Exoblade minor lifesteal on true melee hits, what about having it restore a decent chunk of the player's HP after a successful rebound slash?

This small addition would strengthen the continuity of the Terratomere line and would encourage players to utilize the Exoblade's dash a lot more.

Suggestion Author

@cyan sphinx

arctic boughBOT
#
**Increase the Amount of Slots Required to Summon Limited Use Summon Weapons (with damage buffed to compensate when necessary)**

A handful of calamity summon weapons are only summonable one time to take up a portion of the players minion slots (like sun spirit staff) with the remaining minion slots needing to be taken by another weapon. 90% of these weapons only take 1-3 slots, a very low amount when at several tiers where you’ll have 9-16 slots. These summons then have to get balanced to be stronger than regular minions as compensation for only being able to summon one, otherwise there would be zero reason to use them.
With them hitting targets consistently, their existence becomes “slap this summon on literally every single summoner build for objectively better damage”. Wither Blossom Staff for example has perfect hit consistency and does twice as much dps than every on tier summon would at the same amount of slots, so there is never a reason to not use it. This gets worse the more of these summons get added, sometimes seeing 2-3 of these on the same build for high damage with no effort put in.

I think summoner weapon selection would be much more interesting and subjective if these summons took up a considerable amount of the player’s minion slots instead of next to none, letting them stand out alongside other minions instead of being background noise. Ares Exoskeleton is a good example of this as it takes up to 12 slots when you have 14-16 slots at its tiering. It becomes the main weapon choice instead of side noise for free dps.

Suggestion Author

@mortal drum

arctic boughBOT
#
***Missing Terrariums/Critter Display containers***

You know those cute lil critters that scurry around the abandoned labs, why can't we put them in glass containers and stare at them closely? We can do that with all the other critters of the mod, but for whatever reason, they're left out, all we can do is put them in a bug net and if we wanna see them in action we have to release them. It feels a bit inconsistent, even if they aren't technically living creatures.
And while we're at it, the blood worm could use one too, the vanilla Truffle worm now can be put on display, so why's this boss summon worm still left out?

Suggestion Author

@pallid forge

arctic boughBOT
#
**Adjust Radiant Ooze's recipe**

Radiant Ooze is an accessory that is craftable after defeating the Slime God, and uses Blighted Gel and Purified Gel to craft, similar to Statigel equipment. However, unlike Statigel equipment, Radiant Ooze has a disparity in the amount of each item used. Statigel equipment all uses the same amount of Blighted Gel as Purified Gel, but Radiant Ooze is an outlier in that it requires far more Blighted Gel than Purified Gel. Additionally, Radiant Ooze bears little to no resemblance to Statigel equipment, so this recipe doesn't make much sense. The item's sprite suggests that it is a bottle or vial of a yellow liquid, so where does the bottle come from? Surely not the two gels, so I propose that Radiant Ooze has its recipe adjusted to make more sense regarding the sprite. As Radiant Ooze has regenerative properties, having an item that reflects that in place of the Blighted Gel would be the best solution. One such solution could be to replace the Blighted Gel with Bottled Honey, as that reflects the regenerative properties as well as the bottle in the sprite. However, the actual implementation of the solution is up to the devs.

Suggestion Author

@green torrent

arctic boughBOT
#
**Make the Drunk Princess sell Prismatic Lacewings right upon entering hardmode**

As you may know, Calamity lays one of its biggest focusses on non linearity. As an example, Amidias sells truffle worms right upon entering hardmode. Duke Fishron is in the tier of progression between Golem and Cultist. The drunk princess sells a summon for the same tier. However you can only buy Prismatic Lacewings after beating Plantera, even though both Truffle Worms and Prismatic Lacewings both start spawning at the start of hardmode.

Making her sell them earlier would encourage more non-linearity and would solve a consistency issue.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Provide some way to stop invasions/events**

Many events, such as Goblin Invasions and Blood Moons, quickly become an annoyance rather than an actual threat. When you first encounter them, especially on higher difficulties, they can be difficult to handle; before long, though, it just becomes a waste of time and energy for you to have to deal with, and a potential threat to your NPCs which just means you have to leave your base or wait for them to respawn. Given how frequent they can be if you're unlucky, and how easy it is to spawn them manually if needed, it would be useful to have some way to outright prevent them from occurring.

Suggestion Author

@half thicket

arctic boughBOT
#
**Add a new item that features ursa sergeant in its crafting tree**

Ursa doesnt merge into anything.
However its increasing life regen while on low HP could complement many different items and builds.
For example such effect could theoretically synergize very well with the newly added Purity or the reworked Regenator.
Leaving it without any upgrades does prevent ursa from beeing viable.

Suggestion Author

@earnest helm

arctic boughBOT
#
**Do... something.. with obsidian horseshoe**.

This item, ever since it's inception in 1.1, has been useless. And even then it is useless as obs. shield was also added in 1.1

Admittedly, it has a niche. Said niche being before skeletron and needing obs. skull and a horseshoe... but it requires a tinkerers workbench to make, and balloons are a strictly better option for your horseshoe as extra jump height and no fall damage is almost always much more favorable than no fall damage and no burning. If you don't want burning then generally you put on an obs. skin or just an obsidian skull as burning is such a niche debuff as it is; nothing except meteorite and hellstone inflict burning.

I do understand the limitations of vanilla stuff appearance wise, so this may need some theory crafting. Though as it stands this item is extremely niche and left to rot on almost all occasions, and even in the niche scenarios it does well in its never worth crafting, even with shimmer

Suggestion Author

@keen scarab

arctic boughBOT
#
**Rework Silenced, Cursed, and Stoned (And Maybe Webbed and Frozen, too)**

calamity is prone to having to "fix" things it was saddled with by vanilla. ankh shield being shoved into the most broken accessory in the game, asgard's valor and it's upgrades, is trying to fix something too. and that something is silenced, stoned, and cursed.
let's go over what they do;
silenced prevents you from using items that use mana, so, fuck mage.
cursed prevents you from using ANY items. at all.
and stoned prevents you from using items AND FROM MOVING? also it does DoT, disables your wings, and increases your fall damage.

also the first two are inflicted by a boss, and have 20 second durations when inflicted by common enemies in master which is. a decision to be sure!

it's entirely understandable why calamity is trying to fix these because they're. genuinely awful? regardless, we've been dealing with reparative design since the mod was made, but this brings me to my main point; if these debuffs are so busted calamity feels the need to make you use ankh shield 24/7... maybe just rework them? silenced could reduce mage damage by 25% instead... or maybe just all class because why is it only mage. cursed could do... literally anything else. and stoned could lose the increased fall damage and DoT... it would be really cool if you could mash out of it to get out faster too. maybe the same could be done with webbed and frozen! (btw you should also be able to attack while webbed it's just silly compared to the other two; my hands are very clearly free still, red. not to mention it's inflicted by enemies as early as blood crawlers)

the main point is that rather than using a bandaid fix of making the player simply immune to these debuffs completely after a certain point in progression, maybe just... make them NOT awful instead so we NEVER have to deal with this crap? address the cause, not the symptom, yknow? and cal is plenty capable of it now, so i dont think this is too much of an ask.

Suggestion Author

@olive shale

arctic boughBOT
#
**Adjust Potion yields to be more accessible**

Potions in Terraria are an incredibly useful resource for players to use, providing a wide variety of benefits in combat or exploration. However, many of them require ingredients that are tedious or otherwise difficult to obtain, which is problematic considering their prominence in combat. Calamity tries to mitigate this by giving easy access to herbs and planter boxes, but there's still the non-herb ingredients that are a problem, such as fish and other materials. Most potions also have a 1:1 crafting ratio (as in, 1 Bottled Water used for each potion crafted), so the amount of these ingredients needed can increase drastically when being obtained in bulk. Given how important potions are, one would think that they'd be more accessible to newer players, and I'm not talking about a potion shop, since that's a terrible idea. Instead, what if the crafting recipes yielded more potions per ingredients used?

There are a few ways to do this, first of all is outright increasing the yields without changing the recipes. Certain potions such as Bounding and Tesla already do something like this, where they take one Bottled Water and craft more than one potion (3 for Bounding, 5 for Tesla), so there is precedent for this method. The other way is by increasing the Bottled Water cost in addition to increasing yields, similar to the recipes of some potions such as Wormhole and Calcium.
Both solutions can be done on a case-by-case basis depending on how hard the ingredients for a potion are to collect, as certain materials are much easier to obtain than others (Cactus for Thorns in comparison to Obsidifish and Flarefin Koi for Inferno). Either way, making potions more easily accessible like this would be a beneficial change.

Suggestion Author

@green torrent

arctic boughBOT
#
**Add Banners for the Event Moon Bosses**

(I'm aware nightmare fuel and endothermic energy are getting reworked with the DoG update, but thats a long way away right now).

Banners are great to have in making sure your farming efforts are safe and efficient, yet the event moons are one of the most farm-heavy events post DoG and they don't have banners for their mini bosses. Mini bosses like Mothron, and the abyss mini bosses have banners, so I think the Event Moon bosses should too. Farming energies without zerg is tedious, and farming it with them is annoying, laggy, and lethal at times. Being able to prepare ahead of time with banners I think would make this experience better.

Suggestion Author

@wooden tundra

arctic boughBOT
#
**Rework the amalgamated brain accessory**

with how early you can make it, and with ram dashes being so powerful and vital, the amalgamated brain has always felt like the obvious choice as a general accessory. Not only does it grant a holy protection dodge, but it also gives 10% extra damage as well. Even without considering that the damage is given to all classes, this accessory easily outperforms any emblem obtainable in early hardmode. Worse yet, the unique damage mechanic of the rotten brain is removed from the combo in favor of this boost.

I think instead of it giving a free damage boost to the player, the rotten brain's health-based damage buff should be inherited in a buffed state, where your damage keeps scaling up as you lose health, so you would gain an extra percent of damage every 5% health you went below 75%, at a cap of 20% extra damage total.
This would make it synergize slightly better with the "shade raining from the sky" effect and provide a more specific niche for its use.

Suggestion Author

@lunar pewter

arctic boughBOT
#
**Remove Quiet and Camouflaged accessory modifiers**

Often in early exploration you will find accessories with modifiers only useful for certain classes, which is pretty frustrating to get when not playing one of these classes considering how valuable regular modifiers are. Calamity makes this problem worse by adding 4 modifiers specific to rogue. Even worse, these modifiers aren’t even going to be useful for rogues until they get access to stealth from armor, by which point something like quiet will hold zero value. If vanilla can have only 2 modifiers existing for crit chance instead of 4, I think rogue modifiers can too.

Suggestion Author

@mortal drum

arctic boughBOT
#
**Make attacks that are dodged with dodge accessories not deplete the forcefield from Rover Drive/The Sponge**

I think this one is pretty self explanatory and honestly feels like a bug, but if it is intentional then I think it should be changed. I'd really like to be able to take advantage of both of the defensive boosts of both the Amalgam and the Sponge at the same time.

Suggestion Author

@wooden tundra

arctic boughBOT
#
**Shield of the Ocean should be upgradeable into the Deep Diver**

The former used to upgrade into the Asgard's Valor, but a recent update removed this path, causing the Shield of the Ocean to just be there as an accessory you equip alongside the post Desert-Scourge Victide armor set. There is, however another shield-like (though doesn't have an on-person appearance) accessory that buffs the player underwater, one that drops from the Aquatic Scourge: the Deep Diver. Perhaps to allow some amount of increased use for the Shield of the Ocean, it should be able to be upgraded into the Deep Diver, probably after Aquatic Scourge.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Add more post-Moonlord enemies**

Calamity mod could add more post-Moonlord enemies late-game, once you enter this stage of progression, everything becomes way too easy besides the bossfights.
Post-Moonlord should be as difficult as when you first enter hardmode,
that way all of the great weapons can actually be put to good use.
There are so many interesting post-moonlord weapons that unfortunately shred even late hardmode enemies, and
nothing really becomes that challenging outside of bosses, usually just heavy grinding and rng.
In fact, the post-polter abyss enemies are a great example of a healthy challenge, and enemies of similar power should be distributed to the biomes we'll spend most time in during post-moonlord

Suggestion Author

@low flame

arctic boughBOT
#
**Add the pillar health bar to calamity health bar**

Pretty self-explanatory - the Celestial Pillar's health and forcefield bar don't appear with Calamity boss health bars enabled. This is annoying as you can't see the number of enemies left.

Suggestion Author

@keen pilot

arctic boughBOT
#
**add calamity mod emote bubble**

this has been a thing in vanilla since 1.4 where you can use emote bubble(like the one npc use) however this mod currently doesnt have any emote bubble, i'd rather suggest to add emote bubble for the sake of consistency with vanilla.

Suggestion Author

@wicked garnet

arctic boughBOT
#
Captans ghost drops ectoplasm during pirate invasion after plantera defeat

Kind of self explaining, add the ectoplasm to the ghost captans loot pool after defeating plantera as it would fit with ghosts/dungeon mobs dropping it.

Suggestion Author

@naive stirrup

arctic boughBOT
#
**remove the word "Tesla" from Auric armor set**

I believe this was to match the bar when it was named Auric Tesla Bar, however the bar got renamed to just Auric Bar i think Auric armor set should get renamed from Auric Tesla to just Auric too

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Make hostile enemies interact with Auric Ore**

Currently, Auric does not interact with hostile enemies.
Auric's damage wouldn't do a thing to bosses, so those wouldn't be an issue. It'd have some farming potential, but by the time you're Post-Yharon you probably don't need to farm.
I am requesting this for the sake of consistency, mainly. If the player can be damaged by it, what's stopping the enemies from being damaged by it, too?

Suggestion Author

@zealous snow

arctic boughBOT
#
**Rotate the Eye of Desolation sprite so that it points to the left.**

Literally every other eye summon points to the left, except for the Eye of Desolation. It's not like there's a reason to specifically make it point to the right, so for consistency it should be pointed to the left.

Suggestion Author

@mortal patio

arctic boughBOT
#
**Slightly adjust the post-Moon Lord Dungeon buff status message**

After defeating the Moon Lord, the Dungeon receives another buff, similar to what happens after Plantera. This is reflected through how the status message is even a direct copy of the post-Plantera message.

Screams are echoing from the dungeon...
Whereas the post-Moon Lord message is:
Shrieks are echoing from the dungeon.
See how the post-Moon Lord message has only one period while the post-Plantera message has three? This is such a minor inconsistency, so there's no reason why this shouldn't be changed.

Suggestion Author

@green torrent

arctic boughBOT
#
**Nerf/Remove WoF’s Demon Sickle attack in higher difficulties**

An attack that has slight homing, sure. But over 1/4th of your health even with on-tier defense is way too much, especially considering the lack of coherent telegraphing for the attack. A tiny purple projectile is easy to miss considering how chaotic Expert+ WoF gets, and you only hear the Spawn Leech sound when he does it, so audio queues are a no-go as well. So, I want this attack to either be toned down or removed entirely. It’s nothing but a pain to deal with in its current state.

Suggestion Author

@blazing grove

arctic boughBOT
#
**yharon lag and possible fixes**

so yharons particles (like his little fire ball thingymadoobobbers) despawn a little faster, out of his arena unless you're out of his arena, or just a full on rework, not for nerfs or anything, he just lags the hell out of my pc so i had to use cheat sheet after getting him to 2.5% 😔
(also ignore the god mode i was just trying to record an example of how laggy it was)
alternatively make it so his previous attack (one that has a lot of projectiles, example being the one where he spawns rings that fling at you) despawns immedietly once off screen or when he does a new attack

Suggestion Author

@elder kelp

arctic boughBOT
#
**rogue projectiles problem and possible fixes**

so rogue instead of being a slow but high damaging class, is a very fast and low damage class, causing lag and making it REALLY hard to dodge stuff sometimes, examples being wrathwing and exomechs where whenever the stuff rains down you can hardly see anything, so an idea to fix this is to have an option to disable stealthstrike effects (or all effects) coming from the weapon but not the weapon itself, itll still have the hitbox, it just wont be so in the way visually. especually with the fact late game where all the weapons get thrown VERY quickly, you'll probably have venerated locket, making it even more difficult to see anything

(below is a pic of a single stealth strike, not multiple, and when you're falling down they all clump up together making ur whole screen a mess)

Suggestion Author

@elder kelp

arctic boughBOT
#
**Demonshade Armor should provide Auric Rejection Immunity**

Shadowspec Bars use Auric Bars in their crafting recipe, and its a tier above ATA so it makes sense.

Suggestion Author

@wooden tundra

arctic boughBOT
#
**Make it so Deerclops unable to spawn underground **

I think that this would be a good idea as this would prevent deerclops from spawning under the player and getting cheep hits as in Rev+ he will do his far ranged attacks/harder attacks, which is annoying for people who are trying to fight him because of the cheep hits and the annoying wait time for him to get the the player,I suggest making it so he spawns in the sky either directly above the player or off the the side a little bit (10-40 blocks away from the player)

Suggestion Author

@sharp temple

arctic boughBOT
#
**Make the Caustic Croaker Staff not use sentry slots**

The caustic croaker staff is a sentry available to the player after Eye of Cthulhu via the Acid Rain T1, which summons a temporary exploding frog when used. The sentry slot taken up by it is freed when the frog explodes. Similar to the Cnidrian and the Slime Puppet Staff, I think this is meant to be used as a 'whip-alternative' weapon, a weapon that deals summon damage but requires active use to deal damage. However, since it uses sentry slots, this weapon is outclassed entirely by the Rusty Beacon Prototype, another sentry available to the player after Eye of Cthulhu via the Acid Rain T1 that actually works like a sentry; using it summons a mostly stationary summon that periodically releases a pulse of damage that inflicts various debuffs. I cannot think of a situation where the Caustic Croaker Staff is preferable over the Rusty Beacon Prototype.
Thus, I suggest that the Caustic Croaker Staff lose its role as a sentry. This way, it would instead rival the Snapthorn whip. I believe this would be beneficial as the Caustic Croaker Staff could be better than the Snapthorn against large groups of enemies (albeit I have not tested this), and the two weapons are obtained at different times from different locations, thus creating a much healthier contrast than 'The worse Rusty Beacon Prototype'.

Suggestion Author

@gaunt flicker

arctic boughBOT
#
**Make it so The Perforators and The Hive Mind dont enrage out of the underground Crimsion/Corruption**

It feels kinda dumb that they enrage outside of the underground Crimsion/Corruption when they literally spawn on the surface, so you're forced to fight them enraged unless you craft their spawner, at least make it so they enrage out of their biome instead of just not underground.

Suggestion Author

@elder kelp

arctic boughBOT
#
**Make the Crystyl Crusher able to mine right in front of the player**

The Crystyl Crusher is a fabulous pickaxe but it has a really major flaw which is the fact that it can't mine within a few blocks of the player, it's simply really annoying and inconvenient and I think it should be fixed.

Suggestion Author

@ornate mortar

arctic boughBOT
#
**Keybind for Armour Set Bonus toggles**

Add the ability to keybind Armour Set Bonus toggles (Vortex set bonus for example) to something other than double-tap Up/Down.

Suggestion Author

@tired jacinth

arctic boughBOT
#
**Make Titan Heart Armor(and if possible, Necro Armor too) set bonus states that it change player hurtsound**

Titan Heart Armor, when fully equipped will change the player hurtsound to be the same at atlas enemy, this can confuse new player into thinking why they have a weird hurtsound instead of normal player hurtsound. I'd suggest to make the set bonus state that it also change the player hurtsound so its less confusing to new player.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Make the Celestial Onion only drop on non-Master Mode**

The Celestial Onion gives a bonus accessory slot, that for balance reasons can't be obtained on Master Mode. It also means that it is just a waste of space on Master Mode - you can't even sell it to NPCs, as it has no value. Thus, it would be the best to make it drop only on Normal and Expert (and, by extension, non-Master Revengeance and Death as well).

Suggestion Author

@quartz fjord

arctic boughBOT
#
**Turn off minion attacks option in settings**

I had to introduce that the summoner in the post moon lord gets minions, with it is difficult to see boss attacks, just because of this and it is easier to die (I know it sounds like a skill problem but yes)(ye have fargo but need it without other mods, bc minions can make mess in your screen)

Suggestion Author

@green musk

arctic boughBOT
#
**Make medusa have a cooldown before turning you into stone again**

i used battle horn to get murky paste, and medusa spawned turning me into stone, but she kept using the attack on me over and over again even though i was already stone so i couldn't do anything but die, its kinda unfair that her attack just kinda stuns you in place for ~ 10-15 seconds (idk rough estimate) then is stackable to be used over and overagain while you're already stunned

alternetavely, you can add a feature where you have to spam w,a,s,d/the spacebar to escape the stone

Suggestion Author

@elder kelp

arctic boughBOT
#
**Buff low-quality fishing bait**

There are so many baits in this game that aren't useful at all. Who would ever want to use a bait with 5%-15% fishing power when having low fishing power reduces treasure drops, increases bait consumption and slows down the fishing?
To give an example of this worms can be found almost anywhere and grant 25% fishing power and can be upgraded, but many other baits that serve more or less the same niche as worms are nerfed below 25% for some reason. (baby ghost bells, sea minnows, maggots, glowing snails, dragonflies and water striders)
I propose low-quality or unreasonable to get baits have their fishing power be buffed so that the baits you end up using throughout the game aren't just worms, then nightcrawlers and eventually journeyman/master bait.

Suggestion Author

@lunar pewter

arctic boughBOT
#
**An item that disables the ability for weapons to use Stealth Strikes**

For those who don't need Stealth Strikes and prefer active use accessories over it. Items such as Plagued Fueled Pack, Sand Veil, Spectral Veil and Blunder Booster sometimes get overwritten by attacks (especially weapons with fast use times) and I want to see something that'll allow these accessories to be used in tandem with attacks. (might make them more viable)
Preferrably just a toggle item, but can be an accessory if the devs wish.

Suggestion Author

@vivid jay

arctic boughBOT
#
**Rename Warbanner of the Sun**

Providence, and therefore her Guardians, no longer have connections to the Sun anymore in the new lore. Despite this, Warbanner of the Sun has yet to be renamed to her new themings. It should be changed so that it is more accurate to the new and current lore.

Suggestion Author

@mortal patio

arctic boughBOT
#
Acidwood Toilet

There is an acidwood furniture set missing an item, there's even a bathtub and a sink, but no toilet, the set is incomplete. A couch would be cool too, but I can live with the bench that we have.

Suggestion Author

@median portal

arctic boughBOT
#
**Add 'True Melee' Category to Recipe Browser**

True Melee and Melee weapons are not split into different categories in Recipe Browser. You must tediously look through each melee weapon in the Melee category to identify if it is True Melee or not. Calamity provides a list of true melee weapons on its wiki but it's not comprehensive. It's missing (for a start) every single vanilla weapon that was reclassified as True Melee. Recipe Browser provides a call for other mods to register custom categories. Here is an example from the ClickerClass mod

Suggestion Author

@craggy dome

arctic boughBOT
#
**Indicate the Rover Drive and Sponge Barrier stops Adrenaline from resetting**

When the barrier from the Rover Drive (and hence the Sponge) is active, taking damage will not reset the Adrenaline meter. This is important information about the accesory, as it currently implies that the damage taken will still reset the meter. Adding a line in the tooltip would be helpful for information transparency.

Suggestion Author

@keen pilot

arctic boughBOT
#
**Add more building block walls**

I've noticed many building blocks in Calamity are lacking wall variants, and I think that adding more walls would help builders make better builds. For example, Eutrophic Glass and Sea Prism Bricks are missing walls, and that would definitely help with buildin bases in the Sunken Sea. I did a quick check through recipe browser as well, and it seems like there are many more building blocks than walls in Calamity.

Suggestion Author

@hollow ruin

arctic boughBOT
#
**Allow Arcane to be rolled with reworked reforge system**

I had a friend who wanted Arcane modifier for his accessories but he had to config the mod menu to do it (in addition to spending an insane amount of gold to actually roll the modifier for all his stuff). It would be nice if while a magic weapon was in the hotbar and currently being held, a Tier 6 reforge would be Arcane.

Suggestion Author

@wild yarrow

arctic boughBOT
#
**Make Both Types Of Pre-Hardmode Ore Tiers Spawn**

Calamity reworks all the pre-hardmode vanilla ore armors to have unique effects, with silver giving healing, tungsten giving speed, gold granting bonuses from having money, etc. As such, getting a specific desired set can be frustrating to get when your world does not spawn with that ore type, requiring you to fish for crates or make a new world just to get your desired set. Calamity already makes both types of hardmode ore spawn per tier, so seeing this applied to pre-hardmode as well would fix this inconsistency and make exploration and armor options more diverse and unique.

Suggestion Author

@unkempt mirage

arctic boughBOT
#
**Allow Harpy Wings to be crafted at a prehardmode anvil**

The Harpy Wings are a good option for early hardmode in vanilla. However, Calamity locks them behind one of the mechs, and rebalances them to be focused on speed (flat movement speed increase, has synergy with other speed-boosting accessories). Moving the Harpy Wings down to pre-mech would give players an alternative to Pixie Wings/Soul of Cryogen, allowing for more variety in playthroughs.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Introduce some form of power progression to accessory dodges based on tiering**

Amalgamated Brain is a pre-mech boss accessory and The Amalgam is a Post-DoG upgrade to it. Both of these accessories increase damage and give a dodge every 90 seconds. The difference? Amalgamated Brain gives 10% increased damage, and The Amalgam gives 15% increased damage. A pre-mech accessory and a post-DoG accessory having near identical effects.

All dodge effects being identical in strength reduces the value of late-game dodges, meaning late game dodge accessories need a ton of additional effects slapped on to be usable. I would like the dodge effects to scale in strength in a way that makes dodge accessories lose value the further in tier it increases like other accessories do instead of increasing in value. The simplest solution I can think of to not hurt balancing could be giving dodges a limit to how much damage can be avoided, for example amalgamated brain can block up to 100 damage but then the amalgam blocks up to 500, etc. But the implementation is up to the devs, I just want dodge accessories to stand out from eachother in a way that isn’t slapping on random effects.

Suggestion Author

@mortal drum

#
**Rename either Void of Calamity or Void of Extinction**

With a recent update, Void of Calamity became unrelated to the Void of Extinction. Now, they are two completely separate accessories with entirely different functions. However, they still share nearly identical names, despite this removed upgrading. Considering they now have no real relation besides name, I believe that either Void of Extinction or Void of Calamity should get a rename to reflect this change.

Suggestion Author

@green torrent

arctic boughBOT
#
**Buff/Rework Arcane**

one of the 7 accessory modifiers, and the most forgotten
the main thing that leaves arcane behind is the way it changes a stat
due to arcane increasing stat with a fixed value, unlike 70% of them, making it stay behind the other ones very early in the game progression
the same thing would apply to +defense modifiers, however
calamity fixed it with the progression increasing defense alongside the DR addition

Suggestion Author

@royal trout

arctic boughBOT
#
**Rework the Rotten Brain**

The Rotten Brain is one of a many "Expert" boss accessories introduced by Calamity that aren't really that interesting. It just gives you another rather unnecessary projectile rain-on-hit effect, but does have the decently interesting effect of a conditional damage boost, and a conditional debuff. Unfortunately, this somewhat unique effect goes away in its upgrades, the Amalgamated Brain and the Amalgam in favor of an unconditional 10% damage boost. I argue that this accessory should be reworked to be something more unique, perhaps involving the Amalgam's unique potion duration increase in the Rotten Brain, but that's just one possible way to rework the item.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Adjust Spectral Veil cooldown to be consistent with other teleports outside of boss fights**

As of recent updates, Rod of Discord and Normality Relocator's cooldown outside of boss fights was reduced down to 5 seconds since their impact outside of boss fights isn't as meaningful as it would be in boss fights. However, Spectral Veil overrides Normality Relocator when used on the same keybind and doesn't have this reduced cooldown, resulting in an awkward situation where it usually necessiates removal to not have an extended cooldown in comparison to Normality Relocator. Adjusting its cooldown to fit the rest of the roster and to make it more useable outside of boss fights would solve this problem.

Suggestion Author

@charred finch

arctic boughBOT
#
**Make Atlas Munitions Beacon resummonable**

Atlas Munitions Beacon is a pretty unique sentry weapon, not consuming minion or sentry slots. But because of that Atlas Munitions Beacon can't be resummoned or even dispawned by the player (without dropping the cannon on the ground and waiting), making it harder to use in most battles and even in general.

Suggestion Author

@dim monolith

arctic boughBOT
#
**Add a way to see Calamity world difficulty on the World Select screen**

Title. It's convenient to see which world is which. You can do really anything with this. It'd help with organizing and seeing which world is which if you have multiple worlds of the same vanilla world difficulty.

Suggestion Author

@keen scarab

arctic boughBOT
#
**Remove the 'Cosmic terrors are watching...' status message**

Upon defeating Moon Lord for the first time, you see four status messages, besides the standard defeat message that all bosses have. The first indicates that new enemies are available in the Hallow/Underworld, the second indicates new ore in space, the third indicates a Dungeon buff, and the fourth... lets you know you can fight new bosses. First of all, this feels unnecessary, given how defeating, say, any other boss doesn't give a status message like this. Other on-death status messages indicate a change within the world itself, and availability of a boss doesn't really fit that description. It's not like you're physically prevented from using the Rune of Kos before this point either, as it can be used at any point; this message only tells you that you can get it. Furthermore, the Devourer of Gods and Yharon are available immediately after Moon Lord as well, similarly to the Rune of Kos bosses, but they don't have status messages. Rather than needlessly cluttering the chat with more status messages, the easier option would simply be to remove the Rune of Kos boss status message, as it is inconsistent with other status messages.

Suggestion Author

@green torrent

arctic boughBOT
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**Let certain flying mounts use the wing time bar**

I'm sure you already know what I mean when I say this, but to people who don't understand at first, here's the idea: The whole reason Calamity added a wing time bar was to let people know when it runs out. Some flying mounts also have a limited flight time, but they don't get any indicators like normal wing time does. This will help make the gameplay more consistent and help players know when they'll start gliding with mounts.

Suggestion Author

@low flame

arctic boughBOT
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**Change the rarity of the Codebreaker Base to green**

The codebreaker base is intended to be obtained pre-boss. Why does it have an orange rarity? Orange is meant for mid-late pre-hardmode stuff, which preboss does NOT fit into.

Suggestion Author

@zealous snow

arctic boughBOT
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**Make Reaper Shark not face towards player in its initial passive state**

Reaper Shark will always face towards player, even in its initial passive state, this make it feel like it always sees and is aware of player but being locked in place rather than passive state like other abyss miniboss, id suggest to make it not face towards player unless provoked to make it feel less awkward

Suggestion Author

@wicked garnet

arctic boughBOT
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**Remove Profaned Guardians Biome Enrage and Despawn**

As of 2.0.3.1, Providence no longer enrages based on the biome she is in, and instead only enrages when the time changes to night. Despite this, the Profaned Guardians still enrage when leaving both the hallowed and hell, and straight up despawn when time changes to night. This enrage makes the fight more frustrating, requiring the player to spend time expanding the hallowed biome or clearing area in hell, and leaves the Guardians as the only hallowed boss with a biome enrage. The despawn is even more frustrating, allowing the player to lose all fight progress because they forgot to change the time before summoning. Removing this enrage and despawn condition or making them more in line with providence would make these heavily connected bosses more consistent with each other, as well as consistent with calamity changes to other bosses like Eye of Cthulu enraging rather than despawing when time changes.

Suggestion Author

@unkempt mirage

arctic boughBOT
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**rework the immunity that devourer of gods have**

Rework the immunity that dog has when you start the fight, when you start phase 2 and after the portal attack of phase 1. For the start, the head is the only hit able part but the fact that dog’s head keeps getting far away from you at the start makes it a bit useless to rush for. After that, the body can start getting damage but not the tail, and newer players that can try to hit the tail can think the tail cannot get hit or that it receives the same amount of damage as the body. For this I would suggest to remake it so the whole body, head and tail get something like 99% or 100% damage reduction but can still get it right at the start. the damage reduction could be at normal after the fight has started.
2. For the start of phase 2, the immunity isn’t that bad and I don’t think it should change this much but you could make the body receive damage with 99% damage reduction
3.the immunity after the portal attack is for me the worst immunity in this fight since phase 2 isn’t easy and after the laser grill and all the attacks the boss create a portal to dash at the player, but the boss also gets immunity during a pretty long time and I think it makes the boss less epic than it should be. I would suggest to, again, make the boss get 99% damage reduction or simply just to rework this attack

I think this change should be implemented because the immunity just feels very inconvenient and weird especially when you’re fully into the fight.

Suggestion Author

@steep snow

arctic boughBOT
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**Specify the amount of Immunity Frames given on the Cross Necklace accessory and its upgrades**

For clarity reasons, this stat, at least, should have something on the stat meter to show how many you currently have. It's important to know how many iframes you have. The same was done with life regen, why are iframes somehow exempt from this? They are arguably more important than life regen as your life regen does matter yes, but your health is easier to see than life regen.

Suggestion Author

@keen scarab

arctic boughBOT
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**Rework statigel's set bonus**

The double jump, i mean. Mixing wings and double jumps have always been a little finnicky with the double jump activating the second time you press space while flying but statigel takes it to another level by being tiered to be used against the wall of flesh.
The WoF fight takes place across the whole of hell, a claustrophic battle on uneven terrain with a low ceiling that requires precise dodging movements from time to time.
Statigel's benefits really don't shine here and with skyline wings it's a lot of effort to manage the double jump if you want the stat benefits of the armor. Worse yet, there's another all-class armor based around mobility in almost the same spot in progression - aerospec! To top it all off rogue sorely lacks a pre-hardmode armor set that isn't based around mobility or an extra jump, and changing the set bonus would solve this.
I think statigel's abilities and set bonus should be reworked both to make it less finnicky against the boss it's tiered for and to make it more distinct from aerospec and sulphurous.

Suggestion Author

@lunar pewter

arctic boughBOT
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**Remove the Abyss' damage outside of water mechanic**

At first, this may seem like a reasonable mechanic for punishing players trying to breathe outside of water, but it can be quite strict. For someone like me who often has a lot of lag, mining in the abyss makes it extreme easy to accidentally trigger the effect. I'm confident other people can relate. I recommend changing the mechanic to either not affect your breath meters fall rate, make it decrease faster, or potentially add a "Pressure" mechanic that acts like Sulphuric Poisoning, increasing outside of water.

Suggestion Author

@willow escarp

arctic boughBOT
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**Make Ceaseless Void's Bestiary Entry more obviously an empty entry.**

Ceaseless Void's Bestiary Entry is blank, and that's cool thematically. However, I believe that the current way of illustrating that looks too much like "This is what a Bestiary Entry that doesnt exist is" or like a placeholder. (I'm playing through for the first time since the lore update and I came to the server to check if it was just not implemented yet, so it at least messed with me.) I'm not asking to add any text, but I think something like "..." would get the point across more clearly while still representing emptiness/mystery.

Suggestion Author

@covert root

arctic boughBOT
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## Forbidden/Frost Armor move down to Mythril/Orichalcum tier ##

Forbidden Armor and Frost Armor have almost no use for users when the player has unlocked the third armor tier adamantine and titanium. Mostly because the adamantine, titanium, and Daedalus armor heavily outclass those two armors and there is almost no use for them except for "niche" uses. In my view moving the Forbidden and Frost armor to the second-tier Mythril and Orichalcum tier would make them more useful and prevent them from being overshadowed.

Suggestion Author

@bronze trail

arctic boughBOT
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Draedon Power Cells

Power cells are simple enough to get, just put down a fabricator early game, and forget about it until you’ve beat Yharon, and want to fight the exo mechs. However, if you don’t know you should place down some, or forget, the wait to get the 6000+ power cells needed can be tedious, to say the least. So, my suggestion is to either add a secondary way of getting them (maybe a post-moon lord or Yharon mech boss drop, similar to how the hive mind and perforators drop ichor and cursed flames in hard mode) or to add upgrades to fabricators, maybe you can get stronger fabricators with each tier of schematics, or get the ability to craft them from one.

Suggestion Author

@merry oar

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**Add a map icon or marker for Yharon's arena borders**

When you summon Yharon, two flame pillars spawn on opposite sides of an area, instantly killing you if you touch it, and if you somehow manage to get past it, Yharon will enter an enraged state. Usually, while flying around to dodge Yharon's massive attacks, you unknowingly reach the edge of the arena and get close to the border, leaving you cornered. Most of the time, this happens by accident, because the player has no indicator of where the pillars are placed on the map, causing them to accidentally fly into them and die. In order to prevent this, you can make it so that the flame pillars are solid walls, so you can't go through them. You can also add an icon on the minimap to show where the flame pillars are located, so the player knows where it is. This would be very helpful for both me and others, so I hope you consider this.

Suggestion Author

@low flame