#suggestions-voting

1 messages · Page 4 of 1

arctic boughBOT
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**Make Hybrid Classing More Viable**

Hybrid classing is an incredibly underutilized aspect of Terraria, while a player could easily dedicate themselves to a single class throughout the entire game. They could also try using 2 classes at once so that they can reap the benefits of both, though they might forego some things such as some damage or accessory bonuses.
I feel like most mods ignore this because they assume that all players will just pick one class and use exclusively that class instead of going for 2 at once. And I want more modders to realize the potential of what could be done with encouraging a player to go with a hybrid class.

Suggestion Author

@autumn lance

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**Rework Weak Petrification**

Ravager inflicts the Weak Petrification debuff in phase 2 of the fight. It halves your flight time, which isn't anything special, but it also disables double jumps, which is distinct from every other boss fight in the game.
Obviously, preventing people from using a movement option entirely is dumb, so the debuff should be changed to not simply kill double jumps.

It can still nerf them if it wants - maybe you only have half as many as usual, maybe their max height/speed is halved, maybe they're just slower - but it shouldn't kill an entire mobility playstyle and cripple hybrid setups for no real reason.
Especially when considered in the context of the other half of the debuff, -50% flight time (which only nerfs wings, not disables them), nerfing double jumps makes much more sense than disabling them entirely.

Suggestion Author

@warped lodge

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**Let Laboratory furniture items be shimmered into their Aged variants**

As it is now, you have to manually decraft the Laboratory items, shimmer the plating into Rusted Plating, and then craft them back into the Aged variants, which can be a bit annoying. By letting Aged variants be shimmered into their regular Laboratory variants (and vice versa), it'd be quicker to figure out which furniture you'd want to use for a build.

Suggestion Author

@narrow dirge

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**decrease the amount of blood orbs used in purple haze's alternate recipe**

Every other alcohol, when crafted using blood orbs, uses only 5. Except for Purple Haze. I feel like this may just be a remnant of when it was a dedicated item, but it has lost all importance, and now costs more for no reason.

Suggestion Author

@willow escarp

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**Make Heart of the elements a summoner weapon instead of an accessory**

It had a long history of being a famous multiclass accessory but recently, its only been used as a somewhat summoner weapon in a form of an accessory. With all the nerfs and changes, it feels more like a summoner weapon/decoration except it heals. I don't see many people using it but summoners only extra dmg, in which isn't what an accessory should just be used for imo.

So I think it would be good to chuck it in as a weapon category and have it be its own summoner weapon.

Suggestion Author

@zealous pond

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**Rename Lunarian Bow and add another bow to it's recipe**

As what is essentially the ranger version of the Night's Edge, I feel like it's quite weird how the Lunarian Bow not only doesn't need 4 weapons unlike the other 3 'nights' weapons, but it also doesn't have 'night' in it's name even. Adding another bow to it's recipe and changing the name would make the weapon fit in better with it's counterparts.

Suggestion Author

@plush folio

arctic boughBOT
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**Change debuff amplifier item tooltips to be more representative of how they work**

All debuff amplifier items say something along the lines of "Multiplies (type) debuff damage by (number)x". While the inner workings are slightly unclear, debuff amplifiers of these types are Additive with eachother, not multiplicative, as in having two amplifiers of 1.25x would result in 1.5x total instead of 1.25x^2.
A better way to communicate this would be changing these tooltips to something along the lines of "Increases (type) debuff damage by (number)%". This is already the precedent for additive damage% increases, so it should make it easier to understand how the items work.

Suggestion Author

@mortal drum

arctic boughBOT
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**Rename Cosmolight**

Cosmolight is an early Hardmode item that lets you skip time. It also just so happens to be a homophone of Cosmilite, the post dog material. Homophones are notoriously confusing, so I ask for a rename of Cosmolight to make it not sound like its the same thing as Cosmilite.

Suggestion Author

@cyan hare

arctic boughBOT
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**Make Laudanum not revengance exclusive**

Stress pills and heart of darkness affect rage & adrenaline and therefore dont fit regular classic/expert/Master Mode.

However, laudanum doesnt have these features. It beeing unspecific to them means it can easily fit regular modes.

This way occult skull crown would still be gated to rev mode.
(Due to requiring heart of darkness & Stress Pills)

Moving laudanum to regular modes would possibly allow the creation of a new line, compareable to the ankh/asgards line (which currently dominates the resistance game, without any competition at all)

Suggestion Author

@earnest helm

arctic boughBOT
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**Rename Tarragon Armor**

Tarragon armor is an extremely late-game armor set, obtainable only after killing a deity at full strength. Tarragon, on the other hand, is an aromatic herb commonly used for cooking. For what is supposed to be a truly epic armorset, the name "Tarragon armor" is silly and robs it of its deserved gravitas.

Suggestion Author

@half thicket

arctic boughBOT
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**Add a Sulphurous Sea Background Adjuster**

This is a common issue with custom world sizes, depending on the height, the sea's background is unusually high up, to the point you can see the normal ocean background. This can even happen in regular worlds, as the sulphurous sea can generate low. This would be a simple fix to the problem, by being able to adjust the height of the background.

Suggestion Author

@crimson sluice

arctic boughBOT
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**Rework arc of the cosmos's dimension snip**

the arc of the cosmos is great, the attacks are flashy and the damage output is decent. however, one problem this weapon has is the special up-rmb attack it has after a parry.
its pretty slow and the damage is lackluster for it to be viable to use.
this is strange because the first weapon to utilize this up-rmb feature has the best example of this, and that weapon is the arc of the ancients. the beam fired is instant, deals great damage, and is viable in almost every situation, but most importantly, it FEELS powerful. this somewhat extends to the arc of the elements which retains some of its use against providence and her guardians, but the arc of the cosmos' up-rmb basically reuses the one for AotE. it doesn't feel powerful to use either. one fix I see for this is making the snip-beam have a judgement cut screen effect, perhaps (as a suggestion) even making it into a full-on judgement cut by twirling the scissor blades with a slight startup.

Suggestion Author

@lean cypress

arctic boughBOT
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**Rage Rework**

I think it's safe to say that most people only use rage during boss fights, or maybe during events like the Pumpkin Moon, despite the fact it has potential to be used pretty much anywhere.
This can likely be attributed to the fact that it can take a while to charge if you're not right next to an enemy, and also may not really ever feel worth it to use only on a few enemies; who knows, maybe in a minute you'll be facing far more and would have wanted the rage you just used?

To try and make it easier to make use of, rage could be changed to charge faster outside of boss fights, or have more aggressive scaling.
Additionally, you could gain a percentage of your rage meter every time you take damage or kill an enemy or do some specific action while under the effects of rage, to make it feel less like a waste when you're fighting enemies that are spread out chronologically.

Suggestion Author

@warped lodge

arctic boughBOT
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**Retier Zenith to post-DoG**

Currently, post-DoG is filled with upgrades to vanilla items like the SDFMG, Corvid Harbinger Staff, Empyrean Knives, and Phangasm. Having the Zenith be tiered alongside these other weapons would be very thematically fitting as the culmination of vanilla's melee weapons, as well as contrasting better with the Ark of the Cosmos on the very next tier. Admittedly, Zenith is quite a good weapon on post-Yharon, but other melee weapons on the same tier would be more than enough for melee to remain quite good at post-Yharon.

Suggestion Author

@narrow dirge

arctic boughBOT
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**Make Phantasmal Spheres not deal damage immediately upon spawning**

Phantasmal Spheres are an attack that are spawned by Moon Lord's hands. After spawning, they travel a bit upwards and after a bunch have been spawned, get fired in a group, which deals alot of damage. However if you want to stay at a close range to Moon Lord's hands, chances are you will be hit for the same amount of damage as you normally would, while not being able to sightread it in the slightest. This is due to them dealing damage immediately upon spawning.

This attack is not able to be predicted in any way and can take huge chunks of your health bar with fair ease. Making it not deal damage immediately would make this attack more predictable and fair to people who stay at close range.

Suggestion Author

@cedar ember

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**Rework Silenced**

Silenced is a vanilla debuff that prevents you from using mana. This unfairly targets mages; the weakest class in Calamity at this time. Besides some active summoner weapons, mages are the only class that use mana, and this is the only debuff that explicitly targets one class, not to mention it nearly being a full stun for them.

While there are many debuffs from Vanilla that arguably should not exist, this one is the biggest offenders due to its incredibly targeted nature. This also contributes to Calamity's problem of requiring the Asguard ramdash line to include Ankh Shield just to stop these nuisances from affecting a lategame player. Part of fixing this would be to rework the debuffs themselves to be interesting, so you don't need to constantly be immune to them. Making it do something that affects all classes, like temporarily disabling crits, or just making it less extreme, like reducing mana regen, magic damage, or magic crit chance would be far better design.

Suggestion Author

@olive shale

arctic boughBOT
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Make Drill Containment Unit able to mine any ores minable by your carried pickaxe.

It's so I can stop bumping into deposits while worming around, mostly. It just flies through every other kind of block and feels really strange that it suddenly can't mine Auric ore at all.

Suggestion Author

@hushed trout

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**give fungal clump a hardmode upgrade it evolves into**

It has many great properties and is versatile, lots of ppl enjoy using it pre hm.

Latching onto an enemy and constantly deal damage can trigger some armors effects like generating shards with titanium armor or orichalcum armor effect that shoots beams when damaging an enemy.

It can apply various debuffs when latching onto an enemy.

It granting lifesteal can also benefit some lategame gear like omega blue armor.

Contrary to its pre hm popularity it doesnt have a HM equivalent.

Suggestion Author

@earnest helm

arctic boughBOT
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**Creating pre-hardmode rocket launchers to allow the player to play as a rocket launcher from the very beginning of the game.**

Currently, the game only has rockets from hardmode to post-moonlord, which eliminates the possibility of starting the game as a rocket launcher. Adding 2-4 rocket launchers to the beginning of the game would completely solve this problem. This would add a full-fledged, new challenge to the game

Suggestion Author

@maiden mauve

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**make phosporescent gauntlet a classless weapon**

Its not really suited to be used against bosses at its tier, sitting at F tier.

However it acts like a bonk dash, providing great mobility.

Making it classless and using it for its great mobility behaviour could benefit the summoner class, giving a great mobility tool while not affecting minions with the summon damage penalty.

It would stretch the available opinions for a viable mainhand, which still arent too big right now, including the whips and eye of Magnus for example.

This change would give it a use, making it a viable option.

Suggestion Author

@earnest helm

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**Make Pyre Mantle Walls Obtainable and/or Craftable**

Unlike all other blocks that comprise a level of the Abyss, the Pyre Mantle Wall is singled out to be unobtainable as an item, while blocks such as Voidstone Walls and Abyss Gravel Walls are. This causes problems if one seeks to create an Abyss-themed build, as one of the four layers is entirely impossible to recreate, while layers both above and below it are.

Suggestion Author

@dawn lotus

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**Rework Blinkroot and Shiverthorn's blooming**

As it is now, both of these plants bloom completely at random. This makes them very frustrating to work with, since the game can just decide to not let Shiverthorn or Blinkroot bloom. This is especially bad for Blinkroot, which is a key ingredient in many important potions like Swiftness, Spelunker, and Endurance. By changing their blooming conditions to something consistent like the time of day, it'd make farming them significantly less painful.

Suggestion Author

@narrow dirge

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**Communicate the Boss Slowdown Cooldown to the player**

Slowing debuffs do* work on bosses, but with an asterisk - only once every thirty seconds. This 30 second cooldown is not only not mentioned or explained anywhere in game, but it's also not even visible anywhere.

To remedy this, there should be a way to visibly communicate the cooldown for boss slows/stuns. A straightforward and intuitive way to do this would be to create a sort of cooldown rack (like the one the player has) for the bosses specifically that could appear alongside their healthbar, but you could also have the cooldown appear above the boss itself, or show it in a variety of other ways.

Suggestion Author

@warped lodge

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**Add Alternate Star Cannon Ammo**

Calamity adds a few star cannon upgrades/sidegrades. They do interesting things such as shooting plasma blasts or shooting plasma blasts and stars. If these weapons are not planned to be reworked, adding alternate star cannon ammos could help make these weapons more interesting considering their already bland functionality, which would make them good candidates for more ammo since they could replace those basic stars. This could also be used to make the base Star Cannon and Super Star Shooter more interesting as well.

Suggestion Author

@olive shale

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**Using Other Types of gel for Flamethrowers**.

I would like to be able to use not only the regular gel as ammunition for flamethrowers. The game has pink, deadly, purified gels, and you can add your own features to them. For example, for pink gel - an increased attack area, for deadly - additional projectiles during an attack, and for purified - a small regeneration during an attack. This would add a new use to rarely used materials, as well as versatility for the flamethrower.
I hope you listen and add this to the game. Thanks.

Suggestion Author

@maiden mauve

arctic boughBOT
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**Rework the Infernal Rift and Forbidden Sun**

It is legitimately appalling that both the Infernal Rift and Forbidden Sun, two Mage-class post-Golem weapons, are essentially just reskins of the Sky Fracture and Inferno Fork respectively. No flashy visuals, no unique functionality, just pathetic weapons that you've already had before. These weapons need a rework, as what sane Mage player would actually want to go into the Abyss to get the Scoria to make them?

Suggestion Author

@tawdry grove

arctic boughBOT
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**Rebalance the the Deific Amulet and its upgrades.**

The Deific Amulet currently feels like it doesn't really have a unique identity. It's just a buffed Star Veil, with nothing to make it stand out compared to other accessories on-tier. It feels way too similar to its downgrade, and a rebalance or a new feature of the Deific Amulet could help fix this discrepancy, and make it stand out with a proper identity once again.

Suggestion Author

@versed surge

arctic boughBOT
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**Improve Deific Amulet's VFX Design and Convey Its Effect Better to the Player**

Deific Amulet is strong. There's no denying that. If someone says it isn't they're wrong. But you can't exactly blame people for this, because unlike a lot of other accessories Calamity has added recently, Deific doesn't show that it's doing anything. Least of all because its functionality is identical to Star Veil, but with more iframes on a condition (something that takes place over the course of less than a second).

What Deific needs (beyond a reworking to its onhit projectiles) is a visual indicator that it is doing something for the player. Even a small sound or visual effect to show that it is doing something would be enough. And it needs to be flashy so people notice. Otherwise, people will keep saying it lacks identity because it is a defensive accessory, so it is overlooked or considered weak simply by its nature, especially to casuals.

Suggestion Author

@olive shale

arctic boughBOT
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**Add profaned torches**

Out of the many torches that calamity mod adds, a profaned torch would be one that makes sense to exist (as of the high amount of fire in the designs of profaned items and enemies) and would then fit to be a torch

Suggestion Author

@marsh aspen

arctic boughBOT
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**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

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**Add a greater connection between the X Stone accessories with the "One of the ancient relics" tooltips**

I have no clue why these have the exact same tooltip, nor what the lore implications of these mean. These accessories used to be HoTE components, but now that's not the case anymore, I think it would be ideal to instead try to hone in on the "One of the ancient relics" tooltip more. I doubt a new combination accessory made of these bunch would be ideal, but even just expanding the tooltips to explain their role in the greater world of Calamity might help make them more interesting.

Suggestion Author

@bitter mirage

arctic boughBOT
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**Allow Laboratory blocks to be toggled via wiring**

For clarity, this would mean that the Charging Station, Power Cell Factory, all kinds of Turrets, and any other Lab blocks that do something would be able to be turned off/on through wiring (obviously starting turned on when placed). This would let more systems interact with wiring, which I feel is extremely underdeveloped in calamity, and this could be a good way to integrate the system a bit without feeling overbearing.

Suggestion Author

@narrow dirge

arctic boughBOT
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**Improve the potion crafting system with plants**

Currently, the easiest way to craft potions in Calamity is to farm blood orbs. Thanks to this, the plant system has faded into the background, and few people use it. For many players this defeats the purpose of the entire game mechanic,replacing it with the eternal invocation of blood moons and I don't think that's a good thing. You can add upgraded versions of the alchemy table and the staff of cultivation. For example, the post-mechanical upgrade of the alchemy table gives a 50% chance to not waste ingredients, and the post-Moonlord upgrade gives a 66% chance, also the staff of cultivation, upgraded after the plantera, collects plants at a greater distance, in a 3x3 radius and in larger quantities.

Suggestion Author

@maiden mauve

arctic boughBOT
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**Reduce the drop rate of the Wingman**

The Wingman's drop rate is 14.3% on Normal and 25% on Expert from the Martian Walker, a somewhat common enemy during the Martian Event. Everything else that drops from that enemy has a drop rate below 1%, which is a trend that repeats for every enemy that isn't the Saucer itself. It's more common than the conduit blocks by a good margin, and is matched only by shock grenades, a weapon that you need a lot of and that also stacks. The drop rate doesn't have to be reduced to sub-1%, but given how common these enemies are and how rare their other drops are, it kinda just clutters up your inventory for a gun you're probably gonna get anyway as opposed to several other weapons you might want which don't.

Suggestion Author

@brazen girder

arctic boughBOT
#
**Make the Unsafe Draedon Lab Turret obtainable**

For people who want to make puzzle builds, of challenges, or even just make something unique, they have no way to use Draedon turrets in their build or give them purpose. That's where this idea comes in. With a few power cells, circuitry, and scrap, you can make the "Unsafe turret" that will shoot at the player and friendly NPCs

Suggestion Author

@nimble widget

arctic boughBOT
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***make the tavernkeep have a 2nd store for alcohol***

Since fabsol has been obliterated from calamity, so has her shop. Now, i believe if we give the tavernkeep another option for an alcohol shop, this would save us alcoholics so much time from crafting. I mean all of us just want liver poisoning!

Suggestion Author

@slate vault

arctic boughBOT
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**Make Shattered Community Rage Mode Damage Buff Just Be 25% or Make Levels Uncapped**

The leveling system for the Rage Mode scaling damage buff seems almost useless as a concept since it can just be farmed to level 25 and get the max cap of 25% very easily. It could take a while, but generally speaking it is easy to do and just takes time. Of course it becomes harder to get more levels, but that just delays level 25 and does nothing to stop you from just farming it anyways.

As such, my main suggestion would be to remove the leveling system entirely and just make it give 25% Rage Mode damage since that’s basically what it already does anyways, it’s just annoying to farm to get this.

If removing the leveling system is not an option, I suggest either raising the cap or just straight up uncapping the leveling. Because it gets harder for every level added, at some point it will just be too difficult to level it anymore, which will discourage endless farming, but will still make it feel as if you can level it more.

Suggestion Author

@burnt schooner

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**Make flightless mounts refresh flight time/meter when touching the ground**

This is a very simple change that could improve the utility of grounded mounts in boss fights.

How exactly am I using these mounts in order to have this be an active problem? When fighting bosses I tend to use grounded mounts to maintain dash momentum in the air, when when I land on the ground and jump back up into the air to fly, I find myself with no flight left in the meter and i end up taking a hit.

While this usage of mounts is odd, it also should make generally logical sense given gameplay. The reason i’d assume that mounts in general don’t replenish flight time is because synergy with flying mounts could allow infinite flight.

I believe that the removal of flight time refreshing on all mounts was going too far on Re-Logic’s, as it makes logical sense that a mount that has to be grounded to be properly used should also be able to refresh flight time.

in other words “You want to be able to touch the ground while on a mount, get your flight time back, then like jump and dismount and still be able to fly?” as said by cog, who put it in a better way that i did in all those paragraphs

Suggestion Author

@fringe shadow

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**Allow vanilla Brick/Plating blocks to be crafted using any Stone**

For the Calamity items, any type of Stone can be used for the decorative blocks that use Stone in their recipes, including Stone, Ebonstone, Crimstone, and Pearlstone (plus probably a few others I'm forgetting). However, all vanilla items that use stone like the ore bricks require specifically Stone and do not accept Ebon/Crim/Pearlstone in their recipes. This is not an important change but it is a slight inconsistency that I think could be very easily rectified.

Suggestion Author

@narrow dirge

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**Mirror Auric Console's and Auric Server's inventory sprites for consistency**

Both the Console and the Server furniture lines' inventory sprites show them facing left, except for the Auric versions, which have them facing right instead. Of course, this probably doesn't bother anyone much, but given that there has already been a precedent for a similar kind of problem (namely mirroring the Auric Toilet's sprite) and it would take just a few minutes to change, I would like to request this anyway.

Suggestion Author

@gray tundra

arctic boughBOT
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Kill quotes for more bosses besides Devourer of Gods.

I know most of it is just flaming you for dying, but i think it's a cool idea! it's a neat excuse to give little lore nuggets to the player about who the Boss is as a character. like why they're fighting you and what not. Calamitas and Exo Mechs are cool in this regard, even if their lines arne't specific to your death but i think it would help make more fight's feel impactful, and give you an insight into why they're fighting you and what their means for doing it is.

Suggestion Author

@atomic scarab

arctic boughBOT
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**Allow Hive Tumors and Perforator Cysts to spawn in space**

The purpose of the alternate evil sky island is ostensibly to provide a way to access materials from the evil opposite your world. However, it is in space, and the evil 2 summoners cannot spawn there, which necessitates the player manually relocating substantial evil material down to the surface layer in order to allow them to spawn.

Suggestion Author

@warped lodge

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Fix Auric Tesla Armor's Visual Effects Appearing Through Vanity Armor/Items

When you wear a full set of auric tesla armor, blue particles will emit from the player when they move in addition to an after image. This effect shows up even if you are wearing vanity items on top of it, there is no way to toggle visibility of these effects.

Suggestion Author

@hard schooner

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Make the Old Lord Claymore easier to obtain.

The bone serpent rarely spawns and the old Lord Claymore is a rare drop so it takes a long time to get an old Lord Claymore even with a zerg and battle potion. I think that it should be easier to obtain because it is a good weapon early game and is used in crafting recipes.

Suggestion Author

@rugged flower

arctic boughBOT
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**Add a universal hover acc to allow hover on all wings**

Hover is a great way to move, a popular mobility asset.

However the hover options are quite limited, and the starboard often falls behind in later stages of the game.

Supported by an acc, hover could be used with any wings.
This would be a great addition to the players mobility arsenal.

Suggestion Author

@earnest helm

arctic boughBOT
#
**Give Midas Prime and Crackshot Colt a priority target on coin shots for enemies with highest Max HP.**

These weapons are really bad with events, exploration, or even some spaces with bosses because the random targeting of a coin shot delivers the high power shots into fodder enemies more often than the high-value target you'd mean to hit. These enemies usually have higher Max HP than their lowers- The Hive Mind for example having higher priority over Eaters of Souls or Devourers, Ogres and Dark Mages in OOA over most enemies, Pumpkings/Ice Queens/Flying Dutchmen/You get the idea.
This does fix the weapon's problem of the guns being pretty sad affairs over anything else around their unlocks being used conventionally but struggling to make use of multicoins or even single coins at times because of inconsistent targeting. This also makes the gimmick of the weapon feel inherently a bit worse. This is even something accounted for when using the Daawnlight Spirit Origin, being able to prioritize bullseyes, but that's also Post-Moon Lord for two weapons which are usable Pre-HM (Colt) and Early HM (Prime).

Suggestion Author

@smoky tundra

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# Give an option to play boss themes instead of boss Rush themes the boss rush

Why?
I have downloaded VCMM and CMEM after I beat moon lord, and so unless I wanna start an entirely new playthrough of which I won’t soon, I won’t be able to normally hear the new boss themes added by them. So, I would like some way to properly experience those themes.

How?
Would most likely be a setting within the Cal Music mod, clearly defaulted to have the boss rush themes play, although I am unsure about your policy on adding settings to Cal Music.

Suggestion Author

@fringe shadow

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**Make the boss rush fights more like the fights during progression**

During the boss rush event most bosses just move at ridiculous speeds, causing most of the fights to just boil down to keeping distance to the bosses whilst avoiding some high velocity projectiles. Despite this, only the very last pose any kind of challenge.
I suggest that instead of the bosses speed being buffed the players mobility should be reduced depending on the boss rushs tier they are in. E.g. tier one would cap wing time at something comparable to fledgling wings, reduce dash and movement velocity, etc. I believe this would make the boss rush a lot more engaging, since the bosses unique fight characteristics wouldnt be lost in the way they are now.

Suggestion Author

@gritty mango

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**Add more post-Providence dialogue to guide**

Guide serve as npc that give a hints to check something out via dialogue, however he just stop giving out a hints dialogue at post-Providence. I'd suggest to add more post-Providence dialogue to make the mod less wiki-reliance.

Suggestion Author

@wicked garnet

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**make post yharon progression clearer**

There is no way to tell what the next objective is it would be cool if there was like a feature that lets you know what is the next objective

Suggestion Author

@blazing jasper

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`Config Option to move the Cooldown Rack Icons`

There's currently no option to move the Cooldown Rack around. The Cooldown Rack has some icons like the Rover Drive's remaining Shield, Healing Potion Cooldown, Dodge Cooldown, etc.

Since the Rage, Adrenaline, Flight, and Sulfur Poisoning bars can be moved around in the config, I figure it wouldn't be too much to have as an option.

Suggestion Author

@compact condor

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**make obtaining draedon scrap & circuitry less tedious**

basically ur only option for getting either of these materials is either scavenging random labs or sitting at an extractinator for 5 minutes disassembling stacks of power cells. it wouldn't be that hard of a fix too, just making it so you can use 50-100 draedon power cells to craft one plating or one circuitry should fix the issue.
alternatively just making power cells filter through extractinators like 10x faster could work, but crafting is probably better

Suggestion Author

@devout gulch

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**Rename Cnidrion or Cnidarian**

Both of these items share extremely similar names, both using the same root word of Cnidarian. This is quite confusing. Rename one of them so its not confusing.

Suggestion Author

@cyan hare

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**Reworking Rune of Kos Into An Event**

Currently, the progression from Providence to DoG is essentially a fast boss rush between each of his heralds in the Dungeon, Space and Underworld respectively and is currently skippable entirely via the Polterghast fight; while the latter shouldn't be removed as an option, the former should be made more interesting to differentiate it

A short gauntlet of themed enemies before the boss spawns similar to Old Duke spawning after Phase 3 of the Acid Rain would help give them more identity and less of a mad sprint towards the Devourer of Gods

Suggestion Author

@chilly socket

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**Axe and hammer improvements**

In Calamity, there are several axes and hammers that have really nice abilities and have good combat utility. However, in combat, using these items can damage nearby structures or plants while using them to fight. Fixing the damage is often tedious. While some of these items already have the ability to use without destroying tiles or cutting trees, it would improve the usability of the rest of them that don't already have a right click function to be able to do something similar.

Suggestion Author

@marble wagon

#
**Make Yharon's first attack after a subphase transition consistent**

Some of Yharon's subphases (mainly in phase 1 from what I've observed) tend to start using their cycle of attacks by starting in a random order. If a player is playing aggressively and wants to damage Yharon as much as possible during these transitions, they are often put into a gamble: dash right after the transition ends to avoid the two short dashes? Or wait for a roar to dash? If you pick the wrong option, you get hit. If the post-transition attack started at the same spot in the order consistently, players wouldn't have to make this gamble.

Suggestion Author

@willow escarp

#
**Make A Laboratory Plating Furniture Set**

Me and a few others like to renovate natural structures as npc housing and it would be really cool to make a house out of draedon labs without using the wulfrum furniture set.

Suggestion Author

@final fjord

#
# Auric Tesla Armor’s Magic Carpet should be activated like how wings activate their hover

Why?
It would allow it to have better versatility. Them only being usable after using all your flight time makes it more of a nuisance instead of a helping hand, lets say you’re going up while fighting a boss and the wing flight time runs out, it is a sudden stop in vertical momentum and you die. If you are on a grounded mount after losing your flight time and you wanna get vertical movement, you instead keep on the horizontal path.

Benefits
Changing this can help with builders. While sure they aren’t entirely in need of a temporary platform given the ice rod, it still can be another option. Also when using the momentum capacitor, the magic carpet allows you to zoom past 300 mph, but having to wait until after you use up all your flight time on your wings is ends up doubling the amount of time it takes to get to wherever with the capacitor.

-# Also sorry if this suggestion is all over the place, i think i did a good job…

Suggestion Author

@fringe shadow

#
**Reverse the Arsenal charge system**

The best way I can think of to make arsenal weapons more fun would be to make them gradually gain charge while you deal damage with them, and gradually lose charge when not dealing damage, instead of how they currently work.

This would reward you for accuracy and be much more interesting than the power cell system, which could be removed or made an optional boost to start fights with a higher charge.

Suggestion Author

@night palm

#
Give draedon weapons infinite energy in godmode

God mode gives infinite mana to magic weapons, and journey mode in general allows you to duplicate endless extremely powerful ammunition for ranged weapons. Considering how godmode removes the limitations of all other weapons, I think this would make sense.

Suggestion Author

@tropic swan

#
**Nerf spawn rates for scorn eaters**

These mfs can spawn basically anywhere as long as you're in the underworld or hallow, sometimes u get like 4 of them at once and it's not like they're easy to kill with the equipment we have in that stage of the game (and they can also clip through walls for whatever reason)

Suggestion Author

@opal meteor

#
**Remove the NPC spawn modifier config, and set it to 10x by default**

There's almost no reason to have this config at anything other than the max - there's no fun or content in being forced to wait for NPCs to respawn because you summoned the destroyer too close to your house. Removing it would reduce config bloat and make sure people don't miss it and be stuck with slow respawns. The variable could be kept in the code to allow other mods to change this, to avoid breaking anything.

Suggestion Author

@keen pilot

#
**Make "Town NPCs Spawn at Night" enabled by default**

There's almost no reason not to have it on at all times, and casual players usually don't check the config for it or don't understand what it entails.

This is important beyond just basic quality of life because it allows the Old Man to respawn without having to wait the entire night and next day, so Skeletron attempts aren't agonizing without Cosmolight.

Also, there are a few other arguably pointless config options that could help reduce bloat if removed.

Suggestion Author

@warped lodge

#
**Remove Zen and Zerg potions, as well as Tranquil and Chaos candles**

These 4 items are absolute nightmares when it comes to balancing enemy drops or armor longevity. Want to make an item drop rare? Too bad, Zerg potions make it about as common as dirt. Want to make a utility armor set (like mining armor) have a downside when used past its progression tier? Too bad, Zen potions make enemies nonexistant. The same goes for Chaos and Tranquility candles. None of these spawnrate items are healthy for the game, and should be removed.

Suggestion Author

@cyan hare

#
**Transfer the Mining Armor set bonus to Reaver Miner**

Honestly, it makes no sense to me that Mining Armor is arguably better than Reaver Mining thanks to the ore duping. It just doesn’t check out that a pre hardmode set should be better than the hardmode set trying to accomplish the same thing. Plus, regular Mining Armor is already very strong for pre-hardmode mining without the bonus. Transferring its set bonus to Reaver Mining gives more of an incentive to actually make a mining loadout as opposed to just using your regular armor with a mining potion and some food.

Suggestion Author

@narrow dirge

arctic boughBOT
#
**Make projectiles affected by Rage or Adrenaline spark with red or teal respectively**

Sometimes, when using Rage or Adrenaline with some weapons that have lingering projectiles, it can be hard to tell if the weapon is affected by the damage boosts. This would be a simple way to make it clear when a projectile is affected by rippers.

Suggestion Author

@plain elm

#
**Add Grand Marquis bait to the Golden/Titanium crate loot pool**

The vast majority of Calamity's playerbase does not know this item exists as it is only obtainable after completing over thirty of Angler's quests. By adding it in tiny amounts to someplace more commonly engaged in, it can hint at its existence to encourage players to fish more or to explore the wiki. So long as it remains rare, it will be an uncommon treat for players that don't engage with Angler as well as more reason to think about him if they wish to get more. This also has the very niche benefit of giving a more easily obtainable source for journey mode players to use to begin researching Grand Marquis bait.

Suggestion Author

@distant knoll

#
**Prevent natural boss spawns while a boss fight is already ongoing**

Im mostly refering to EoC and the mech bosses, as they can completely ruin an attempt at a different boss, wasting resources and time unnecessarily.
In my opinion it would be best to already have the announcement not appear in this case.

Suggestion Author

@gritty mango

arctic boughBOT
#
Darksun dye

There’s nightmare dye and endothermic dye but it’s odd to me that darksun dye isn’t a thing yet. Was thinking it could shift in color between black and yellow and it’d ofc be crafted like the other 2 types of dye but with darksun fragments

Suggestion Author

@olive flume

arctic boughBOT
#
**Inform players of Calamity vanilla balance changes on weapons and equipment**

Calamity rebalances a lot of different items. This can be confusing to new players and experienced players alike, as it takes a decent bit of time to find those balance changes on the wiki. Having the changes visually noted in-game (specifically as a part of the tooltip) would be quite helpful, especially for expressing changes that otherwise are completely invisible (such as the Zenith being exempt from pierce resistance).

The most likely and helpful way I would see this implemented would be similar to what Fargo's Souls does.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Take general action to reduce the sprite size of non-melee weapons where possible.**

(This could take the form of a vanity item to shrink weapon sprites, or just resprite with this as a main consideration.)

Especially in the late-game, there are several weapons which are considerably larger than the Terrarian, and are held out while in use. Examples include Subsuming Vortex, Vivid Clarity, most weapons in the Void Vortex tree, Aether's Whisper, Omicron, and many other such examples. (Omicron completely obscures the Terrarian while it's being used.)

While having a physically bigger weapon offers obvious benefits to melee users, for every other class, this effectively makes it harder to determine the Terrarian's hitbox whenever the weapon is used for no actual advantage. Therefore, in future, I'd suggest that this be a core consideration in resprite decisions or at least addressed in some way.

Suggestion Author

@brazen girder

arctic boughBOT
#
**Standardize ranged weapons displaying ammo type**

Right now, only a select few ranged weapons say what ammo type they use in the tooltip, such as flamethrowers or some launchers. I suggest having a line in the tooltip for all ranged weapons to tell you the ammo.
This will improve accessibility by not having to just trial and error through ammos for a gun that might actually be a launcher, and reduces reliance on the wiki. It also just makes things less confusing by making this aspect of tooltips universal, instead of situational.

Suggestion Author

@wispy arch

#
**Make an Exhumed Permafrost Weapon**

The Exhumed item pool is rather small, consisting of 2 mage weapons, 2 summoner weapons and an accessory. Making another exhumed weapon that provides lore on Calamitas' relationship with Permafrost would be the next best weapon to fill the list. Whether or not the Exhumed weapons are all magic/summoner related or not can be up to the developers.

Suggestion Author

@frozen cargo

#
## Add a chance to save ammo by default for the Blossom Flux

Unless you're using an endless quiver; any arrow is consumed so absurdly fast, that an entire stack of 9999 arrows would be gone before you even make it halfway to a bossfight, this feels like an oversight, since every other weapon that consumes lots of ammo quickly (at least in vanilla) has at least SOME ammo saving chance by default, like the minishark for example which has a 33% chance not to consume ammo

I think the Blossom Flux should have at least a 50% to save ammo as right now it has none.

This actually seems to be an issue with several fast-firing bows in calamity.

Suggestion Author

@grand plank

#
# There should be another title screen next update that is akin to the base game title screen - as in just a biome’s background moving

Why?
It would be a good break from the other calamity titles screens (including vcmm) while still being calamity. While still images are nice, they can get boring easily and honestly are lame to look at. And I believe that base calamity should also have a bunch of different title screens, instead of all of the extra title screens being in only in VCMM. I mean there already is one new Title Screen being added for SSO, so why not have another?

How would it be done?
I’d imagine that for it to be a biome like the base game title screen, there’s only one Calamity biome that works well, being the Sulphureous Sea. Sunken Sea is already getting one, Brimstone Crags doesn’t have its own background, and Astral infection Isn’t as iconic as the Sulphureous Seas + kinda spoilers for hardmode, if that even matters. It could probably play wasteland or caustic tides as a background. Maybe even have it be raining in the title screen and have it play septication. But the only biome that works for this role is the Sulphurous sea.

Suggestion Author

@fringe shadow

arctic boughBOT
#
**Rename Asgard's Valor and/or Asgardian Aegis**

These two accessories perform very similarly with one being a crafted upgrade to the other. However due to the similarity in function and name, the two can easily be mixed up and cause unnecessary confusion. Renaming them in some capacity to make them more obviously distinct would resolve this issue.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Reverse how charge works**

The charge mechanic for the arsenal weapons isn't very fun the way it is. However, I've thought of a way to make it good. Make charge weapons gradually increase their charge (and damage) when you hit enemies and gradually decrease charge when not hitting enemies. This way, the weapon works better the better your aim is, or the longer a fight lasts.

If charge is being changed or removed in a different way, this could potentially work as an accessory for any weapon instead.

Suggestion Author

@night palm

arctic boughBOT
#
**Add a step variant of Rover Drive and The Sponge for Hardmode Pre-ML.**

These two accessories feel very very nice to use for tanky builds and are at absurd distances from each other- One being obtainable pre-boss and the other locked behind Post-DoG content (Cosmolight Bars).
It'd be really neat to have an accessory of that type available in the second major stage of the game rather than just the first and nearly end of the last. That's all.

Suggestion Author

@smoky tundra

arctic boughBOT
#
**Allow the Charging Station, Power Cell Factory, and Encrypted Lab Schematics to be fished up in pools in/near Arsenal Labs.**

The base game allows us to reel in Alchemy Tables from any Dungeon waters, so there's no reason that Draedon's ditched machinery couldn't also be similarly obtainable with enough tiles, walls, and effort. Also applies to the Murasama, Prototype Plasma Core, Onyx Excavator Key, Suspicious Scrap, and Research Log Items.

Making these renewably obtainable in this manner has several benefits. It grants availability to Draedon content in any worlds that don't have them, whether that be from bugged worldgen, migration across Terraria/tmod/calamity versions, challenge runs, or any other reason. It also opens up several avenues of progression for the Calamity Skyblock/OneBlock enthusiasts out there, and it's good for builders and multiplayer worlds who just might want access to more copies of these items.

Suggestion Author

@obtuse herald

arctic boughBOT
#
**Changing Astrum Deus's Mines Into Killable Entities / Enemies**

I think Astrum Deus is a pretty alright boss, but for a boss who has a ton of projectiles along with hunting you down with their two worm forms does make having an area denial move very annoying and hard to really come by. This suggestion aims to add a way to keep the area denial around as I think its still a core mechanic of the boss and adds difficulty.

I think the mines should be considered entities and should be killable, but with a fair amount of HP, likely ~8k in normal, 10k in exp / reven, and 12.5 in death/master. I think the tradeoff is that they should deal a fair more damage than they do currently.

I don't think this change would ruin the balance of the bossfight, but definitely make it more dynamic instead of the quite common area denial and then spam projectile bosses that.. a lot of calamity has.

Suggestion Author

@stable root

arctic boughBOT
#
**Make the Carton of Milk additionally grant the Calcium Potion effect**

It's milk. It has calcium. And there's a new potion added by Calamity called the Calcium Potion. Hell, the Carton of Milk's tooltip even has a tooltip referencing the benefits of calcium.

To fix this inconsistency, I suggest making it so that the Carton of Milk, alongside its humble Well Fed buff, also grant the Calcium buff as well.

Suggestion Author

@bitter mirage

#
**Add a Hallowed Brick Tile**

All the effort to make an Ore for it and it appears to be the only Ore type to not have a tile! I'm not sure what else I should do with Hallowed Ore besides sell it at this point well past Post-Mechs, and money's already redundant. If I remember right, Vanilla is also getting some Hallowed items in the upcoming update though, so I'm not sure how much adding one is needed if that tile can be copy-pasted or if Calamity could do with it's own Hallowed spin.
Point of the matter is though, this is insofar the only Ore type not to have a crafted Brick with it- something all other Calamity ores has (and some like Auric or Perennial having two!)

Suggestion Author

@smoky tundra

arctic boughBOT
#
**Remove Colossal Squids from T3 Abyss.**

This enemy has extremely vicious stats for this area (only ~20k less HP than Moon Lord and just as much damage in a space with restricted movement), belonging more in the T4 area, and has attack patterns that don't give the player much leeway in the third tier as well as that it moves through blocks. The Ink Bombs accessory it drops is also dropped by Cuttlefish anyway, and thus only has a notable drop for post-Polterghast. Like, you know, T4 abyss enemies.
This enemy is just way too potent for where it is in the confines it is, where attacking enemies is actually useful due to being the main renewable source of Scoria Ore.
For reference- Gulper Eels have less than half the health, no defense (versus 50 on Squid), and long worm body makes it still fit as a punishment enemy for piercing or stray shots easily. A fine threat that isn't stronger than a on-tier mandatory boss.

Suggestion Author

@smoky tundra

arctic boughBOT
#
**Apply aggro bonuses to appropriate vanilla armor sets**

Many Calamity armor sets which have a dedicated helmet to each class, such as Daedalus, will grant the melee variant of these armor sets an increase to aggro. Similar vanilla sets, such as Chlorophyte, do not feature this mechanic. Adding aggro to these vanilla sets will improve consistency appreciably.
Additionally, some vanilla sets which seem appropriate to have increased aggro, such as Squire and Turtle, do not have aggro either, so such a change could potentially expand to them too.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Remove Earthen Pike**

Earthen Pike suffers from the same issues Earth Elemental suffers from. It's a strangely designed and generally derogatorily unique thing, even if it barely fits the definition of unique. Earthen Pike does nothing, has nothing, and is nothing. Its mediocrity is severe in just how mediocre it is, an utterly desolate plane of wasted potential and uninteresting concepts. Nobody cares about it while it exists, so nobody will miss it when its gone.

Suggestion Author

@cyan hare

#
**Remove Celestial Claymore**

Celestial Claymore is an item that's been around for a very long time. Its whole gimmick is... actually quite unclear. It spawns lingering projectiles that do slightly different things, I suppose, but the weapon doesn't do anything unique enough that makes it worth keeping around. In theory, its a unique weapon that has a function that works, but in practice its a weapon only known for mediocrity and irrelevancy. Killing Celestial Claymore is a mercy at this point.

Suggestion Author

@cyan hare

#
**Make AoE effects on the Deepcore GK2 gun have double radius.**

This gun innately resizes bullets to be double size, in terms of visual and hitbox. The fact that this weapon doesn't apply this to explosive rounds, (bouncy) mortar rounds, etc. Why would double bullet size not affect those is beyond me.

Suggestion Author

@smoky tundra

arctic boughBOT
#
**Add one or more launchers or launcher-adjacent weapons to pre-hardmode**
  • Launchers are inherently unique, niche and underutilized in general. Introducing them earlier simultaneously gives opportunities to design instances of a weapon type with unique functions, traits, and usecases, and also introduces the subclass of explosive weapons earlier while allowing players more agency for the style of weapons they want to use.
  • The more methodical and terrain-bound pace of pre-hardmode allows for more involved, gimmicky, or interactive launcher designs compared to the high speed of hardmode, where launchers are more blasty without much thinking. Pre-hardmode launchers could involve the physical space around you in more fun or complex ways.
Suggestion Author

@arctic hawk

arctic boughBOT
#
# Calamitas and her Brothers should be given her own mask

But don’t we already have the Calamitous vanity set?
The calamitous vanity set is a full outfit based on her old more terrarian sprites. Her current sprite is shaped differently from the terrarian and NPCs, and even in the Calamity Texture Pack the NPCs aren’t getting changed to have their shape be similar to the Scal sprite (although it seems the only one so far is the Wizard and it may be subject to change). Therefore she is unique enough from the Terrarian to warrant a mask.

In Addition, she is the only Boss without a mask to her name.

Why her brothers too?
Whenever a boss is made up of more than 1 main entity, then the other entities also get masks. Notable examples are Anahita and Leviathan, Slime God, and Exo Mechs. While the brothers aren’t that big of a thing, you do fight them by themselves, and they are a major part of Scal’s fight.

(This suggestion is under the assumption that she lacks a mask due to being a Human character)

Suggestion Author

@fringe shadow

arctic boughBOT
#
**Nurse Healing Mechanic Change**

We all know how the Nurse's healing works—by simply clicking a button, you are immediately healed to maximum HP. I would like to suggest changing this mechanic to maintain the difficulty of bosses and other aspects of this mod as well as the vanilla game, and also could be a "Revengeance" exclusive, just how "Death mode" reworks her mechanics.

While other defensive options have been nerfed over time, the Nurse has barely changed—her only “downside” being a small cost increase that means nothing in Calamity’s non-existent economy. Her instant full heals are far more abusable than any potion or lifesteal weapon, creating unfun gameplay loops where players just build the safest cheese box for infinite HP instead of learning boss patterns or properly engaging with the fight.(second part problems were mentioned by @olive shale , "the very kind mod")

Suggestion Author

@noble hazel

#
**Remove Vernal Bolter**

Vernal Bolter is the second Life Shard ranged weapon. Ranged does not need a second weapon from Life Shards, Wildfire Bloom is just fine. Kill it. Please.

Suggestion Author

@cyan hare

#
**Add "[...] and make spears go through tiles" to Ichor Spear's tooltip.**

Ichor Spear's tooltip states that "Stealth strikes impale enemies and deal repeated damage". While this is correct, it is incomplete. Stealth strikes also make the spear projectile pass through tiles, while non-stealth strikes do not.

Suggestion Author

@dim sable

#
**Give Antlion type enemies a usable Sand drop.**

Glass is useful for mass bottles as well as building materials, and while some sands are renewable it's in a method that's inordinately expensive for a basic tile or rely heavily on Shimmer. Removing the need to strip farm out Deserts to have sand would help leave more natural landscaping for player buildings and give a little more use to the biome. As it stands now, only Desert Scourge drops renewable Sand- an incredible 5-15 per loot bag, which is also a good hassle to farm out considering the large number of other drops in it's bag.
Adding a small drop to these enemies would be a non-intrusive and even lore-friendly way (After all, some even spit sand!) to gain the material.

Suggestion Author

@smoky tundra

#
**add configs to test dummy**

So the testing on the super dummy is not really solid and mostly ignored due to the behavior of it, i would suggest adding some simple configs, for example when right clicking the dummy a small config window appears that has configs like "Defense", "knockback reduction" ( for ppl who want to test their weapon knockback ofc), "not count as target" ( if the player want to test smth without their minions or even homing projectiles to attack), "NPC AI" ( wich makes the super dummy act and moves like certain NPC's in the game to test how solid is the weapon against fast and flying enemies and that, there either can be like 1 or 2 generalized AI's or a simple customizable AI's, whatever is better and takes fair effort) and "HP", and thats pretty much all i have, u guys or more creative (and also may just cancel the "NPC AI" feature, due to its pretty unnecessary and take too much effort) and can make this underrated item better and solid to use.

Suggestion Author

@noble hazel

#
**Properly Punctuate S.D.F.M.G.**

SDFMG is an acronym. Not only is it common practice to separate the letters in an acronym with periods, but it also would make the SDFMG more consistent with the vanilla S.D.M.G. used to craft it.

Suggestion Author

@tawdry pulsar

#
**Open T4 Abyss enemy drops to Pre-HM in exchange for buffing T4 minibosses.**

Frankly, a barrier that's perfectly balanced since these blokes have stats close to or bigger than Moon Lord anyhow and not particularly useful outside of weapon drops or Reaver Tooth accessories, but these enemies also even spawn in Pre-HM.
We already have "early" kills allowed with enemies like Astrum Deus, Aquatic Scourge, and Levi/Anahita. Given the obtuse amount of stats these enemies have, it would enable a little bit more variety for Low% or WoFless runs to try and pick up new gear for the lunatics able to actually pull off those kills.

Suggestion Author

@smoky tundra

arctic boughBOT
#
**Add a fourth permanent mana upgrade post-Calamitas Clone/Plantera**

This would not only help with consistency by evening out the number of permanent life upgrades and permanent mana upgrades, but also help with their spacing. While life upgrades are placed pretty consistently throughout the progression of the mod, the first two mana upgrades are very spaced out, with the first one being available immediately after entering hardmode and the second one only becoming available right before moonlord. Therefore, I think it would be ideal to add another mana upgrade to bridge the gap. As for the point in progression where it could be added, I think an optimal spot would be after defeating the Calamitas Clone and/or Plantera, with these two bosses marking the middle point of hardmode.

Suggestion Author

@gray tundra

arctic boughBOT
#
**Give Frost Legion a reason to exist**

As it stands now, Frost Legion's an extremely redundant event that has only the purpose of the Santa Claus NPC- who is entirely valueless outside of a cosmetic service- and doesn't even have a single thing like selling Gingerbread Cookies or FL enemies dropping some basic, early-hardmode tier weapons.
Please give this event a reason to exist.

Suggestion Author

@smoky tundra

arctic boughBOT
#
**Improve Armor Mixing**

One of the more nuanced mechanics in vanilla Terraria is using separate, mismatched armor pieces for their straight statistical bonuses, at the expense of a set bonus. This made one’s choice of armor quite a good bit more complex and customizable.

With Calamity’s overall buffs given to set bonuses (and some sets that never had them at all getting some,) armor mixing has become significantly more niche and less desirable. To my knowledge the only merits of armor mixing come from the early game Wizard/Mystic set, Gi, and Flinx Fur Coat, the later Mollusk set, and the now-deceased Cirrus’ Dress. Beyond that armor mixing is an incredibly niche and rarely worthwhile mechanic to engage with even for advanced play.

While it is ultimately a good thing that armor mixing’s power be reduced from the oppressive state it is in in current versions of vanilla, seeing it all but completely absent makes for a missed opportunity for players wishing to optimize and customize.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Let Effigy of Decay function on NPCs**

With the upcoming Sunken Sea overhaul, this feels like it'd be quite welcome for builds in this biome by virtue of allowing full underwater towns. The only NPC who currently works for this is the Sea King, which isn't enough for a pylon.
Potentially this could be done with the Nurse due to her self-healing off all the drowning damage, but that's just kind of cruel and awful. Plus distracting!

Suggestion Author

@smoky tundra

arctic boughBOT
#
**Change Scope binoculars effect to a custom keybind**

This feature, especially on weapons with alt fires, is one of the most agonizing parts about using a Scope item. You can just disable it with the visibility toggle, but that removes a pretty interesting part of the accessory line, allowing you to see projectiles further and react easier. Allowing the binoculars effect to be bound to a specific key would let players better utilize this effect without having to swap to Binoculars themselves, without any of the frustration.

Suggestion Author

@narrow dirge

#
**Make Binoculars Craftable**

Binoculars have potential to occupy a similar niche as slime gun, being a vaguely useful utility item. However, this niche is erased by the fact that it has a 2.5% drop rate from EoC. There is no reason that it shouldn’t be something you craft. Lenses, Wood, and Gold/Platinum is all you would need to logically make these.

Suggestion Author

@nocturne sage

arctic boughBOT
#
**Rewrite Golem's Lore Item to give more emphasis on the Plague or effects after it is defeated.**

As easy as it is to mock Golem's easiness and all, it feels like the lore item for it is very heavy on this notation, calling it "pitiful", a "mockery", "pathetic" and "insignificant". While it does have some bits vaguely relating to deities, it still feels like this is a "point-and-laugh" lore piece, for the most part. Adjusting it to be more related as to how the plague enemies spawn after it is defeated or its other related aftermath effects would help to make this lore item seem more impactful and in-line than it is now.

Suggestion Author

@clever reef

arctic boughBOT
#
**Rework the parries such as Flame-Licked Shell and Blazing Core**

The parry itself (the one that triggers the cooldown and negates damage) needs to be more valuable while also being actually doable as it is the main appeal of the Blazing Core and the Flame-Licked Shell. Having time to react and parry could also mean having time to dodge the attack. As of now parries are free damage given just running into an boss/projectile with good enough timing (no actual reflexes are needed) : the damage negation at this point isn't the main appeal. This is why i think a rework to parries in general would give them a better identity as an actual parry and increase the skill ceiling needed for it to work while not being just running into a projectile/boss intentionally for some damage.

Suggestion Author

@opal topaz

arctic boughBOT
#
**Phase out Ore Slimes with different enemies.**

The Ore Slimes take up a design space that isn’t very interesting. They let the player farm ores without having to mine them, leading to an uninteresting gameplay loop, seeing as you do not have to physically mine. While it is vital to have renewable resources, having them be slimes takes up a design space that could be filled with more interesting types of mobs that let the player fight them in different ways and occupy more interesting lore functions.

Suggestion Author

@frozen cargo

arctic boughBOT
#
**Change greater healing potions crafting recipe**

As of now, each and every potion can be crafted into its higher tier, greater potions being the exception. As of now, healing potions cant be upgraded and instead use the water bottles. This leaves you having a lot of unwanted normal healing potions at a point where you don't have much greater potions. I suggest to change it as it may be annoying to some players

Suggestion Author

@steep snow

arctic boughBOT
#
**Add kites to the new areas Calamity introduces**

While Calamity mostly has items that do something for the player, there isn't anything in the Novelty Items category which as defined by the wiki is "Items which can be used for fun and do not cause functional effects. Decorative furniture is not included.". Kites would be an addition to that category which brings a common enemy from each biome to it's design like Vanilla does. Such kites could include a Ghost Bell from the Sunken Sea, a Devil Fish from the Abyss, a Calamity Eye from the Brimstone Crags, or a Sightseer from the Astral Biome.

Suggestion Author

@strong patio

arctic boughBOT
#
**Add More Double Jump Accessories**

MOAB is nice, but covers only a small portion of the game.

Wings are the de facto method of movement for (almost) the entire game, which means that variance in mobility really comes down to individual wing stats. Even the most influential mobility accessories only serve to improve various different facets of wings.
The only leg of the game where an alternative mobility playstyle exists without being a pure gimmick is prehardmode, where the Bundle of Horseshoe Balloons is genuinely as good, if not better, than wings. Outside of that, it's either wings, or nerfing yourself with off-tier equipment.

Adding new ways to access double jumps (either new jumps completely or upgrades to existing jumps) would help fix that. They would provide a massive variety boost and encourage more people to play the game in new ways.
MOAB already shows that this works, as many people consider it a worthy sidegrade from traditional wings, rather than just a gimmicky novelty.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Some way to guarantee (or improve chances of) a rare boss drop after enough attempts**

Some bosses have unique rare drops (usually 10% drops) that in some situations/builds, can be very desireable to go for (blossom flux, community, warbanner, etc). However, sometimes this can cause you to be spending a lot of time grinding a single boss over and over trying to get said drop, and with the longer time that u would need to spend killing a boss vs killing a normal enemy, it can feel like it takes a lot longer than it actually does, with each boss that doesnt drop said item afterwards making the situation progressively worse.
I beleive a potential rework could either be increasing the chance of the drop for every boss defeated that doesnt drop the item(s), or having an alternate way to trade for and/or guarantee that boss drop after sufficient amounts of kills have been achieved. As of right now rare boss drops tend to feel like a needless bottleneck when they are the upgrade you need for your build, and having some way to get out of a bad rng loop would be nice.

Suggestion Author

@pure anchor

arctic boughBOT
#
**Rename Seraph Tracers to Seraphim Tracers**

I'm serious, just adding an -im to the end of Seraph would do a lot in elevating the name of what is supposed to be an endgame accessory. Because as it is, it just feels less imposing than Celestial Tracers, the first of the wing tracers that swapped names.

Suggestion Author

@bitter mirage

#
**Post-Mood Lord Dart-based weaponry is sorely needed**

The main point is to tackle the issue of actual ranged variety later on, as the Dart Rifle's quirk in Vanilla allows you to take a different approach to area clearing and damage dealing almost like a sort of Artificer. This ends up going away after Moon Lord, where the focus is primarily on bows and guns with throwers and launchers having occasional upgrades. Not to mention the variety of darts themselves has limitless potential for expansion with how many materials are added by base Calamity, and how so many weapons receive upgrades from the post-Moon Lord boss drops already. Maybe even tying those upgrades to the Hive Mind tier that's being moved up to Post-ML in the future?

Suggestion Author

@weak briar

arctic boughBOT
#
**make bosses less hesitant to dash**

It's really annoying when certain dashing bosses (like the plaguebringer and polterghast) follow you waiting for you to stop moving before dashing, which makes predicting dashes extremely difficult. I think these dashes should be reworked so that they are less dependant on player movement.

Suggestion Author

@restive shore

arctic boughBOT
#
Make sands count as ammo so they can be put in the ammo slot

They already function as ammo for weapons like the sandgun and sandstorm, but can only be used from the inventory. Examples: regular sand, sulphurous sand, eutrophic sand. This would be a nice quality of life change to save space for rangers (as ammo slots as intended to)

Suggestion Author

@long lichen

arctic boughBOT
#
**Change some debuffs to not just be "lose x amount of hp per second"**

A lot of debuffs the player can inflict mostly just make enemies lose x amount of HP per second; Brimstone flames, Holy flames, Crush Depth, Brain rot, just to name a few. In my opinion, this makes a lot of debuffs seem the same and boring to inflict on enemies. I think that by changing some of these debuffs, it'll be a lot more fun to inflict these debuffs, and it could even make some underused weapons shine more if they inflict one of these debuffs

Suggestion Author

@rich wolf

#
**Remove Ancient Bone Dust**

Ah. Nothingburger bloat materials.

Calamity has historically had a lot of bloat materials that have been gutted over time, and Ancient Bone Dust is one of them for sure.

Ancient Bone Dust is used in a whopping... drumroll please...

3 items!

So here are some replacements off the top of my head:

Archaic Powder - I'm not sure, I'm gonna be honest it doesn't really add much to the recipe, as bones are already needed. I guess just gut it.
Duststorm in a Bottle - Just remove it why is there bone dust in this recipe???
Calcium Potion - This one's a stumper, as it does serve a purpose here. Maybe cobwebs? Or perhaps it could just be sold by the Skeleton Merchant like it already is atm

Suggestion Author

@winged rune

#
**Take Atlases off the Lifeform Analyzer**

The Lifeform Analyzer is around to detect rare enemies. Atlases are not a rare enemy. Them being detectable by the Lifeform Analyzer makes no sense.

Suggestion Author

@cyan hare

#
**Remove/Nerf the Sulfurous Sea acid bubbles' ability to do damage**

Put simply, it's just annoying and doesn't serve to make the biome more engaging. Fishing is made more annoying, as well as the Acid Rain, since the bubbles deal knockback, a hefty amount of damage (for an environmental hazard that's hard to predict), and poison you on top of that.

Suggestion Author

@blazing grove

#
**Offer more interactable furniture for ambience and beneficial purposes**

As of current, Calamity primarily offers building blocks and furniture made from those blocks. This is great for building themed structures and making large biomes. However, Calamity does not offer very many furniture pieces that provide a benefit beyond decoration. Some players simply are not creatively aligned, and will often prefer stations that provide them a benefit when used. As of current, excluding fountains and monoliths, the only ones that fit into this niche are the Draedon furnitures for summoning Exo Mechs, the Wulfrum Lure, the Astral Altar, the Lantern Center, and the buff candles. Providing more options for this would be interesting to see, and could be enjoyable to use in a playthrough

Suggestion Author

@copper flint

arctic boughBOT
#
**Add the missing furniture pieces**

A few furniture sets are missing various pieces for seemingly no reason, and it's rather inconvenient when attempting to build with them and have to make alternatives for a missing piece. My biggest issue is the Wulfrum furniture set,as it's missing a door and a platform, as well as containers, or the laboratory sets, the auric and exo variants are missing about half the pieces.

Suggestion Author

@rapid osprey

arctic boughBOT
#
**Add Fish of Unholy Essence**

unholy essence shot dead in the crate pool, this adds it back and it isnt that out of nowhere for it to exist as there are the havocfish and sunbeam fish and fish of eleum (& the souls fish). you could also potentially have fish for ecto and necroplasm as well but those feel slightly sillier to me for some reason . this would give those resources ways to be obtained outside of just killing things, similar to the other essences

Suggestion Author

@spice hazel

arctic boughBOT
#
**Make Detonating Bubbles a threat with projectiles**

In my experience, these projectiles aren't very engaging, they hardly reduce mobility and often i find myself dodging them with normal movement induced by Duke Fishron. I think if we added something akin to 4 or 6 small/slow gravity-defying projectiles that rapidly accelerate whenever a Detonating Bubble explodes could be fun

This to me would add actual thought to the attack and would make the boss feel more on-tier, as currently duke fishron feels just a little easier than other post-golem bosses

Suggestion Author

@keen geode

arctic boughBOT
#
**Make Power Cell Factories 3 Blocks Tall**

Their sprite, when not animating, is perfectly 3 blocks tall. The little hand poking up so it's 4 makes it really awkward since most of the time it appears 3 blocks but sometimes just goes barely over. The sprite should not get to be 33% larger than it is because a few frames of animation that lasts for an eighth of the time you're seeing it happen to need an extra half a block.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Add Post Moon Lord Crates to Allow for Fishing to Have Value in the Lategame but Prevent Crate Hoarding**

One of the big reasons for the recent change in crate loot pools is to avoid "crate hoarding", or basically fishing up crates in an earlier part of progression to be able to access the resources more safely and readily later in the game. There are obviously some arguments to be made about how relevant this even is in Calamity considering its complete lack of threats from basic enemies after the very early game, but the point is that this is the reason the change was made.

Thus, the easiest solution, which would also be in line with how vanilla handled this exact same problem, is to add new crates for the new leg of progression. Hardmode crates were added after people horded crates in pre-Hardmode, so adding new crates in post-ML in order to prevent people from just hoarding the Hardmode crates would allow Calamity to once again add drops from crates to the late game, and improve fishing loot tables again.

Suggestion Author

@olive shale

arctic boughBOT
#
**Buff Calamity Crate pools**

Recently, Calamity made sweeping nerfs to Crate drop pools. I think a good portion of these changes vastly overcorrected on the issue of crates giving too much. The image provided is the drop list for Brimstone Crate, a HM crate for the Brimstone Crags. Notice that it literally does not drop ANY singular biome-related items, it just drops bog-standard crate materials. This made the Brimstone Crate worse than the Pearlwood Crate, which at least drops some items other than the classic materials. Among the crates, the only post-PreHM Calamity crate worth even fishing for is the Hydrothermal Crate, which drop Abyssal loot items.

Therefore, I would simply suggest adding significant amounts of biome-related loot back into the drop pool of many Calamity crates. because now a bunch of crates are just not worth fishing for anymore.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Change recipe of Death Whistle**

Honestly, if you didn’t have Boss Checklist or the wiki, I would not blame you for not knowing Ravager exists. I would mostly blame this on how weird the recipe for the summon is. Why would you need Lihzahrd Bricks for a boss’s summon? Changing this summon to use a more common material like Scoria or Life Alloy would be clearer for new players.

Suggestion Author

@narrow dirge

arctic boughBOT
#
**Make the Rage buff increase mining speed.**

Rage, despite being a very readily available buff, is not immediately useful a lot of the time. Outside (rare) miniboss encounters, or very early on as a panic button against basic enemies, the buffs to combat it gives are rarely worth considering. While it is meant to be a combat buff, giving it a bit of exploration utility would serve it nicely, with how ambiently available it is while exploring.

Plus, while for the most part building is meant to be a peaceful endeavor (with several items decreasing enemy spawns/aggro being invaluable tools for this), a good portion of builds (especially arenas) are going to be teeming with enemies if you don't go out of your way to use these, and especially early game where these items are not readily available, adding the option to use your Rage for construction rather than mob clearing may be a benefit to early-game playthroughs.

Suggestion Author

@elfin grove

#
Update Ball and Chain description to represent the true effect

Currently it states that it disables any dash granted my equipment, however it disables all dashes including Default Dash

I also feel giving us a config option to make it so that it disables all dashes, or all except default dash would be beneficial for those wanting to use this item

Suggestion Author

@keen geode

arctic boughBOT
#
**Rename the Tooth Ball... or at least one of them**

Interestingly, Calamity adds 2 things named the Tooth Ball. The name is shared by the Perforator Hive's Rogue weapon drop and the Enemy NPC spawned by the Old Duke. A rename for one of them to remove this overlap would be handy.

Suggestion Author

@winged rune

arctic boughBOT
#
**Rework the Icicle Trident**

There is nothing really going for the current version of this weapon. It's basically a slightly tweaked Clothier's Wrath, a weapon you can get before Icicle Trident. The weapon has a cool design, and I'd like to see it be more than blue Clothier's Wrath. Maybe rework it into a melee weapon, early hardmode mage is stacked enough as it is.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Make either killing or dealing enough damage to Calamitas (the Town NPC) summon Supreme Calamitas**

It doesn't seem right to me that you can just kill Calamitas outside of her fight, and she doesn't even bother fighting back. That doesn't add up. I think she should, either upon killing her NPC or dealing enough damage (like mayhap 50% of her health?), spawn Scal.

There is some precedent for this, as in vanilla equipping a Clothier Voodoo Doll so you can kill the Clothier is the only way to refight Skeletron.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Rename Void of Extinction**

The name worked when the weapon was a direct upgrade to Void of Calamity, however it has since been reworked to be an upgrade to Abaddon, and as such the current name serves as a more antiquated reference to this.

Suggestion Author

@winged rune

arctic boughBOT
#
**Rework Badge of Bravery to be Multiclass**

Badge of Bravery has barely anything to do with melee anymore. It just has some normal damage/crit/penetration buffs that don't have any ties to melee save for the fact they're arbitrarily bound to it. It's understandable for it to end up like this since it did use to be a Feral Claws thing with melee speed, but now it doesn't. Change the recipe to be a Destroyer Emblem or something and make the boosts be multi-class.
There aren't any multiclass accessories for that tier anyway. It would be nice for everyone to get an upgrade.

Suggestion Author

@desert oasis

arctic boughBOT
#
Rework the Lab Seeking Mechanism

The lab-seeking mechanism doesn't have the ability to seek out labs. This is fine, but the name does set up the expectation that it, by itself, would seek out labs. The suggestion I have for reworking the item is to make it detect common labs. This could let the "mechanism" have a use, and it would allow people to find common labs much easier and faster.

Issues: "Lab Seeking Mechanism" is misleading
Common labs have no seeking mechanism like the bio-centers do

Suggestion: Rework them so they function similarly to the other lab-seeking mechanisms, but they search for common labs instead.

Suggestion Author

@hidden breach

arctic boughBOT
#
**Re-add Darksun Fragments to Midnight Sun Beacon**

Thematically it would fit. Midnight Sun was tier shifted from Darksun-Cosmilite to Auric a while ago, however it never changed its name or appearance. By all means it is still thematically tied to the Eclipse. Darksun fragments would be a fitting token material for thematics sake.

Suggestion Author

@winged rune

#
**Change the World Icon After Beating Supreme Witch, Calamitas and the Exo Mechanical Bosses**

When you beat Moon Lord, a gold frame and a cute little crown appears over your world's icon to show that you beat the game. In Calamity, though, Moon Lord isn't the final boss; Calamitas and the Exo Mechs are. I believe it would be nice to properly mark your world as completed instead of it saying you've done it all after you kill ML, so I suggest one of two changes be added:

  1. You get the gold icon from beating SCal + Exos
  2. You still get the gold from ML, but you get a fancy Calamity-themed one from SCal + Exos
Suggestion Author

@desert oasis

arctic boughBOT
#
Shimmer Shiny Red Balloon into crafting components or into Balloon Pufferfish

Currently it has no shimmered down thing and will sit in shimmer indefinitely, the first is obviously as to why it's proposed, however the second i feel is better as currently the Balloon Pufferfish shimmers into the Shiny Red Balloons, however can't be shimmered back

Suggestion Author

@keen geode

arctic boughBOT
#
**Make God Lowercase**

Calamity often refers to their gods with a capital G, which doesn’t make sense. Capital God is mainly used in monotheistic because that is the deity’s name since it is THE God. It’s kinda like how Mom is capitalized when you’re talking about your mother. Calamity’s gods do not fall under any of those categories: they are never referred to with their title since there are many god and they’re also generally much closer to the deities of ancient Greece and the like rather than those of monotheistic religions; it would make sense to use lowercase because said Greek-esque gods are written like that.

Suggestion Author

@desert oasis

arctic boughBOT
#
Molten Charm & Magma Skull price differentiation

I have absolutely 0 clue why these are valued different for selling (Molten Charm 7.5 gold, Magma Skull 2.5 gold), these items are functionally identical, just with the magma skull also having the molten skull rose upgrade. But as the 2 aforementioned items use the exact same items to craft and the exact crafting station i do not see why there is a price difference of a whole 5 Gold

Suggestion Author

@keen geode

arctic boughBOT
#
**Add a fourth permanent mana upgrade post-Calamitas Clone/Plantera**

This would not only help with consistency by evening out the number of permanent life upgrades and permanent mana upgrades, but also help with their spacing. While life upgrades are placed pretty consistently throughout the progression of the mod, the first two mana upgrades are very spaced out, with the first one being available immediately after entering hardmode and the second one only becoming available right before moonlord. Therefore, I think it would be ideal to add another mana upgrade to bridge the gap. As for the point in progression where it could be added, I think an optimal spot would be after defeating the Calamitas Clone and/or Plantera, with these two bosses marking the middle point of hardmode.

Suggestion Author

@gray tundra

arctic boughBOT
#
**Rework Permafrost's Mage Weapons**

Most mage weapons (with the exception of Cryophobia) are as simple as shooting a projectile. They feel old, unsatisfying to use, and don't stand out at all. They simply have no visual or functional flair to make them at least feel good to use, especially compared with other classes' weapons at similar points in progression. In short, they desperately need a rework.

Suggestion Author

@tawdry grove

arctic boughBOT
#
**Make Sulphurous sand craftable into glass**

It replaces an entire ocean biome's worth of regular sand, and the uses of sulphurous sand are so much more limited than those of sand, through glass (glass is used throughout your entire playthrough for potions after all). So for the sake of not having it just be eating up inventory space it'd be nice and fitting thematically if you could use it for the same purposes as regular sand. Not to mention that it would be a nice bit of consistency with the basegame :p

Suggestion Author

@glacial tide

arctic boughBOT
#
Add a PHM Dash Modifier Accessory

There's no PHM Dash modifications or additions, only the 2 current dashes.

We have Old Duke Scales and Ambergris in mobility function and Slagsplitter Pauldron that give an effect, but these are both pretty spread out, but leaves a massive gap in Prehardmode for stuff that could affect dashes in some capacity to affect playstyle expression, alongside the unfortunate lack cal PHM accessories is filled with little things that would affect gameplay in ways that truly differ, and i believe a dash-related thing could fill both

-# I think an inverse ambergris could be something to fit here, as it'd fill a niche neither ODS/Ambergris fills while also not taking from them, nor taking from Slagsplitter (and not creating unintended balance issues), but this is just an example of something that could work to give an idea of what i mean, and not the actual suggestion

Suggestion Author

@keen geode

arctic boughBOT
#
**Introduce more debuffs into the elemental debuff system**

Despite the system existing for a good while now, a good few debuffs just aren’t in it, with the absence of some just not making any sense. The following don’t have a home, and I will delegate them as I think makes sense:

Heat: Holy Inferno, Icarus’ Folly, Mana Burn, Searing Lava, Rancor Burn, Profaned Crystal Whip Debuff, Profaned Weakness, Oiled, Betsy’s Wrath

Cold: Frozen Lungs, Vaporified, Frozen, Chilled

Water: Fish Alert, Clamity, Clammed, Pearl Aura, Shellfish Claps, Wet, Slime

Sickness: Burning Blood, Brain Rot, Irradiated, Alcohol Poisoning, Withered, Wither, Ichor, Oozed, Feral Bite

Electricity: Miracle Blight, Time Distortion

?? : Weak Petrification, Warped, Extreme Gravity, NO U, Boss Effects, Armor Crunch, Crumbling, Enraged, Elemental Mix, Heavy Bleeding, Laceration, Marked for Death, Shred, Temporal Sadness

Suggestion Author

@winged rune

arctic boughBOT
#
**Nerf the Default Dash**

I believe that, in its current state, the default dash is way too overpowered compared to how it realistically should be. While having the option to dash without a special accessory for it is good, I don't think having no dash should be situationally better than having a dash. Not even counting opportunity cost (using an accessory slot on a dash vs freeing up an accessory slot by not using a dash), sometimes just the default dash will be preferred due to the shorter cooldown. The instant acceleration on basically 0 cooldown is way too powerful. Some bosses, like Brain of Cthulhu, will be made easier by straight up not using Shield of Cthulhu. Nerfing the default dash would make these other options more desirable.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Retier Cryonic Ore to be mineable with Cobalt/Palladium Pickaxe**

The fact that this ore is post Mech 2 is just… weird? A lot of players, for better or worse, will be fighting Cryogen as their first Calamity boss in hardmode, and not being able to mine the ore he spawns until you get Adamantite just feels unsatisfying. It’s like if Perennial needed a Picksaw. On top of that, Daedalus Armor is extremely underwhelming compared to Adamantite/Titanium; retiering it to be a bit stronger than Cobalt/Palladium could let it see more usage.

Suggestion Author

@narrow dirge

arctic boughBOT
#
**Add Rogue Headsets to the Hardmode ore Armors**

Rogue has laughably few options for hardmode armor. Rogue gets access to a total of four sets, two of which are ore sets which every class gets (compare to summoner's five class-exclusive sets, as well as Old One's army multiclass and Hallowed). Titan Heart also wants you to stealth, so anyone wanting to play a spam rogue is stuck with Statigel or a multiclass armor until they can get Daedalus after two mechs and Cryogen.
An easy solution would be to add a rogue headset to the ore armors. The ore set bonuses are identical and the sprites are simple, so this would be easy to implement; and it would fill in a very hollow progression line while allowing for build variety.

Suggestion Author

@pliant sonnet

arctic boughBOT
#
Make items crafted with astral bars not require an ancient manipulator.

Astrum Deus is made to be fought after the cultist has been defeated, so using an ancient manupulator to craft astral items makes sense! However, I feel that locking many of these items behind the ancient manipulator removes a lot of the reward of doing a progression skip and killing Astrum Deus early.

Suggestion Author

@restive shore

arctic boughBOT
#
**Make the length of Yharon's charge telegraphs consistent**

When Yharon is about to do a fast charge, he will roar to telegraph it and charge after a small delay, which decreases as the fight goes on. In earlier subphases, Yharon charges approximately one second after he roars, but later in the fight he can charge around half a second after roaring. The player may get used to the longer delay early on in the fight which can mess with their muscle memory as Yharon approaches later subphases. As a result, the player can get caught off-guard by Yharon charging very shortly after he roars, which can feel unfair. The reverse can also happen, where the player gets used to dashing as soon as they hear Yharon roar, causing them to mistime their dash early on in the next attempt.

Suggestion Author

@dark thicket

arctic boughBOT
#
**Make more of a connection between Queen Slime and the Slime God**

According to calamity, the Queen Slime is actually a rematch with the slime god, but this is only conveyed through a message after beating the slime god and the queen slime’s lore item. Nothing else connects the two bosses.

Maybe show a brief cutscene after summoning the Queen Slime showing the slime god core forming into queen slime. Since there is now an intro cutscene being added for the BoC, I figured that it is not too out of the ordinary for calamity to add cutscenes to certain vanilla bosses like queen slime. This would show a stronger connection between the two slime bosses instead of conveying their relationship through a bit of text.

If that is too much though, then either add something smaller, like only being able to fight queen slime after the slime god, or remove the connection entirely.

Suggestion Author

@pliant cypress

arctic boughBOT
#
## Make the Gelitic Blade less absurdly obnoxious and loud

the Gelitic Blade fires a gel wave every swing, but get this; whenever it shoots a projectile it makes a loud sound effect that gets repetitive and annoying VERY quickly.
Please change the sound effect to something else or remove the sound entirely

Suggestion Author

@grand plank

arctic boughBOT
#
**Add a consistent way to identify Elemental debuffs and weapons that apply them**

All those drink changes just posted in the spoilers channel made me realize I have no idea how to tell what actually inflicts each elemental debuff, I'd have to kind of just go for flame-y weapon and hope it works, or check the wiki for each weapon/debuff.
It would be good if the weapons had an icon or standard bit of text in the description when they had an elemental debuff to make it unambiguous.
Maybe add a small icon or colored frame to the debuff icons too, to make them stand out?

Suggestion Author

@pure yew

arctic boughBOT
#
**Make the Post Eye of Cthulhu bosses drop regular healing potions**

This is not a big deal, but after beating the eye, most players will have almost maxed out life and use regular healing potions, so the lesser healing potions are kind of useless at this stage of the game.

Since Calamity has already made quite a few changes to vanilla terraria, I figured this would fit in.

Suggestion Author

@pliant cypress

arctic boughBOT
#
**Move Harpy Ring to Terraspark Boots recipe**

Terrasparks, while certainly good, are basically just a quality of life upgrade from Lightning Boots, with most of its features replicable with potions. Moving Harpy Ring down to Terrasparks would encourage more people to use Skyline Wings instead of Bundle of Balloons, on top of generally making them more competitive with Fairy Boots. This would shift Terrasparks to post-Evil2, but Lightning Boots already accomplish basically everything they do in combat, and it’d be a nice parallel to the other super strong movement accessory in pre-HM (Bundle).

Suggestion Author

@narrow dirge

arctic boughBOT
#
**Remove the map from Abyss**

The whole biome has a very mysterious and wild vibe to it, like no human should have ever seen it, but when you fully unlock it the vibe slowly drains away and it's just another biome where you easily orient off map. I think having the map pitch black from 2nd/3rd to 4th layer would be really cool. (my first thought was to make the abyss longer itself and make it go off map so you dont see it but that's probably almost impossible to do)

Suggestion Author

@fiery tapir

arctic boughBOT
#
**make astral snow craftable into snowballs**

It doesn't really make sense that astral snow cannot be crafted into snowballs. yeah you dont need snowballs at once in hardmode except maybe for flurrystorm cannon, but i feel like its just a simple mistake that the devs forgot to implement, please change this. :D

Suggestion Author

@steep snow

arctic boughBOT
#
**Rename Alchemical, Corrupt and Crimson Flask**

These three accessories are really close to the names of the Flask potions, which imbue weapons of specific classes to be able to inflict certain debuffs. These ones are called "Flasks of ..." Whilst the accessories called ... Flask, a lot of players still confuse them for normal flasks and think that they're not accessories. Changing the names of these accessories could help avoid confusion.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Add a visual telegraph to the Calamitas Clone’s fireballs**

Since the Calamitas Clone’s visuals are being updated, it would be nice if it now visibly charged up before firing its shots instead of them just showing up. It is not too hard dodging the fireballs since they are similar to the retinazer’s firing pattern, but it would be nice anyway.

Also it would be cool if Calamitas’ siblings had a unique dash sound effect instead of the eye of Cthulhu one.

Suggestion Author

@pliant cypress

arctic boughBOT
#
**Fix how Cinder Blossom Grass is Drawn on Hammered Tiles**

When you use a Staff of Regrowth on Scorched Remains, you get cinder blossom grass. It looks really cool, especially when you paint it, but the issue comes when you hammer the tile. The tile changes its shape and hitbox, but the grass remains stagnant. Now you can’t see if the tile is hammered or not. This feels like a small oversight, and I would like to see it addressed.

Suggestion Author

@tawdry grove

arctic boughBOT
#
**standardize lifesteal across all difficulties**

lifesteal currently in cal is a relatively balanced mechanic, several items grant it and for many of them lifesteal is the core of their identity, as such, their strength tends to directly corelate with the strength of lifesteal

this is a problem due to cal's changes to lifesteal, calamity makes lifesteal's difficulty scaling far harsher, lifesteal is over 50% more effective in classic compared to expert rev, and more than twice as effective in expert rev than it is in master death

in practice, this serves little purpose other than to artificially nerf lifestealing items, in a way that is never communicated to the player, standardizing them simply makes more sense.

Suggestion Author

@naive tide

arctic boughBOT
#
**Allow Toxic Heart to have SFX toggled**

Toggling the visibility of the toxic heart should mute it. It's a very annoying sound.

Suggestion Author

@pliant hollow

arctic boughBOT
#
**Remove the Wulfrum Hovercraft’s and Drone’s ability to travel through blocks**

Currently, an average interaction with said bots goes along the lines of “watch them fly into a hill, wait about ten seconds as they ‘hover’ in complete invulnerability, wait until they fly straight up to despawn” and potentially repeat this process.

Sure, simply making them able to see through walls would do, but that wouldn’t fix the entire problem, as their chances of invulnerability still stand, even if partially by then. Their AI would have to be tweaked to avoid collision but the Wulfrum bots’ behaviors are overwhelmingly simple that saying reworks are possible would be an understatement.

Suggestion Author

@floral sage

arctic boughBOT
#
# Inform new players about config

If someone plays Calamity for the first time, then they would most likely know what the config is, but for ones who have never played modded, then the config is practically unknown to them. This means they wouldn't know about the natural dash, or other effects made by it.

This change doesn't have to be much, just a chat message on creating or joining a world that says "Check the mod config for settings" or something similar.

Suggestion Author

@nimble widget

arctic boughBOT
#
**Tweak Miracle Matter's Recipe**

To get the problem right out of the way, the materials for Miracle Matter as they are right now can be tedious to collect if you don't already have spares laying around. You have to fight through three buffed events, the Exo Mechs, Yharon, either the Celestial Pillars or Astrum Deus, CalClone, and then go out and mine four different ores (on top of the miscellaneous regular enemy drops). And in that, the events are both the worst part and are essential for the recipe in that they're needed for Ascendant Spirit Essence.

It gives you a (debatably) satisfying conclusion to getting those resources together like the Drill Containment Unit...the first time, but if you want to get all the weapons and you didn't collect those materials in bulk, you have to do it all over again! So if the recipe's to stay, I'd suggest changing it to unlock a simpler recipe for MM after the first one, but otherwise, it can be kicked to the curb.

Suggestion Author

@outer sage

arctic boughBOT
#
**Change the Mount Ride Sound for the Brimrose**

The sound for the Brimrose mount being used is the item.drink sound that plays upon potion consumption. Why this sound? It's very unfitting, especially considering Brimstone Elemental is not something that comes to mind when you think "liquid." Feels more like an oversight than anything.

Suggestion Author

@tawdry grove

arctic boughBOT
#
**Make Ravanger or their Geode drop Blood Orbs**

I was playing Calamity with a friend mine, and the progression was pretty smooth overall, since the mod adds a lot of new crafts that makes grinding for accessories and such a way convenient experience

But, when we got to the point of farming for Bloodstone Core, we had hit a road because there were no Blood Orb left or a Blood Tear to summon the Blood Moon. We had to wait for a Blood Moon to naturally appear so we could properly progress, breaking the run flow so far

After thinking about it, we felt like it would make the experience way convenient if Ravanger would give Blood Orbs in a way, since it makes sense to that point of progression to have an alternative to find it, like how Infernum make easy to farm Blood Orb with Dreadnautilus, since you can make their summon with Essence of Havoc and a Worm, items that are pretty reasonable to obtain

Suggestion Author

@muted leaf

arctic boughBOT
#
**Change the Recipes for the Devourer of Gods and Yharon's Summon Items**

Currently, these recipes are much earlier than where they're intended for so you can skip ahead in progression. That is a very good reason; Calamity would be a lot more boring with overly linear progression. However, the recipes are extremely misleading, both being easily made from boss materials three or four tiers before their fight plus some other miscellaneous stuff gotten at the same time or even before. It is extremely easy for a new player to see Life Alloys in a recipe and think that Yharon is intended to be right after Dragonfolly, or see Luminite and think that DoG is intended to be right after Moon Lord. There are some other stinkers in the list but I believe these two to be the worst.

I'll point to a good existing summon item: the Eidolon Tablet. To get it you have to go all the way to the third level of the abyss and be able to get a 25% drop rate while being surrounded by powerful enemies. It's difficult to get, it's out of the way, and it fits lore-wise.

Suggestion Author

@desert oasis

arctic boughBOT
#
**More Hooks!**

Calamity currently has (to my knowledge) 3 hooks - Serpent’s Bite, Bobbit hook and Wulfrum Acrobatics Pack (technically not a hook but acts as one). This is a real shame - hooks are great for exploring, building, combat, and are just fun to use. They’re certainly a loved part of Terraria, and their lack of rep in Calamity sticks out when categories like mounts and pets are so varied.

Calamity has plenty of appropriate ways to integrate new hooks. Bosses like Astrum Deus, Polterghast or Storm Weaver could drop hooks or have hooks crafted from their materials. Calamity ores, structures and events could also have hooks. I’m sure whatever the devs might think of would be better than I could.

Most hooks wouldn’t need a unique ability; just shifting stats like maximum chains, eject and retract speed, etc would allow for neat integration with base-game hooks (some of which Calamity already adjust) and reduce the amount of time and effort to develop.

Suggestion Author

@versed drift

arctic boughBOT
#
**make deathweed bloom more often**

deathweed is currently by far the hardest herb to get to bloom, while other herbs bloom every day or at least relatively consistently, deathweed only has 2 bloom conditions, full moons (once every 8 days, or for 10 minutes every 160) and blood moons (completely random and usually leave you preoccupied)

simply put, for the amount of potions that explicitly require deathweed, this really does not feel good enough, especially for prehardmode, where this is by far the most noticeable, with no access to time changing tools your only option of speeding things up is hoping to get lucky on a blood moon, which is a fairly measly 11% chance and not particularly reliable, even if bloody tears make subsequent blood moons more consistent.

Suggestion Author

@naive tide

arctic boughBOT
#
**Give Each Celestial Pillar its own Debuff Resistances/Weaknesses**

Each of the pillars sharing the general space-themed debuff chart creates a few oddities, notably the solar pillar being weak to fire even though it is fire-themed. For logic's sake, I believe each of them should get their own charts while only Moon Lord keeps the current one.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Make Calamitas Clone speak gibberish**

Cal Clone's bestiary entry states "even a fragment of Calamitas' brimstone power was enough to drive the clone to insanity. Nothing human remains." If that's the case then why is it that it speaks in proper English during the fight? Hell, it's uniques despawn message for Boss Checklist doesn't have it speak, so why does it speak in game? I feel like having the clone "speak" in gibberish would further make it feel like there's nothing human remaining in the clone, and it would also make the way Cal Clone is presented in game slightly more consistent with how Cal Clone is in lore.

Suggestion Author

@autumn lance

arctic boughBOT
#
**Add a more involved dialogue system**

Since calamity is a story based mod, it would be nice if it had a more impactful dialogue system.

Other story based mods like fables and MoR have more advanced systems that are more than just text messages in the bottom left of the screen and it makes their characters stand out more. I’m not saying calamity needs a system as advanced as those mods, but it would be nice if the mod had something more than sporadic text in the bottom left of the screen during major fights like DoG or Draedon.

Suggestion Author

@pliant cypress

arctic boughBOT
#
**Make Elysian Aegis a crafted upgrade**

Providence dropping 1 of 2 additional accessories depending on where you fight her is a strange and outdated mechanic, reflected in 2.1 with her dropping both at all times. Bosses usually only have 1 accessory that's Expert exclusive, so 2 more regular ones is a bit overwhelming.

Elysian Aegis makes perfect sense to be a craftable upgrade to Asgard's Valor, fitting thematically with Divine Geodes and making it clearer that it inherits all its effects. you would also need to tweak the recipe of Asgardian Aegis, but that's a very minor change.

Suggestion Author

@wispy arch

arctic boughBOT
#
**Change the name of the Bobbit worm**

The reason why is because real Bobbit worms are getting their name changed to the "Sandstriker" worm. This is because the old name was a part of sexual abuse case at the time. I was thinking maybe "Void striker" worm or "Lumin-striker". I dont really mind what its named to, but changing its name may be a cool idea, and a good chance to name it something really cool.

Suggestion Author

@heady bobcat

arctic boughBOT
#
**Add RGB Keyboard support, similar to Terraria's base biomes and bosses!**

For those that are unaware, Terraria has support for many RGB-enabled keyboards and other peripherals, allowing them to shift to colors/animations to reflect the biome you're in or the state of the game! Would it be possible to implement these into Calamity? It could be an interesting level of immersion, like having your lights change depending on the background of Rev DoG's fight, or Yharon's summoning! I'm not sure how easy this is to alter, however I think some mods have done it before? (Wrath of the Gods has some custom keyboard visuals iirc, its been a minute since i've done that fight!) But yeah that's my suggestion! It's a little broad and has zero impact on gameplay or quality but I'm a huge fan of dumb cute details like RGB stuff

Suggestion Author

@echo marsh

arctic boughBOT
#
Supreme Witch Calamitas Enrage in Brimstone Crag

Calamitas in lore has a significant history with the Brimstone Crag, having been partially responsible for them. Her town NPC form also dislikes the Brimstone Crag, and her happiness quote when there shows she really doesn't want to be there. However, as a boss she doesn't interact with the biome at all. It would fit the lore better if she were to enrage when in the Brimstone Crag, and possibly prevent summoning her there.

Suggestion Author

@short parrot

arctic boughBOT
#
**Making the Spelunker's Amulet available in Pre-HM along with an upgrade tree**

While it's already pretty useful, where the spelunker effect really shines is in pre hardmode, where ores are needed much more urgently due to the amount of tools and other items you have to craft. It could also have an upgrade tree with items related to mining but not limited to: archaic powder, ancient fossil, ocean crest, etc.

Suggestion Author

@vale nest

arctic boughBOT
#
**Allow the hover keybind to be changed in Controls**

Because Calamity allows you to fall faster with down, you end up hovering a lot when you didn't mean to. Allowing the player to override the hover bind would be helpful for movement tech and easy to add.

Suggestion Author

@pliant sonnet

arctic boughBOT
#
**Prevent the Perfect Dark/Vein Burster's projectile from sticking to platforms**

Perfect dark's projectile has the semi-unique property of sticking to blocks and platforms. While this seems like a good thing, the projectiles sticking to platforms specifically really hinder the weapon's performance in a way that feels unfair and unintentional. The projectile sticking to blocks is fine, just not it sticking to platforms. Removing this would make the Perfect Dark a more solid option for fights like Queen Bee and Skeletron, where the player will likely have multiple rows of platforms. All the problems listed above apply to the Vein Burster as well.

Suggestion Author

@blazing grove

arctic boughBOT
#
**Make Life Fruits (or equivalents) spawn outside of the Jungle**

In vanilla, life fruits spawn in the jungle because they are meant to be collected right before plantera. However, calamity has them spawn way before the player needs to go to the jungle.

Add Life Fruits or equivalents that spawn in a few major biomes like the ice biome and hell at the beginning of hardmode instead of just in the jungle. The player is encouraged to explore these two biomes anyway at this stage of the game to get materials for bosses like cryogen and the brimstone elemental, so it would be more convenient if they could max out their life to 500 while exploring those biomes instead of going to the bloated jungle.

The jungle already has enough going on in mid to late hardmode, like killing plantera, golem, and PBG, so it would be nice to not be forced to go this hellish biome even more than the player has to in order to upgrade their life to 500.

Suggestion Author

@pliant cypress

arctic boughBOT
#
**make skeleton merchant's calamity items sold based on moon phases**

as of 1.4.4, of the ~30 items skeleton merchant can sell in vanilla, all but 5 are based on moon phase, this serves to prevent bloating the npcs item pool, as well as giving value to encountering them past the first few encounters.

meanwhile, contrast this to the items calamity lets the skeleton merchant sell, all of which are sold at all times, provided you're at the correct stage of progression

this, besides just feeling incredibly inconsistent, ends up causing the exact problems vanilla attempted to avoid, the skeleton merchant shop is often bloated with a large array of items, and the value of finding skeleton merchants past early game is diminished, this is especially noteworthy given many of skeleton merchants new items for sale are alternate obtainment methods to preexisting items, virtually all of which end up being arguably much easier than their actual intended obtainment, undermining said obtainment methods.

Suggestion Author

@naive tide

arctic boughBOT
#
**Add some sort of failsafe to prevent the abyss from perpetually draining into the underworld**

When this happens, it can cause a lot of lag, and many players will not know what to look for.

There's not an easy fix for this issue unless regenerating water was simply removed, but maybe abyss blocks could only regenerate water if there was more water already nearby, or cracks in the abyss could heal in time. Something to reduce the potential effect on performance.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Make P-TSL Short Circuit's hook collide with tiles**

While i greatly enjoy the right-click hook attack, it may be a bit confusing with how the projectile works. It can pass through tiles, but cannot hit enemies if there's tiles in between them and you. This can lead to situations where you're not quite sure why the attack isn't landing, because sometimes you don't notice any barrier. Making the hook able to hit enemies through tiles would be way too strong, so i think it colliding with tiles is a good solution.

Suggestion Author

@wispy arch

#
**P-GSS: Auger should hit through walls.**

With the limited range, and the graphic visually appearing through walls, it's very annoying to figure out how the weapon actually hits, when in cramped, underground locations such as the underground jungle or dungeon. I found myself struggling to hit Man Eaters in the Jungle or Cursed Skulls in the Dungeon due to visually seeing the blade pass through them, but simply not landing a hit. With its relatively short range, I don't believe this would be a balance upsetting change to implement, and would remove the disconnect between the weapon's visual and gameplay.

Suggestion Author

@young scroll

#
**Tweak Devourer of God's transitioning from the laser grids to prevent unavoidable contact damage**

I've noticed that during his laser grid attack that his transition from the laser grid attack to the teleport can cause him to deal unavoidable contact damage to you, especially during Phase 3 where the room for error is vastly smaller, rest of the attack was fine so positioning is not the problem, the transition just needs some tweaking.

Suggestion Author

@stable dust

#
**Make the ability to have a double jump toggleable from the statigel armor set bonus**

It feels uncomfortable to use the double jump when you have skyline wings as its obnoxious with how uncontrollably high it makes you jump (With just a tap of jumping). Its horrifically hard to move precisely with the double jump while trying to use wings, especially while playing true melee. It could be great in scenarios but when using the prehardmode wings given to you its simply weird and not fun to use or deal with

Suggestion Author

@sand tiger

#
**Rewrite this tooltips segments of Abyssal Diving Suit**

When you equip a diving suit you dont "transform" into a diver, you just wear it over yourself, any other description would be better than transform

Suggestion Author

@wicked garnet

#
**Allow Disgusting Meat to vomit out Vital Crystal, Arcane Crystal, Gummy Work, Galaxy Pearl, Ambrosia, Aegis Fruit, Demon Hearts, Celestial Onions, and Other Mod Upgrades**

It feels more consistent when using the "start back from zero" item to start back from zero. These upgrades that permanently modify the character still remaining seems contradictory to the item's point. As for mod compat, I'm unsure if that is a compat option done on their end or on yours.

Suggestion Author

@winged rune

#
**The Night's Ray should be made of the Hellwing staff and Mana rose instead of the Amber staff and Wand of Frosting**

The Night's Ray is based on the Night's Edge, a weapon made from materials from important places in progression for melee and from weapons at multiple points in progression. The Night's Ray on the other hand uses several early prehardmode weapons from mostly unimportant places. Changing the Amber staff to the Hellwing staff (and maybe the wand of frosting to the mana rose or Hyphae rod) would make for a more interesting recipe.

You could also just replace one of these, seeing as the Amber staff is pretty cool.

Suggestion Author

@night palm

#
**Give the Cart of Gods the effects of the Demonic Hellcart and Minecarp**

As the end all be all of Minecarts, and stronger than even the stats given by the Minecart Upgrade Kit, Cart of the Gods seems like the ultimate minecart. Except it’s… basically just another stat stick that centralizes all cart design again.

I understand it’d be difficult to edit the Minecart Upgrade Kit or to add an upgrade… to the upgrade… so perhaps, at the least, Cart of the Gods could feel like the real endgame with carts. Mechanical Cart was still lacking two abilities when it used to centralize the game; 7 seconds of lava immunity, and immunity to water physics from the Demonic Hellcart and Minecarp respectively. I suggest simply adding these stats to Cart of the Gods so it really has that endgame feel, while giving the player access to all the benefits befitting of an endgame upgrade.

(I have donor permission to post this suggestion.)

Suggestion Author

@olive shale

#
** Retier or Remove Weapons That Immediately Upgrade After a Single Boss/Tier**

Calamity currently has several weapons that come immediately after their predecessor. Monsoon to Alluvion, Horseman’s Blade to Baleful Harvester, Xenopopper to Vortexpopper, and Starwrath to Galactus Blade are some examples. Immediately upgrading these weapons often can overshadow the predecessor, or make the upgrade feel redundant. Occasionally, the upgrade is also simply worse too, despite both weapons debatably being balanced. Although they could be considered side-grades in some cases, Calamity has generally tried to move away from weapons upgrading so quickly over the years, including in the latest update. Galaxia was moved earlier in progression to give it more time to shine, and the same should be done with these similar weapons (or remove them if deemed fit).

Suggestion Author

@rotund notch

#
**Remove or Rework Mycelial Claws**

Currently, Mycelial Claws are just boring. They're functionally reskinned Fetid Baghnakhs, with nothing extra or special about them to set them apart from most other weapons surrounding them. They need something about them to make them stand out, especially when so many weapons around it have recently been reworked. If making them stand out is impossible, I ask that they just be removed.

Suggestion Author

@cyan hare

#
**Offer a way to make the Burrower Beacon pet Burrower longer**

As of current, the Burrower Beacon pet Burrower is around 3 segments long, being a head, one body segment, and a tail. However, the actual creature Burrower is around 11 segments long. Some may expect the Burrower Beacon pet Burrower to be just as large, and may be slightly disappointed at the minute replica. Providing an option to change the size of the Burrower Beacon pet Burrower, perhaps with a slider, could provide for that crowd.

Suggestion Author

@copper flint

#
**Remove Angler Quest cooldown**

All it does is discourage people from interacting with Quests and waste time if you fail to work on them gradually throughout a playthrough.
Additionally, tools like beds and cosmolight turn the time lost from catastrophic to annoying, so keeping the cooldown is just perpetuating that problem. There is very little worry of mod compatibility failing from such a change, too.

Suggestion Author

@warped lodge

#
**Add Recipes for the Unobtainable Navyslate, Sea Prism, Giant Hive, and Large Basalt walls, along with Shellstone Brick Trim and its walls**

They’re all very nice walls and tiles, and it’s a shame the player can’t use them.

Suggestion Author

@winged rune

#
**Standardize Desert Loot Between Chests and Crates**

Unlike every other biome, the Oasis Crate has nearly exclusive items despite a lack of mechanical reason for it. The most blatant is the Sandstorm in a Bottle. Considering Calamity adds Skyline Wings and locks Bundle of Balloons to post-Evil2, it only appearing in the not-guarnteed Pyramid once or with a 1/35 crate chance is inexcusable, especially considering multiplayer. However, the recipe Calamity adds makes them far too easy to obtain, and conflicts with the one added by vanilla. Sandstorm should stop being treated as special and just be added to chests to match its crate. It's not unique enough to warrant its exclusivity when Fart is just as strong, and Cloud and Blizzard are both chest loot.

The other is Scarab Fishing Rod which is a clone of Fiberglass but exclusive to crates. In order to fish up a Scarab Fishing Rod, you'll likely have something just as good, which renders its existence moot. It should just be moved to Desert Chest loot like its Jungle counterpart.

Suggestion Author

@olive shale

#
Make an option that lets the player change the size of the difficulty meter

Give an option in the configs for changing the difficulty mode icon smaller / bigger. Right now it feels a bit too big, so some kind of slider to adjust this would be nice.

Suggestion Author

@simple spire

#
**__Remove all remaining vanilla item recipes__**

As it stands, the current remaining vanilla item recipes added by Calamity still heavily discourage world exploration and interaction with the game itself, disrupt game balance, and diminish the sense of accomplishment for crafting complex items. For example, being able to craft all of the materials necessary for Terraspark Boots doesn't encourage the player to explore the world or interact with alternate methods of obtaining these items (such as fishing) and turns the experience of crafting Terraspark Boots into an unfulfilling fetch quest, and disrupts game balance by making a powerful item accessible to all players very early on in the game. For balance and gameplay purposes, the remaining vanilla item recipes added by Calamity should be removed; this would forcefully encourage the player to interact with the world around them on a deeper level than what the mod offers in its current state, guide the players towards interacting with the game's systems (such as fishing), and re-transform a series of boring fetch-and-farm quests into a fulfilling, rewarding experience.

Suggestion Author

@severe tundra

#
add shroomble as a town pet please

hes so cute and awesome and i love his little jumps and its insane that you listed him as an enemy please devs let us pet the mushroom

Suggestion Author

@hard tendon

#
**Rethink the way the mechs drop Hallowed Bars**

Currently, with the early Hardmode progression rework, the mechs don't drop Hallowed Bars until you've killed all 3, from a gameplay standpoint, this makes sense, but it feels a little immersion breaking in my opinion. A simple solution would be to make it so that the mechs don't drop Hallowed Bars whatsoever, but I would prefer if the mechs dropped something that could be turned into Hallowed Bars once you've killed all 3.

Suggestion Author

@autumn lance

#
**Cut down on the amount of different weapon recipes that share a weapon material**

For some reason, there has been an uptick in recipes that share weapon materials. The most egregious example of this is the Magic Missile, which as pictured, can either upgrade into Night's Ray, Shifting Sands or the Sky Fracture, which also either upgrades into Infernal Rift or the Dance of Light. Additionally, Night's Ray and Sky Fracture are part of the Vivid Clarity's recipe tree.

This is rather annoying, especially as many of these branches don't branch off and/or end at the same time. This just encourages the player to shimmer their weapons constantly, or get multiple of the same weapon material to deal with this problem.

Personally, I think a lot of these recipes should either replace their shared weapon materials with something else, or better yet, do something like the Prince/Thorn Blossom did back when they were materials for the Vivid Clarity and have them ultimately share the same final weapon to upgrade into.

Suggestion Author

@bitter mirage

#
**Reduce the Volume of Pumpkaboom**

It is noticeably louder than everything else playing in the game. My ears are burning. Please reduce its volume.

Suggestion Author

@cyan hare

#
**Make the Frost Bolt projectile create a frost burst when it hits its pierce cap**

the title is worded weird i didnt know how else to say it
The reworked Frost Bolt is incredibly satisfying with how it creates a little explosion on every bounce. However, when the projectile pierces its final enemy (i believe it has 3 pierce), the projectile just disappears even if it hasn't made a frost burst. This feels like it takes away much of what makes the weapon feel so good to use, and ultimately a bit worse for crowd control if you dont intentionally utilize the ground. Making this change would make it more applicable outside of mostly underground scenarios and also feel more satisfying at the same time.

Suggestion Author

@willow escarp

#
**Please revert the Ocean Crest change or have it apply an invisible Gills buff while standing still**

The change makes sense to avoid just giving the user infinite air underwater with no requirements, but the issue is that while sitting still the air meter will constantly flicker in and out of existence while it is refilled and drained simultaneously. This gets to be VERY distracting.

Suggestion Author

@uncut stream

#
**Increase the fight duration of Devourer of Gods' First Phase.**

A trend that I've now noticed for a couple of dev cycles, both within Calamity and outside in terms of addons, is the reduction in fight time for DoG's First Phase in favor of the second. While I do really enjoy 2.1's boss revamp, I do miss how the fight was partially an endurance test due to its high HP and lengthy two phase fight.

The other aspect in this point of feedback is that due to the shrinking of the first phase, Scourge of the Universe plays for such a short amount of time compared to Universal Collapse (yes yes music related suggestion by me what a surprise). Being one of DM DOKURO's track staples, it should really have a larger spotlight in game through the first phase's endurance test. I don't think Phase 2 should be reduced mind you, just have Phase 1 last a bit longer.

Thanks.

Suggestion Author

@clear forum

#
**Make player placed hostile turret drop its item instead of mysterious circuitry and dubious plating**

All hostile turret only drop mysterious circuitry and dubious plating regardless if they are naturally generated or player placed, this make the placed version's resource goes in vain if you attempt to move it to somewhere else(especially a problem with expensive one like hostile plague turret costing 12 infected armor plating), i'd suggest to make the player placed hostile turret drop its item form when destroyed instead of just two ingredient to make it less expensive to adjust the placement

Suggestion Author

@wicked garnet

#
**Reduce volume of Wulfrum Digging Turtle drilling sound**

This sound is very, very loud when there's several turtles all mining the same blocks. Genuinely almost hurts my ears.

Suggestion Author

@narrow dirge

#
**Add a way to get ammo for the Flak Toxicannon pre-hm**

If the Aquatic Scourge is killed pre-hardmode, all the other drops from the Tier 2 Acid Rain (Spent Fuel Container, Orthocera Shell, etc) are completely usable except the Flak Toxicannon, because there's no way to get Rocket I's in pre-hm: crafting requires Explosive Powder and the Cyborg is out of the question.
While this is a sequence break and thus you should expect things to be wonky, the fact that every other weapon works except the Flak Toxicannon feels like an oversight.
Probably the easiest solution is to make the Arms Dealer sell Rocket I's if the Flak Toxicannon is in your inventory, as he's the goto for all sorts of odd ammo (explosive jack-o-lanterns, stakes, stynger bolt, etc), however plenty of other solutions would also work.

Suggestion Author

@whole epoch

#
**Rename Ancient/Ashen Monolith**

"Monolith" has a very specific meaning in Terraria - something that changes the background - when these two items are functionally Clocks. I suspect they predate the Monolith functionality (terraria 1.3+) and the name was never updated. A replacement name could be something like 'Ancient Spire,' but really anything works.

Suggestion Author

@whole epoch

#
**Allow more items to use Alternative Recipe Groups**

Certain items are inconsistently using single items, as opposed to an Alterative Recipe Group, which would allow for more consistent usage of item variants in crafting recipes. These are:

Any Wood: Wooden Boomerang and Wand of Sparking
Any Sand: Desert Medallion, Sandstorm in a Bottle, Arid Artifact
Any Ice Block: Veering Wind, White Seeking Mechanism
Any Stone Block: Roxcalibur, Life Crystal, Broken Biome Blade, Encumbering Stone

Suggestion Author

@winged rune

#
**Remove the constant dripping honey effect on your player from having Radiance equipped**

This is extremely annoying and cannot be toggled with visibility since it grants the honey buff itself instead of the buff's effects.

Suggestion Author

@arctic hawk

#
**Allow Luxor's Gift to remain as an orb of light in some conditions**

The current implementation causes the fully deployed scarab to be shown while in vanity always, instead of the light orb. Changing the scarab to condense itself when shift-right clicked like some other accessories could provide the option of having the cool scarab or having the bright light.

Suggestion Author

@copper flint

#
**Nerf the wulfrum bobber fishing minigame**

Or at least make it easier to understand what to do. I just tried it and couldn't get a SINGLE one right; i was using WASD movement keys. I was also on a server so maybe the ping mattered, but something like that shouldn't be only viable in singleplayer

Suggestion Author

@glass knoll

#
make the acceosories with vfx additions like the leviathan ambergris be able to be put in a vanity slot to only add the vfx

a bunch of these accesories have visiuals with bonus' that only can be used for so long but the cosmetic effect should still be able to be used later in the game an example could be the bee accesories' hit noises but in vanity would only make the hit sounds

Suggestion Author

@nova zodiac

#
**Change the Shimmer indicator structure to be more tropical**

Considering that this structure spawns either right next to or at the ocean, it’d make sense to have it use moretropical looking blocks rather than simple stone variants with a little aetherium mixed in. The current structure is definitely well made, just could be improved upon a bit for theming.

Suggestion Author

@narrow dirge

#
**tone down visual effects even further with photosensitive mode**

make the photosensitive mode disable all animated text in the game (color change included), most notably Xyk's blessing (s), auric items, cosmilite items and exo prism items (as they still do all their animations despite photosensitive mode being on, and fancy texts being off)
I literally cannot hover my cursor over the endgame or dev items without suffering

Suggestion Author

@proud gull

#
**Release Sunskate plushies PLEASE**

Why do they make such sad noises when you kill them?? Why do they look like orange nurse sharks?? Why can't I own one in real life?? Please for the love of GOD make it real??

Suggestion Author

@olive jasper

#
**Photosensitivity option should affect the new Whitewater stealth strike vortex**

Between its unexpected appearance (it will depend on whether you are stealth striking and also distance from cursor to you at expiry time), very bright visuals (here shown in the Aether, but it is bright even in the noon of the Surface), as well as it relatively moving around the screen as the player moves (contrast pre-removal Tesla Potion, which would always be in a predictable spot of the screen as it was on the player), and its spinning and slight size growing-and-shrinking, it's a bit much.
At the risk of too much detail, my suggested change would be to disable the change in size once it's fully grown and/or disable the spin.
(P.S. Really appreciate the accomodation for photosensitive people. Thanks a lot!)

Suggestion Author

@whole epoch

#
**Increase Wulfrum Complex Panel Wall recipe from 8 to 32, or swap the Anodized Wulfrum in the recipe for rounded panels.**

The recipe only crafting 8 becomes annoying very quickly because you're making it from Anodized Wulfrum Metal, a grindy material that takes some time to get a decent amount of. I think it's a good idea to increase the amount of these walls crafted, or change the material used to craft it. This is due to both how many walls you need to use compared to blocks, and how grindy Anodized Wulfrum is.

Suggestion Author

@dusky ledge

#
## Add Shroomble Cage

I think we should be able to put shroomble in an aquarium and have it live in our home. The Calamity community's quality of life would increase greatly if shroomble was easily accessable for viewing and within arms reach for petting. It is perfectly sized to put in cage and feed detritus and other things a mushroom would probably eat. Why can we eat shroomble but not care for it? A great travesty. If you're cold it's cold. Let shroomble into your house. Shroomble.

Suggestion Author

@sand temple

#
**Make the Sun Spirit Staff Recipe more Consistent with Vanilla Desert Weapon Recipes**

I have no idea how this recipe survived into the new update, but for the love of god please change the awful Stormlion Mandibles + Sandstone Brick recipe to Amber and Sturdy Fossils like the Amber Staff. Sun Spirit is basically just a summoner version of Amber Staff anyway, and Amber Staff looks far more like Sun Spirit than the bricks and bug teeth that it is currently made out of. Sun Spirit doesn't even inflict an electric debuff or have any association with electricity.

Suggestion Author

@olive shale

#
**Allow the Shell Phone functionality to teleport to pylons from anywhere**

The shell phone is a great tool for moving around the map to specific points, but I feel for an item meant to be the ultimate personal movement device, the lack of pylon functionality makes it feel less than what it could be.

Suggestion Author

@severe crater

#
**Make Mid-Fight Boss Monologues Appear Near the Player instead of in the Corner**

Several fights in Calamity are fairly chaotic in nature, while also having bosses talk to you during the fight. This makes it hard to pay attention to what is being said, especially since the text appears all the way in the corner of the screen, away from all of the action. This makes it pretty much only readable after dying or after the fight, severely undercutting the impact since it's meant to be read as the fight progresses, especially for scal and exos. Making it appear near the player would make it much easier to read in combat at a quick glance, without being too much of a distraction. DoG's rework demonstrates that this can work remarkably well; I think it would work very nicely for other bosses.

Suggestion Author

@thorn saddle

arctic boughBOT
#
**Add an indicator for if time is paused with the Bakidon**

Currently its hard to tell whether or not time is paused when using the Bakidon item so it'd be cool to have a sprite change or maybe just some text saying (Active)

Suggestion Author

@static sphinx

#
**Add Purple Haze's effect to the cooldown indicator**

Raider's Talisman and Vampiric Talisman now display their effects' duration in the cooldown bar, so having Purple Haze do it would be consistent with these 2 items, and display how much time is left before the buff expires

Suggestion Author

@tacit arch

arctic boughBOT
#
**Make NPCs like and dislike calamity biomes**

The calamity mod adds 4 pylons for 4 biomes, but no NPCs like or dislike any of these biomes except for Calamitas in the crags. It would be a lot better for building towns if they did. For a few examples, magic users could like the astral Infection, the dryad could like the sunken sea, and the angler and pirate could like the sulphur sea

Suggestion Author

@night palm

arctic boughBOT
#
**Make summoned projectiles unable to damage nature tiles**

feels strange for things attacking independant from the player to be able to break things like vines and pots and whatnot. on top of that they can accidentally summon queen bee with no player input (especially egregious on Enchanted Knife, as it is pre boss and can do this easily while the player is very weak). Summoned projectiles from things like Tesla's Amulet feel especially strange as they just insta break all grass and such near the player.

Suggestion Author

@wanton eagle

arctic boughBOT
#
**Make Leviathan Ambergris' dash effect dyeable**

I think it'd be nice considering it has a huge flashy visual effect that you can't customize at all

Suggestion Author

@static sphinx

arctic boughBOT
#
**Rename Calamity (Accessory)**

The fact that I need to specify (Accessory) here shows the problem. It’s a pretty cute concept, but discussing the accessory is an absolute nightmare for obvious reasons. Plus, it’s just not a really descriptive name? I have no idea what “Calamity” could do just by reading its name (as opposed to other accessories like The Sponge or Rampart of Deities). Renaming the accessory to something different would alleviate both of those problems.

Suggestion Author

@narrow dirge

arctic boughBOT
#
**Make another indicator for Atlas Munitions Beacone handheld mode about to overheat or readjust it**

Handheld mode of Atlas Munition Beacon get overheated after prolonged usage, however the only thing that signify weapon is about to overheat is not-so-beautiful hue of orange on weapon, which is pretty hard to keep track when having to focus on something like bossfight(another thing is that if it is overheated, you are forced to drop a weapon on ground and having to pick it up), making a sound cue like Steam sound so that it is easier to keep track, or alternatively readjust the stats and rework the Overheat forced weapon drop mechanic because rotary machine gun arent supposed to overheat

Suggestion Author

@wicked garnet

#
**Change the Obtainment Method of the Blossom Staves**

Frost Blossom, Cinder Blossom, and Mana Rose are all staves that are made out of herb flowers and some associated materials. Their recipes are really weird and boring. Herbs are used almost exclusively for potions and most flower weaponry is not crafted in vanilla.

I suggest Calamity follow suit and change how these are obtained. Frost and Mana could grow in their respective biomes in the Overworld like Abigail's. Cinder could be dropped by Fire Imps since they already drop Obsidian Rose (and move Ashen Stalgtite to Hellbats; it would make way more sense for them to drop them than imps since bats would hang off them). The methods don't matter, but this would greatly help these weapons have more identity.

Suggestion Author

@olive shale

arctic boughBOT
#
**Replace Stormlion Mandibles in the Legacy Desert Feather Recipes**

I understand why Desert Feathers were removed, since Avalon directly asked Calamity to remove most of the explicit cloned items in the mod, but I feel like some of the resulting recipes due to Stormlion Mandiles being haphazardly slapped in their place kind of. Suck.

Crackshot Colt is fine enough, but Desert Prowler just does not make sense without Desert Feathers. It literally has the feather in its hat, and nothing about it screams "lightning bug teeth" unless there is some kind of resprite planned, and the same could be said for Desert Spirit Staff as well. Stormlion Mandibles should be reserved for actual electricity related items.

I feel like a surface Desert enemy drop was a fine idea, and it'd be very easy to just make some kind of Desert Cloth Scrap or something to replace it. Maybe it could be the charred remnants of Ilmerian clothing or something. Maybe the Arms Dealer or Dye Trader could sell it while in the Desert. Anything would be better than how things are now.

Suggestion Author

@olive shale

arctic boughBOT
#
**Remove Meld Constructs**

Right now, they are just an unnecessary step in making meld weapons. It doesn't add anything to the game save for making a single class go out of its way to farm a pre-Mech material for a bit. The other class' materials-- the lunar fragments-- can just be used raw, so why is Meld any different? Nothing in the items themselves is related to the Astral Infection anyway.

Just remove the constructs and have the blobs take their place in the recipes. The blobs might have to be made half as common because of needing two per construct.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Add an indicator for Ceaseless Void's range**

Currently the boss feels seemingly random and also unfair because it looks like it just starts moving out of nowhere for no reason at all. An indication for the range you need to be in so that it stays still would help a lot in my opinion.

Suggestion Author

@static sphinx

arctic boughBOT
#
**Remove the Desert Prowler set and make Fossil armor hybrid rogue/ranger**

The desert prowler set used to be made with desert feathers, but those don't exist anymore, so the recipe and appearance is now awkward. The Fossil set is at the same tier, obtained from the same place, and has mostly the same stats. I think the two should be combined, and the desert prowler set should be made into a vanity set made of ancient cloth.

Suggestion Author

@night palm

arctic boughBOT
#
**Caustic Tear and Sulphuric Scale**

I have a problem with what and I've not have farmed a Caustic Tear in the Pre-hardmode, now i want to do the Acid Rain Tear 2 and I cannot because the enemies what i have don't drop me Sulphuric Scales to make the Caustic Tear.

I suggest that there be an enemy, or that normal enemies like the crocodiles in the Sulphur Sea drop sulfur scales to make the Acid Rain Summoner, or change the summoner recipe to a bucket of sulfur water or something related to the biome.

Suggestion Author

@lost crater

arctic boughBOT
#
**Rename Providence Offense to be Consistent with the Other Guardians**

The others are Defend__er__, Heal__er__, and Command__er__; not Defense, Health, and Command. "Offender" doesn't really hold the same context as Offense-- meaning to make upset or commit a crime rather than be an aggressor-- so "Providence Attacker" would probably be the best choice. Having a quartet of Commander, Attacker, Defender, and Healer makes a lot more sense than Commander, Offense, Defender, and Healer. There're probably other names available but Attacker is just the most straightforward.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Spread out or reduce the BoC’s ichor drops when its flies back and forth over the player**

The boss has one attack where it flies back and forth over the player, spewing ichor over them while firing blood projectiles to the left and right of the player. The many ichor projectiles it shoots can get clumped up together, and along with the horizontal projectiles coming, make the attack very overwhelming and a bit unfair for a mid prehardmode boss in my opinion.

Suggestion Author

@pliant cypress

arctic boughBOT
#
**Give Whiskey a meter on the cooldown rack to make it easier to read in battle**

Currently, Whiskey has no clear way of knowing if your damage is being increased or decreased, unless you count in your head (which you probably aren't) or look at the tiny damage numbers on the boss (something that can distract you).
An easy way to fix this would be to add a meter that shows the amount of damage you are getting from it, similar to the Warbanner of the Righteous.

Suggestion Author

@plain elm

#
More yoyo accessories

Not really going to be an in detail suggestion but I posted this before but I feel like more yoyo things to make the sub class more usable because u basically finish yoyo progression accessories wise at least before or early hard mode

Suggestion Author

@shadow crown

arctic boughBOT
#
**Adjust the Brain of Cthulhu's sprites during his myriad attack if you have "Blood and Gore" disabled**

The new Revengeance fight is cool but oh my god I found his sprites disturbing as hell during his myriad illusion attack. Hated looking at them, it made my skin crawl. The theming is cool don't get me wrong, identifying the real one based on the pupil. But jesus, the fake ones having deformed eyes, visible pus, unnerving patterns, just... god it sucks to even think about at the moment. Is there any way these sprites can be adjusted to have them look less disturbing if you have "Blood and Gore" disabled while still making the fight fair?

Suggestion Author

@fringe iris

arctic boughBOT
#
**Redesign the Dungeon Archives to look and feel less visually cluttered**

The current design of the Archives gives the overall half arena, half lore structure vibes of the Vernal Pass, acting as a prebuilt structure to fight Ceaseless Void and Polterghast. However, with its platforms randomly strewn about, and a general lack of cohesion outside of the middle section, it fails to be an effective arena without a lot of modification (compared to Vernal's minimal modification to be an effective arena). Having the Archives properly align their platforms and actually stock the shelves meaningfully could allow the place to work in both visual design and arena usage.

Suggestion Author

@copper flint

arctic boughBOT
#
**Add an extra bit of text on the Malice mode difficulty changer to emphatize that this difficulty is not intended to be balanced or taken seriously.**

With the recent difficulty overhaul, Calamity's difficulty for seeds such as FTW ("Legendary") has been given the title of Malice, a previous very hard difficulty the mod had that was scrapped.
This in of itself isn't a huge problem, it's just a funny nod to the mod's past. The problem is that it is somewhat misleading as seeing Calamity give a proper difficulty name and one that references a previous difficulty has seemingly given quite a few people the impression it's meant to be a proper "hardest difficulty", when in reality, it's explicitly designed as nothing more than a joke, with balance or quality control not being a concern for it, much like FTW itself.
I recommend adding a bit of text on the malice difficulty slider saying something like "This difficulty is not meant to be taken seriously nor is it balanced, play at your own risk", to hopefully let people get a better idea of what they're getting into.

Suggestion Author

@acoustic timber

arctic boughBOT
#
**Add the Axe of Regrowth to the Axe of Purity recipe and have its effects be inherited**

The Axe of Regrowth and Axe of Purity are both very useful and thematically somewhat similar, but carrying them both around is annoying. For this reason, I'd like to be able to combine them. You could probably tie this to Braelor in lore because both lines are from the Jungle.

Suggestion Author

@night palm

arctic boughBOT
#
**Give some late game bosses or just their enraged form a buff that grants infinite flight**

Some bosses like Yharon, DoG, Moon Lord and Exo-Mechs would be more enjoyable if you didn't have to deal with refreshing your flight timer, and there can be explanations for it. DoG could be affecting the gravity due to being such a large entity, same with Moon Lord. The air could be warm enough to keep you up with your wings during Yharon's fight.

Suggestion Author

@subtle mural

arctic boughBOT
#
**rename bloodflare Horned Helm to match the rest of the set**

every other bloodflare helmet has an animal, be it real or otherwise, in the name, melee has the ram mask, magic has the hydra hood, summon has the wyvern helm, and rogue has the imp mask

simply put, there is no well known creature, real or otherwise simply called a horned, and renaming the helmet to better fit the theme the rest of the helmets set would make the set feel more consistent

Suggestion Author

@naive tide

arctic boughBOT
#
**Make Signus not Titled "Signus, Envoy of the Devourer"**

He isn't. Signus just is not the Envoy of the Devourer. Not sure why this wasn't changed in 2.1, but it really should be changed.

Suggestion Author

@cyan hare

#
**Rename the Earth Elemental**

Right now, canonically it's not actually a real Elemental and merely a simulacrum of one made by Azafure. This would already be bad enough, but the recent Brainstorm update features rewritten Bestiary entries that refer to an Earth Elemental taking various forms such as the Granite and Sand Elementals. This... is just going to confuse people who try to look at the lore through Calamity's in-game writing.

It would be prudent to just rename the Earth Elemental into something that makes more sense with what it actually is.

Suggestion Author

@bitter mirage

#
Change Dimensional Drive’s Interaction with Platforms

Currently, Dimensional Drive can move freely up through platforms, however cannot move down through them. This is a problem for two reasons: a) This makes the Dimensional Drive feel more unfinished, which is a shame with its new visuals, and b) During on-tier boss fights, like supreme calimatas,(Dimensional Drive is an inherited ability in auric tesla armor as well) you can get stuck at the top of your arena during the battle when you really need to be able to get down out of the way. Overall, I think that this was an excusable oversight on the dev’s part, as brainstorm was a pretty big update, and I hope to see this fixed.

Suggestion Author

@rapid linden

arctic boughBOT
#
**Add a QoL crafting recipe for the Enchanted Sundial**

The Enchanted Sundial was added to the Cosmolight recipe, meaning that access to Cosmolight now requires fishing, which not all players will interact with. What is lost with Cosmolight's change to Post-Cultist is not compensated for at earlier stages of the game. Furthermore, I believe that the Enchanted Sundial alongside Bakidon can be that compensation, as it serves the same role as pre-nerf Cosmolight without being as powerful.

Suggestion Author

@frozen cargo

#
**Make SCal overlap Subsuming Vortex's homing projectiles**

It covers up her entire sprite which makes this weapon unideal to use, hiding important animations such as her charge.

Suggestion Author

@torpid monolith

arctic boughBOT
#
**Retier Photosynthesis Potion to pre-hardmode**

Having just had its powerful effect removed, now it only makes collected hearts 20% more powerful. Collected hearts are not strong enough in pre-hardmode to justify the potion being locked until it's complete. The most abusable sources of dropped hearts, being repeated weak boss summons and heart statues, are not available to the player at this stage without great effort and/or luck. This tweak should make Photosynthesis potions available as an option when exploring in dangerous areas, like the jungle, as a way to eek out some extra healing from the frequent enemy kills.

Suggestion Author

@distant knoll

arctic boughBOT
#
**endgame summoner lack of mixing + feels wierd in comparison to other classes**

the flamsteel ring is super janky as well as there is very limited minion mixing, summons are the most fun when using a variety of summons, not having like 2 super powerful summons, i really liked when the endgame setup was like profane cores + chickens + like 20 + summon slots the other main issue is having so many buttons i have to press every time i die/ log out set up mech arms/resummon endogenesis 4 times/choose flamsteel ring stuff

endgame sentries are limited, using old dukes sentry summon up until i got the exo mech one, and only one of the exo ones can exist at a time

suggestions are add sentries to existing endgame bosses + more minion mixing at endgame

Suggestion Author

@nova wigeon

arctic boughBOT
#
**better controller support**

Some swords and I’m guessing other items can’t reach far at all and makes using the weapons useless without having to use lock on and makes using the end game swords difficult

Suggestion Author

@bleak kite

#
**summons need to be faster post moon lord**

in post moon lord i was just using the stabber staff from prov until DoG, it consistently did more dps than other options bc, while other summoner weapons could get more dps, they almost never did due to being too slow, the stabber hit its max dps and kept it that way vs bosses, while even something like the void eater marionette did worse than the stabber vs Yharon bc it couldn't do its dps consistently at all

Suggestion Author

@still birch

arctic boughBOT
#
**Allow Anodized Wulfrum Trim Walls to be crafted from Anodized Wulfrum Trim, and vice versa.**

I just don't understand why this isn't the default.

Suggestion Author

@winged rune

arctic boughBOT
#
**Change the status dialogue for attempting to consuming more than one Sacred Strawberry**

The other fruits directly mention the consequences of attempting to consume more than one of each, i.e. your blood becoming too thick to flow, a miracle being needed to put you back together, or your body becoming dust. Sacred Strawberry (formerly Dragonfruit) instead just says, "Any more draconic power and you'd be rejected," which doesn't really fit in with its cousins. Unless if you actively know about Auric Rejection, some could interpret it as "being simply told no." Changing it to include a more visceral description like its cousins could fix this.

Suggestion Author

@copper flint

arctic boughBOT
#
**Remove the "Disables Double Jumps" Effect from Ravager's Weak Petrification to be More in Line with Similar Debuffs**

For some reason, Ravager disables double jumpes despite the lack of good double jump accessories even on its tier. Weak Petrification also reduces wing time. Icarus' Folly from Providence also reduces wing time. It does not disable double jumps. This effect should be removed because it has no reason to be in the game, as it only flattens build variety, and double jumps are not even common or strong in late hardmode.

Suggestion Author

@olive shale

#
**Increase the duration of Bloody Mary to 7 minutes**

Every other spawnrate boosting potion has a 7 minute duration, feels weird that Bloody Mary is the only one that doesn't.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Prevent Ravager, Astrum Aureus, and Slime God from falling through platforms lower than the player**

Many people have arenas that are quite high up in the sky, far away from the solid ground. However, these three bosses (quite often) find themselves trying to jump to the lowest solid ground possible, which ends up despawning Ravager, making Aureus hard to hit, or dragging away one of the Paladins respectively. Allowing these bosses to properly land on platforms without just tumbling down allow for a better boss fight experience overall.

Suggestion Author

@copper flint

arctic boughBOT
#
**Give auric panels and their counterparts walls**

Auric panels are missing walls so its really difficult to build with them. This is something that should have been added when the blocks were ;-;

Suggestion Author

@dusky ledge

#
**Rework Nucleosynthesis to be Nebula-Themed**

As of now, Nucleosynthesis has four rays themed around each of the pillars. It fit back when it was the Elemental Ray, but now that it's clearly Nebula themed (as evidenced by its new colors and recipe,) it no longer makes sense for the weapon to draw from each of the celestial elements. Whether all four beams just become the nebular one or the weapon is reworked entirely, please make the attacks match the new sprite.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Add Non Anodized wulfrum doors**

The only wulfrum doors are for the expensive Anodized blocks, It would be best to have one that wasn't that, even if it's just a recolor.

Suggestion Author

@night palm

arctic boughBOT
#
**Add more accessories that change the function of rage/adrenaline**

As of now, only 1 such accessory exists which is Draedon's Heart. This accessory replaces the adrenaline bar with a nanomachine bar which when filled grants you a large HP boost. Unfortunately, this effect is only used for 1 boss assuming you haven't fought her yet and the endgame, which leads to an underused gimmick with a lot of potency. This does not consider Shattered Community which slightly changes how Rage is generated but not its use, besides, it also has the same issue (being endgame) as Draedon's Heart.

Adding more accessories to change the effect of either ripper effects can lead to a higher diversity in playstyles. A few examples can be replacing rage with a slight defense boost or a higher critital hitrate. tl;dr: Draedon's Heart gimmick of replacing Adrenaline is an interesting gimmick used far too sparsely.

Suggestion Author

@cedar ember

arctic boughBOT
#
**New Exo Mechs Cutscene**

Use the "Draedon Speech" and with it make a cutscene thst appears the first time you summon exo mechs

It would be a great addition in my opinion adding seriousnes to the fight and putting new players into a state of "what am i facing" giving the player chills before the fight as you achieve a new goal

Suggestion Author

@livid torrent

arctic boughBOT
#
**Add Bloom Stone’s effects to Cooldown Rack/Buff List**

The Bloom Stone rework, while functionally cool and breathing new life into an accessory, also struggles with visual clarity and feedback.

The Healing Potion extension duration could easily be shown with a Cooldown Rack object, as many recent reworks have been doing. Right now you're not shown how long your potions are getting extended over, nor how long you have left before you stop getting healed.
And the post-grapple-flower healing-speed buff really should be an actual Buff, to improve feedback and show you how long it lasts. (The aforementioned Cooldown Rack addition will indirectly help with this too, cuz you could see with your eyes how it's going faster.)

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Communicate better about which Gems are available/lost for Gem Tech armor**

Gem Tech's Gems orbit in a small circle behind the player and often people will have some vanities/accessory effects that will almost or completely block them so it's hard to tell what Gems are even available or lost in heated moments like boss fights

Suggestion Author

@balmy gull

arctic boughBOT
#
**Adjust Vanilla End Credit and Interlude 02**

Interlude 02 is meant to play after defeating moon lord, which has no problem prior to addition of vanilla end credit, however, after the addition of vanilla end credit a problem occured, which Interlude 02 override vanilla end credit soundtrack while vanilla end credit play in the background, making thing very awkward, additionally Interlude 02 is also shorter than the vanilla end credit resulting in abrupt track theme change made it even more awkward. I'd suggest to adjust the sequence somehow, by either make Interlude 02 play after vanilla end credit track end or make vanilla end credit start after Interlude 02 end would make thing less awkward.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Make the Exo Gaming Chair work like the minecart upgrade kit for mounts**

The Exo Gaming chair is arguably the best mount in the game, but by being the best it makes all the other ones irrelevant. If it were an upgrade that buffed the stats and abilities of other mounts, players would be able to have a wider variety of options to choose from. Although it is at the end of the game so the impact is minimal, it can still be more fun. For example, I can imagine wanting better speed, acceleration, and precision on the fishron mount for it's buff, or the Drill containment unit for better digging.

Suggestion Author

@night palm

arctic boughBOT
#
**Up the drop rate of the Nuclear Fuel Rod to 100% on Tier 3 Acid Rain**

The nuclear fuel rod, as of now has a drop rate of 100% from Cragmaw Mires on a tier 2 Acid Rain event, but this gets reduced to 10% on tier 3 Acid Rain events. This only serves to make the Nucleogenesis harder to craft if you happen to miss the fuel rod early on, as gambling for the low drop rate of it can end up being much more tedious and time consuming than it realistically should be.

Suggestion Author

@spare osprey

arctic boughBOT
#
**Change bobbers with minigames to queue caught items until the minigame is failed.**

The current implementation of the bobbers is allowing "faster" catches by doing something within the water. Whether this be playing DDR (Wulfrum Bobber) or physically moving the bobber (Acrobatic Bobber, Volcanic Sinker), all of them appear useful for potential anglers. However, compared to normal fishing (where you just click when you see it move), their pull rate feels slower than their intended purpose, which may be unappealing. Changing these bobbers to instead grant one extra item for every successful minigame clear allow the slower fishing time to instead be tied to a steady increase in loot gained. Once the minigame is failed, all items are pulled from the water, which the Sonar Potion could potentially state beforehand.

Suggestion Author

@copper flint

arctic boughBOT
#
**Add Crafting Recipes for Chum Caster and maybe Chum Buckets**

Obtaining a Chum Caster can be quite annoying due to RNG, and it's a major QoL tool for Blood Moon Fishing. A guaranteeable way of getting it would make this less annoying. It also feels natural for Chum Buckets and the Chum Caster to be craftable with Blood Orbs.

Suggestion Author

@midnight lantern

arctic boughBOT
#
**Remove "Immune to All Debuffs" Attribute from Most Major Bosses**

Vanilla Terraria spams this trait a lot on bosses like Skeletron, Lunatic Cultist, Destroyer, and, in turn, this ended up on a lot of Calamity's worms. However, at the same time, worm bosses like the Scourges, Storm Weaver, and Astrum Deus don't have this trait at all and are mostly fine without it.

My main point is that with Calamity's recent heavy focus on debuffs, the fact that so many bosses are entirely immune to them feels a bit weird and detracting towards these systems, and the fact that many similar bosses function just fine without this trait sort of proves that it isn't really necessary, so I suggest they simply be removed.

Suggestion Author

@olive shale

arctic boughBOT
#
***add dialogue lines to Calamitas and Permafrost when they live near one another***

these two characters have a lot of history with one another in the lore obviously, and it would be nice if they had some dialogue lines for when they meet again

Suggestion Author

@wild basin

arctic boughBOT
#
**Make Burning Sky affected by Rogue effects and apply a Whip Tag**

So at this point the Burning Sky is basically a running joke of a weapon. It was a melee sword that got reworked into a melee weapon that functioned like a mage weapon. It now for some reason gets ranged prefixes despite being a melee weapon.

To complete this joke I suggest making it affected by rogue effects, i.e. the Venerated Locket and Vampiric Talisman both apply their effects. It could even be given a stealth strike despite still being melee.

Additionally, I suggest giving an effect that is related to summoner. This could be a whip tag, or it could be something funnier like spawning additional projectiles that take up minions slots (of course they still do melee damage).

Of course these changes are basically designed to finish the joke and could be something else, but my overall suggestion is to find a way to incorporate rogue and summoner into the Burning Sky.

Suggestion Author

@burnt schooner

arctic boughBOT
#
**Rework Burning Sky**

At this point, the Burning Sky has become a joke of a weapon. It is a melee weapon that acts like a mage weapon, to the point that it's not even swung anymore like a sword, you just hold it out. Recently, it now even gets Ranged modfiers instead of Melee modifiers.

Honestly, while I get that the joke is about projectile melee weapons being not melee whatsoever, and taking the joke to its logical conclusion, I feel like it would be much better to simply... just rework the Burning Sky into something else. It would probably be a more impactful statement on false melee weapons if the most egregious example of such was reworked into a much better weapon.

Even if it's as simple as making the imposter magic weapon a real magic weapon.

Suggestion Author

@bitter mirage

arctic boughBOT
#
Please change the sound for the face melter. I’d love to have the sounds of the Stellar tune but metal. Or just any different sound because I love the weapon but honestly it kinda hurts my ears.<:boohoo:792848211488407572>
Suggestion Author

@alpine agate

#
**Remove Essences of Sunlight from Wildfire Bloom's Recipe**

Sunlight -> Sun -> Fire -> Flamethrower makes thematic sense and all, but gameplay-wise it's completely unnecessary. Why does this Terra in particular need more materials? None of the other weapons use anything but Living Shards and weapons; adding essences for some reason here is inconsistent. It's not like you need the fire to come from somewhere considering there are already two flamethrowers in the recipe.

Suggestion Author

@desert oasis

#
**Tone the glow effect of the Profaned Guardians down**

Okay, I'm somewhat pleased with the new visuals of the profaned enemies's projectiles in general, they feel far meatier than they used to and make them feel more flamey than divine, which fits with the angle that has been set for them in the rewritten lore. There's some issues with them, but none stick out to me as much as the sheer glare I get from the Profaned Guardians.

I'm not sure if this is intended, but this looks HORRIBLE. I literally can't tell apart the details of the flames, nor the interesting "etchings" found inside the donuts' headflames. It does not do them justice.

Please tone their glows down.

Suggestion Author

@bitter mirage

#
**Rename Astrum Aureus or Astrum Deus**

Quite often in the Calamity community (seriously, this is at the very least a weekly question in this server), people ask why they can't mine Astral Ore after defeating "Astrum," accidentally confusing the two astral bosses that have names so similar the only difference is 3 letters. A simple rename for one of them wouldn't really affect gameplay, but cause less confusion among newer players.

Suggestion Author

@willow escarp

#
**Remove Photosynthesis Potions**

Photosynthesis Potions are niche and not very useful, and have nothing to do with photosynthesis. They should be removed to simplify things.

Suggestion Author

@night palm

#
**Rename Photosynthesis Potion**

The Elemental and Terra weapon lines renames are great. The names fit the weapons and make them stand out, and that's exactly what they deserved for all these years... Except we get to the mage staff and we get "Photosynthesis"... which collides with the already existing "Photosynthesis Potion". Why exactly? No idea. The best bet in my opinion is to rename the potion, as 1. Re-renaming the weapon is not a desirable outcome after a rename has happened and 2. The potion has nothing to do with photosynthesis anyway now, so why bother?
In conclusion: Me potato brain confuse Photosynthesis mage staff with Photosynthesis potion, that's no good, please change.

Suggestion Author

@orchid frost

#
**Rename Hardened Sulphurous Sandstone to Hardened Sulphurous Sand, and add it to the Any Sand recipe group**

It's inconsistent with the Vanilla Hardened Sand variants, and seems a weird choice.

Suggestion Author

@winged rune

#
**Remove the Laudanum and give its effects to the Ankh Shield line**

The Laudanum is a revengance exclusive item that is effectively a pure upgrade to the Ankh Shield, turning debuffs into buffs instead of just granting immunities to them. It is used in the occult skull crown as a tacked on effect for extra buffs on top of improvements to rage. It would be far more interesting to have each of the ankh shield components act as the Laudanum does for their specific debuffs, and have the ankh charm and shield themselves give the effect the Laudanum did. This way there is no redundant effect, and the progression of obtaining it is more balanced.

Suggestion Author

@night palm

#
**Revert the Berserker Glove Change**

The complete overhaul of the item makes no sense. You already can't stack gloves in Calamity. At least when it still had melee speed, it had a niche for summoners. Now the item is basically useless. It doesn't go into anything, and it's massively intrusive on vanilla, so I argue it should just be changed back to normal. It accomplishes literally nothing. (And no, melee size builds are not real; I'm sorry, they just aren't. If you want to make melee size a real build, just add an actual melee size accessory.)

Suggestion Author

@olive shale

#
**Furniture Set Consistency**

There is an overall lack of consistency with the different furniture sets added by the Calamity Mod. The first is that some sets are completely missing certain pieces, such as there being no candelabra or clock for the anodized wulfrum set, no door or chest for the regular wulfrum set, and most of the sets which were added pre-2.1 do not have a toilet. Adding these missing pieces will improve the quality of using Calamity furniture when building.

Another inconsistency is that some furniture pieces, like acidwood, wulfrum, and exo chairs and toilets are 2x2 instead of the standard 1x2, which makes building awkward. A simple fix for the chairs would be to add normal size chairs for their respective sets, while the large versions could still be available as separate items.

Suggestion Author

@short zinc

#
**Remove Blighted Gel**

Blighted Gel is just a nothing material. The vast majority of its crafts don't have any particularly themed reason to use Blighted Gel over something like regular Gel (or just no additional Gel at all, in the case of Statigel/Purified Gel crafts) so the item is functionally just a vanilla recolor (which is bad).

Suggestion Author

@cyan hare

#
**Add a sound indicator to Golem's eye flash attacks**

Golem is pretty cool but the flashing eye attack is extremely hard to do in multiplayer due to needing to be near the constantly jumping/moving boss. Adding some sort of sound indicator would allow for a clearer telegraph for players who cannot be reliably close to the boss.

Suggestion Author

@brittle walrus

arctic boughBOT
#
**Add an Excalibur-Equivalent Summon**

Now that Blade Staff has moved up to Legion of Celestia, the Eye of Night is rather lonely in the Plantation Staff recipe. Terra is Light + Dark, but here it's just darkness because there is no weapon to fill the gap Blade Staff left behind; please add such a weapon for consistency.

Suggestion Author

@desert oasis

arctic boughBOT
#
**make Amidias pendant projectiles fall symmetrically**

Currently, you have one shard that spawns around where your character is and one projectile way off to the right, with no matching projectile to the left, this just simply looks wrong and makes the accessory incredibly jank to use for an incredibly silly reason

Suggestion Author

@naive tide

arctic boughBOT
#
**Make more Melee weapons affected by melee size modifiers**

I believe this is a bit self explanatory- they're melee weapons, and there's little reason to make them unaffected by melee size bonuses unless they are solely projectiles (eg. vampire knives, scourge of the corruptor). Currently, a number (but not all) of melee weapons, primarily those with special swings or listed as "other" are unaffected. While vanilla is inconsistent in this regard, even Starlight, which is far from a standard melee weapon, is affected by melee size by increasing its range. This is notable because even its upgrade, Lightspeed, is unaffected by melee size. Additionally, there is absolutely nothing ingame to tell the player what is and isn't affected, leading the stat to feel inconsistent and not worth specing into even if the player's current weapon is affected.

Suggestion Author

@carmine sigil

arctic boughBOT
#
**Make Ramming accessories (Deep Diver and the Asgard's Valor line) display their stats like the Shield of Cthulhu**

The Shield of Cthulhu has stats that shows you how much damage it does when it bonks an enemy, something that is shared with it's Hyrulian upgrade the Shield of the High Ruler. However, the ramming accessories do not share this quirk. I personally think, for consistency with vanilla, all ram accessories should display their stats similarly to the Shield of Cthulhu.

Suggestion Author

@bitter mirage

#
**Make More Enemies Drop Ancient Cloth and Make Ancient Cloth More Common**

The only enemy that drops Ancient Cloth is Ghoul at a 10% chance. The ENTIRE Grand Scale set now uses Ancient Cloth, as well as the Arid Artifact necessary for starting sandstorms.

If Calamity is going to use Ancient Cloth as an actual material, which is fine because making Desert more important in Hardmode is nice, then they need to actually make Ancient Cloth reasonable to obtain by putting it on more enemies and increasing the drop rate.

Suggestion Author

@olive shale

arctic boughBOT
#
**Make Alchemical Decanter Use a Honey Comb Upgrade Instead of Honey Comb**

I think it's weird this post-Golem accessory is using a pre-Hardmode post-Queen Bee accessory in its base form when there are three upgrades that don't go into any other accessory lines right now. Stinger Necklace, Honey Balloon, and Bee Cloak are all upgrades to Honey Comb that could easily go into a slightly modified version of Decanter which isn't even the most common accessory right now anyway.

Suggestion Author

@olive shale

arctic boughBOT
#
**Add an alternative crafting recipe for Deific Amulet using Bee Cloak and its other components**

Part of me understands why the recipe is how it is, path of least resistance and all that, however by adding a recipe with Bee Cloak + Cross Necklace + Panic Necklace it would be more consistent with Vanilla’s handling of the matter (see the amphibian gear line)

Suggestion Author

@winged rune

#
**Change/Reduce the Ice Clasper Minion Firing Sound**

I think the Ice Clasper minion's ice crystal firing sound should be changed to something much quieter because every time I summon them I'm haunted by the constant "shing", "shing", "shing", over and over, drilling into my brain. And that's only with a few summoned so I can't imagine what summoner players go through.

Suggestion Author

@storm prawn

arctic boughBOT
#
**Add Any Dirt and Any Clay recipe groups for items that us both normal and Astral Dirt and Clay**

An interesting addition from calamity is custom recipes for items that use Clay and Dirt, allowing you to use the astral variants in exchange. The issue I have here is they aren’t part of a recipe group like “Any Wood”, but are instead two separate recipes. I just think it would be handy to have.

Suggestion Author

@winged rune

arctic boughBOT
#
**Make the Batholith and Protolith Bangles Deal Magic and Ranged Damage Respectfully**

They are classed accessories that proc on classed hits. Even if it doesn't really matter since they'll be scaling off that damage anyway (why would you use a weapon that isn't the one you have the most damage boosts on?) it still would make these accessories feel more like they belong to their classes if they were changed to deal specifically the damage type that triggers the attack.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Make Infernal Suevite Minable with a Tier 1 Hardmode Pickaxe**

It's just kinda force-locked to post-1 mech which forces Brimstone Elemental to also be post-1 mech when the mechs and mech alts are all "supposed" to be on the same progression tier.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Allow Astrum Aureus to drop Grapes in Get Fixed Boi**

My dumbest suggestion yet.
Aureus is named after the bacteria Staphylococcus aureus, a skinborne bacteria that is the most common source of standard infections worldwide. Something you may notice... is that it looks like Grapes. It's grapes. Let Aureus drop Grapes.

Suggestion Author

@winged rune

arctic boughBOT
#
**Flip the Icicle Arrow Sprite in GFB**

Icicle Arrow needs something to make it stand out in comparison to other arrows. Thus, I suggest it is brought back to a point when it was truly unique, and flip the sprite so it's facing up in GFB compared to facing down like every other arrow.
Also, GFB has several references to the history and past of Calamity, and I'd say this is an iconic, if slightly niche, piece of Calamity history.

Suggestion Author

@pine kestrel

arctic boughBOT
#
**Make the Void of Calamity fireballs target enemies**

The void of calamity is an accessory that gives a damage boost and makes random fireballs fall from the sky. It's not very good for the time you get it. I think a good way to keep its identity while buffing it would be to make the fireballs periodically launch from the player at nearby enemies, instead of randomly falling from the sky.

Suggestion Author

@night palm

arctic boughBOT
#
**More gem tech like armor sets / potentially an accessory**

I'm not sure if this counts as "high effort" but gem tech armor is easily the coolest armor set calamity has to offer in my opinion. The only disappointing part is that it's locked to post exo mechs. I think nerfed variants of gem tech in the earlier game could be nice. Or, if that seems too high effort to implement maybe an accessory that can provide a similar effect to how gem tech works that would be meant to be used with classless armors. (could give flat debuffs to specific armor pieces if it becomes too unbalanced). don't crucify me if this seems impossible to balance

Suggestion Author

@latent sundial

arctic boughBOT
#
**add a method to guarantee or improve the odds of certain reforges**

with the new reforge changes, getting the reforge you actually want is often tedious, random, and expensive, and feels especially bad when reforges sometimes give you stats that accomplish literally nothing for you, such as violent arcane and silent. Adding some method to shift the odds in your favor, be it easy or difficult to acquire, limited or not in strength, nearly anything would be an immense improvement over rolling a 1 in 22 a few dozen times until you either run out of money, give up, or actually get something you want.

Suggestion Author

@naive tide

arctic boughBOT
#
**Make Accessory Count Consistent Between Master and Expert**

The point of increasing difficulty is to give yourself more of a challenge. When the game becomes too easy for you, you ramp up your challenges to meet your new skills. So, if difficulty is for a challenge, then why is it rewarded with more gear options in the form of accessory slots? For Classic to Expert you could argue it's to make room for the new accessories, but Master? It's just a step ahead for no reason. Cal is clearly trying to negate it with the Celestial Onion; in my opinion, it would be best to go all in and make Expert and Master have the same amount of accessories throughout the entire game.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Very slightly change IV Drip on the Rocks’ effects to make it more obvious it stacks with Old Fashioned**

Mostly self explanatory. At the moment these two drinks have identical effects so it may be mistaken as being literally identical, as in the exact same buff, and thus not stacking. If IV Drip on the Rocks wasn’t exactly the same as Old Fashioned, people would consistently intuit that they stack.

Adding a tooltip clarifying this can work too.

Suggestion Author

@distant knoll

#
**Standardize Celestial Onion's Accessory Slot to be more Consistent with Demon Heart and Vanilla Balancing Around Difficulty**

The long short of this suggestion is to make Celestial Onion a Rev+ exclusive item and to leave vanilla balancing alone.

Celestial Onion is weird as it's the only item to give an accessory slot in Classic, presumably due to the perceived higher difficulty of this section of the game. But Classic doesn't get an extra slot for Hardmode unlike Expert, so why does it get one for Post-Moon Lord? And why doesn't Master get one, by that same logic?

In Vanilla, extra accessory slots are tied to higher difficulties. In Expert you get +1 from Demon Heart, and in Master you start with +1 and get +2 with Heart. If Calamity was more consistent with Vanilla, then Rev should give you +1 with Heart, and +2 with Celestial Onion, and Death would give you +2 with Heart, and +3 with Onion. This would make Death stand out more as the difficulty with the most slots, as it continues to lack an identity, and would make slots more consistent with vanilla. The image below explains this more clearly.

Suggestion Author

@olive shale

arctic boughBOT
#
**Replace the Vertical Ichor with more Blood Bombs**

The 2.1.2 update changed one of the BoC’s attacks. When it flies back and forth shooting horizontal and vertical projectiles, it now shoots occasional blood bombs that can be fired back at it.

Despite the bombs adding a unique element to this attack, they are underutilized to not overwhelm the player as there are two other projectiles in the same attack. If the vertical ichor could be removed and replaced with more bombs, it would flesh the attack out more instead of being yet another ichor rain attack. The bomb’s damage to the brain would be lowered so the boss wouldn’t be shredded.

This is the only attack that introduces the blood bombs, so I think there should be more of an emphasis on them.

Suggestion Author

@pliant cypress

arctic boughBOT
#
**Remove or rework SDFMG and Onyxia**

There are at least 15 ranged weapons at the cosmilite tier because there are so many donator weapons there. Because of this, I think it would be a good idea to remove the least interesting non donator weapons at this tier, or change them into something else. The two that stand out for this purpose are the SDFMG and the Onyxia. Both are upgrades of guns from earlier in the game with very little going on otherwise. If you don't want to remove them, they could be turned into a different class, like maybe magic guns?

Suggestion Author

@night palm

arctic boughBOT
#
**Make shroomble a pet**

I love the little guy and I want it to be a pet in the game. Nothing more, nothing less.

Suggestion Author

@dry anchor

arctic boughBOT
#
**Rename Void Striders to "Rift Runners/Riders"**

Not too much to add to this, just wanted to throw out a name suggestion and a couple people I talked to liked the idea so I wanted to see how more people/devs felt about it.

Suggestion Author

@dire bramble

arctic boughBOT
#
**Change Victide melee armor to only fire the seashell on melee hits**

Firing a disjointed projectile when the weapon misses is the definition of when a weapon is NOT true melee, yet that’s what the set bonus does. Even when you’re using a true melee weapon!
This should be an inconsequential change just to throw a bone to true melee and make Victide a little less unappealing to challenge runners without significantly affecting other false melee weapons.

Suggestion Author

@distant knoll

arctic boughBOT
#
**Expand upon biome spread as a mechanic**

On paper, biome spread sounds really unique and interesting. In practice, most people hate it, even to the point that some will install mods specifically to remove it entirely.

Adding new mechanics to combat or interact with biome spread could help to make it less of a hassle and so that players are more willing to interact with it. These could be such as new tools (like Axe of Purity) to cleanse/corrupt, unique item or block (like Chlorophyte Ore) mechanics that tie back to biome spread, or placeable pylons that can prevent or combat/encourage biome spread in a certain radius.

Suggestion Author

@warped lodge

#
**Add Accent Rusted Pipes**

As a builder, I'm surprised why this hasn't been added yet. Add a variant of rusted pipes that doesn't fuse with anything else, allowing builders to use rusted pipes to a higher degree of freedom when building. Since there aren't any other pipe block variants (other than wulfrum ones, which break after a short bit), so it's difficult to build any sort of interconnecting pipe network. Accent rusted pipes would fix all of these issues while also staying in the range of vanilla friendly tiles.

Suggestion Author

@low flame

arctic boughBOT
#
**Reduce Opacity on The Perforators' Medium Worm Gores**

I have often had a problem wherein Perforator Worm gores covered up the location of Ichor Blobs. In 2.1.0, the Medium Worm was changed to drop Ichor Blobs when segments were killed. I do like this change, it adds some consideration regarding where you kill the segments rather than just swinging until they die, but this makes the hidden ichor problem much worse. Because the Ichor and worm gores both drop where you killed the segments, the Ichor Blobs usually end up hidden behind the worm gores. I think that either reducing the opacity of the gores or otherwise making the Ichor Blobs visible from behind the gores would make this fight much more fun and less annoying, as it really sucks to get hit by a concealed projectile.

Suggestion Author

@mossy prism

arctic boughBOT
#
**Remove name "Mirage" from Marksman Round easter egg**

Marksman Round has special interaction if player is named "V1", "V2" or "Mirage", in which it will play Heaven Pierce Her - ORDER when it ricochet the coin from Crackshot Colt/Midas Prime, however, in the original game, only two of those is able to perform ricoshot which is V1 and V2, since Mirage was not shown to be combatant or is able to do ricoshot, her name being eligible for the easter egg seem like unnecessary reference. I'd suggest to remove the name Mirage from Marksman Round easter egg to reduce the scope and amount of reference.

Suggestion Author

@wicked garnet

arctic boughBOT
#
**Make Astral Helm's spelunker/dangersense effects toggleable**

Another astral-related non-issue! For me personally, I find the spelunker and dangersense effects a little distracting, and the highlighted enemy projectiles (for ME personally) screws with me since the colors are off. Similar to the Panic Necklace buff on Deific Amulet or the carpet on Auric Tesla legs, this should be a toggleable on the Astral Helm

Suggestion Author

@echo marsh

arctic boughBOT
#
**Merge Mysterious Circuitry and Dubious Plating into one material**

Those items are almost always used together and are obtained from same sources, with very few exceptions:

  • Laserfish drops circuitry, but not plating.
  • Plating is used for Astral Chunk, while circuitry is used for Abombination and Plague Infuser.
  • Laboratory/Aged Laboratory Containment Box, Electric Panel, Server and Reinforced Crate use platings, while Laboratory/Aged Laboratory Console, Display, Screen and Terminal use circuitry.

Having them be singular material would reduce redundancy and save one chest slot.

Suggestion Author

@queen linden

arctic boughBOT
#
**Make Demonshade armor Red Devil toggleable**

Back again! Again, another thing that mildly annoys me personally. The Red Devil minion is i guess helpful, but it can get annoying when I do DPS tests for endgame items using Demonshade armor, as it mildly impacts it and throws off my numbers a little. Plus, it never matches my vanity sets and it annoys me. Make it toggleable like the Auric carpet!

Suggestion Author

@echo marsh

arctic boughBOT
#
**Disable Bloodflare Armor's heart pickup set bonus on critters**

I built a machine that constantly killed tons of squirrels by activating their statues while they were submerged in lava. It was meant to be a simple mob switch so I could build without having to deal with enemies.

Equipping Auric Tesla armor caused the machine to spawn heart pickups at an insane rate. You can spam ceaseless hunger potions to become pretty much invincible.

Suggestion Author

@astral brook

arctic boughBOT
#
**Prevent Plantera bulbs from spawning on the Vernal Pass' central island**

Because of the way Plantera moves (especially in phase 1), the island gets in the way. Removing it is very helpful. However, it typically has multiple bulbs already on it, which, makes it very tedious to do so.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Resprite Exo Twins selection icon**

Despite the flavour text stating that they are a pair of bosses("Artemis and Apollo, a pair of extremely persistent automatons with unstable energy reserves."), the icon only show what seem to be representation of Apollo. Resprite it to have or add Artemis to the icon would be more preferred and more accurate to selection flavour text.

Suggestion Author

@wicked garnet

#
**Make naturally-spawning Falling Stars not aggravate the Aquatic Scourge**

I had thought this was already guarded against, but it seems not. Falling star projectiles that are naturally spawned can go into the sulfurous sea water and not hit a tile. If a falling star ends up in the water and hits a friendly aquatic scourge, it aggravates it and begins a battle.

Changing this would reduce the risk of accidentally starting a fight with the Aquatic Scourge when the player may not be ready or may not want to fight it, and would make more logical sense, as the player has no bearing on where or when a natually-spawning falling star would appear.

Suggestion Author

@tawdry pulsar

#
**Adjust defensive modifiers**

i would've put this into balance-issue-reports but i didn't know if that was items only
quick description.
X is damage taken, Y is damage received. 75% of defense, as the game is balanced around Revengeance. I assumed that damage reduction is done after defense calculations, like vanilla (according to vanilla wiki)

Assuming 5 accessories, no armor/other buffs, no rounding/damage fluctuations:
hard - 25 defense and 0 damage reduction
warding - 20 defense and 5% damage reduction
armored - 10 defense and 7.5% damage reduction

I don't pretend to know things about the mod like common damage per tier, but it seems to me that armored is significantly worse than hard for a good majority of the game. I don't have a good suggestion, sorry.

Suggestion Author

@lyric helm

#
**Add a way to summon the Wall of Flesh without killing the Guide**

Calamity establishes that the guide was the Wall's shepherd, leading it around. It would make sense for him to be able to help you find it without getting himself killed, and it would provide a nice way for the guide to not have to canonically die to get to hardmode.

Suggestion Author

@night palm

#
**Unify the costs of Calamity "ore" weapons and armors**

They are a mess: weapons use varied, seemingly random amount bars (depending on size????), which is most noticeable on Bloodflare and Cryonic. Compare this to vanilla, where ore weapons in hardmode all cost 12 bars, tools cost 18 bars and armor is 12/24/18 bars.

Suggestion Author

@queen linden

#
**Make Vernal Pass-related blocks count as Jungle blocks**

This change would stop generic monsters spawn in what is quintessential Jungle territory.

Suggestion Author

@queen linden

#
**Rename Caribbean Rum to Brandy**

There are two main reasons for this:

  1. It is confusing to have Caribbean Rum affect player movement while regular Rum affects summon damage
  2. It would better align with the pattern of Red and White Wine giving movement effects (brandy is made from wine irl) plus the current sprite matches the color of Brandy irl
Suggestion Author

@short zinc

#
**Remove ammo use from The Jailor and the Surge Driver**

2.1 reworked most of the draedon arsenal, leaving every ranged weapon in the group (besides the Karasawa if that counts) with 0 ammo use. While not technically arsenal weapons, The Jailor and Surge Driver are very much draedon-adjacent weapons that look and feel pretty similar to the other draedon stuff. Also, neither of them make any sense at all with their ammo - one shoots laser beams and the other one shoots some kind of electro mines but they both use bullets for some reason. Removing their ammo useage would bring them more in line with the other draedon-related weapons in the game, make more sense with their projectiles and help to flesh out the fairly limited pool of endgame specialist ranged weapons.

Suggestion Author

@grand flume

#
**Remove Providence and the Guardians biome restrictions**

With the removal of their biome enrages and unique drops, there is no reason to have a spawning restriction anymore. It's confusing, outdated and lore irrelevant. you could very easily just make the laser attack surface-exclusive and the crystal rain underground-exclusive.

Suggestion Author

@wispy arch

#
**Lower the brightness or opacity on Galactus Blade's new projectiles**

The new Galactus Blade is a very pretty and cool rework, however, it has one major downside: It physically hurts me to use it. When used in dark places (Like say, the dungeon, where it could commonly be used to fight Polterghast), the extremely bright projectiles really hurt my eyes. Is it possible to lower their opacity/brightness to bring them closer to their original, less-visually annoying form? (I do also find them to be extremely distracting in battle, though that may just be a me problem.)

Suggestion Author

@echo marsh

#
**Change the Legendary and Revengance sprites in the Difficulty Selector to be symmetrical**

Every other difficulty has a symmetrical internal image, even if their border is not. The only two that don't are these two. Changing them (if mildly) to have symmetry would help them stick out a little bit less.
Spriter hell.

Suggestion Author

@copper flint

arctic boughBOT
#
**Rework Spear of Paleolith and Profaned Partisan**

In Brainstorm, Night's Gaze got reworked and renamed, and no longer shares similarities in function to these downgrades. Additionally, Profaned Partisan has proven to be difficult to balance due to being exceptionally strong on large bosses even if it's not strong on other bosses. Both of these issues can be fixed by reworking Profaned Partisan and Spear of Paleolith to function more similar to Vega.

Suggestion Author

@last peak

#
**Adjust Bandit's Refund system on multiplayer**

Bandit's Refund system collectively collect money everyone spent on Goblin Tinkerer Reforge and give it to whoever click Refund, this make it very infuriating in multiplayer where one player can just camp at Bandit while other player reforge and just steal all of their refund money. Making the Refund system have a separate money pool for each player would be the solution most Ideal.

Suggestion Author

@wicked garnet

#
**Temporarily add a recipe for Shell Trim Brick and Runestone Terracotta**

Brainstorm added several blocks and items that were going to be part of SSO, being the blocks from the new sunken sea sub-biomes, most of which were given obtainment methods, mainly through shimmering navystone and eutrophic sand and crafting from those items.
However some have no method of obtainment, but are fully functional with items and placed sprites in the game, being Shell Trim Brick and Runestone Terracotta
I feel as a temporary thing recipes could be added for these items, potentially being Shellstone/Shellstone Slab at a heavy workbench for Shell Trim Brick, and Runestone at a furnace for Runestone Terracotta
The recipes could be different from these I suggest but for building this could be good to help players be able to use these great looking blocks before SSO eventually comes out

Suggestion Author

@limpid basalt

arctic boughBOT
#
** Remove the explosion sound for the contagion orbs**

When firing the contagion, a trail of orbs follows the arrow that will eventually explode one by one causing an explosion sound. Now when you are firing hundreds of arrows, things start to get hectic on the speakers because for every arrow I'd say there are about 10+ orbs following it which all explode into their own sound making the game sound VERY choppy.

Suggestion Author

@granite pendant

#
**Add a bolt counter for the Sahara Slicers**

Though it’s not too hard to keep track of how many you have thanks to always getting 2 bolts per hit, a counter or some other visual indicator (like the Wulfrum Screwdriver) would be convenient.

Suggestion Author

@blazing grove

#
**Lower the speed of Cryogen's aurora effect**

While Cryogen's aurora effect it creates during its battle is very pretty, I feel it moves far too fast to the point where it becomes distracting and completely unrealistic. The speed should be lowered to reflect real-life auroras. (It also, for me personally, makes it difficult to add the effect to my builds using the monolith, as it is very intense and feels unfitting.)

Suggestion Author

@echo marsh

arctic boughBOT
#
**Rename Invisible Dye to Echo Dye**

This is definitely very minor but I feel it would be better to match with vanilla by matching how "invisible" items in vanilla are called "echo", such as Echo Blocks and Echo Coating, and following this would be nice with the newly added Invisible Dye
Additionally it's source could be changed to match this, by being in some way tied to graveyards, such as being crafted with 1 water bottle at a dye vat in a graveyard or being sold by the dye trader in a graveyard

Suggestion Author

@limpid basalt

#
**Rename Aerospec, Hydrothermic & Tarragon Helm/Helmet**

Many of Calamity's Armour sets feature helmets for each class, each with a different name. However while most have distinct enough names, some feel too similar to other helmets of the same set.
This is mainly an issue for sets with both a "Helmet" and "Helm", which are way too similar and could be confusing given they mean effectively the same thing, with the Aerospec, Hydrothermic and Tarragon Sets all having both a "Helmet" and a "Helm" (with Tarragon additionally having a "Horned Helm", which I feel differs enough in name to allow it)
While this isn't terribly important (especially given they will eventually likely be retooled to not have helmets for every class) I feel tweaking their names could help to decrease confusion.
Some possible names for them could be renaming the "Helms" to "Greathelms", which would help distinguish them better than how they currently are

Suggestion Author

@limpid basalt

#
**Add a Transmutation Between Flower Boots and Water Walking Boots**

Similarly to how Magma Stone and Lava Charm can transmute between each other, Flower Boots and Water Walking Boots could as well. Both are somewhat important items that are boot themed, and currently have obtainability issues due to being part of significant crafting trees.

Mostly Water Walking in the Treads line. The current recipe is boring and easy, but the vanilla method is just annoying, requiring fishing for Ocean Crates, which have one of the worst loot pools in the game (Flipper is… fine, I guess?). Jungle meanwhile, has an amazing loot table. Considering Flower Boots do not go into a long crafting line like Treads, being able to turn them into Water Walking Boots would be a much easier way to get them, as well as allowing people to gather other useful loot in one of the largest biomes, rather than pigeonholing them into one of the least support biomes in the game, because reworking the Ocean is just not within Calamity’s purview, nor its responsibility.

Suggestion Author

@olive shale

#
**Unnerf the Slime Mounts' Horizontal Acceleration**

Calamity has a mount nerf applied to specifically the slimes (thank god the horse one is gone at least), and I genuinely cannot figure out why at this point. Gelatinous Pillion, Slimy Saddle, and Pogo Stick all have their horizontal velocity reduced.

I don't know why because the most problematic part of these mounts is their vertical velocity, or fall speed, of which only Pogo Stick has a nerf to. If these mounts are too strong for fastfall, nerf their fastfall, not their horizontal movement. All this does is make it so you can't walk with them, and, in fact, tunnel you more into only using them for their fastfall. This is the opposite of what Calamity should be trying to do with mounts.

Suggestion Author

@olive shale

#
**Rework Speed Blaster Dash**

Speed Blaster is a cool weapon, but the dash feels janky. This wouldn't necessarily be a problem, if not for the fact that it's tied to how you deal any amount of damage greater than placebo. It should either be changed to be less obtrusive to use, or separated from the damage ability (such as requiring a double click to activate).

Suggestion Author

@warped lodge

arctic boughBOT
#
**Give the Harvest Staff a line of upgrades**

You rework a mage weapon into a sentry. You make the pumpkins it spawns incredibly adorable. You push the explosive pumpkins all over, so much so that the entire major update it's part of is named directly after the weapon. You are clearly attempting to make these cute bois a marketable mascot for Calamity.

But there is one critical mistake you made: You did not make this upgradable in any capacity. You have no reason to use this weapon if beyond the beginning of the game in any conceiveable away. This means that a weapon that had an entire major update named after it, ultimately won't be used for the vast majority of it. This is a MAJOR mistake for something so marketable.

Suggestion Author

@bitter mirage

#
**Rework Lightspeed's right click**

The current design of Lightspeed's left click is perfectly acceptable, acting as a Post-Moon Lord version of the Starlight. Both weapons function well in this standard.
What I consider confusing is the right-click; whereas Lucrecia built meter over time to shoot a projectile, Lightspeed instead trades this out to perform a ramdash forward.
Unlike its former (with Lucrecia's projectile doing a lot of damage) and its latter (Exoblade's rebound slash doing dramatically more damage), Lightspeed does not gain any benefit from dashing through the enemy. Instead, it would rather stay near the enemy to farm Mastery.
I believe reworking the dash to instead slam the player into the foe (rather than through them) would allow it to fit in better with its line and work more in tandem with its design.

Suggestion Author

@copper flint

#
**Rename the Lab Turrets to Be More In-Line With the Weapons**

As of now, the turret names are rather basic compared to the new weapon names with their fancy identifications. Even if its not much, giving them the same prefix scheme as the weapons (eg the "P-PLS:" in P-PLS: Pulse Pistol) would help tie them to the rest of Draedon's Arsenal more and make them a bit less generic than [Element] Turret.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Rework Cosmic Immaterializer**

As of right now, the cosmic immaterialiser looks feels INCREDIBLY underwhelming compared to other miracle matter weapons. It looks like a weapon from the old elemental set of weapons that were eventually reworked in 2.1 and it acts like an incredibly basic projectile weapon. It would be better if the sprite of the summon, and its projectiles were remade and if the actual function of the weapon was reworked.

Suggestion Author

@sleek ether

arctic boughBOT
#
**Include Elemental Mastery in some way to the Exoblade**

Simple enough. Its predecessor, Lightspeed, uses Elemental Mastery, so why doesn’t its direct upgrade use it to their advantage?

Suggestion Author

@copper flint

arctic boughBOT
#
**Give Celestus a new/different sound effect when thrown**

(EDIT: It does not use the Water Bolt SFX apparently! Still I think it should have a stronger-feeling sound like the other Miracle Matter weapons)
Genuinely, why does it use the Water Bolt's SFX when thrown? I'm no expert, but I don't think the Celestus is made of water. The best SFX I can think of for it off the top of my head (I am not a sound designer) would be the Stygian Shield's throw sound, or similar sounds to the reworked Nanoblock Reaper. Celestus deserves some new sounds/flashiness to bring it up to the standard of its sibling.

(Of course this is probably best saved for the proposed Miracle Matter weapon reworks that I've heard about.) (But still)

Suggestion Author

@echo marsh

arctic boughBOT
#
**Make Radiance accessory not emit any honey particles but still have the effect**

I want to be able to look at my characters cool outfit without yellow ooze drooping on it

Suggestion Author

@indigo beacon

arctic boughBOT
#
**Give Storm Surge a less abrupt projectile despawn**

The Storm Surge's projectile immediately disappears when it reaches it the end of its lifespan in an abrupt manner. Adding a small “animation” when it reaches/is reaching its end would make it look far better.

Suggestion Author

@winter hearth

arctic boughBOT
#
**Give Deerclops (& Potentially Betsy) GetFixedBoi/Zenith Seed Exclusive Drops**

Calamity Gives all other bosses special drops only in GetFixedBoi Worlds, except for Deerclops, and Arguably Betsy if you count her as a boss, potentially due to both being considered non-canon. However I feel that it is weird they get excluded for no real reason (especially considering if it is their non-canonicity thats the reason behind them not having any drops since secrets seeds are also considered non-canon) and I feel this is a missed opportunity and generally inconsistent, especially for Deerclops since she objectively is a boss that for some reason gets ignored for the GFB drops

Suggestion Author

@limpid basalt

arctic boughBOT
#
**give rev brain of Cthulhu ftw changes**

while ftw/malice is generally seen as a less serious difficulty and for good reason, that doesnt mean that having one singular boss with zero changes other than stats doesn't feel incredibly out of place, ftw's less serious nature does serve practical purpose in the mod as a space for the boss roster to be taken to its absolute extremes and having no ftw changes at all denies the fight of being able to be taken to said extremes.

in other words, giving even low effort changes to ftw brain in rev+ would serve to remedy both people searching for an extreme difficulty version of the fight as well as its current implementation on this mode feeling entirely forgotten

Suggestion Author

@naive tide

arctic boughBOT
#
**Remove Lab Turrets ability to see invisible players**

When trying to maneuver the Arsenal labs, One would think it would be a smart plan of action to use an invisibility potion to deal with the turrets easier as they are often placed in areas you can't reach without first running into it's line of fire.

However as it turns out, they still shoot at you regardless of your visibility, this is a little disappointing and I feel like it should be changed because as it is, the lab turrets are just tedious and time consuming to maneuver around as they are.

Suggestion Author

@cedar narwhal

arctic boughBOT
#
**Change Plaguebringer Goliath's attack pattern so that it cannot constantly spam two moves**

Plaguebringer's attack pattern in its current state only has one condition being that it cannot use the same move twice in a row, this can lead to extremely annoying situations where she only uses two moves for the entire fight depending on complete chance. I believe the best solution would be something similar to generating a random "pool" of attacks in no particular order that she would cycle through.

example: random pool (atk2, atk4, atk1, atk3) -> cycle attacks -> random pool (atk3, atk1, atk2, atk4) -> cycle attacks -> repeat

This would eliminate the problem of spamming the same moves while still keeping it random and allowing the boss to cycle through every attack.

Suggestion Author

@tepid kernel

arctic boughBOT
#
**Replace the Solar Fragments in Exotic Pheromone's recipe with Vortex Fragments**

Dragonfollies are famously electric, not fiery despite their namesakes. The recipe of their summon item in this case feels more like a color-based decision rather than thematic.

Suggestion Author

@bitter mirage

#
**Change Exodium Planetoids to spawn natural stone walls, or no walls at all. **

I generally like how the Exodium Planetoids work. They're simple yet effective, and reworking them would be silly considering they're made to be destroyed. But one thing that's always stood out to be as strange is the presence of stone walls. They don't even fill in the whole shape of the planetoid either, but rather are drawn in strange patterns that are similar to the ore generation in forest planetoids. Furthermore, unlike any other natural wall, they drop when hammered. I suggest fixing this inconsistency by making them generate in a circular pattern behind the main body of the planetoid, and replacing them with natural walls that do not drop when hammered. Alternatively, this could be fixed by removing the walls entirely.

Suggestion Author

@gritty flower

#
**Change how exodium forms in Worlds after moon lord’s defeat**

Large Exodium and luminite planetoids generate after Moon Lord’s defeat, but they honestly just look really bad being either a very ugly circular shape that just looks very strange or a spiky shape which also looks off, as well as weirdly having stone walls behind them sometimes which feels very out of place and odd. I feel like the execution could be done in many better ways and changing it could help improve this minor element of calamity or at least making them look less malformed could be nice.

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Make Exodium work like Desert Fossil for Luminite, and change everything else around Exodium accordingly**

Exodium as a material is completely redundant with Luminite, but it does look cool as a block. Having it be used to obtain luminite, and then making most of the Exodium recipes use Luminite instead, would feel more fitting.

Suggestion Author

@night palm

arctic boughBOT
#
**Rename Mourningstar**

Calamity’s mourningstar weapon is somewhat old, predating the existance of vanilla whips (I think), and as a result since theres now a vanilla whip named morning star it’s name is now confusing with them only being one letter and a space different
I feel changing the name could help to decrease any confusion, especially considering how it is a similar kind of weapon which also adds to the confusion

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Prevent Minecart tracks from going through the bottom of the Vernal Pass**

Idk if this counts as a bug, but in several playthroughs I’ve done a natural minecart track has gone straight through the bottom of the vernal pass, destroying a decent amount of the vernal soil, and preventing as many of the large plantera bulbs from being present. I don’t know how this’d be done, but preventing this in some way could help make sure the player doesn’t have to clear out minecart tracks to allow for more bulbs to spawn

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Replace the Nebulash in the Crescent Moon's recipe with a Blue Moon**

The latter two are moon themed and have very similar names, while the Nebulash does not. This recipe change also makes more sense given the Crescent Moon's rework making the weapon more closer to a thrown flails rather than a launched flail.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Rework Crimslime and Corroslime Staffs**

They are literally identical in all but name and appearance, and even then it's basically just the item sprite itself. The names are extremely similar and the sprites are also identical besides differing in color.
Since they can both drop regardless of world evil, they should either be merged into one or one of them should be reworked to be different (similar to abyssal/eldritch tome), because right now they're basically just filler.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Add a more consistent way to find Suspicious Scrap**

Though they're only used to craft SHPC, it was recently reworked to be much more interesting and currently the only way to find Suspicious Scrap to make it is blindly searching through the cavern layer.
Adding a way to find abandoned labs or another way to get Suspicious Scrap would make finding that last piece you didn't stumble across naturally a lot less annoying.

Alternatively, they could just be removed entirely.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Make Yharon always roar before dashing after a bullet hell phase**

Sometimes, Yharon does not roar before exiting a bullet hell phase by dashing, which is rather offputting to players who got close up to him after there were no longer bullets around him and completely unable to know when it's safe to prey on him and when it's not safe. Making Yharon always roar before dashing out of a bullet hell phase makes getting close up and taking advantage of the attack a more viable option.

Suggestion Author

@cedar ember

arctic boughBOT
#
Reduce the intensity of the orderbringers projectile effects

I have tried using the reworked orderbringer and have noticed that it feels cluttered. The projectiles obstruct too much of thescreen at once. Normally the sword attacks at a medium speed but since it’s post Yharon the gear will heavily increase melee speed making the projectiles way more frequent. The issue is the orderbringers effects are overwhelming due to the amount of the projectiles.
I feel the shockwave also has effect since it’s a larger projectile and the main issue with it was the trail it produced being far too long and also covering up the screen.
I’m not sure if this solution would work but I thought That reducing the transparency to make it translucent with the shockwaves effects and trail and maybe the same for the star projectiles.

Suggestion Author

@nova zodiac

arctic boughBOT
#
**Spin off lab turrets into an independent mod that can be used without Calamity**

I just played through Calamity and loved the lab turrets. I couldn't find another mod that provides anything as functional as the Calamity turrets(not to mention multiplayer support) and would love to use them in vanilla worlds or if using other mods. If the devs could lift the assets/scripts for lab turrets from Calamity and create another mod with a vanilla friendly crafting recipe and a setting to enable/disable boss targeting it would be much appreciated.

Suggestion Author

@iron dagger

arctic boughBOT
#
**Streamline Early Stat Potions for Post-Moon Lord**

While potion obtainment is a big part of balance through pre-Hardmode and Hardmode, by post-Moon Lord, where bosses take dozens (and for some, hundreds) of attempts, they become a chore, but balance is still designed around having them.

Unique potions like Inferno or Gravity should still have niches, but for minor stat potions, some other way to obtain this slurry of effects feels appropriate for this stage of the game. Archery, Mage Power, Ironskin, Regeneration, etc. ...All of these are just numerical increases. Much the same way Cosmolight lets the player control time for getting this far, these small but necessary stat buffs should have something as well.

You can already see this being done with Aureus Cells, so I feel that doing this for the early stat potions isn't a stretch. I know Blood Orbs exist, but it's just as annoying to craft the dozen of them. One, challenging-to-obtain potion that replaces all of these would be far better than how scattered they are currently.

Suggestion Author

@olive shale

arctic boughBOT
#
**Rework Cosmic Immaterializer to be One-Slot per Summon and Add a Flowers of Mortality Exo Upgrade that Acts Similarly to Current Cosmic Immaterializer**

CI is a singular summon that takes up ten minion slots while none of its components work like that. On the contrary, some of the lower tiers of the FoM line do actually function as single use summons. Post-Exos has a lack of "army" summon weapons to use, forcing the player to pick between commanding four arms or a single energy thingy rather than being given a choice to just have a load of minions at their beck and call. Making CI work like this fills this niche and keeps it in line with its predecessor while its current one can be filled in by FoM's upgrade. Furthermore, adding another Exo to Summoner would help balance out the total amount a bit more, also allowing for more freedom of choice if a player naturally wants to use these endgame weapons that act as a cumulation of their journey.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Rename Cosmic Discharge**

All the other Devourer of Gods weapons got renamed except Obliterator and Cosmic Discharge is not only lame but also has nothing to do with what the weapon does. It's basically an ice version of Solar Eruption. Something like Caliginous or Cryogenic Executor or something more cold or ice-themed in general would be much more fitting than the rather generic sounding "Cosmic Discharge".

Suggestion Author

@olive shale

arctic boughBOT
#
**Make the Amalgam recipe use debuff-based accessories rather than materials**

Right now, the Amalgam boosts all elemental debuff damage by 200% and grants a bunch of specific debuffs. This seems random, for the simple simple reason that its only material accessory is functionally just a dodge accessory that summons a projectile on iframes. The only justification for these debuffs is a bunch of seemingly random materials that most aren't going to realize are actually connected to the debuffs the Amalgam provides.

I personally think that, to make this accessory not only make sense with the unusual direction it takes from its sole downgrade accessory, the Amalgam's recipe should utilize the various debuff-based accessories that Calamity provides throughout the game; for example, the Frost Flare and the Alchemical Decanter would be great alternatives to just using the Plague Cell Canister and Luminite Bars.

This could additionally make the Amalgam also inherit some of the extra effects these items give, but that's optional.

Suggestion Author

@bitter mirage

#
**Have the Ark line store its charges and cooldown in the Cooldown Rack, rather than on the item**

The Cooldown Rack is used for ammo stores on the Hellborn, the shields from Rover Drive, The Sponge, and Profaned Soul Artifact, and various other numerated items. The Ark line, on the other hand, uniquely shows its charges under the weapon in the inventory. Changing it to conform with other weapons would feel better visually.

Suggestion Author

@copper flint

arctic boughBOT
#
**Rework Rotten Brain/Amalgamated Brain to be more Debuff Oriented like The Amalgam**

The Amalgam recently recieved a rework, which included several changes, including it now causing all attacks to inflict several powerful debuffs, and increasing elemental debuff damage by +200%. This is a great change, however it does kind of come out of nowhere, with the few debuffs that its downgrades inflict being minor elements of the accessories, with brain of confusion sometimes inflicting confusion (which isn’t even a DOT debuff) and rotten brain inflicting Brain Rot, which is not really major enough to justify the focus the amalgam ends up putting on DOT Debuffs.
I suggest that Rotten Brain, and in turn it’s upgrade Amalgamated Brain, are changed to have more focus on debuffs so the amalgam being debuff focused makes more sense. This could also make the rotten brain more enticing than currently as it lacks a focused identity, and maybe making it benefit debuff builds could make it better.

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Rework Jaws of Oblivion to look like Leviathan Teeth**

I'm currently doing a run of stealth rouge, and when i was looking for a new weapon I found the leviathan teeth. I used it for the first time and realized INSTANTLY this weapon is pure cinema. You're using the teeth of an epic monster like leviathan, chomping down on enemies before devouring them while you chew up their guts. Literally dank asf and one of the coolest weapon arts I've seen in the pack for a long time. whoever made that shi absolutely cooked.

The direct upgrade, the Jaws of Oblivion that uses the souls of the ruined to shred monsters, that i spent like 3 hours grinding in the PAIN abyss for, is just a kunai 2.0 "spit some blue stuff". this a scam mane, if you just copy paste the code from levi teeth and change the color to blue it would be SICK, maybe using the same explode on contact code from the current version to apply to the teeth (but nerfed ofc). removing the absolutely epic chompers is so sadge mane:( JUSTICE FOR JAWS

Suggestion Author

@true pulsar

arctic boughBOT
#
**Remove or Rework Spadefish**

Spadefish is a rare pickaxe only obtainable by fishing in the underground layer at a 2.5% chance. For being this rare, it is really never worth it, with it having a pickaxe power even lower than even copper pickaxe, and there being plenty of easier to obtain pickaxes that surpass it in its uses
There isn’t really any reason for this to still exist as is and generally just bloats the mods content, and removing or reworking it could help with this

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Rename Earth Elemental to make it clear its not an actual elemental**

The Earth Elemental (Enemy) isn’t actually an elemental at all, and its name calling it one is very confusing, and seeing as there isn’t really anything truly preventing it from being changed, I suggest it be changed to not call it an elemental. What it should be changed to is up to the devs but quite literally any other name would be less confusing than “earth elemental”

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Remove Earth Elemental**

This enemy serves no purpose in the game, adds confusion to the lore, and contributes nothing of value. Its drops are barely interesting and could be moved elsewhere, like the more interesting sand elemental.

Suggestion Author

@night palm

arctic boughBOT
#
**Make bullets affected by Grape Beer home onto thrown coins**

I was fighting The Twins with a Marksman Round strategy, and noticed that my ricochet shots were missing pretty frequently due to their dashing. This gave me the idea to try Grape Beer, since Marksman Rounds already guarantee crits. However, a problem arose; I could not aim for the coins because my bullets would home directly onto the boss. An item that is meant for ease of use was, ironically, working against me. Grape Beer and Marksman Rounds come online at the same time (early hardmode), so this could be a highly viable combination that is held back by the mechanics of Grape Beer. This change will maintain its function across the board (taking aim out of the equation) and enable this potentially fun synergy.

Suggestion Author

@grand zinc

arctic boughBOT
#
**Re-theme one of the sand elementals in a bottles to be nature elemental themed**

In calamity there are currently for some reason still two sand elemental in a bottles, which is very weird that they for some reason are in the heart of the elementals twice while the nature elemental silva has nothing tied to her in the heart. I suggest one of the sand elementals gets Re-themed to represent silva in some way, likely having the behaviour of the healing rare sand elemental seeing as a nature elemental being healing focused makes logical sense.

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Add Sentry-Related Gear or Rework Existing Summoner Gear to be Sentry-Related**

For being the third set in the triangle of summoner subclasses, sentries are horribly represented by Calamity in terms of gear. If you want to boost your sentry slots in any capacity, you need to use vanilla items exclusively. As you progress later into the game, using OOA armors/accessories and Stardust Armor becomes less and less of a realistic expectation for sentry fans to do. If there are problems with adding more summoner equipment, armors just adding a sentry slot or two to existing post-ML ones like Stardust does would be enough. For accessories, reworking one of the "+1 minion slot & debuff" accessories (or anything else really) to give a sentry slot either instead of or with it would be enough for that.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Expand on Bat Bottle pets**

this is a bit of a simple one but I love both the new little bat pets, but its hard deciding which one to use over the other, so why not both? could be called "Moderate Temperature Bat Bottle" or something funny like that, since you're combining hot and cold, and equipping it summons both the little bats. Maybe even add some more bat bottles and have a whole... whatever a group of bats are called following you? like an illuminant bat bottle, cave bat bottle, spore bat bottle, etc

Suggestion Author

@drowsy apex

arctic boughBOT
#
**Add a flask for Electricity, Water and Cold debuffs**

I get this is the most boring solution to giving constant access to the debuff types, but the flasks themselves are somewhat boring anyhow aren't they? All flasks in the game currently (other than nanite flask) are either sickness, fire, or defense reducing. Making a flask for all elements would at least give them some variety.

Suggestion Author

@ripe needle

arctic boughBOT
#
**Remove or Move Some DoG/Cosmilite Melee Weapons**

DoG is pretty infamous for having an overabundance of weapons, and it really shows for Melee. One boss's drops, direct or indirect, amount to six (6) melee weapons themed around it; after adding ASE/Nightmare Fuel stuff, you get to eight (8) melee weapons usable for a single boss before getting immediately replaced by Auric/Yharon stuff. If you throw in donor weapons that totals to seven (7) DoG-themed melee weapons and nine and a half (9.5) total on tier [Prismatic Breaker is half-melee.] If a player happens to like more than one of these weapons, they're practically forced to do multiple playthroughs or awkwardly switch weapons during the Yharon fight. On the contrary, there are plenty of tiers that players could not like anything at all and be forced to use one of those. Lastly, an overabundance of weapons on a tier can lead to a load of effort trying to keep all of them up to modern standards just for people to still not use them over other options.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Clarify that Odd Mushroom is an epilepsy risk**

"These visual effects may be nauseating or otherwise bad for some" leaves room for interpretation as to what "bad for some" actually means. Just say something like "or pose an epilepsy risk" instead of "bad for some."

The current wording is not likely to be misinterpreted, but there's still no reason to allow that as a possibility in the first place.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Make Bonebreaker Either Rogue or Ranged**

Bonebreaker is an upgrade to the bone javelin, a ranger weapon that used to be a throwing weapon, so logically it could either be ranged or rogue because either have logical reasons, but for some godforsaken reason its melee
This is genuinely baffling to me because like theres no reason it should be melee. Additionally if it becomes rogue then skyfin bomber could be returned to a skyfin drop (which it being changed was very dumb) while still meaning corroded fossils have a rogue craft

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Make Caustic Tear cost more than 1 Sulphuric Scale**

In Brainstorm, Event summons were made consumable like in vanilla. Most event summons outside of this were not changed in their obtainment methods, except caustic tear which went from needing 5 sulphuric scales at water, to only 1 sulphuric scale at water. This change is very weird because no vanilla event summons were changed, and it being only 1 basically means it has no actual “value” whereas all other event summons in some way require effort to get. The recipe is also very strange, since most recipes using 1 singular item are mostly stuff like crafting walls, platforms and niche items such as vanilla’s droppers, not the summon to the mod’s own event. I feel like at least increasing the amount of sulphuric scales in its recipe would help make it less strange and make it’s cost at least remotely on par with other event summons.

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Make Leviathan Ambergris dash effect dyeable**

The effect ambergris has when dashing looks really cool, but unfortunately cyan color isn't exactly neutral, which makes finding matching vanity combos harder, and with increasing amount of vanity and transformation items making said effect dyeable would allow for more variety in loadout customization

Suggestion Author

@wicked idol

arctic boughBOT
#
**Rework the Bloody Worm Tooth**

The Bloody Worm Tooth is an Expert Mode accessory dropped by the Perforators, in which it increases your Defense and Melee Damage by a certain amount. In my honesty, compared to it's Corruption equivalent, the Rotten Brain dropped by the Hive Mind where it spawns explosive Dank Creepers upon taking damage, the Bloody Worm Tooth feels very obsolete not only for the Crimson World, but also as an Expert Mode accessory and for the rest of the playable classes as a whole, because it only increases your melee stats.

Reworking this accessory would be a great option to make this accessory stand out more and making it worth of using if you are playing in a Crimson world.

Post Scriptum: The same thing applies to the Bloody Worm Scarf, it's Hardmode upgrade crafted with Worm Scarf and Souls of Night.

Suggestion Author

@cosmic orchid

arctic boughBOT
#
**Add a toggle option for the Crystl Crusher where it can also destroy walls**

I mined a big space for an arena below the ground, removing the background would also be nice.

Suggestion Author

@indigo beacon

arctic boughBOT
#
**Make the Drill Containment Unit inherit your pickaxe power**

The drill containment unit isn't particularly useful for mining by the time you get it because its pickaxe power is too low to mine anything above Luminite. Giving it the ability to mimic the pickaxe power of the best pickaxe in your inventory would make it more usable. Plus, it's fun to be able to use the DCU! I'd like it to be more viable in more situations.

Suggestion Author

@night palm

arctic boughBOT
#
**Prevent Permafrost from defending himself against enemies**

Within the lore, Permafrost does not want anything to do with battle, and instead has Cryons to defend him. Having him use a Dark Ice Crystal goes against this. Associatively, it would be really funny.

Suggestion Author

@copper flint

arctic boughBOT
#
**Make both guns "Crackshot Colt" and "Midas Prime" shoot hitscans instead of projectiles + slightly bigger hitbox for coins (optional).**

These two guns shoot projectiles, which makes it hard to shoot your tossed coins if they get too far away. Players tend to move a lot when fighting bosses, coins move faster according to the player's speed. The bullet is fast, yes, but a projectile, again, makes it hard to land any shot on the tossed coins because it needs the player to try predicting where is the bullet going, on top of that, a chaotic scenario also needs you to also pay attention for any incoming attacks, players would feel like they're just destroying half their coins trying to predict their path and instead opt for directly shooting the enemies/boss, while a hitscan would make it easier to hit the coins no matter the distance between the player and the coin.
As for the slightly bigger hitbox for coins, it is for the same reason; making shooting coins easier from far away in a chaotic scenario that is caused when fighting bosses, etc (again, tad bit bigger hitbox for coins is optional).

Suggestion Author

@ember igloo

arctic boughBOT
#
**Add a way to hide the difficulty selector**

The difficulty selector takes up significant space on the screen at higher UI scales and is usually useless after you use it once. I would like a button in it that hides it, or shrinks it into a tiny, less obtrusive button somewhere else on the screen.

Suggestion Author

@night palm

arctic boughBOT
#
**Rename Atom Splitter**

Its called Atom Splitter but none of its functionality nor its sprite reflects this. Even its tooltip refers to it throwing "a quantum-superimposed javelin that strikes from numerous timelines at once" which, distinctly, does not have a relation to splitting the atom.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Retheme the Mana Rose weapon line to something else**

There are 11 flower-themed weapons in the mod, which can become confusing when they are obtainable at around the same stage of progression. This is most noticeable with Mana Rose, Belladonna Spirit, and Yateveo Bloom, as all three use pre-boss Jungle materials.

Then there are Tundra Flame and Gleaming Magnolia, which, while not available at exactly the same progression stage, still look fairly similar.

For the remaining weapons, the issue imo is more about an overall overuse of the theme. In hindsight, many players would probably struggle to tell these weapons apart. That is unfortunate, since the flower theme itself is a nice concept.

Since I believe there are already resprites in the works for the Frost Blossom line, I would suggest retheming the Mana Rose line to give it a stronger identity.

Suggestion Author

@hearty gate

arctic boughBOT
#
**Let you use Anodized Wulfrum with the Wulfrum Blunderbuss.**

This is currently a building material, and that's okay - But it does feel a bit strange that the weapon that uses Wulfrum Scraps as ammo can't use it.
Plus, i think this would be a easy to implement way to give the material itself a extra, if not niche, use outside of just building, aswell as making the weapon itself a bit more useful.
The ammo itself could have some extra effects over normal wulfrum scrap seeing as it's harder to obtain, such as maybe dealing a little more damage or/and inflicting a electric debuff.

Suggestion Author

@acoustic timber

arctic boughBOT
#
**Change how the player is able to craft Life Alloys**

In calamity, there are quite a few recipes that use life alloy in their recipe, however as is life alloy feels like a redundant crafting step, as recipes could just use all three of its components which would reduce unnecessary crafting steps. However as an idea life alloy can’t super easily be changed into its components as they on their own would feel weird in the places of life alloy in crafting due to their dramatically different theming of items. I suggest that in some way the way the player creates life alloys is changed to a more unique and more involved method, to make crafting it feel less of an entirely redundant step while still keeping the logic behind it being an alloy

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Give the Brimstone Crags a unique background showing more Azafurian ruins**

I know that there will be an overhaul of Azafure in a future update which changes how the landscape is generated in order to make it feel more like the ruins of a whole city and not just a handful of charred houses and a big bridge at the outskirts. In the meantime, while that's being developed, it may help to add some new background art featuring the remains of buildings and infrastructure to suggest that there's more to the area beyond just what the player can physically access.

Suggestion Author

@molten cosmos

arctic boughBOT
#
**Make Supreme Witch, Calamitas and Calamitas Clone somewhat randomly move around you in a full circle instead of being set to specific spots in half* a circle**

Currently, SCal's basic movement is nearly identical to that of Retinazer, a hardmode boss part of the Twins fight. The only difference is that SCal's movement is a bit floatier. This makes her usually stay at 1 side before going up, and then going to your side again.

This makes SCal much easier to predict nearly invalidating the basic attacks she sends out as you always know where they are coming from. Were this to be changed so she can move around you in a circle (albeit going too fast would be a bit extreme), would make her movement more unique and the basic attacks a bit harder to dodge so that it doesn't stay as "slowly move vertically/horizontally" depending on the attack.

The exact same goes for CalClone too.

Suggestion Author

@cedar ember

arctic boughBOT
#
**Allow Souls to be Placed in Ammo Slots**

SHPC uses souls as ammo and it's inconvenient to not be able to place them in the ammo slot.

Suggestion Author

@arctic hawk

arctic boughBOT
#
**Rework/Buff Volatile Gelatin and Spore Sac**

In Brainstorm, the gravity globe was given several new effects to actually make it an interesting and viable option, seeing as its vanilla version is incredibly lackluster. This was a great change, and I feel like similar reworks to the other generally bad expert mode accessories would help to make them all actually considered as options. Generally Spore Sac and Volatile Gelatin are very weak as is and are probably the accessories that need this the most, and buffing them or potentially reworking some aspects of them could help make them viable options

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Build Supreme Witch Calamitas up as a character more before you fight her at the end**

This idea takes a little bit of inspiration off of Wrath of the Gods but I imagine us getting cutscenes throughout the game where we get to know Calamitas as a character and it gradually develops her as we progress. Like maybe she appears for the first time after defeating skeletron, maybe another appearance after fighting her clone, then moon lord, providence, Devourer of Gods, Yharon, Draedon, then when you summon her for your first attempt on her boss fight you get a cutscene that starts the fight.

Suggestion Author

@shrewd osprey

arctic boughBOT
#
**Change the Spiked, Angry and Rash modifiers’ effects so they aren’t effectively useless**

Calamity mod changes almost every single accessory modifier in attempt to make them all have uses instead of only warding, menacing and lucky being really useable. For many modifiers, this was done by making them give half of one modifier’s stats and half of another, which while niche, has uses when trying to more specific stat distribution. However, since Calamity also causes Warding to give +1% Damage Reduction alongside its 4 defence, and Lucky to additionally give 0.05 luck alongside its +4% Crit Chance, modifiers which give +2 Defence or +2% Crit Chance alongside another stat, being the Spiked, Angry and Rash modifiers, end up losing some stats compared to using the reforges dedicated entirely to the two stats separately. As a result they all have almost no use cases, and tweaking them to make them not actively lose the player stats would help to make all accessory modifiers more useable

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Change the obtainment method of the Crags Pylon**

In 1.4.5, vanilla added the Aether Pylon. This pylon has a special obtainment method, that being to shimmer another pylon. This would mean that not all pylons would need to be bought directly from an NPC.

Currently, the Crags Pylon is sold with the same circumstances as other pylons, but only in the Brimstone Crags. The special thing about the Crags Pylon is that it doesn't need NPCs at it to be used. However, due to NPCs being required to obtain it, moving them there just to buy the pylon and then moving them back seems quite ass-backwards.

Knowing now that pylons do not exclusively need to be obtained by NPC sales, the Crags Pylon would be a good recipient of a different obtainment method due to how it works and how inhospitable for NPCs the biome already is.

Suggestion Author

@willow escarp

arctic boughBOT
#
**Force Deerclops to spawn closer to the player in Boss Rush**

Boss Rush bosses try to spawn offscreen to avoid unfair hits, but in Deerclops' case, spawning offscreen makes it nearly impossible to avoid unfair hits. It feels extremely random whether or not you will get a good Deerclops spawn position. Deerclops should be forced to spawn closer to the player, ideally directly above the player's head but at least within the range where the black void doesn't affect the player.

Suggestion Author

@cinder mica

arctic boughBOT
#
**Add an Empress of Light rogue weapon**

So I’ve really always liked the rogue class and it’s one of my favourite classes in the game and it’s super fun because of stealth but there is one tiny issue that I have with it.

Empress of light while dropping 2 mage and summoner weapons and a weapon for ranger and melee drops not one rogue weapon. I think implementation of a rogue weapon that has good versatility (sort of like an opposite to the duke decapitator which spends on targets being stationary) would have the potential to make a fine addition to the arsenal of many rogue players out there for this point in progression.

As for ideas for the weapon (while still leaving room for creativity) I was thinking maybe like a kunai of light that mimics the ethereal lance attack (though this is optional and I won’t be fussed regardless).

Suggestion Author

@unborn crow

arctic boughBOT
#
**Make Boss Rush summon multiple Bosses at once**

Boss rush is a very slow process and the early stages are usually not very challenging or interesting. One moderately interesting way to improve it would be to summon multiple bosses at once. For example, King slime, Desert Scourge, and Eye of Cthulhu would work decently well together. All of the mechs together would also fit.

Suggestion Author

@night palm

arctic boughBOT
#
**Replace Amidias' Help Dialogue about Fighting Yharim with Fighting Calamitas**

After Yharon is defeated, Amidias gets three new help dialogues that boil down to "Use Auric," "get ready to kill Yharim," and "get ready to fight Draedon's creations." Considering Yharim isn't an on-tier boss even if you imagine he's in the game, it would make more sense for him to say something regarding the actual other boss you will be fighting, Calamitas. It would be logical for him to warn you about the woman who nuked his kingdom anyway.

Some players might also be using Amidias to find who they're fighting next, so it would be logical to direct them towards Calamitas.

Suggestion Author

@desert oasis

arctic boughBOT
#
**Speed up Brain of Cthulhu's animations after you've killed it enough times.**

Farming the Brain for money is presently far worse than the Eater, because of it's long spawn animation, phase transition animation, and death animation. They look cool for when you're actually fighting the boss properly, but it makes farming it take far longer than it should. Making it so the animations are sped up, or even skipped entirely, after you've killed it several times or at some point in progression, would make repeatedly slaughtering it to sell it's gear far less tedious.

Suggestion Author

@hybrid oxide

arctic boughBOT
#
**Add the Missing Furniture Pieces from Calamity’s Furniture Sets**

Calamity Mod adds several new furniture sets to the game, however several of them lack some of the furniture pieces that a complete furniture set normally has, which I feel like is something that should be fixed by adding these missing pieces. Most of the missing pieces are Toilets, with the Abyss, Acidwood, Ancient, Ancient Navystone, Ashen, Botanic, Cosmilite, Monolith, Navystone, Otherworldly, Plague, Profaned, Sacrilegious, Silva, Statigel, Stratus & Void furniture sets all lacking Toilets, as well as the Ancient set also lacking a Candle, Candelabra, Chest & Platform, Anodized Wulfrum lacking a Candelabra and Clock, and Wulfrum lacking a Door and Chest. I feel like completing these furniture sets could help to enable more options while building as well as helping these sets actually feel complete and not half-finished

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Rename Astral Ore/Bars**

For something you will see from the beginning of Hardmode, but won't be able to mine all the way until you slay Astrum Deus, you'd think they'd have a cooler name.
It honestly feels like a holdover from the older eras of Calamity, back when Scoria Ore was called Chaotic Ore and Perennial Bars were Draedon Bars (I am not joking).

I'd suggest renaming the Astral Ore to have a more interesting name. In real life, we have various names for types of meteorites like nakhlites (a type of Martian meteorite), as well as other things ejected by meteor impacts like tektites. You could reference those, like what you did with Scoria and Suevite.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Make yharon immune to Auric Rebuke**

Yharon is an auric dragon and thus should be immune to auric rejection, yet he can still have the auric rebuke debuff despite this. This just contradicts the lore and thus he should be changed to be immune to it

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Make Astral Ore not mineable before Deus is killed**

No other ores function like this. It is very confusing to new players and entirely purposeless, as nobody is going to waste their Astral Ore to get an item so common that every Astral enemy drops it.

Purportedly, the function only existed so that there was a way to remove the ore before killing Deus, but that is a solved problem now that you can clentaminate it into meteorite, which can be mined by that stage of the game.

Suggestion Author

@warped lodge

arctic boughBOT
#
**Allow Adrenaline to reduce damage while an energy shield effect is active**

Currently, the damage reduction effect of a fully charged adrenaline bar is deactivated while the player has an energy shield, like Profaned Soul Artifact. It is stated in the wiki page of the Adrenaline mechanic, so we can assume this is intentional

I don't thing there is a plausible justification for this to happen. It adds such a nonsense punishment for using arguably super useful acessories.
The Adrenaline bar is also drained as usual while not granting its benefit.
This mechanic is also COMPLETELY hidden in game. No shield acessory mentions this interaction.

The interaction should just be removed, as it aggregates nothing to the game and can lead to unexpected (and unfair) deaths

Suggestion Author

@vast iris

arctic boughBOT
#
**Make the Lifehunt Scythe's Scythe Projectiles spawn dust on death**

They just kinda vanish, it's a little jarring really.

Suggestion Author

@winged rune

#
**Extend respawn time during boss fights in multiplayer**

Calamity changes the vanilla respawn time during boss fights from 30s to 15s, which is way too short, making losing to a boss not likely to happen especially for 3+ player playthrough, The config option could allow lowering the time back to 15s, for those who don't like it, or leave it for other QoL mods, like it was done with other QoL removals.

Suggestion Author

@raw rain

#
**Replace the holy water in Statis' Blessing’s recipe**

Currently the recipe for statis’ blessing requires 30 holy water, which currently is both random and slightly annoying to get for it, due needing the player to annoying buy some hallowed seeds randomly and craft some holy waters, which I feel is not really enjoyable at all. Additionally holy water doesn’t really make any sense as it has no relation to statis or the summoner class at all, and replacing it with a more logical item such as purified gel due to having ties to statis could solve these issues

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Remove Swordsplosion**

It's a random ass rgb gamer sword that ends up being entirely unimpactful. It is functionally just Star Wrath 2 (something Calamity is in no short supply of), on top of also being a Borderlands reference (another something Calamity is in no short supply of.) Anything Swordsplosion could do could otherwise be done with any of the other Star Wrath clones because the only functional differentiating factor between them is tiering and sprites.

Suggestion Author

@cyan hare

arctic boughBOT
#
**Rework Lifehunt Scythe**

Lifehunt Scythe is really lame. It's another scythe broadsword that does healing on tmelee hits. Which you can also do with the Terratomere, another sword in the same tier... that fires multiple projectiles and also inflicts a stun debuff on tmelee hits. Additionally, you can also procure the Death's Ascension, which does the scythes far more justice than the Lifehunt Scythe ever does.

Therefore, I reckon the Lifehunt Scythe could do with a rework that does it (and Dark Souls I guess...) justice.

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Give Gilded Proboscis's left click more flair while it charges/when it's fully charged**

Gilded Proboscis is a very interesting weapon, taking part of the fresh archetype of "charge then swing" melee weapons introduced in Brainstorm. However, unlike a previous weapon in this archetype (Hellkite) Gilded Proboscis does not make an audio cue when charged nor glows while charging. Because of this, the weapon feels rather "sauceless" when it fully charges, contrasting the massive damage it puts out and potentially driving players away from it. Giving it either an audio cue or a glowing effect (or both!) would let the weapon look a lot better and properly advertise its power.

Suggestion Author

@copper flint

#
**Devourer of gods should always spawn the treasure bag directly onto the player on death**

Just read smth eariliar in #calamity-mod-talk and it does make me wonder , wouldn't it be better if the treasure bag spawns directly onto player so If it does in like say the boss head is in blocks we woudnt have to dig to get the bag which is annoying...?

Suggestion Author

@normal bone

arctic boughBOT
#
**Change the Honey Dew's description to better reflect the debuffs that it's actually affecting**

The current description of the Honey Dew accessories notes that it "halves Sickness debuff durations", but I found this misleading as there are debuffs from vanilla called Potion Sickness (from health potions) and Mana Sickness (from mana potions), both obviously containing the word sickness. From what limited knowledge I have of Calamity, I don't think it's ever explained in-game what constitutes a "sickness debuff." Regardless, I think the name should be changed to something like "illness debuffs" or something, to better reflect what the item is supposed to be doing.
Alternatively, rename Potion Sickness and Mana Sickness to not imply being part of the Sickness debuff type, OR otherwise specify what debuffs make up a certain debuff type.

Suggestion Author

@hearty marsh

arctic boughBOT
#
**Add an "Astralplate" and/or other Astral building materials**

The "-plate" type blocks are typically used for aesthetic purposes within Draedon's labs in specific biomes. While the Astral Infection does not currently feature a lab, it is clear that Draedon has some interest in it due to the existence of Astrum Aureus as one of his former recon drones. Not to mention, the Astral itself is currently highly lacking in aesthetic options, down to the fact that Astral Stone doesn't even have an associated brick, even though Pearlstone and Crim/Ebonstone do. While there is no Astral Lab (and there might never be), adding more building options for the Astral, a biome that is surprisingly lacking content despite its relevance within the game, would be a very welcome addition, and an "Astralplate" existing could allow players to build their own "Astral Lab" even if Calamity never adds one itself.

Suggestion Author

@blissful fiber

arctic boughBOT
#
**Rename the Essence of Eleum**

The Essences all have had a history of being named after Dark Souls concepts. The Essence of Havoc used to be of Chaos, and Sunlight was the even more blatant name of Cinders, but right now it's in a fine naming spot.

However, the Essence of Eleum is by far the most blatant reference, and it doesn't even work well in my opinion. It is literally named after Frozen Eleum Loyce. "Eleum", on its own, also doesn't make any sense as a name for an essence of coldness. Before I knew about this, I assumed it had to do with Helium, which is not really well known for being cold.

For the above reasoning, I think the Essence of Eleum should be renamed.
(Obviously, with this renaming stuff like Eleumplate would also be renamed)

Suggestion Author

@bitter mirage

arctic boughBOT
#
**Add a way to Track Debuff DPS**

Brainstorm added/reworked a lot of items to apply or boost damage over time effects, and it's a step in a fun direction where you can build around something other than raw weapon damage.

It would be awesome if there was some sort of information accessory to track debuff dps so you can tell if that Evergreen Gin/Amalgam/Chaos Stone is really worth it, considering that right now you just have to look at the dummy and kinda guess.

Suggestion Author

@pliant sonnet

arctic boughBOT
#
**Improve/smoothen the movement of Supreme Calamitas’s Brothers**

While the semi-recent rework to Scal’s Brothers made them much better overall, the way they move is a serious problem. They spend most of their time locked tightly out of range, which makes them extremely hard to hit with range-limited weapons like true melee, and they begin to snap wildly between attack angles as they lose health, which makes them absolutely infuriating to hit with almost any weapon at all. Their movement also just looks really weird and clunky.

One way to fix this could be having the Brothers gently accelerate into attack positions and not move relative to the player (rather than glue them to the screen), giving the player a lot more time to approach or aim at them.
This polish, however it’s done, would make the Brothers look nicer and stop them from making many weapons unusually bad on Calamitas.

Suggestion Author

@woven knot

arctic boughBOT
#
**Change Astral Bricks to be the brick equivalent of Astral Stone instead of Astral Ore**

Currently Astral Bricks have no actual resemblance to Astral Ore, not featuring the orange and blue colors the ore is made almost entirely of. As such it being the brick form of it makes basically no sense from a visual standpoint, and it would make way more sense if it was the brick form of just Astral Stone, due to actually featuring similar colors, as well as potentially meaning that a more fitting astral ore brick could be added later that incorporates that actually fits with the ore's theming

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Change the way attributions are presented in the Thank You item**
  1. Currently, the way attributions are presented in this item are awful. For smaller screen resolutions, the full item description box is not shown correctly and it ends up not showing all the names (as shown in the following images). A possible solution to this is to introduce a right-click page system.
  2. The division between current and past developers is not as clear, even if there's somewhat an alphabetical separation present. Were the right-click page system be added, it could be easier to organize and separate current and past developers. Another option would be just making this division clearer with text format, for example, a line break.

Note that this is a possible proposed solution, and developers have the liberty of choosing whether or not implement this or come up with another solution.

Images: UI Scale 100% for common screen resolutions in order (2160x1440, 1920x1080 [most common according to Steam Survey April 2026], 1366x768)

Suggestion Author

@tired zephyr

arctic boughBOT
#
**Add Temporary Sources for the Currently Unobtainable Blocks and Walls**

In Brainstorm several new blocks and walls associated with the planned sunken sea overhaul were included for players to build with, with most of them being obtainable through shimmering, crafting and crates. However, not every block or wall that was added in brainstorm were made obtainable, with Limestone Cobble, Mire, Runestone Terracotta, Shell Trim Brick blocks and walls, Superheated Obsidian, Large Basalt Wall, Navyslate Wall, Sea Prism Wall and Scarlet Sea Grass Wall all being unobtainable, and I feel like allowing players to be able to access and utilise these blocks would allow for more building options. Additionally, alongside these fully unobtainable blocks and walls, Brainstorm additionally added abyss coral and giant hive walls, which while they can naturally generate, can never be obtained by the player, and giving players ways to obtain them would also be great.

Suggestion Author

@limpid basalt

arctic boughBOT
#
**Early Demonite and Crimtane Rogue Weapons**

Early rogue weapons made with demonite or crimtane could add parity to rogue, as the other classes get weapons from EOC or evil ore. It would serve as a little bit more of an intuitive weapon near the beginning of the game, as new players miss out on some of the earlier weapons because of their unconventional materials. A weapon like crystalline needs falling stars and diamonds and could be easily missed. A player is much more likely to try and craft something with demonite or crimtane when they first get it. If EOC is done before desert scourge or the giant clam it could be a great option for those fights and open up the early game a little.

Suggestion Author

@vernal dock

arctic boughBOT
#
Performance settings for some Gpu-less pcs

Settings to disable projectile animations / Particles / Overall quality to improve performance

Suggestion Author

@latent raven

arctic boughBOT
#
**Allow the Axe of Regrowth to plant Small Spines on Charred Remains**

The Scorched Bones are more important now in 2.1. Being able to rapidly grow and harvest more of these would be very beneficial.

Suggestion Author

@ripe needle

arctic boughBOT
#
**Add an option to make the rogue full stealth sound effect louder**

This would be a great accessibility feature for rogues who rely on the sound to know when to do a stealth strike. Right now it’s too quiet, especially during boss fights. I’ve felt I need to stare at the bar to be optimal.

Suggestion Author

@boreal halo

#
**No Alcohols for Quick Buff**

Perhaps the issue lies more with me but I occassionally forget I have an Alcohol in my inventory and accidentally quick buff it. With them not going away after you die or being removable and having negative side effects, they should not be consumed when using quick buff.
Or alternatively, the effect should be removable.

Suggestion Author

@fervent pecan

arctic boughBOT
#
**Add a way besides the Nurse to remove Alcohols**

While generally not an issue, seeds such as getfixedboi end up with the issue of not being able to remove Alcohols until the buff durations end leading to the player dying repeatedly until the buffs run out if they have drank too many and up up with alcohol poisoning. So adding something like drinking water or just allowing them to be removed via right-click would alleviate this issue.

Suggestion Author

@dim iron

arctic boughBOT
#
**Astrum Deus should drop an Ancient Manipulator**

They drop fragments, Astral ore needs it, it would offer another way to get to moonlord.

Suggestion Author

@fervent pecan

arctic boughBOT
#
### Make Navystone craftable via the Solidifier ###

I really love how the new Smooth Navystone furniture set and Navystone's many shimmered variants look and would love to incorporate them into more builds, but much like Dreadon, I have no desire to strip mine the Sunken Sea, and I'd rather not pick fights with the sea life if I can avoid it. I always seem to wind up with far more Eutrophic Sand than Navystone, so being able to craft the latter with the former would be very nice. The ingredients could be Eutrophic Sand and regular stone for consistency with the vanilla Sandstone recipe, or maybe two Hardened Eutrophic Sand blocks.

Suggestion Author

@molten cosmos

arctic boughBOT
#
**25% reduced damage on Summoner Weapons tooltip**

"Minions will deal 25% less damage when you aren't holding a summoner weapon" tooltip for any summoner weapon. That mechanic is a bit obscure and it isnt that easy to see ingame.

Suggestion Author

@fervent pecan

arctic boughBOT
#
**Change or revert the prefix changes that Calamity has added in Brainstorm**

It is hostile design towards more casual players, as it replaces the simple, easy to understand 2 > 1 with more complex questions like "3% dr 5 def > 1.5% dr 8 def?"
It infringes on calamity's reocurring issue of needlesly altering vanilla causing not only compatibility issues with other mods but also messing with the general flow of how the game plays, which often was perfectly fine as is.
It just kinda misses the point of how reforges are intended to work. Sure, 1% damage is worse than 3% damage, but that's okay. The weaker prefixes are meant to be weaker ones you can use for a while but replace when you can reforge them.
Now, some people may like the new, modified prefixes because they're strong or fun to use, and that's fine. For that, just... Add them in as entirely new prefixes. You don't need to change the vanilla ones.

Suggestion Author

@acoustic timber

#
**Let us sleep in the plagued beds if we’re wearing either of the plague sets**

It makes it more consistent with the other bed items and would be an interesting Easter egg, mainly though I want to trick people into giving themselves the plague

Suggestion Author

@median ivy

arctic boughBOT
#
**Add a telegraph for Supreme Catastrophe's accelerating sword**

This attack sucks, as it is not intuitive and feels unfair to get hit by. Short of removing it, adding a telegraph to show you the path of the projectile before it accelerates to mach 8 would at least help to make it feel fairer and a lot less upsetting to fight against.

Suggestion Author

@warped lodge

grave otter
#

Because you wouldnt be adding clutter to a required area to traverse

#

which only does a single thing for a single class

lucid drum
#

Either way, I'd still prefer it to be more separate thing from shroomite. If the problem is that it's cluttering a required place, then maybe it could work off of a drop from a solar eclipse.

orchid ice
#

But two shroomite armors would get confusing

lucid drum
#

And it wouldn't be a common drop either.

#

Maybe similar to the cores of the ice and desert biome.

grave otter
#

It would not get confusing since they would be themed and named the same

orchid ice
#

Do something like the Forbidden Fragments or Turtle Shells

#

Use Shroomite and another special material

lucid drum
#

Yeah, that's what I was thinking.

grave otter
#

Shroomite and uh...

orchid ice
#

Gypsy powder

lucid drum
#

I was going more along the lines of having it drop some from specific enemy from the post plantera solar eclipse thats particularly useless, such as the possesed and using chlorophyte instead.

grave otter
#

ninja armor

#

oooh

#

shroomite ninja armor

orchid ice
#

Solar Eclipse already has its uses

lucid drum
#

For armor though?

grave otter
#

Yeah but you want it to be post plantera, right?

orchid ice
#

Darksun late game, all the weapons...

lucid drum
#

And much of it's weapons, although pretty cool in vanilla gets outclassed.

orchid ice
#

Broken hero

#

What’s an underused biome / event?

lucid drum
#

yeah, thats why I said post plantera enemies.

#

Like the possessed. I think thats post plantera

grave otter
#

Still think shroomite is cooler

#

Its such an underused material as is

lucid drum
#

shroomite is cool yeah, but i still think it should be reserved for more ranged stuff.

orchid ice
#

Shroomite Bars + Solar Eclipse Rare Material

lucid drum
#

Since thrower is kinda bland around that part.

grave otter
#

Just imagine a throwing set with like an upgrade shroomite set bonus

lucid drum
#

Isn't thrower defense supposed to be kinda frail too?

grave otter
#

Which allowed you to stealth but keep mobility, like the coolest ninja badass

lucid drum
#

huh.

#

That works.

orchid ice
#

Maybe add a post-plantera buff to Crabulon?

lucid drum
orchid ice
#

Since he is the Perfect One and all

lucid drum
#

Crabulon memes are so old, it's not even worth cringing at.

orchid ice
#

not trying to meme

#

I’m serious

grave otter
#

Perfect one doesnt mean good at combat

lucid drum
#

the "perfect one" is a meme in itself.

orchid ice
#

Hecc

lucid drum
#

the lore isn't official

#

Terry's making new crab lore.

grave otter
#

He is perfect because he transcends mortality. undying, unceasing, forever eternal

orchid ice
#

Hecc

grave otter
#

lore IS offical

#

actually

orchid ice
#

Then why not give him a buff?

lucid drum
#

Fine. That lore is official

orchid ice
#

Like astrageldon post ML

lucid drum
#

for now

orchid ice
#

Crabulon gets more of a reason to exist

lucid drum
#

I think a crabulon buff is a good idea, just not the whole "Perfect one" meme.

#

Also, it'd need an ai change as well.

grave otter
#

crab already has plenty of reason to exist

#

as an early game boss

orchid ice
#

I was using that as a bad reason

lucid drum
#

Not just like doppel cal and brim.

orchid ice
#

A lot of people skip crabo

lucid drum
#

Because it's ai is really easy to avoid late game.

grave otter
#

So?

orchid ice
#

Since he is hard to find sometimes

grave otter
#

I skipp EoC and DS sometimes

#

Hes easy as heck to find

orchid ice
#

You don’t really need the Glowing Mushroom biome until Shroomite

grave otter
#

Litterally easiest summons

#

Wot

#

You dont even need shroomite

#

for like... anything

lucid drum
#

I resent that, because i use the sniper.

orchid ice
#

You go to the biome to get Shroomite and Truffle worms

#

That’s about all

#

If Crabulon got a buff, it would add even more reason to check the biome post plantera

grave otter
#

You go to the biome once, pick up some seeds

#

and never go there again

#

Which is fine, for a minibiome

#

Its usefull for early game potions

#

and an early, fun boss

lucid drum
#

I don't even fight fishron either

orchid ice
#

Meh

lucid drum
#

And yeah, crabbo is a good early game fight

#

Gives you decent gear, so I always fight him.

orchid ice
#

Then how do we make a post plant throwing armor?

grave otter
#

with... shroomite

#

and either ninja armor or some ninja-y material

median holly
#

ninja armor, ectoplasm, and master ninja gear?

grave otter
#

why ectoplasm?

orchid ice
#

Post plant

grave otter
#

shroomite IS post plant

round mist
#

lumenyl

#

depth cells

grave otter
#

or just... shroomite

round mist
#

for throwing armor ?

#

ranged has one already

orchid ice
#

Abyss Throwing Armor?

#

Could work

round mist
#

^

lucid drum
#

yeah I wanted to avoid the "throw in ectoplasm" excuse to make it post plantera.

#

And I was planning on making a spider armor upgrade for the abyss, themed around deep sea spider crabs.

#

I'll probably try to compile some of these ideas.

#

shit, i'm starting to get a long list.

vagrant karma
#

exo elemental lance for spear lauthru cuz i can literaly do nothin

lucid drum
#

Spider Crabs
These would be tall enemies, looking like they’re almost wearing stilts. (Just go look at a spider crab picture, I can’t be bothered to describe it perfectly. They’d probably have a more ‘abyss-like’ color scheme.) They’d have, thin, long claws for attacking, and these would be able to go through blocks. They’d deal minimal damage however, unless you are directly touching the body. They’d drop materials for a spider armor upgrade. They also drop depth cells post-plantera. Abyss layer 3.

Spider Crab drops
Only one unique drop: Crab Spines (or some similar name, you get the jist of it)
They would each drop 2-3 on kill. These are used for the Fathom Swarmer armor upgrade to the spider armor.

Fathom Swarmer Visage
10 defense
6% increased summon damage
+2 max minions
Spider mask, depth cells, crab spines, lumenyl
It lights up the area around you and allows water breathing.

Fathom Swarmer Abdomen
20 defense
15% increased summon knockback and damage
Spider breastplate, depth cells, abyss gravel, crab spines
Provides a 10% thorns bonus and +20 max life

Fathom Swarmer Boots
13 defense
7% increased movement speed and 15% increased movement speed underwater, as well as granting the ability to swim.

Set Bonus
Acts like tiger climbing gear, and grants a similar buff to the fishron mount. When in water, your summons are granted a 10% damage buff. When you leave the water, the buff lasts for another 2 minutes.

#

I'm not a fan of including too many stats myself, but I couldn't resist.

#

Feel free to just read the description of the mob, and the set bonus.

#

Does this seem alright?

grave otter
#

Whats the point of crab spines?

lucid drum
#

Upgrade for the spider armor

#

I want to add some weapons or accessories too, but I'm in school.

#

Oh, I almost forgot

#

@pine hawk Sorry for another ping.

grave otter
#

But... its already post plant

naive shadow
#

That mustve been a pain to write

grave otter
#

So adding this new material just for the armor does... nothing? for gating it.

lucid drum
#

Getting it?

#

It's kinda not the point.

#

It's now themed for deep sea spider crabs.

#

Thus the set bonus and the thorns for the abdomen.

#

It's from a design perspective.

round mist
#

hm

#

hmmm

lucid drum
#

Any other thoughts?

slow kettle
#

I like the idea, but the crab spines seem to be something like another Ruinous Souls or ashes of Calamity, kinda just there. The armor idea is still cool, but it probably doesn't need it's own material

lucid drum
#

Sure, then just more depth cells and such for the recipe?

slow kettle
#

Ye

#

I still do quite like the spider crabs, they just dont need a drop imo

lucid drum
#

Maybe, since I still think the set bonus needs to make a little sense, what other drops that already exist are kind of "cartilage and spikes" themed?

analog narwhal
#

gonna feel like another Reaper tooth oof

pine hawk
#

Hmm, i like the idea of an upgraded spider armor but it being related to the abyss seems a bit odd

crimson perch
#

combine spider and bee armor with plague cells?

#

would sound lit

round mist
#

spoopy spooder armor

tawdry condor
#

Question

#

Will class-specific armor ever be a thing in Calamity or will it stick with the "helmets" theme?

#

As in unique armors, not upgrades.

analog narwhal
#

probably just helmets thing, unless they get a good suggestion otherwise

#

Class specific helmets are easy to deal with, so a ton of mods just use those

tawdry condor
#

Aight

orchid ice
#

I like that Bee Armor + Spider Armor + Plague Cell Idea

round mist
#

Plague Hornet Armor thonk

velvet quartz
#

plagued arachnid plating?

orchid ice
#

Idk, but if a cool name is made, it could work

lucid drum
#

tbh, since we've already gotten summoner armor out of the jungle, and it's really commonly used (thorium does it) I wanted it to be more unique.

#

And I spent a lot of time working on the set bonus and theme

analog narwhal
#

Could be quite nice

lucid drum
#

And since abyss has no armor set so far, I feel like it's a good chance to add in some novel summoner armor.

orchid ice
#

Hecc

#

Didn’t mean to post :/

lucid drum
#

Also, since much of the summoner armors are themed around magic and such, it would be interesting to have a more "tech" themed one.

orchid ice
#

Wormwood will be posted another day

lucid drum
#

oh kek

#

So does my explanation for having it be at least abyss themed make sense?

analog narwhal
#

I guess, I just like the jungle-plague themed one more

lucid drum
#

Yeah, that one's fine, but I feel like jungle themed summoner armor is overused.

analog narwhal
#

also I’m planning abyss armors slobbyjoy

orchid ice
#

It’s like a summoner version of victide

lucid drum
#

Not really

analog narwhal
#

but summoner Victide doesn’t work lol

orchid ice
#

thats the point

analog narwhal
#

set bonus is a waste

orchid ice
#

Wait no

#

That sounded rude

lucid drum
#

How is it similar to victide, besides being ocean themed?

orchid ice
#

...

#

uh

#

...it’s ocean themed?

analog narwhal
#

you fool

orchid ice
#

;-;

lucid drum
#

I mean, it's a fair point. But it's also kinda like saying spectre armor is an upgrade to jungle armor, because spectre bars are made from chlorophyte.

#

Next, I might want to come up with an unholy core mage set.

#

That would give them a little more use outside of terratomere, and brimblade.

topaz fern
#

Could you make new Ravager's fire turret thingies less bullshit? They spawn directly on top of you when you're anywhere underneath him

velvet oak
#

An exo suit armor set that don’t have alot of bonuses, but allows for one more accessory slot per armor piece

grave otter
#

unholy core... mage set? but like, why?

#

Unholy cores dont seem very... magey

#

Hell has traditionally been a very melee focused area

#

Though i could see a couple of focused sets around that time being a thing

#

A permafrost/ cold weather gear mage set, core melee set, and uh

#

hold on lemme look at my material list

round mist
#

Automation Staff
Summons ravagers skulls to fight for you (dropped from Ravager)
Sans Skull (blue eyes) - hover over the player and enemies(when they are near) firing blue flames (like a flamethrower)
Papyrus Skull (red eyes obvsly) - same like ^ , but fires ravager lasers instead of flames
Flames inflicts frostburn (idk) and the lasers brimstone flames

#

ravager needs more weapons

grave otter
#

Kinda?

round mist
#

uh

grave otter
#

i mean, hes not really a boss you fight for unique loot most of the time.

round mist
#

maybe not abyssal flames

grave otter
#

So sure, maybe.

round mist
#

bc 125 hp DoT and -10 def is hella op

grave otter
#

But more than that

#

Ravager needs his current loot to be not shit

lucid drum
#

Hm?

#

The place where the unholy cores come from, a "brimstone" themed biome, is very mage oriented.

#

And anyways, just because it's been melee themed before doesn't mean it should always be.

#

It's more variance, like not using the jungle over and over again for summoner stuff, or mage things.

#

And anyways, it's nice to have some of the calamity biomes get an armor set.

#

Astral armor should also be class themed imo.

tawdry condor
#

make ravager's flame candles not do the *teleports behind you* nothin personnel kiddo

lucid drum
#

Yes

#

It takes my adrenaline so many damn times.

#

Sometimes I feel like I take the damage before I see the full flame

rigid scarab
#

Plaguerider Armor
Thrower/Ranger armor
Plaguerider Plague Vision Goggles
17 defense
+13% ranged damage and +15% ranged critical strike chance
You are immune to the Plague
Crafted with Alchemical Flask and 14 Plague cell Canisters at Mythril Anvil

Plaguerider Maskpiece
11 defense
+20% thrown damage and +8% thrown critical strike chance
+25% chance not to consume thrown item
You are immune to the Plague
Crafted with Alchemical Flask and 14 Plague cell Canisters at Mythril Anvil

Plaguerider Body Shield
19 defense
+60 maximum HP
+5% ranged and thrown critical strike chance
+5% damage reduction
Crafted with 24 Plague Cell Canisters at Mythril Anvil

Plaguerider Subligar
16 defense
+15% movement speed
You leave a trail of organism-killing microbes as you move. (These deal minor damage to enemies and have a very small chance to inflict Plague.
Crafted with 13 Plague Cell Canisters at Mythril Anvil

Set Bonus
Plague Vision Goggles
+9% ranged damage and critical strike chance
Summons tiny Plaguechargers to home in on enemies and sting them.
Plague enemies deal 4/5 of the original damage.

Maskpiece
+9% thrown damage and critical strike chance
Throwing attacks inflict Plague.
Plague enemies deal 4/5 of the original damage.

Plague Flask
67 throwing damage
Fast speed
Consumable
Clouds released by the flask can inflict the Plague on enemies.
75 of them are crafted with 10 bottled water, 3 Plague Cell Canisters, and 1 Deathweed at a Mythril Anvil.

tawdry condor
#

Maks

#

Plague bois

lucid drum
#

?

#

maks?

tawdry condor
#

Typos

lucid drum
#

oh but what did you mean?

tawdry condor
#

Mask

lucid drum
#

ah

tawdry condor
#

If this armor were to get in game, would it have a Plague doctor mask?

lucid drum
#

That would make it too similar to lunatic cultist tbh.

rigid scarab
#

also plague things are mechanical

lucid drum
#

^

rigid scarab
#

mechanical plague doctor mask wouldn't make much sense

lucid drum
#

but it would be better than what pokemon fucking did

tawdry condor
#

There’s ways of making the mask not looks like LC

grave otter
#

@lucid drum another thing... whatcha mean using jungle over and over for summoner stuff?

#

Summoner stuff has like.... 2 things from jungle

#

Both of which are related to witch doctor

lucid drum
#

And the queen bee stuff.

grave otter
#

... the what?

lucid drum
#

And all the other armors in the modding community.

tawdry condor
#

Summoners don’t get a lot stuff in Calamity

#

Which should be fixed

lucid drum
#

@grave otter when someone says queen bee, what other armors are associated with it?

#

The hornet set or whatever.

grave otter
#

Oh i thought you said staff

tawdry condor
#

Bees

grave otter
#

thats related to witch doctor

lucid drum
#

oh

grave otter
#

Killing bee attracts him

lucid drum
#

My point still stands either way.

#

jungle has plenty of summoner things

#

It would be nice to have an armor set from the abyss, and have it be summoner, which is sparse as it is.

tawdry condor
#

So hence forth, Stuff from witch doctor is related to Queen bee, indirectly

lucid drum
#

?

grave otter
#

Hence forth?

#

its always been

lucid drum
#

Indirectly, yeah

tawdry condor
#

I have bad timing

lucid drum
#

Also, it has all the accessories as well. Summoner has always been very... Vegetation related?

#

i dunno

tawdry condor
#

True

lucid drum
#

Scrolls, scarabs, bees, and wood.

#

Would be interesting to have some aquatic things.

tawdry condor
#

I think of summoners as Army Generals

#

Sense you can lead an army essentially

lucid drum
#

And the Fathom swarmer set is also slightly tech related.

#

at least, in my view

tawdry condor
#

The wha?

lucid drum
#

It's what the armor set is called.

#

the one I made earlier.

#

search it

tawdry condor
#

That’s a cool idea man

lucid drum
#

Thank you.

#

Hopefully we can expand to some more unique post plantera armor.

tawdry condor
#

Yee

#

Maybe I can try spriting the armor

lucid drum
#

It would kinda resemble the spider armor, ofc, but the spines would theoretically be larger?

tawdry condor
#

Ya

lucid drum
#

and it would have spikes on the back of the chestpiece, similar to spider crabs themselves

#

I'm just going to go write out a visual description so other people can get a good idea too, I guess.

tawdry condor
#

The spikes on the back maybe get be difficult to make with the legs

lucid drum
#

Yeah, the legs would be positioned elsewhere, compared to the spider armor.

#

But it doesn't matter much for the moment.

tawdry condor
#

the legs

lucid drum
#

imo, it's not worth spriting until some other people have at least accepted the idea

#

slobbyjoy 👌

tawdry condor
#

Yeah

severe sphinx
#

A sulphurous sea version of water bolt,scepter and and golden shower maybe ?

tawdry condor
#

Hmmm

#

Sounds cool

lucid drum
#

golden show has an upgrade

#

though, funny enough i don't think it actually uses the golden shower

#

last i checked

#

but it does the same things, just buffed

tawdry condor
#

I’m checking right now

#

It doesn’t

lucid drum
#

but it's basically an upgrade.

tawdry condor
#

Yeah

#

Maybe a combination of the two that’s Abyss related?

rotund dome
#

maybe make a post supreme calamitas summoner weapon that's an upgrade to Entropy's Vigil but each group of three takes 2 slots

lucid drum
#

Does it involve shadowspec?

#

Shadowspec is reserved for dev-only.

#

So far, all of post-SCal is for dev only.

fleet belfry
#

I've heard Yharim will be a Town NPC. If he sells/buys items, selling Yharon Soul Fragments (which would need to be obtained through another world or Cheat Sheet, since he is a pre-Yharon NPC) to him damages the player, possibly instantly killing them. It'd be a neat little easter egg.

slow kettle
#

Shadowspec bars are generally reserved for developer items. Suggestions involving them are very unlikely to be accepted.

rigid scarab
#

Self pin

#

the shame

slow kettle
#

Needs to be said

tawdry condor
#

Upgrades to vanilla armors are accepted for suggestions, right?

lucid drum
#

ye

rotund dome
#

then maybe make it pre SCal

rigid scarab
#

does this mean we can suggest dev items for other people?

tawdry condor
#

What classes need armor upgrades then?

lucid drum
#

I dunno

#

atm, the problem isn't that they need upgrades

#

it's that linear progression can be a little boring

slow kettle
#

Calamity is fairly linear at this time, especially in terms of post ML content, so we are trying to spice things up

lucid drum
#

Brimflame Set

Brimflame Cowl
11 defense
15% increased magic damage
You are immune to all flame debuffs
Unholy cores, ectoplasm, obsidian skull

Brimflame Robes
21 defense
6% increased magic crit chance and damage
Unholy cores, ectoplasm, ashes of calamity

Brimflame Boots
15 defense
10% increased movement speed and immunity to lava
Unholy cores, ectoplasm, ashes of calamity

Set Bonus
You can activate a toggle effect. You lose life, but your damage is boosted by 10%. Your magic attacks will inflict brimstone fire.

rigid scarab
#

there needs to be more things to do with plague cell canister

lucid drum
#

it gives a use to the ashes of calamity

#

of course, it's gonna need balancing

crimson perch
#

#bee/spider armor upgrade with plague cells when

tawdry condor
#

suggestion: apotheosis ex and it needs 77 shadowspec bars

lucid drum
rigid scarab
#

don't you just mean buff apotheosis terry

lucid drum
#

sounds reasonable

#

do it fab

rigid scarab
lucid drum
#

Plague armor could also be a really cool ranger upgrade

tawdry condor
#

question

lucid drum
#

ye

tawdry condor
#

I know * is italics

lucid drum
#

yes

tawdry condor
#

But what do you use for underlines and bolds?

#

I'm a discord nub

lucid drum
#

two __ on both sides is underline, while two ** is bold

#

You can easily search it up

#

and ask in a different channel, too

primal crow
tropic hinge
#

What if the monsters Hive mind spawned were invincible only until second phase like a reverse brain of cthulhu

#

You would have to fight a mass of monsters and deal with the hive mind to make it harder

rigid scarab
#

20 dank creepers at once

#

hell no

tropic hinge
lucid drum
#

any qualms about the brimflame set

eternal dew
#

Hive Mind Phase 2 Revengance and Death change:
Hive Mind teleports a third as often but it shoots a volley of three spit and everytime the Mind teleports, it spawns a clone of itself that can't damage the player but can absorb the player’s attacks. Clone refreshes with every teleport of the real Mind.
Death - Hitting the clone will spawn dank creepers to charge at you.

tropic hinge
#

Remove worms from the Hive mind

#

Perforators have a hive and they are worms which means the fight is too similarHDfailure

lucid drum
stable sequoia
#

YOU WILL NOT REMOVE WORM BOIS

lucid drum
#

ofc

eternal dew
lucid drum
#

nah

#

worms are ded

stable sequoia
#

o no

lucid drum
#

alright, since no one seems to have problems with the brimflame set, I'll just go ahead and drop the plague reaper set here too then.

tropic hinge
#

Give hive mind an unsettling animation of it shedding its skin and bursting into another hive mind when it goes into phase twoHDfailure

lucid drum
#

Plague Reaper Set

Plague Reaper Mask
17 defense
15% ranged fire speed and crit chance
Plague cell canisters, nanites, and necro helmet

Plague Reaper Vest
28 defense
6% increased damage
You are immune to plague
+50 max health
Plague cell canisters, nanites and necro breastplate.

Plague Reaper Striders
17 defense
15% increased movement speed
10% increased flight time
You are immune to lava
Plague cell canisters, nanites and necro greaves.

Set Bonus
Your shots have a 50% chance to also fire 2-3 small plague bees, and when you are afflicted by a debuff, crit chance is increased by 25%

stable sequoia
#

o no

tawdry condor
#

Plaguebringer Set

Plaguebringer Visor
10% increased summon damage
+1 max minions

Plaguebringer Breastplate
15% increased summon damage
+2 max minions
Immunity to the Plague

Plaguebringer Greaves
5% increased summon damage
+1 max minions

tropic hinge
#

Mrrp u were the guy to ask for the suggestion reworks when you are spouting these nonsensical stats

lucid drum
#

I know

tawdry condor
#

Set Bonus: +1 max minions, your minions have a chance to inflict the Plague on hit.

lucid drum
#

these aren't summoner armors, so i don't really care about them as much

stable sequoia
tawdry condor
#

Each piece is crafted from a piece of the bee set and plague canisters'

tropic hinge
#

A postml accessory that gives you more minion slots the less defense you haveslobbyjoy

lucid drum
#

seems legit

eternal dew
#

Idea: Make border blocks for the abyss that are unbreakable

stable sequoia
lucid drum
#

Also, I don't know if you read my reasons for not preferring a summoner upgrade with plague cells, but I'll say it again tbh.

#

It's because jungle is already a source for so much summoner stuff

#

And many other mods rely on jungle for summoner as well.

stable sequoia
lucid drum
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just my thoughts, also because i really want an exclusive armor set for the abyss to happen

stable sequoia
#

yesyes

tropic hinge
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Diving gear is basically armour lol

lucid drum
#

doesn't matter if it's mine in the end or not, i just want more summoner armor and more abyss shit.

tawdry condor
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an abyss summon armor?

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say no more

lucid drum
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I mean, I can repost my idea.

stable sequoia
#

Abyss is underestimated. Could we get a real boss there? And not just the void miniboss?

lucid drum
#

Also, abyssal diving gear hardly counts as armor

stable sequoia
#

Iz it not jus to increase breath?

tropic hinge
#

Have abyss chests removed and abyss chest weapons obtained from the angler as rare rewardsHDfailure

stable sequoia
#

y tho

lucid drum
#

memes

tropic hinge
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Angler needs love

stable sequoia
#

oh ok

lucid drum
#

No he doesn't the stuck up little brat.

tropic hinge
lucid drum
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He's the npc i always put in the house closest to the door.

stable sequoia
#

#HateTheAngler

lucid drum
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right next to dye trader and painter

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anyhow, this was my idea for an abyss summoning set

eternal dew
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Sniper Rifle + 25 Plague Cell Canisters + 20 Ichor
The Jungle Sleeper
Damage - 220 Ranged
Knockback - 5
Crit chance - 35%
Use time - 30
Velocity - 20
Shoots a powerful bullet that inflicts the Plague and Ichor
Right click to zoom out
"Ah, piss"

lucid drum
#

if the stats are too much, just read the effects of the armor

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Fathom Swarmer Set

Fathom Swarmer Visage
7 defense
6% increased summon damage
+1 max minions
Spider mask, depth cells, lumenyl, tenebris
It lights up the area around you and allows water breathing.

Fathom Swarmer Breastplate
20 defense
15% increased summon knockback and damage
Spider breastplate, depth cells, abyss gravel, tenebris
Provides a 10% thorns bonus and +20 max life

Fathom Swarmer Greaves
13 defense
8% increased movement speed and 15% increased movement speed underwater, as well as granting the ability to swim.
Spider greaves, depth cells, tenebris

Set Bonus
+1 minions, and acts like tiger climbing gear, and grants a similar buff to the fishron mount. When in water, your summons are granted a 10% damage buff. When you leave the water, the buff lasts for another 2 minutes.

tropic hinge
#

Ah, piss

stable sequoia
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no tftoo refence in mod

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nthnx i gud

tawdry condor
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hmm

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i kinda wanna make a hallow summoner set

stable sequoia
#

oo

lucid drum
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yes make hallow useful

eternal dew
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just make a hallowed summoner helmet tbh slobbyjoy

stable sequoia
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boss ther?

tropic hinge
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Pearlwood warrior armourHDfailure

stable sequoia
#

no

lucid drum
#

pearlwood upgrade?

stable sequoia
#

ye

eternal dew
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Pearlsand + Cactus armor HDfailure

stable sequoia
velvet oak
#

Adult Eidelon Wyrm should drop a Magic Fœtus, a pet item that summons a baby eidelon to swim at your sides.

stable sequoia
#

o

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Is that the Reaper leviathan boi

lucid drum
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why "magic fœtus"

tawdry condor
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Pixie Set

Pixie Cut
10% increased summon damage
+1 max minions

Pixie Garb
15% increased summon damage
+2 max minions

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fuck

stable sequoia
#

oo

tropic hinge
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Nightmare spirit and Endothermic spirit summons that are specifically built to be good against yharon

lucid drum
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since mech worm is trash

eternal dew
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inb4 theyre only good for Bumblebirb HDfailure

tawdry condor
#

Pixie Boots
5% increased summon damage
10% increased movement speed

Set Bonus: Summons a pixie to fight for you, grants wings

velvet oak
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Yharim Voodoo doll

stable sequoia
#

wut bout kindles

tawdry condor
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I like my set bonus idea

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Ur just a lil fairy dodging demon fire and lasers

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Commanding ur slaves to go and beat robots to death

stable sequoia
#

oo

tropic hinge
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Have a machine gun turret summon to disguise ranger as summoner

stable sequoia
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lik dat idea

tawdry condor
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guess wat

lucid drum
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even better apple

tawdry condor
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its s p r i t i n g t i m e

lucid drum
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have it be a magic machine gun

velvet oak
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A shouldergun pet for rangers

stable sequoia
#

OO

tropic hinge
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More guns=good shitLUL

stable sequoia
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Firearms are best arms

velvet oak
#

Jetpack machinegun

stable sequoia
#

Like Jetpack Joyride style?

velvet oak
#

Ye

stable sequoia
#

OOOOO

velvet oak
#

An upgrade to the slime gun, the gunk rifle deepthonk

stable sequoia
#

oo

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gud idez com frum here

lucid drum
#

there's already a slime gun upgrade, no?

stable sequoia
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I D K

tropic hinge
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Slime gun upgrade is like overloaded blaster

velvet oak
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A water gun upgrade called the super soaker

stable sequoia
#

You could make the gunk rifle a Post Astralgeddon Slime weapon

velvet oak
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A super soaker upgrade called the ocean filler

stable sequoia
tropic hinge
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Archerfish upgrade thats a laserfish when

lucid drum
#

now thats an interesting idea

#

lasers

stable sequoia
eternal dew
#

Should YoYos be throwing or melee?

velvet oak
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Wait

eternal dew
lucid drum
#

melee

stable sequoia
#

Lasers are cul

lucid drum
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they're always melee.

velvet oak
#

A new pre hardmode flail in the abyss chests

stable sequoia
#

ooo

velvet oak
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The Eelectrocuter

lucid drum
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A new one?

eternal dew
#

Isn't Ball o Fugu a thing?

lucid drum
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^

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also bad pun

velvet oak
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But like the nebulash

lucid drum
analog narwhal
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but we already have a flail pain

stable sequoia
tropic hinge
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You swing yoyos irl duh

lucid drum
#

there are already eel flail weapons

velvet oak
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Nebulash is fuuun

analog narwhal
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also I have no fucking idea what effects to give my tier 2 abyss armor thingy

lucid drum
#

sounds like a valid reason to add another weapon

eternal dew
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A not legendary flail Post DoG please HDfailure

lucid drum
#

mourningstar?

eternal dew
#

oh

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nvm

tropic hinge
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Eidolon worm pickaxe pls

lucid drum
#

wha

analog narwhal
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tier 3 is mostly finished, I just have to flesh it out a little bit more

tropic hinge
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I just want to swing full sized eidolon

lucid drum
velvet oak
#

Reaper tooth pick

lucid drum
#

oh

stable sequoia
#

oo

velvet oak
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Give those useless bones some use

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Reaper tooth tool set

stable sequoia
#

Giv the abyss some use

lucid drum
#

...

tropic hinge
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Reaper tooth SUMMONER SET

analog narwhal
#

I’m coming up with a Reaper Tooth armor set Bumpleton

eternal dew
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Make Draedon heal hp if he is still, just like the Draedon Heart slobbyjoy

stable sequoia
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OOOOOOOOOOOOOOOOOOOOOO

velvet oak
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Nice

stable sequoia
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Noice

lucid drum
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please don't just spam incoherent letters slobbyjoy

eternal dew
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o k

tropic hinge
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Just have draedons heart give you a heart attack when you have full rage

analog narwhal
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just need some minor changes, I was hoping for a bit of feedback but the fucking chat is in chaos

lucid drum
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it ruins our intellectual conversation infinitylul

stable sequoia
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oki dokie

velvet oak
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Jellyfish blocks

stable sequoia
#

ooh

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ye

velvet oak
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Acts like pink slime blocks

stable sequoia
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yesyes

velvet oak
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But eternally bouncy

stable sequoia
#

YESYES

velvet oak
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So you can never land

stable sequoia
#

TRAMPOLINE BLOCKS

velvet oak
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Also alguae hooks

lucid drum
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but why

stable sequoia
#

cuz

lucid drum
#

more hooks are great, but why the jellyfish blocks

velvet oak
#

Why not

tropic hinge
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Chaotic jellyfishpain

lucid drum
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unless you enjoy wasting a lot of time?

tropic hinge
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Aquatic cnidrions toopain

stable sequoia
#

If it bounces you maybe it could be useful for bosses for some reason?

velvet oak
#

No

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It’d be worthless

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Just like ice slime blocks

stable sequoia
#

oh ok

tropic hinge
#

Replace eidolon wyrms with Aquatic cnidrionsHDfailure

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Or seadragons

stable sequoia
#

NoNo

velvet oak
#

How about a uhh

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New fishing rod

stable sequoia
#

but why?

velvet oak
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The fucking

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Uhh

tropic hinge
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New 🅱 ait

velvet oak
#

Anglerfish

stable sequoia
#

Like fishing rod that is an angler fish?

velvet oak
#

Yes

stable sequoia
#

oo

#

Noice

tropic hinge
#

How about a grappling hook disguised as a fishing rod so we can kill the angler for a reason

velvet oak
#

And the light of it is the bobber

eternal dew
#

And call it The Leviathan

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wait a minute...

stable sequoia
#

I Hate the Angler

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I'd kill to kill him

tropic hinge
#

I have good news for you my dude