#suggestions-voting
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New revengence mode/rare weapon idea, The infested blood, this is a rouge weapon that deals 25 rouge damage and deals DOT similar to toxic flask from vanilla, it is non consumable and inflicts the burning blood debuff. it drops from perforators.
Change the lore of the vanilla content, there has been official lore about some of them.
https://terraria.org/news
Official Terraria website
Theme the Rare Elemental in a Bottle to be Sunken Sea themed
Why: I feel that they are hard to tell apart and as a result the Rare one feels redundant and only exists for the Heart of the Elements. Theming the Rare elemental after the Sunken Sea differentiates the two, it makes sense lore-wise, and would have each part of the Heart of the Elements a different Element rather then "Oh, there's two sand ones here"
Or, as an alternative...
Just disable Master Mode. And if it has any exclusive boss drops, you can just port them to Revengeance.
also rouge helms for the hardmore ore tbh >->
Server-Related: Art/Build channel where we could dump pictures of builds that we'd like to share.
Make the lasers during the WoF fight go through tiles in Death Mode, but make them shoot slightly slower
Why: To give the player a more of a challenge since there's an increase in difficulty
Make an invasion called "Yharim's Army" without Yharim's related bosses, composed mostly by soldiers and weak minions. The design of the minions and soldiers could be Yharim, SCal, Draedon, and DoG themed. The invasion would not have major drops. I do not know where it could be in the progression of the mod.
Since they are going to be adding kites, why not a DoG kite
Buff Hive Mind/Perforators to be hardmode bosses.
Why: The two evil-exclusive bosses come at around the same time in game progression, so much that they both drop pretty much the same stuff (demonite/crimtane). It would be interesting to see an evil-specific boss in hardmode too because it’s not in vanilla.
/\YES PLEASE
also, make a group of bosses to fight before Yharim, like you do to fight Devourer of Gods
If you have Yharon's lore and use Dragon Egg, Yharon will immediately switch to Phase 2.
Why: YSF are 3x more painful to get, that Cosmilite. Since it become ingredient for potions, would be good to see method to speed up Yharon's farming.
Make Onyx Excavator scale with your pickaxe power Why: So Onyx Excavator is not able to mine everything and can help late game when mining ores
Maybe add new enemies to the moons and the eclipse (that only spawn after their buff) to drop endothermic energy, nightmare fuel, and darksun fragments and make the normal bosses have more unique (and maybe rare) drops at the endgame so. also maybe have moons get another upgrade post yharon with new armor sets for them? this is probobly stupid and unrealistic but im posting it anyway.
Classic Claymore
It’s NESty!
It uses NES limitations in its sprite (if you dont know them look em up ig...?)
Shoots Sword projectiles like in the Legend of zelda, and bowser flames. On fire! for fire projectiles and more damage from sword beams.
Probably crafted mid hardmode, made with: mythril to luminite tier bars, fire flower and an enchanted sword. (And any other fitting crafting materials if it isn’t enough.)
However, as its main materials arent hardmode ones, late prehardmode works too. (In which case hellstone would be an appropriate bar)
(Feel free to not use my crappy sprite lol, NES limitations are hard.)
Book Mimic
Not the first time I posted the idea, but it was poorly explained before. (And yet it got sent over somehow)
Has a decent chance to spawn in the dungeon when you break a book. (from where the book was)
Just jumpy like a normal mimic in pre-hardmode. It would be strong, but not nearly as strong as a regular mimic. In hardmode you can see them spawning naturally in the dungeon. They gain the extra abilities of a rare mimic (excluding the stomp, it wouldn’t make sense for a light weight book.) and a buff to compensate for hardmode. One more buff post-moonlord, and perhaps more aggressive AI.
Pre-hardmode it could drop a waterbolt (low chance probably) and perhaps a few other pre-hardmode magic books.
Hardmode it could drop crystal storm/golden shower/cursed flames and a few other similar strength hardmode books.
Post moonlord it could drop some PML tier books.
I made this to make looking for waterbolts more dangerous and to give the otherwise relatively useless books in there a purpose.
Make lunatic cultist immune to all debuffs on revengeance/death mode
Reasons: he's already immune to all vanilla debuffs, but not to calamity ones. And the debuffs from calamity make it absurdly easy to determine which cultist is the real one during the circle attack
Make a crafting recipe for the Obsidian Rose
Reason: It is used in the crafting recipe for the Void of Extinction, but farming Fire Imps for a 1/50 drop chance is just painfuI. I once killed over 200 Imps just to get one. Took me 2 hours.
When Yharon starts teleporting around the player, have him not deal any contact damage if you run into him. In turn, in the small time window when there is no contact damage, the player shouldn't be able to deal damage to Yharon
I was fighting Yharon when I took contact damage when he wasn't there. I feel like having this change made would not only make more sense. It would also balance out the fight on both sides. Plus, it's a cheap hit on the player and could cost the player the fight if this happens.
Someone has perhaps suggested this before, but change the background color / screen tint for the Providence fight to be something more contrasting with her projectiles, such as something darker. Alternatively, make the projectiles she fires contrast more. For example, her -300 HP flame attack and lava globules are difficult to see on-screen; I’d rather die to my own misplays rather than having trouble seeing the projectiles in the first place and subsequently dying due to not seeing them.
Have polterghast despawn upon the player's death instead of staying til they respawn
Reason: this gives much more time for players to respawn and come back in multiplayer which is unfair
Suggestion: Using purified gel as flamethrower ammo
Differences: Does more damage, nothing more
Obtaining: Killing the Slime God
Why: I feel like using the same flamethrower ammo from the start of the game all the way to the finish is boring. Adding even one more would be nice, though I'm not creative enough for any more gels. Maybe something like irradiated gel or plague gel?
Small server suggestion here.
I don't know if this is possible, but a way to easily see how your suggestions are doing support-wise would be nice. I love seeing any support my suggestions get, but having to scroll up through weeks worth of suggestions is a bit of a hassle.
Make it were the first time you kill a certain boss you always get the corresponding weapon(s) of the class of your armor, and if you don't have any armor or it is an all class armor it looks if you have accessories ,buffs or a weapon for a certain class. (For example you killed Yharon with a ranged armor, or a ranged weapon like the Minigun, then you would get the chicken cannon.)
Why: I have had to kill hard bosses 10 times just to get a weapon that has a 33% chance of spawning but gets out-competed by different weapons and its very annoying, like I know this has happened to about everyone who plays Terraria and I think most of the Terraria community can agree with me with this.
Not sure if submitted, but make Bumblebirb lore item increase minion slots by 4, but at the cost of 15% less HP.
Always make first time Yharon kill drop all weapons or at least the summon weapon.
All classes get new weapons from darksun fragments to fight phase 2 yharon except summoner, so if you dont get it on the first try as a summoner your basically forced to fight phase to yharon with a mechworm.
On the new Official Calamity Youtube channel you should have a live Q&A were the community would ask developers questions with in reason about the mod.
Why? If this is someone you guys would like to do I think it could be very helpful for the community, it could help solve our questions and it could put an end to misleading rumors and could put a lot of people on the same page.
I don't know if this is possible, but options to change/remove sight of projectiles and particles. Many weapons, especially post ML (phangasm with vanquisher arrows come to mind) spawn many particles and make the game lag, to the point of becoming a slideshow, 1-2 fps. This makes them impossible to use and forces players to use lesser weapons, with less DPS. An option to cut down particles like with Minecraft optifine would allow for better fps and the ability to use certain weapons instead of forcing avoidance of them entirely, defeating the purpose of them being in the mod.
Weapon Idea:
Name: Satsuma
Damage: 195
Very Fast Speed
Average Knockback
This weapon shoots Satsumas (a.k.a Oranges) that explode on enemy hits.
Tooltip: Strike your foes with the power of Orange Tropical fruits!
How To Craft: 15 Life Fruit, 15 Living Shard, 10 Soul Of Light, 10 Soul Of Night, 20 Essence of Cinder, 16 Perennial Bars, 12 Titanium/Adamantite Bars.
Why do I want this added? Because the name "Satsuma" sounds like a good fruit weapon, and I thought this would be cool to have
(This is a repost, because I made the image bigger. It was previously 1x1, now its 2x2)
You guys should buff the Tarragon summoner and mage helmets to have more def than the previous lunar sets, it's kinda weird to upgrade your armor then have less defense, so that would be pretty cool. Also make all the helmets have more class specific damage.
add rogue helmets for vanilla classes
reason: going with vanilla classes that are the best obtainable in the moment while being rogue is hard (and summoner too!)
I feel there should be a death mode exclusive bar, I'd call it the sorrow (or somethin else) bar, and what it would do is fill up depending on how much damage you take, and when it fills up it makes you do like 25% less damage for a short period of time.
Bring back the :why: emote due to the large amount of new emote slots
:why: - it was a well used and relateable emote in general mainly in here
Grappling Guillotines
Late hardmode upgrade to the chain Guillotines
Recipe: chain Guillotines, grappling hook, 5 chlorophyte bars, 5 ectoplasm
What it is: a slightly buffed chain Guillotines that can grapple onto blocks like a hook.
Why: It'd be so cool to see a weaponized grappling hook.
Wrath of the Sea
Late hardmode flail
Recipe: 14 chlorophyte bars, 30 victide, 1 Neptune's shell
Left click: fires out a spray of water bolt projectiles. Right click: summons a small Sharknado on the cursor that does damage to enemies inside it
maybe add some paintings that can be sold/found ingame.
why?
I feel like adding calamity themed paintings to the game would add more decoration. especially when building calamity themed houses/buildings.
make golden keys craftable, potentially post-plantera or moonlord
for the ceaseless void and polterghast fights, having a good arena can be very important due to how much is going on on-screen, so having a locked golden chest stuck in the center is very frustrating- but at this point in the game golden keys become surprisingly rare and needlessly tedious to obtain.
having a recipe at these points in the game (or even from the beginning lol) would streamline this process and make dungeon-gen less rng for those fights than it already is.
Suggestion: Ban specific weapon suggestions
**Why this rule should be added: **
There is an abundance of weapon ideas on this chanel that are kinda crappy. Most of them belong into 20$ tier on patreon ("you will be allowed one item to be implemented into the mod") and consist mainly of name, recipe and usually not that really interesting gimmick.
Only allowed sugestions of weapons should be ones that are based upon some gaps in content. E.g. if it seems like there is not enough choice of particular weapon type in particular time of playthrough, you may add suggestion to change that, and maybe then give a hint of what you think this weapon should be based on (what kinda of boss etc.) or what it should do.
I think it would greatly reduce 'spam' in this chanel and would allow more well-thought suggestions to be seen and approved by the community.
Make the Rogue Variant of the Reaver armour state the stealth stats
Suggestion: An item to spawn a regular mimic in the same manner as you would a biome mimic
What it does: Placing this hypothetical item inside an empty chest will cause it to turn into a regular mimic (perhaps an ice mimic for ice chests, gold/wood chests for their respective appearance, and shadow mimics for shadow chests [or perhaps in respect to layer]? The latter two being just a cosmetic thought)
Why it should be added: Unlike biome mimics, regular mimics do NOT have their own health bar so you require a lifeform analyzer to spot them offscreen, and even then both may still be missed unless a hunter effect is active. They are also smaller than their biome counterparts, and therefore harder to see-especially when you try and grind, where they all will idle unless damaged-and them spawning in lava is frustrating when you may have to take damage in order to get its drops, or finding the lava pool it died in and try to go close without getting burnt (WoF lore item should help though, and/or if the lava pool was shallow yet inescapable by the mimic). The item will allow for quicker farming of mimics and will in turn facilitate having their own drops (especially star cloak and cross necklace) without having to go through these problems; plus having all the enemies around when trying to target these mimics can be an annoyance.
Make the Piggy drop Bacon. Repost
Why?: Allowing the Piggy to drop bacon would not only theme it well with the Piggy critter, but would also allow for another means of obtaining the Well Fed Buff without fishing in pre-hardmode.
Make an alternative way to spawn the Leviathan.
It's pretty obnoxious to wait, have the ??? Spawn, kill it, and then swim out of the water with a large chance of getting smacked by the levaithan when coming out for a large 200ish damamge
Just an introduction to an idea: buff the amalgam in some sort of way. Now, here’s why. Sure, the amalgam provides a solid buff in damage, but its other bonuses? Not even close to as useful as bonuses from the sponge and core of the blood god. The post-DoG accessories are supposed to combine many useful bonuses into 1 ultimately useful accessory, but the problem with the amalgam is that the bonuses added alongside the solid 15% increase are not that useful post-DoG. Brimstone rain? It’ll hardly even hit Yharon, and won’t be significantly helpful in pumpkin/frost moons. Fungal clump? What will that do against Yharon? Powerful bonuses in liquid? What liquid is there to go in after DoG? Confusing enemies? That won’t do much. See my point? The amalgam isn’t even that much better than void of extinction for Post DoG. In order for it to have multiple USEFUL bonuses fused into one ultimate accessory, it is going to need some changes. Perhaps it could have an ability that temporarily surrounds you with water? Or maybe it could make your weapons rain down powerful homing brimstone/shade rain when they hit something? Just a concept that has grasped my attention. Every play through I’ve done, I have never found The Amalgam to be that useful besides that special damage increase that the Void Of Extinction also has. I have in fact tested using the amalgam and then the void of extinction against Yharon and Scal (most major parts post DoG), and I didn’t see a major difference at all.
A new crafting ingredient: draedon's fragment. Collected upon completion of the mecha madness summoned by draedon's remote post DoG. Used in crafting items on the tier between cosmilite and darksun.
Why: I would love to see a use for draedon's remote beyond the mecha mayhem achievement, and this would provide more options for players to have for yharon.
Make the Molten Pickaxe mine faster and make The Reaver Shark only able to mine Hellstone and not Cobalt so people wont be able to cheese the mining in the game all the way until the beginning of Hardmode.
Make the Asgard’s Valor’s (and its upgrades) dash override the dash from the Tabi and it’s upgrades. The Asgard’s Valor has a longer dash while midair than the Tabi but if a player equips something like Statis’s Ninja Belt the worse dash will override the better one, discouraging the player from using the ninja belt despite it being an upgrade to a good accessory, the frog leg. Edit: players who want the tabi dash can just set the shield to not visible
Buff Elemenal Eruption's range
Why: Right now it has less range than most of it's ingridients, buffing it will make weapon more viable and useful
They should add a music channel to this discord!
Have a really grindy crafting recipe for rare elemental in a bottle for really unlucky people, such as: (5 elementals in a bottle + 20 forbidden fragments) which is what you'd statistically get from 20 sand elementals.
Why? 5% drop chance isn't that fun to grind esp when you're super unlucky
Brimstone arrow
Recipe: 150 wooden arrows and 1 unholy core at a mythril anvil
12 damage
What it does: homes a large amount, slightly less homing as chlorophyte bullets, and inflicts brimstone flames for half a second on contact.
Why: If gunslingers get homing ammunition, why not archers? Since chlorophyte arrows already exist, and unholy cores are in the same tier of crafting, this was my solution.
Brimstone bullet
Recipe: 70 musket balls, 1 unholy core at mythril anvil
12 damage
What it does: bounces off once after it is shot, with the velocity and size increasing and the damage going from 12 to 15 after the bounce, and inflicts brimstone flames for half a second.
Why: I suggested brimstone arrows as the arrow counterpart to chlorophyte bullets, so this is the bullet counterpart to chlorophyte arrows. If there are to be brimstone arrows, there damn well should be brimstone bullets.
Please tag me if you can help me improve.
Name: Boss Rush Monolith
Type: Furniture Block, 2x2 blocks tall/wide.
Usage: It would be a block similar to the Eternia Crystal Stand. It would do nothing until the boss rush is activated, which it then would work as a temporary spawn point for those who haven't set one up in a safe/preferred location. Additionally, it could be used like a storage chest. However, if it contains buff potions, they will be consumed and applied to players in a nearby radius, possibly 150 blocks. For every player in this radius, one potion will be consumed. When a potion runs out, another would be consumed in its place. When potions run out, that buff will not be applied any longer. If potions were to run out in multiplayer, the last potions would go to the players closest to the monolith. If too many buff potions are put in, or too many buffs are already active, only the potions closest to the first slot in the chest would be consumed.
Obtaining: Through the Abyss Shrine. The Terminus would have to be obtained through Yharon.
Why: It would give players more of an incentive to go get the Abyss Shrine. Since the Terminus can be obtained from Yharon, there is not much reason to go to the abyss floor, considering that most will not use it until after defeating Yharon anyways. It would also clear up inventory space for players and provide automatic buffs, both small quality of life changes. Removing the Terminus from the Abyss Shrine would also stop unknowing players from accidentally starting the boss rush, though this could also be seen as a bad thing.
Why not: Even if auto-buffs are a small quality of life change, it would be unimaginably difficult and time-consuming to implement something so complicated and alien into Terraria. There is also already a method of setting a spawn point anywhere that can be done before any boss is defeated, so having a slightly easier method that is only usable during the boss rush may seem redundant.
make it possible to place calamity bars, I enjoy decorating my builds with my spoils
i know fab is already buffing the daedalus armor but id like to suggest making the daedalus summoner armor better than the spider armor
daedalus summoner currently has 2 minion slots and 28% damage and the crystal
spider armor has 3 minion slots and 30% damage
make the visual for the sirens heart frost shield controllable with the accessory visual thing
Make the "Slime God has been defeated!" message only pop up after killing all the slimes and the main core.
Why: It can confuse some newer players as to when the fight is actually over. Also, I'm pretty sure no messages pop up when you do defeat all of them.
If you ever plan on adding compatibility between calamity and shadows of abaddon, there are two changes I can suggest right away:
Nerf Anaghmatis.
Make the Raze Astral-convertible.
Why: Anaghmatis is a very broken weapon for what it is. You can get it pre hardmode and unlock it by beating plantera. The only truely 'hard' thing about acquiring it is its 0,5% drop chance. The thing is, with the right equipment, it SHREDS even post-moonlord bosses. There are ways to do that: nerf the number of arrows per shot. Nerf the number of times it homes in and pierces enemies.
The Raze, spawning upon Moonlord's defeat, like the hallow or the AI itself, takes a CHUNKY load of the world's geography. For example, 90% of my AI and 60% of my hallow have been swapped for the Raze when it arrived. It just so happened that using the Astral solution on it didn't work.
compression tank (pre boss flamethrower if you can call it a flamethrower)
unlike the other flamethrowers that simply throw fire.
this weapon throws a medium projectile of hurtful air. this air won't do much damage but it will explode on impact(causing a little more damage) inflict on fire and do a big amount of knockback.
more to clarify:
- the explosion does a little amount of damage
- yes there are irl flamethrowers that do that not every flamethrower should be a stream of fire
- if this is possible make this weapon use 5 gel per attack
- this weapon is made of(10 platinum, 5 clouds and and 30 tungsten [metals can change to their counterparts])
why this should go in: as i said before in previous suggestions suggesting a diffrent pre boss flamethrower, there are non pre boss flamethrowers.
2. this suggestion unlike any other flamethrowers is a bit more unique with its mechanics and it would bring even more diversity to a subclass that is pretty generic by basing my suggestion a different flamethrower.
Make Supreme Calamitas instantly kill you if you are on godmode. I'm sick and tired of watching my younger siblings ruin this amazing battle with Cheat Sheets godmode function.
Suggestion: Boss Rush Trophy
Usage: Does nothing, simply another 3x3 furniture block.
Obtaining: Rock + Item Frame by hand
Why: While the Rock is a trophy itself, it cannot really be displayed due to modded items in item frames not working. If a trophy was made, this would be fixed.
please tag me if you want to discuss it, chances are i won't be here
Blazing Gauntlet
What is it?: A post-Devourer mage weapon that is an upgrade to the Nebula Blaze. Upon firing it shoots one "Blaze Bomb", a slow projectile that explodes on contact with a block or enemy, splitting into a hexagonal pattern of large Blaze projectiles that home onto enemies. After a Blaze Bomb has been launched, the gauntlet will shoot lesser Blaze projectiles like it's predecessor, and will continue to do so until the Blaze Bomb has exploded or despawned. These projectiles fire like slightly homing, more faster crystal shards. If the lesser Blaze projectiles contact the Blaze Bomb, it will grow in size and increase speed, giving it a better chance of hitting the target.
Crafting: (1) Nebula Blaze + (5) Phantoplasm + (5) Cosmilite @ Draedon's Forge = (1) Blazing Gauntlet
Strategy: The weapon can be used in one of two ways, charging up the bombs to deal massive damage over time, or shooting the bombs elsewhere and using the lesser Blaze projectiles to deal constant but smaller damage.
Why: Vortex, Solar, and Meld factions have upgrades to weapons that suit their class. Summons are hard to do, so that's a valid excuse for not having a summon upgrade. But all Nebula is is boring and outshone.
Can there be more bosses soon? I think a draedon battle would be pretty cool
Also you should use turquoise's mech boss theme
Make sulphurous sand have no value. Currently, the value is 8 silver/block.
Why: You can mine it with any pickaxe and make insane bank early in the game. There's a ton of it too so you'll likely not run out for a long time. Most terrain blocks have no value to begin with (Voidstone and abyss gravel don't) so it wouldn't be that out of the ordinary.
Quantum Dagger
Rogue weapon
Drops from martion saucer
Shoots out 1 blue dagger that, upon contact with an enemy, splits into three daggers that have renewed velocity and split again if they hit an enemy. The daggers will keep splitting until they hit blocks.
Why: it would make a good martian event rogue weapon. Pls tell me if that already exists
I think there should be a Silva NPC, which should be able to spawn after one of each Abyss mini-boss(except adult eidolon wyrm)
Weapon Idea:
Anihalis
Damage - 2490 (Melee)
Knockback - 3
Critical Chance - 11%
Use Time - 20
Tooltip - Born at the heart of the Abyss, forgotten with time.
Inflicts Crush Depth Debuff (100% chance) on direct hits for 10 seconds
Inflicts God Slayer Inferno Debuff (100% chance) on projectile hits for 5 seconds
Rarity - Dark Red
Sell Price - 76 Gold
Fires homing spears of pure darkness that burst into 5 homing shards that explode when they hit enemies.
On direct hits the enemy implodes in on itself, creating abyss shards that home in on and pierce through 10 enemies.
When you Right Click, you use 10 mana and place an abyss vortex that shoots abyss bolts at a use time of 35, it's projectiles deal half of the weapon's current damage.
Reduce dragon pow's projectile count per hit (and possibly buff the remaining ones as a trade off)
-Reason" using it repeatedly and very quickly on bosses like DoG can be really laggy
Make a sprite for ravager's feet but in a more fleshy style, and when you destroy the feet on the first part of the fight the feet are replaced with this sprite to simulate them actually being damaged
Why? Well because the feet are the only body parts that barely change or dont change at all when they get "destroyed"
The hands blow up and they're gone and the head flies out of socket and follows you around, but the feet just kinda stays the same
Weapon Name: Bloody Stabber
Weapon Tooltip: Don't underestimate the power of stabby knives
What it does:
Heals on enemy hits
Spawns healing orbs on enemy death (instead of homing energy)
How to obtain it:
Same recipes as the Night's Stabber
Why I want it:
There isn't a crimson variant of the Night's Stabber.
i tried at making the sprite, i'm not really good at it.
Make flasks affect rogue weapons as well
Why: Melee weapons have the benefit of flasks, but as of right now, rogue weapons don’t have much potion buffs besides the newest ones. Having flasks affect rogue would fill in that gap and give rogue a bit more flexibility.
(Remove ichor flask compatibility with rogue if necessary to keep it balanced.)
Add Dagoth Ur's famous phrases "I'm a god. How can you kill a god? How could you be so naive?" to DoG as TES Morrowind reference.
Why: Because Calamity is full of different and interesting references to other projects, and Morrowind being a RPG classic. I think these phrases can fit DoG
@white plover suggested a "Boss Rush Trophy" which is why I posting this.
Suggestion: Just make the Rock placable on tables and other objects like Bottles and Books can.
Why: As a trophy, since so many people want one.
Ebonian/Crimulan Frisbees
Post-EoW/BoC boomerangs
Why: Better long-ranged option for melee post-World Evil bosses than Seashell Boomerangs or Seashine Sword, especially with Meteor Fist becoming a rogue weapon.
Does not have a rogue variant as rogue already has plenty of viable, long-ranged options.
Can throw up to 3 frisbees at once. Weapon does not stack like Light Discs. Frisbees bounce on walls like Thorn Chakram.
Suggested Recipe at Iron/Lead Anvil:
25 Ebon/Shadewood
10 Blighted Gel
10 Shadow Scales/Tissue Samples
5 Demonite/Crimtane Bars
MY ASTRAL SUGGESTION:
Astral Biome is post WoF.
in pre-ML, make easier enemies show up that drop weapons and utility items that can help you in hm to fight against mechs etc.
Post calamitas, make a new type of enemy show up that if you kill like 25 of, you summon a miniboss - similar to great sand shark. It could maybe drop a new bar and many rogue weps to help expand rogue in hm (since weapon variety pre plantera is small)
add underground shrines similar to underground jungle gold shrines. They should also grant more loot - maybe with a key attached to them that limits them post cryogen? Like with abyss
Add Wulfrum variants for all subclasses. EX: Gun, flail, boomerang, maybe summon)
Upgrade to sniper scope. it's a cool accessory and a good source of ranged damage and is pretty much stuck at golem tier. No ideas currently.
Electromagnetic Disruptor
Post-Golem Rogue Weapon
When used, throws out a projectile that flies for about 20-25 blocks before stopping in midair. After stopping, it'll linger in midair for about five seconds, firing hitscan lasers at enemies, also inflicting Distorted and Electrified for 3 seconds. If the main projectile hits an enemy, it'll despawn.
Dropped by the Martian Saucer.
Reason for this suggestion: Some more Rogue options post-Golem, and an actual reason for Rogues to fight the Martians at the actual point where you're supposed to fight them.
Make Glass craftable with Astral Sand.
Why: Because you can craft other types of sand, so you should be able to with Astral Sand for consistency.
Plaguebringer Goliath is the buggiest Multiplayer boss in my experience. It tends to teleport lots during its charges, as if playing on high ping. Please dont forget to test them out if youre attempting to improve the bosses in MP ❤
During the lunar invasion events, all 4 pillar enemies should spawn in the astral infection. The astral energy would in theory attract all of said celestial beings, and gameplay wise this would allow for an alternative way to farm the kills of all 4 pillars at once.
Can someone translate this mod into Russian?
Similar to the post above - Translate the mod into different languages, maybe pick regular people to help translating. Why? Because when playing mods with Terraria set to another language, it would be kind of annoying to see. I can help with translating into Polish.
The Cannon
“You have one shot.”
The Cannon is a post-Providence weapon that can be made with the Celebration, 40 Unholy Shards, and 15 Phantoplasm. The weapon is not affected by damage caps. This weapon has ammo that can only be bought by the traveling merchant for 2 platinum each. When fired, it will instantly take away a quarter of the health of an enemy, excluding Supreme Calamitas. When used, however, it will give you the Recoil debuff, making you unable to fire the weapon until you die. The weapon is a reference to the Makeshift Cannon from Enter the Gungeon, which has a similar effect with getting only one shot and bypassing damage caps. On contact, the weapon would explode into many harmless fireworks.
Edit: To balance in multiplayer, it’s a quarter of the remaining health rather than total health.
Why: Excluding the Elephant Killer, there are no post-moon lord classless weapons. It would be interesting to see a weapon like this that does incredibly low or insane damage depending on the enemy you face.
Slap pistol
Recipe: Slap Hand, Flintlock Pistol, 5 chlorophyte bars, 5 unholy cores @ mythril anvil
60 damage, slow speed, insane knockback
Shoots a single bullet that deals immense knockback at a slow rate, pierces 3 enemies
Why: To help keep enemies away during a true ranger playthrough.
The Hand of Yeet
Bon Voyage
Recipe: Slap Hand, 10 Solar Fragments
80 Damage, Average Speed, Very Insane Knockback.
Shoots a slap hand projectile on swing that deals 3/4 of the blade's damage with insane knockback.
Why: I love the slap hand, it's so funny to use, so I would love to see an upgrade with even more damage and knockback.
suggestion: make lore item's affects work while in piggy bank / safe / defenders forge, But limit the amount of lore items allowed to be active to say, 5.
Why: A players' inventory gets quite filled up with lore items that just sit there not being interacted with, and it could be quite annoying or overpowered. I think that this would a bit more balanced and convenient.
Suggestion: Add Custom Achievements
Why? There will be more reasons to try more difficult challenges and/or start a collection.
How would this work?: Have a new Icon close to the minimap, Once clicked on, Shows the available Achievements in different Catagories; Hunting, Challenges, Death-Mode Exclusive and Biome Visits
Astral background sky effects.
When in the astral it would be nice to have effects in the sky to make it different to anywhere else, considering its to do with stars and space aswell it would make sense. Mabye you would see planetoids slowly drift by, a trail of stars gliding through the sky, referencing the astrum deus lore, occasional stars falling into the background, and as well mabye make a night event where the astral has a meteor shower which affects the sky and allows you to get a few exclusive enemies and whatnot. Also, allow for the astral to adapt to weather events such as rain, blizzards and sandstorms in its own way, and allow rain to be the same color as astral water in the astral biome.
why do this?
the astral biome has a lot of potential but feels quite still overall and needs something to bring it to life, without clouds or anything moving in the sky the surface looks very dull and it really needs something to substitute the other sky effects, the sky effects would also fit with the astral theme considering its to do with stars.
Make Elysian Tracers craftable at Ancient Manipulator instead of Draedon’s Forge
Why? The entire Angel Treads+ seem well spread out except for Elysian Tracers and Celestial Tracers. Having it be craftable before moon events, but still post-DoG should help widen the gap between Elysian Tracers and Celestial Tracers a bit.
Rare variant of Blood Pact: Devilblood Horn.
Drops from: any Bloodstone connected enemy post- Providence with 0.1% chance.
Effects on player: Triples max HP, increases damage reduction by 10% and defence by 50 points.
There's a catch: If you get hit, and then get hit again within 2 seconds of first hit, your HP will be instantly lowered to 25%, and you will be afflicted with Armor Crunch debuff for 15 seconds.
If you will be below 25%, but above 10 % HP when this happens, you will only be afflicted with Armor Crunch.
If you are below 10% HP when this happens, you die instantly with unique message:
"(Player Name) forgot to drink immortal blood." (A reference to health potions)
Why this? It would be fun to have a challenging accesory for DoG. Challenges are cool.
Edit: Intead of any enemy, maybe it could drop form Brimstone Elemental post- Provi with 2% chance.
Make Astral Monoliths count as a type of wood (Since they are Astral infected trees). Maybe add a furniture set, since the only item craftable from them are walls.
Blighted Stew
Recipe: 1x Water bottle, 2x Fireblossom, 1x Essence of Chaos, 3x Blighted Lens
What it does: Damage is increased by 300% for 10 seconds. Then, a 30-second cooldown occurs before you can use it again. During this cooldown, you take 50% more damage.
Why: The only use for blighted lenses is for the eye of desolation. You need 6 for the whole playthrough if you want Calamitas and SCal's summoning items. I'd also like to see a buff potion that isn't just used at the beginning of the fight, but rather at the end as a 'finishing move'.
Weapon suggestion: True Eye of Cthulhu (Yo-yo)
Dropped by Buffed Mothrons at a 25% Chance
2250 Melee damage
4% Critical Strike Chance
Very Fast Speed
Average knockback
Rapidly shoots orbs that launches itself towards enemies
Reason for this suggestion: There is no useful yo-yos for post darksun Yharon and using the Obliterator to kill Yharon is very time consuming compared to the ideal time for the player to kill Yharon.
(accesory) razor string:
"Ha a string cant hold an edge!" -numerous dead people
makes the string on yoyos deal a third of the damage of the yoyo,
also gives extra range
made from: lihazard spike (10) luminite bars (5) and white string at an ancient manipulator
why: yoyos are trash post ML, maybe some accesories will help
The Eclipse
750 melee damage
25% critical strike
Very weak knockback (2.5)
Fast speed (21)
Shoots dark and light shards in a spiral of 8 shards with the two different types alternating that home and do 3/4 of the yoyo's damage
Dark shards inflict Glacial State for 1 second and summon 2 more shards that hit the enemy or if the enemy is dead, home in on the closest enemy, similar to the Influx Waver.
Light shards inflict Holy Flames for 1 second and causes a holy explosion.
Crafting recipe:
YinYo
10 Darksun Fragments
25 Endothermic Energy
25 Nightmare Fuel
10 Souls of Night
10 Souls of Light
Reasons:
- To have a Post-Darksun Yoyo
- To expand the yoyo subclass more
Tease Draedon, Yharim, Goozma and part of Xeroc once their sprites are done for the first time, you should black them out to only make the outline visible, just like Aquatic Scourge once was teased.
Make rage/adrenaline upgrades only drop on the first boss kill.
Why? They're annoying when farming bosses because they have no value and really just clog up your inventory.
Bar Cannon
Crafted with 1 Coin Gun, 3 Cores of Calamity, 3 Armored Shells, 10 Luminite Bars, and 10 Cosmilite Bars. When used, it deals ranged damage and uses any type of bar as ammunition. Different bars fired have different effects, listed below. (Devs can decide damage) Additionally, the cannon has a 75% chance to not consume ammo.
https://docs.google.com/document/d/1AN1JpIuDWOfTImYGBRXI6GmBwLcfAKKxZsoNkstm__Q/edit?usp=sharing
Why: The coin gun is a unique weapon that I think could definitely use an upgrade of some sorts later on, and making an upgrade that launches entire bars of ore seems to fit the bill of a unique kind of ammo, using valuable resources rather than currency. Also, it would give majorly outclassed bars a use in the late game.
https://media.discordapp.net/attachments/243484311041474561/590608959866535936/Bar_Cannon.png
Resuggestion: Some hotkey for summoner weapons. Pressing this hotkey will autospawn max available summons for your gear.
Why: Its very very hard to realize when you summoned max summons Post-ML.
Suggestion: If this mod will be translated to other languages so make some channel(or maybe server) for peoples that will help translate this mod like:
calamity_trans_Russian(Polish,German,etc.)
P.S. yeah i can ||try to|| help with translation on Russian
Quick suggestion about boss music: change default Plaguebringer Goliath song to "Boss 5" instead of "Boss 3"
Why: For some people (like me) playing with Music Mod is simply impossible.
So when changing WaveBank, it would be nice to be able to have Queen Bee and PBG have same track, as they are both bees afterall.
Second reason: Taken with above, I made WaveBanks for multiple stages of Calamity playthrough, and it is simply pissing me off that it is sometimes required to farm PBG for ~10 minutes, and I need to hear Lament or DoG theme instead of good piece of music that Fly of Beelzebub. Yes I could change WaveBanks, but it is simply annoying when you realise that no bosses at all use Boss 5.
With the new Strange Orb feature how the Siren pet flops like a fish out of water when not in water, it would be cool if she is considered to be in water and goes above your head and lights up when it rains and is only active on the Surface level and deactivates when you hit the Underground/Cavern layers.
Friendly Fire
“Looks like you chose to use a loose cannon, don’t get in the way.”
Summon
Post Providence Brimstone Elemental drop
This summon would take the role of being a single summon that gains power with more slots like the stardust dragon. It shoots projectiles that are fast and explode on impact into particles, dealing heavy damage, and have a 50% chance to inflict the holy flame debuff, however if you touch these particles yourself you take damage and are inflicted with the holy flame debuff momentarily. This also applies to other players in multiplayer.
Why this would be a good idea: This weapon would add a little to the summon class, and give another option for a weapon against the sentinels and DoG.
Im pretty sure it doesnt exist. if it does please tell me. It would be a station like ammo box or crystal ball, bewitching table etc but for the rogue class. Simple as that
An Abyss themed mage armor set, made with depthcells-lumenyl, pre golem.
I would really, really like it if there were a minimal lag variant, with stuff like minimizing flares and particles.
Flippers
Allows you to swim just like the "Flipper" item, but the "swim jumps" you do are twice as fast.
Can be crafted with 2 "Flipper" items, without needing any stations.
"Say, what if we took this flipper, and put it on the OTHER foot?"
We should add this because, normally, people wear flippers in pairs, with one on each foot. It doesn't make sense that you're only allowed to wear one flipper at a time. Are you going to wear your fancy flying shoes on the other foot? They'll get wet!
Make it so that you get tin stuff instead of copper stuff from the starter bag if it’s opened in a world containing tin.
Add an Adamantite Railgun that functions the exact same as the Titanium Railgun but a bit weaker. If the Titanium Railgun isn't just called the Railgun, it's odd that it doesn't have an Adamantite variant.
Change the Desert Scourge fight in Deathmode
Currently, the Deathmode DS fight is hell. It forces the player to have 400 hp, an extremely large arena, have all buff potions they can, AND have maximum optimal accessories. Revengence mode DS is a joke and the difficulty spike of Deathmode DS is unreal. The 2 mini-scourges that spawn with the main worm having over 1000 hp is stupid. DS doing over 300 damage if you get hit by the head is a little much (but understandable). DS just deciding to turn on you and hit you with his head with no way of you dodging it is also dumb. The sand blasts doing 70 damage a hit and almost undodgable due to the mass amount of them. All in all, it's a rushed boss fight. Tons of players won't have 400 hp fighting DS, they won't have a massive desert for the arena, and most of them won't grind for the optimal accessories. Make DS do less damage and change the things I pointed out here, but buff DS's hp to compensate.
railgun reform (make titanium grate again lol)
titanium railgun:
it uses no ammo now
have low speed (about 2.5 seconds per shot)
have high damage 75
the longer you hold the weapon the faster it fires (up to 0.75 second wait time per shot at max)
power
adamantine railgun: (new)
made by the same way you make a titanium railgun but with adamantine
uses no ammo
high speed (10 frames per shot)
low damage 45
the longer you hold the weapon the stronger it is (80 at max damage)
agility
why should it be in game: in terraria it's amazing in calamity it's a war pig other then the pickaxe you use these metals for the end game weapons and that is it
and this gun sucks I'll use the slug magnum is better let alone the clockwork assault rifle cursed capper over this
let's make it a bit better with a stat boosts
and also why does it doesn't have an adamantine version it's like they gave up on this weapon before they made it
Make plaguebringer goliath drops, particularly Malevolence and the Hive, and possibly the Plague Keeper spawn plague bees (Plaguenade bee projectiles) instead of normal bees (or possibly a mix).
blood flare (range damage (unclassified)
when the flare hit (not the DoT just the flare) except the fire damage it provides it will increase life regen for a short time (not the buff or regeneration but the palladium armor set)
made by: a crimtaint bar (or how ever you say it), and a Tissue Sample that will make 10 of them.
states: a bit more damaging then normal flare (around 5 damage point)
crimson flare gun (range damage (unclassified)
does little damage (not that much but viable for combat post BoC)
fire any flares (red blue and crimson)
made by: 50 crimstone blocks, and 5 crimtaint bars (yes you can get these pre boss :D)
why this should be in game:
- we already have the flare storm canon why not add more flares
- i don't think there is a mode that focused on flares more then calamity (and this mode made 2 flares one of them is a gun the other is a rogue weapon)
Suggestion:
Now that Sentinels in the DoG phase 1-2 transition are being removed after the first time you win, DoG will be quicker to farm, and that’s a good thing.
At the same time, an Endurance fight is fun and I’d like to keep access to it.
Make Cosmic Worm (the crafted non-consumable summon) spawn regular DoG with the Sentinels during the transitional phase, and add a new item dropped by DoG at a 100% chance:
Cosmic Weenie.
Cosmic Weenie spawns a DoG that doesn’t have the Sentinels in the transition phase.
Not sure if this was suggested before, but I understand why threats of the ocean floor was scrapped because of the spawnrates of all of the minibosses, but its a shame because its such a gorgeous theme. Why not give it only to the adult eidolon worm to solve the problem of the coding mess that was what it was supposed to be. And if not? oh well, doesn't make it any less of an awesome theme ^^
Challenge items concept: Classes badges.
These are craftable pre-Boss.
What do they do: These offer a damage boost at a cost. There would be 5 of them, each for seperate class (Except for throwing, obvoiusly). Each badge, when equipped/placed in player's inventory, will increase class specific damage by 33% and then add additional 3-4 points of damage. In return, it will boost damage taken by player by 15% and boost spawn rates for all enemies by 25%. Note: multiple badges could be worn/ placed in inventory, and their bonuses would be addictive rather than multiplicative (Meaning if you have all 5 in inventory, you take 75% more damage, and enemies spawn 125% more often than normally.
They also can be crafted into Ultima Badge at Demon Altar, only using all of them. Its effects would be identical to having all 5 badges at once (It's more of space conservation)
Crafting for each badge: 2 Coral, 2 Evil biome mushrooms, 10 iridescend brick, 10 ice brick, 10 rainy cloud, 10 red brick, 1 of each gem @ any Anvil.
Why this? It would be a good choice for beggining of the game, especially for melee users, who do not really have multiple options for early game bosses, such as Desert Scourge. This would compensate a little bit.
On the other hand, this could offer a bit more challenge, especially to people who play with bosses having 11 times their original health.
MAKE ADRENALINE BUILD BASED ON PROXIMITY TO BOSS
current adren encourages running away from the boss and playing lame to minimize risk of getting hit and ensure adren builds, which is then used to meme the boss. it'd makes sense that adrenaline meter should build faster when closer to the boss because that's when you're in the thick of the fight and actually at high risk of taking damage. this would discourage max speed world skybridge running keeping the boss as far as possible memes and reward risky skilled e🅱ic gamer playstyles. also this reduces mp "one takes aggro, other afks until adren is built and then obliterates boss" memes
as initial ballparking figures, adren gain rate can go up to 120% at "literally inside the boss"-point blank range, linearly dropping to a minimum of 40% when about 1.5screen widths away (~3000 units). this means on large res, having the boss at the edge of a large screen will give you roughly the same adren gain rate as current.
Make wolfrum slime be affected by royal gel as it is indeed a slime
Make another way to get gypsy powder, as it takes me hours to find the moth and literally makes me cheat it in sometimes
Suggestions to change revengeance and deathmode adrenaline, to make it more interesting, less cheesable, and challenging to master: https://docs.google.com/document/d/14tsgfOlpU9fgmOtr6-2DCO8WQzbwJVNgdZ5SSeDD-7M/edit
I've only noticed it recently so correct me if I'm wrong!
Create new, or increase the volume of existing, sound effects on the Supreme Calamitas fight.
I hadn't given it much thought but of all of the endgame bosses, I can clearly remember a certain amount of sound design being dedicated to the attacks and bosses that bolster the themes and intensity of their fights- except SCal. What sound is currently present in the fight is mostly masked by the cacophonous metal clanking of SCal's body, plus the roar from the phase transitions. It just feels like there's opportunity to make this already excellent fight more memorable with some love for the sound design. Hopefully it can be achieved despite the loud exoweapons and damage sounds.
Examples: Bullet hell transition sfx, SCal hellblast and dart sfx, moons having a persisting sound that gets louder as they get closer, brimstone skull spawn sfx
The first time i posted this it was a complete disaster so it's time to do it better:
tolerance
provides temporary immunity to various debuffs (the ones that ankh charm provides perm immunity to)
crafted in pre-hm with some stuff from the dungeon
or w/ bottled water & 50 blood orbs
lasts 5 min
The Jukebox
The Jukebox is a furniture that plays every song in the Calamity Mod that has its own music box. It’ll keep replaying the same song until someone right-clicks the Jukebox which will switch to the next music on the rotation.
Recipe: Music Box (Calamity) + 5 Diamonds + 10 Aerialite Bars
Why? A jukebox would be nice to have, since all but two music boxes are inaccessible without cheating them in. Having a wide variety of music in one place would liven up any home.
Suggestion: Blowtorch
What it does:
A pre-boss flamethrower that uses gel as ammo.
Shoots like a normal flamethrower but with a range of around 2-5 tiles.
How it's made/obtained:
- 8 iron/lead bars
- 4 silver/tungsten bars
- 3 torches
Why it should be added:
We need a pre-boss flamethrower to be able to start a flamethrower only playthrough.
make certain enemies like dried seekers not be able to grab your money, since when killed they dont drop money
post-ml "upgraded ammo reservation potion" that makes you lose no ammo at all
Pollinator (a post EoC flamethrower)
Uses grass seeds as ammo.
Can't auto fire (can't hold it to continue firing have to click like most PHM weapons)
Made by: 30 mudstone bricks, 10 jungle spores, 4 victory shards and 5 grass seeds.
Why should it be in the game?: same reason i suggested a bunch of PHM rocket launchers.
Expand the subclasses of Ranger.
Then again i realized with some help that having a flamethrower from no boss to HV is stupid and will make it to be either broken or trash.
Bone Melter - Post-Skeletron Flamethrower
Uses gel as ammo like most other flamethrowers
Fires blue flames that inflict a new debuff that slightly increases enemy spawn rate for every enemy iniflicted at any point in time, capping at +3x spawn rate. It would also slow down enemies.
Crafted from: 25 bones, 3 water candles, 10 dungeon spikes
Since there seem to be a few other flamethrower suggestions around here, I've realized that that is also something I'd like to see in the game. More options in some of the smaller ranger subclasses would definitely be something I'd want to see in Calamity as well as in other mods.
Have Prism Shard be considered as a light source.
This one is a quality of life one really, but having this stupidly bright version of the soft glow that prism shards give kinda makes a Sunken Sea built house less... calming. Having a few prism shards in a house can keep that calming sense of the Sunken Sea while also acting as a light source for npcs to live in that house.
Nerf King Slime's teleporting mechanics.
Right now, King Slime can pretty much randomly teleport to you, and in Revengeance/Deathmode, you have no chance to react. For those who actually fight King Slime on the same ground, there should be an opportunity to react instead of relying on luck. Perhaps make it so King Slime can't hurt you for 1.5 seconds after teleporting, just to give the player enough time to react. 1.5 seconds seem generous, but with pre-boss gear, mobility is limited.
Guarantee music box recording after the whole song has played
Trying to record music boxes is honestly one of the most frustrating mechanics in the game. You have to constantly be moving, and it’s so random that you can get the recording instantly or not get it after half an hour.
Instead of this, music boxes should be guaranteed to record after you’ve had it equipped for the duration of the music track. (Or maybe after 2 minutes because I know there’s some music tracks in other mods that are over 8 minutes long). This would be extremely helpful in recording Calamity boss music (being chased around by SCal for half an hour trying to get a single music box is no fun) and potentially it could be extended to work with other mods. Since Calamity is starting to move into vanilla tweaks, I think this change would fit in quite nicely and significantly reduce unnecessary frustration.
Make the mushrooms spawned by the fungal symbiote share the kill effect of the weapon that spawned them. I feel like it's a little change that will make using the accessory a little more consistent.
make Aureuses probes not targeted by minions or homing stuff, usually while fighting post moonlord you have a ton of homing go off and end up force hitting them creating instadeath. Makes farming for the fragments not fun
Extremely complicated idea, but I just want to throw this out there for people who want to play this, and for people who want to make this.
Dangerous world evils.
World evils (Corruption and Crimson, not Hallow) become more powerful as time goes on in Hardmode.
Item: Evil Eye. Can only be used in pre-Hardmode. Turns this mode on or off. Crafted with 4 of either Crimtane Bars or Demonite Bars at a Demon Altar.
When Hardmode activates, timers start to tick down, and after enough time, ebonstone (and crimstone, but i'll just say ebonstone for the time being for simplicity) becomes harder to mine, and easier to spread.
[times shown are time spent in the world]
After 2 real-world days in Hardmode, Ebonstone can spread 1 block further than it usually can, and is now only able to be mined by a Cobalt pick or above. Ebonstone can no longer be purified by Purification Powder.
After 3 real-world days (1 day after the last), Ebonstone will only be able to be mined by an Adamantite pick or above, and now spreads twice as fast and evil can spread 2 blocks further than normal. Ebonstone can no longer be blown up by Bombs.
After 5 real-world days (one after the last), Ebonstone can only be mined by a Pickaxe Axe or above, and evil can spread 4 blocks further than normal. Ebonstone can override Hallowed blocks.
After 6 real-world days, Ebonstone can only be mined by a Chlorophyte pick or higher, evil will spread 3x faster than normal, and evil can spread 5 blocks further than normal. Spawn rates in evil biomes are tripled.
After 7 real-world days, Ebonstone can only be mined by a Picksaw or higher. Evil can spread 4x faster than normal, and 7 blocks further than normal. Clentamination does not work on evil blocks anymore.
suggestion for suggestions 
Create multiple channels for suggestions, sorted by the kinds of suggestions that go in them
Specifically
-Content suggestions
-Change suggestions
-Server suggestions
-Other suggestions
❔ : There are a lot of suggestions coming in for this mod, and burying is only gonna become more and more of a problem as time goes on. This would help to filter the suggestions and give them more time in the sun.
Edit: combined enemies and items into one category based on feedback
Edit 2: more adjustments
Neptune's Bounty: Move to Pre-DoG
New Recipe
1 Abyss Blade
15 Depths Cells
15 Lumenyl
5 Tenebris
5 Reaper Tooth
5 Ruinous Souls
Why?
Neptune's Bounty is pretty much hopelessly outclassed in the Cosmilite tier by every other projectile sword. Moving it to the Post-Polterghast tier, which only has three viable melee weapons to use against DoG, could let it get some more substansial use. The dripping effect of the projectiles naturally is effective against worm-type enemies, giving it potential to be viable alongside the tier's other options, as opposed to lacking any niche Post-DoG. If neccesary the base damage could be lowered to keep it from being to powerful when used against DoG. It would also feel more fitting in a tier with other abyss-themed weapons.
Gridlocked Bullet
Recipe: 70 Chlorophyte Bullets, 10 Martian Conduit Plating
What it does: Homes in on enemies but in a 2 tile taxicab pattern, meaning it can only travel in the 4 cardinal directions, and can only change direction once every 2 tiles
Slightly higher damage and/or speed than chlorophyte bullets
Why: The taxicab pattern of motion is an incredibly interesting pattern rarely seen in Terraria, with any mod. This would add an interesting feature to an already interesting mod and showcase the potential of this function.
Reduce the DR of DoG's body segments down to 25%, BUT give all body sections a 92%-95% DR for 0.7 second if at least one of them is hit.
Why: While it is known that the DoG is hard to kill when it comes to hitting his body sections, he can be very tedious to fight with slow and non-piercing weapons besides their high damage output.
Reducing the DR to the DoG's body sections and temporarily bringing them back to 92%-95% when hit would make for a less tedious fight with slow weapons, but would still prevent players from dealing massive damages with piercing weapons.
If for example a shot hits 5 body sections, the first section takes the most damages while the 4 other sections that are hit would only get a much lesser amount of damage.
make skeletron not deal damage when spawned or make him spawn higher so you dont get hit instantly
Would be pretty cool to have a minimap icon of Eidolon Wyrm adult
Feather Fall
The Feather Fall is an early hardmode magic weapon that is made with a Sky Glaze, 15 Desert Feathers, and 10 Souls of Fright at a Mythril Anvil. When used, the weapon rains down 5 vulture feathers. When they hit an enemy or surface, they explode into 3 pieces of sand that can deal damage to enemies. When the sand hits an enemy or the ground, it automatically disappears. If the weapon is used in the desert, it has 10% increased damage. The weapon would also be added to the Elemental Ray recipe.
Why: The Sky Glaze is such a fun weapon for pre-hardmode and it's disappointing that it has no crafting recipes.
king Piggy - rare spawn, based on a fever dream I had a few nights ago. revengeance hardmode spawn, exceedingly rare, always accompanied by 2 piggies; drops 75 platinum but has an obscene amount of health and is marginally larger than the average piggy
Nitron Post Moon Lord Flamethrower
Uses Gel as ammo.
Has green flames that inflict a debuff that slows enemies a lot and make them move aimless . Bosses are immune to this debuff because they can be farmed easily.
Crafted from: Photoviscerator , Elemental Eruption , 50 Nightmare fuel ,50 Endothermic Energy , 12 Darksun fragments , 100 Soul of Might and 30 Shadowspec Bars
use time:10
knockback:0
damage: 345
velocity:6
tooltip: 90% chance to not consume gel
it has a expensive crafting recipe because it has insane DPS and on my testing mod it killed in less than one second the WOF.(editat)
is a donor weapon
Inkthrower
"How does ink even hurt?"
The Inkthrower is a post-Polterghast flamethrower that is dropped from the Colossal Squid after Polterghast is defeated. It functions similarly to a flamethrower with its projectiles. However, when an enemy is hit by it, it summons a Calamari to attack the enemy with black bullet-like projectiles while staying stationary. They do not deal contact damage. There can be up to 2 Calamaris at a time.
Why: There are currently no viable flamethrowers pre-DoG and it would be great to see the Colossal Squid have another drop, as the Reaper Shark has the Valediction and Reaper Teeth for stuff like the Reaper Tooth Necklace and Omega Blue Armor, and the Eidolon Wyrm has the Soul Edge and the Eidolic Wail, while the Colossal Squid only has Calamari's Lament.
When someone is fighting SCal on godmode SCal should say this:
-Wow,looks like it's going to be a fight between two gods.
Make it so that after plantera ie defeated crabulon gets a massive buff and starts dropping like 1-10 shroomite bars when its killed
Make a sea snail statue and have it appear in water chests 33% of the time. Getting the sea shell for the absorber sucks and perhaps this is a less painful method.
Soul Destroyer
"nuke"
Rare varient of the Cranium Smasher
Throws disks that explode and have a chance to explode into fragments and Hematemesis projectiles that do 1/5 of the damage of a disk and have a 20% to inflict Brimstone Flames (oops) and Armor Crunch for 4 seconds
Why: There isnt that much rare rogue varients of weapons and items to use.
Really consider nefring Amidias' Trident. Its projectiles do 100% of the weapons' damage, emit light, pierce through solid blocks, have auto-aim, the weapon has autoswing and it also fires projectiles each time a player attacks with a spear. Should not be a thing just after Skeletron.
Allow Eidolists to spawn in the Abyss pre-hardmode, allowing the collection of Eidolon Tablets early for those crazy enough to try
❔ : It'd allow a particularly skilled players to try skipping the entire vanilla game besides the final battle. This would be beneficial to a lot of people; speedrunners, challenge-seekers, masochists, etc
Plus, having even more freedom to progress however you want is always good
Make the abyss on the jungle's side of the world so it doesn't creep into dungeon.
Why? Players lose important pieces of their dungeon, can't reach certain things like gold chests, and take lots of damage from the water spawned in it when in the Caverns layer, makes it much tougher because of inconvenient spawning.
A placed rogue buff item, similar to the Crystal Ball, Ammo Box, Sharpening Station, and Bewitching Table.
Function: Possibly increased projectile speed, just extra damage, or piercing projectiles
Why? There is a vanilla one for every other class, and rogue class is treated as equal to the rest in every other way, so it makes sense that it'd have one too.
Make Catastrophe's fireballs from the Calamitas Doppelganger fight be an actual projectile+dust and not just dust.
Because when the fireballs are just dust, that can lead to the fireball just disappearing, but still doing damage, and having invisible projectiles just leads to cheap hits, especially in a fight which is already chaotic and hectic where you're expected to fly around a lot.
Add more pre-Wall of Flesh non-consumnable rogue weapons, kinda hard to find any that can be used in the long run like Melee, Ranged or Mages have e.g. Melee users being able to get strong swords that can be a stronger sword, Rangers having the minishark easily, Mages getting good spell tomes ‘n such wheras Rogue users may have to keep using Crystalline as they may have not found a weapon they can use to take down bosses like the Slime God
Add a new emote to the ones used here: ❌.
❌ means that the suggestion will never be considered.
See the suggestion above for an example of when this would be used.
An item called the mask bag that can be upgraded 1st upgrade you make it with 10 leather, 5 iron,20 statigel, and a king slime, mask eye of cthulhu mask, desert scourge mask, crabulon mask, brain of cthulhu mask/ eater of worlds mask, hive mind/perferator mask, skeletron mask, and ebonian slime god mask/ crimulan slime god mask and gives you small boosted stats while in the crimson/ corruption, glowing mushroom biome, dungeon, and desert. extra speed at night, and increased jump height and 5% increase in jump speed The second upgrade is made with the small mask bag (the first tiers name) 5 leather, 10 stardust, 5 astral bars, and wall of flesh mask, cryogen mask, twins mask, destroyer mask, skeletron prime mask, calamitas mask, plantera mask, leviathan mask, astrum aureus mask, astrum deus mask, Golem mask, plaugebringer goliath mask, and lunatic cultist mask. this item is now called the large mask bag and gives you small boosts to all stats in the jungle, astral biome, hell, snow biome, ocean+abyss, by the celestial pillars, and all the biomes in the small mask bag. increased speed at night and 10% increased damage at night, immune to brimstone fire, and increased jump speed and height by 10%. the final upgrade, the endless mask bag uses the large mask bag, 5 leather, 10 cosmolite bars, 20 darksun fragments, providence mask, devourer of gods mask, and yharons mask, this end tier item will give you a buff like the celestial stone but a little better, and stronger at night. all of your attacks give a fire debuff and 10% increased damage, and 15% increased flight time. if they want they could make it so you can combine it with the heart of the elements to give you both with 10 shadowspec to make a Happy mask bag;)
A new magic weapon called Eye of Chaos. Can be made with 8 Eyes of Desolation, 20 Calamitous Essence, 50 Ashes of Calamity, 10 Cores of Chaos 15 Chaos Bars and a Chaos Stone... When used it creates a very small bullet hell that can be either at the cursor point or at the player's position. Inflicts Abyssal Flame on hit
Make it so Ravager doesn't despawn as easily.
Why? Even if the boss really limits your mobility, going too far away from the boss shouldn't be a punishment, since the lasers and homing bolts, as well as its limbs can still be a threat, even if relatively far from the boss.
Remove Eater of World's and Destroyer's massive resistance when first spawning in boss rush.
Both eow and destroyer are tier 1 bosses and it is extremely arbitrary for them to have the huge defense they do when first spawning like they have in the regular fight. It adds nothing to their fights in boss rush and only makes tier one more of a slog to get through, while other bosses at the tier die really quickly and these two linger for a lot longer. Their resistance period also tends to create a lot of lag, so hopefully removing their resistance in boss rush will help to reduce that.
Make lore items work from safe/piggybank/defender's forge
Why: otherwise they will clutter your inventory if you want all of the buffs like me
Make a #bugs_discussion channel, for obvious purposes
Either buff normal mode scal or nerf normal mode yharon, I find scal much easier than yharon on normal mode
Add royal gel to a combination of accessories, like an upgraded sponge, or in the amalgam.
Make Amidias' Trident emit fungi projectiles (fungal symbiote) before killing Skeletron.
Why : Simply because it doesn't emit projectiles and it SHOULD because at that point it doesnt fire projectiles.
Buff Crabulon ,make Crabulon drop Odd Mushroom and shroomite after plantera is killed. Its a boss themed around mushrooms so he should drop it instead of buying it from the drunk princess. Why. It makes more since to get it from a boss who's themed around Shrooms and shroomite can be a little boring to get so this can make the proccess more fun.
Rework the summoner weapon nerf
Now: Holding a non-summoner weapon makes minions do 40% less damage regardless of gear.
What it should be: Keep it the same if the player is not wearing a summoner armor (does not include Astral, Omega Blue, or Demonshade for balance). However, when wearing a summoner armor, reverse the effects. Make non-summoner weapons deal less damage while allowing summons to deal full damage.
Why: Playing summoner class is quite restricting as using other class weapons along side it as support (such as Ultra Liquidator) will lead to overall lower DPS as summons remain the primary output for DPS. By causing summoner armors to restrict non-summoner class DPS (possibly by a large margin like 80% less damage), it'll give summoners more options to play with and supporting less of a "hold rod and dodge" type strategy.
One Death Mode
Add a way to toggle or disable respawning during boss fights in multiplayer, activatable like Defiled Rune or the difficulty items.
Why: spawn scumming can ruin the challenge of some boss fights. Giving players the option to prevent it would let players who dislike it play without it getting in the way.
Change the sound of the crystalline and some of it's upgrades
The sound is like glass breaking, and while it's cool at first, after a while of using it I really wish I didn't have to hear it
Buff Crabulon Post-Plantera.
How would this work?
After you kill Plantera, a text will appear at the bottom of the screen saying: The fungal caves have been provoked...
Now, a buffed version of Crabulon can be fought in the Mushroon caves.
Crabulon can now drop Shroomite Bars, more money, and rarely, the Odd Mushroom.
why?
Buffing Crabulon would be beneficial in terms of farming, as now he would drop Shroomite Bars upon death, which would lessen the time taken to farm for said bars, and improve gameplay. Dropping the Odd Mushroom on occasion would also be beneficial to the players who lack financial investment, for now if they kill Crabulon, he has a small chance to drop the Odd Mushroom.
The bosses attack pattern would be similar in concept, but a few changes would happen.
Boss health buffed to 28000hp. (Normal Mode)
Increased Def and DR
Attacks deal more damage
Fires mushrooms more often
Jumps higher than before
Is no longer passive when summoned
Attacks inflict the Poison Debuff
Falling wall of mushrooms has a smaller gap between each mushroom
Claw Slam attack has a larger radius and deals more damage
All of this would be subject to change if the Devs will it so.
Take this into consideration for a future update, as this buff can be very beneficial for Ranger or any class players.
Remove slime rain after defeating King Slime
Why : Killing slimes is just annoying for example when you're building an arena random slimes fall and it's very annoying.(and they be kicking yo' butt with knockback)
Airsplitter
-Magic damage
-Fires 3 projectiles
-Projectiles will move to a random spot around you (same radius as stardisk) before shooting towards the mouse
-Pierces up to 2 times to a total of 3 hits (per shot)
-Goes through walls
-Cannot crit
-Possibly post-ML
-Created by mixing luminite bars, nebula fragments, Heavenfallen Stardisk, and Sky fracture
Why? I feel as though having weapons similar to this, and more mage weapons that go through walls could be cool and fun to play with, and the shot pattern is unique with the closest being the sky fracture
make is so when scal is spawned it actuates all blocks inside the arena aside from platforms. the reason on why is having to clear out planetoids or other structures just so you can fight the boss. sometimes the planetoids get into the way of the brimstone hearts and its annoying to have to destroy parts of or entire planetoids.
Buff SCal even more because its easy af now. like add a dps cap on it.
Add a channel solely for the pins in this channel
As you likely know, there are several messages pinned in this channel. They detail the rules (like things you can/can't suggest), advice on how to make a suggestion, and some other important information.
However, many people never actually read these pins.
Rather than telling everyone to read the pins, I suggest that we create a new channel where we move all of the pinned messages in this channel.
We would no longer have to tell everyone to read the pins, and the general quality of suggestions would likely improve.
Change the Butcher so it builds to max speed in 15 seconds rather than 30
Why? at the moment you need to constantly hold the trigger down for it to remain effective, which burns ammo and very quickly becomes annoying
remove scal killing you if you take too little damage, because its possible to take that little damage with only the calamity mod and with pre-scal gear without even having a full tank loadout
Couple changes Bumblebirb could go through:
- Make it so he can go through platforms. When Bumblebirb is just chasing you (not dashing or creating little birbs), he gets stuck on platforms. This really opens up for cheese.
- Reduce the speed of homing feathers, but allow them to home in for longer. They currently go super fast, but can be easily taken care of by moving from one place to another a few seconds after they were unleashed. This change would make them more easy to react to, but still on your tail.
Why? This would keep the fight more intense rather than exploiting cheese tactics and moving at the right time.
enchanted sword shrine music, preferrably mystical sounding, and a sound effect when you break the shrine and get an arkhalis, or enchanted sword would be nice. A different effect for each one would be even better!
Nerf onyx excavator speed for pre hardmode, but make it have what it already has for hardmode.
The current Yharon on deathmode is slightly ridiculous, me and my friend are as prepared as we can be going into the post-darksun yharon fight yet we get bombarded by millions of blasts raining down in his second phase... and the blasts dont stop. I just think that the blasts are going waaaaay over the top and there is no way for the both of us to get our damage in on a 2 player scaled yharon on deathmode, while also focusing on dodging him and his charges, and his tornados and blasts. so perhaps turning the raining blasts down from a level 9000 to a solid level 10 would be nice and more fair, hope you understand where im coming from!! 😭
Killing any of the three sentinels with Armageddon mode active should net you six times the amount of materials
Why? Currently, killing the 3 sentinels with Armageddon mode on doesn't reward you anything, so there's no incentive to go for no-hitting the sentinels for quicker loot.
Even more Crabulon suggestions!
Starting off I totally agree with bugging him post-plant. It keeps the boss relevant and would allow for a combat-oriented way to accumulate those loots.
I think adding another attack or two to his arsenal would freshen it up a bit.
(Note; I am absolutely reffing Toadstool from Don’t Starve Together here)
1 - Lobs a kinda-slow moving volley of explosive truffles. Projectiles arc and increase in size before detonating into an AoE that lingers for ~3 seconds.
2 - Summons large mushroom clusters in the surrounding area. These do not damage the player, but have a decent amount of hp, and for every one left alive Crabulon will gain DR and damage boosts exponentially.
Crafting the lore items together to have the buffs in one items and have some extra lore
Its really annoying that i have so many Lore buff items along with potions that i have almost half my inventory space left.
Adding guide book
I am kind of thinking of a book that gives you every recipe in the game, and it requires 5-15 guide voodoo dolls at a titanium/adamantite forge, along with some string. I like this idea because you won’t have too many items in your inventory, you will know what to do with them now, and also because when you are mining/boss farming/ etc and you find a can just left click the book, and it will show the things craft able by that item. This would help out with players that always have junk in their pockets.
Make a channel named #permissions
The channel's purpose would be very simple. Once a person joins the server, they would only have access to this channel, so they couldn't see or talk in any other channels. Once they join, they have to react to a message in this channel. Upon doing this they would gain access to all the other normal channels in this server.
Reason for this suggestion: Recently, there has been a spike in scammer bots and the such, and i believe this would be a good solution to the problem.
Just disable Murasama from Luxor’s Gift since it made Murasama's attack range useless and pointless, and it also fix the issue
Suggestion: An additional drop from Catastrophe
Devastation’s Blade
70 Melee Damage
4% Critical Strike Chance
Very Fast Speed
Average Knockback
Inflicts Maked upon enemy hits
Reason for this suggestion: If Cataclysm has two weapon drops, I believe it’s a good idea for Catastrophe to have two weapon drops as well to balance things out.
Add merged all level meter as item(IF POSSIBLE) or add skill taps
Reason:Just make Level meter eats less slots in invetory or none
Make glass items sound like the actual glass sound breaking.
Why : Because glass items when you break them dont make the glass sound and since they are glass... You get the point.
Make all Lore items can be consumabled and gain permanetly gain effect(if doesn't exist)
Also make all lore items have changes and new effects
The Crimson:Deal 10% more damage aginist Crimson monsters
The Corruption:Deal 10% more damage aginist Corruption monsters
The Underworld:Lights the rare monsters
The Mechanical Bosses:Deal 1/2% more damage aginist EVERY bosses(doesn't matter Scal)
Brimstone Crag:Redudes 10% duration of negavite status
Sulphur Sea:First layer of Abyss effect is disabled for players
The Ocean:Gain extra 10 second of breathing and 5% abyss breathing effecity
Astral Biome:Gain 3 health regen and 6 mana regen on astral biome
The Red Moon:All costs are 5% less
The Profaned Guardians:Gain 25% chance to bypass status immuty
The Bumblebirbs:At 25% player summons his clone for 10 second
The Sentinels of the Devourer:Rune of Kos have 1% chacne to kill Sentinel on summon but summoning Sentinel during Sentinel combat causing Player die
Changes to Lore items with effects
The Devourer of Gods:Form True melee damage is increased by 50% To All damage ingores Damage Redution by 20%
Golem:Also gain knockback immute
The Destroyer:Form The player gains 10% mining speed to All Explosives copy Highest Pickaxe Power
Also extra change:Make Scal DISABLE all effects form Lore items during combat
Remove Cosmic Fireballs rain from Signus fight
Why? They just feel like a sloppily-thrown in mechanic to make Signus seem more intense, but they seem more like "just gonna toss random shit in the fight to make it more harder." Plus, with all the buffs Signus is going to get, the Cosmic Fireballs raining down would just be a dumb thing to have.
Brightspec Bar
( Opposite the Shadowspec Bar )
Some Shadowspec Bar items seem to be a bit strange because combining this bar forms some sacred item, so it would be nice to create a sacred bar for creating that type of item ...
Crafting Recipe :
? Equal Shadowspec Bar ?
Crafting Example :
1 - The Dance of Light
2 - Triactis' True Paladinian Mage-Hammer of Might
3 - Fabstaff
Maybe have Storm Weaver's second phase spawn right where phase 1 dies.
why? it can get annoying having an arena in space and kill Storm Weaver's first phase, then have his second phase spawn at the surface and confuse especially new players. It would improve the fight as well.
Exo Material Manipulator:
Combines all the special furniture crafting stations from Calamity.
Recipe is as followed:
5 Darksun Fragments, 5 Cosmilite Bars, 5 Endothermic Energy, 25 Auric Ore, 5 Phantoplasm, 3 Yharon Soul Fragments, 5 Nightmare Fuel, 1 Void Condenser, 1 Ancient Altar, 1 Ashen Altar, 1 Botanic Planter, 1 Eutrophic Shelf, 1 Plague Infuser, 1 Profaned Crucible, 1 Effulgent Manipulator, and 1 Static Refiner.
You could maybe add Draedon's Forge, though I don't really see much of a point to it. Also, the non-crafting station parts such as Phantoplasm could also be optional. I don't believe this suggestion breaks the Exo rule since the documentation says no weapons of said tier.
My reason behind this suggestion is that the furniture items are amazing, yet having the stations strewn about to craft them is a bit obnoxious. I get that Magic Storage exists, but even that has limited slots. And some people (for whatever reason) may not even use the mod. So, in short, this is for convenience's sake.
Make the armored digger spawn its loot at the segment nearest to you, instead of the head.
Exo Bricks
They would be crafted from all the craftable building blocks from the mod and because of the expensive recipe it would give you more bricks than other brick crafting recipes.
Rehctub
It seems that not all martian technology is superior in every way...
Rare item variant of the Butcher
Dropped from the Martian Saucer at a 1% chance
Fires fast, inaccurate shotgun spreads with low damage that slow down as the weapon is used, with the bullets getting closer together and the damage slowly rising. Velocity also slightly increases as the speed decreases.
Fires Nano Bullets if no special ammunition is used.
Why do I feel this should be added? To give Rangers (specifically gunslingers) a second reason to fight the Martians. Also, I love the Butcher as a concept- the more you focus, the more rewards you reap. Additionally, giving the player unique strategies of either committing to the long game of waiting on the gun to slow down or firing short, quick, low-damage bursts to deal reliable damage means this weapon can help with cleaning up some stragglers or finally putting that Lucky Coin to good use. Also, Nano Bullets are legitimately forgettable. Why not put them in just one thing?
Make super rare variants of rare variants. These would be much harder to find with a drop rate of 0.01% and the items would be better than the rare items.
Spectral Vanquisher
Rare variant for ethereal subjugator
Summons a clone for which loosely follows your movement, draws aggro from enemies, and makes you take reduced damage while it is active. It has a small amount of contact damage, but does not deal damage directly in any other way. It would use 2-3 slots to summon. Only one can be summoned at a time, and once you reach 50% hp, it 'recharges' and goes on cooldown, while on cooldown you take slightly more damage overall. When you go above the 50% hp threshold again, the cooldown ends, while the clone is active it slightly buffs the etheral subjugator's minions' movement speed and damage by small amounts, while the clone is on cooldown, it nerfs them by the same multiplier it boosts them for.
Why? This provides a rare variant that summoner currently lacks, allows for a minion to actually catch up properly with DoG and provides more survivability for summoner, whilst also providing risk once the clone is dead. Furthermore it provides more flexibility in summoner as opposed to summon and forget, as well as only sentries/summons available
Make demoltionist sell beenades after queen bee is killed and plaguenades after golem.(IIRC he spawned plague and stuff)
Why : Beenades are quite not so cheap to craft and plague nades same thing
Double the chances for Rare Item Variants to drop when Defiled Rune is on
Why? Having no wings and having the chance to get critically striked can be dangerous for farming, so having it on for farming RIVs should reward you without making it too common.
Jungle Bat
"Not to be confused with the jungle bat."
The Jungle Bat is a post-Hive Mind/Perferators classless weapon that is dropped from Jungle Bats with a 1% chance once either are defeated. The weapon resembles the Casey from Enter the Gungeon, but covered in vines and mold. When swung and it doesn't hit an enemy or projectile, it gives you a 15 second cooldown for when you can swing it again called Swing and a Miss. When hitting an enemy, it does insane knockback. When hitting a projectile, it will make it so that the projectile is reflected back at the enemy and can be hurt by the projectile. The weapon has a 10 second cooldown after reflecting a projectile called Home Run. You can only reflect 3 projectiles at a time. It is unable to reflect beams, like the Phantasmal Death Ray or Spazmatism's cursed flames breath attack in phase 2, or large projectiles, such as the Leviathan's meteors. This weapon is unable to reflect any projectiles from post-Moon Lord bosses.
Why: I feel that a weapon that could reflect projectiles but require just the right amount of timing would be such a fun weapon to use. Also, there are only 2 pre-hardmode classless weapons, one of which is the Magnum, and the other is a weaker Lunic Eye.
Make ancient bone dust craftable using bones
y'all know how there a quite a few flamethrowers Calamity has available to choose from?
have the merchant sell gel for 5-10 copper or sum'
it really beats having to power up that old, dusty bird engine and waiting 10 minutes to get 3996 gel whenever you run out
Make Calamity themed dyes, because would be cool to have Astral dye or something like that and would make the mod look more complete.
Make a minimum teleport distance for the BoC, such as 10 blocks.
Why: Currently when fighting the Brain, it is possible for it to teleport very close to the player, with a high chance of the player getting hit by a cheap shot. This is very frustrating for no-hitters. Adding a minimum distance would disallow this by giving the player time to properly react to the boss.
Material Launcher
The Material Launcher is a pre-boss classless weapon that can be crafted by using 15 stone brick, 15 stone slabs, 15 clay brick, 15 wood, and 15 mudstone brick. When used, it fires a low damage block from your inventory. If you don’t have a pickaxe of the right power to mine the block it launches, it is unable to launch that block. This would mostly be a weapon to just have fun with and not be used for battles. But, the rarer the block is, the higher damage it does. For example, dirt does less damage than rainbow bricks when used for the Material Launcher. This weapon can’t fire coins or materials such as bars.
Why: A weapon that can launch blocks would be so fun to use, even if not as an actual weapon. Plus, it could help people see what they can or can’t mine with their pickaxe by simply firing a block. If it fires, you can mine it. If not, you can’t mine it.
Cryogen drops Essence of Eleum.
Brimstone Elemental drops Essence of Chaos.
Why not make Aquatic Scourge drop Essence of Sunlight?
Warning: This suggestion is similar to the iron heart, in that, It is for pure challenge and nothing else
Ancient Sigil-An Item that activates a mode (you can name it yourself), It’s basically just old defiled (With the halved player hp and increased enemy/boss dr)
Alter the Suspicious Looking Jellybean mount so that it entirely negates fall damage while being used while retaining the rapid falling speed, as opposed to merely reducing fall damage as it does now.
I personally kind of wish that after beating Supreme Calamatis, that she would become an NPC that sells endgame stuff
Hardmode mount: Mechanical mech
Revengance only
Is crafted at a Mythril anvil, combining three mechanical mech pieces dropped by each mechanical boss: Mechanical Cockpit, Mechanical Chassis and Mechanical Servos.
All three pieces are revengance exclusive and only drop if...uhg, just invent yourself a challenge, it's too hard to think of a Ravager-tier challenge!!
Goes up to 51 mph horizontally and 75 mph vertically.
Has a very limited but powerful flight time (1.5 seconds max flight time).
Can glide and has no fall damage.
Is able to dodge every second, negating all damages for the duration of the dodge. A successful dodge triggers a cooldown for 15 seconds in which the player cannot negate damages until the cooldown ends.
Why: Once again, who uses mounts when it comes to fighting? The only mounts that seem viable for combat are the Slime and Jelly Bean mounts because of their increased fall speed...and that's it (Jelly Bean grants 60 defense as well).
Increase the number of Glowing Mushrooms required to craft the Decapodita Sprout.
Why?
Crabulon’s summoning item only requires 25, which is too few for a boss that can be farmed easily. I suggest doubling it to 50 Glowing Mushrooms per sprout. The number of mushrooms already dropped by Crabulon should not increase with the summoning item price.
Make Plantera lose its tentacles and fly towards you at the same enraged speed when on surface
(This would not affect non-jungle underground and cavern areas)
Why? Apparently Plantera is much easier on surface, despite it being “enraged”. Letting it fly freely at you without being held back by its tentacles would make it significantly harder on the surface.
Note: When Plantera loses its tentacles, it won’t ever get them back until it either dies or despawns.
https://docs.google.com/document/d/1ofmCETV9m-Ac6STZE_5Q9f9qDb3Ze_1R-2FINZ-CFfw/edit?usp=sharing
here is my hallow suggestion
Make the Plague debuff spread to other enemies on death
For reference, when an enemy dies to the Daybroken debuff (one inflicted by Daybreak and Solar Eruption), any nearby enemies are inflicted with the Daybroken debuff as well. I think this mechanic would fit right in with the Plague debuff as it's an infectious disease.
Alternatively, enemies inflicted with the Plague would release a toxic cloud projectile on death like Toxic Minnows that would deal no damage but inflict the Plague on those that touch it.
These changes could also apply to the Plague-themed enemies themselves
If possible make it so that the desert with the sunken sea cant spawn at the dungeon side of the world
Basically the picture says it all. 3/4 of the dungeon just got rekt. There is enough place for a Polterghast arena which is important but most of the biome chests and such are missing. I know world gen like this is extremely rare but maybe you can consider fixing it.The world was a large one.
And on today's episode of weird suggestions, I propose that the Onyx Excavator Drill gains the ability to break Hellstone after the EoC/BoW, the Hive Mind/Perfs, or Skeletron are defeated prior to Hardmode.
Why? The OED currently cannot break Hellstone outside of Hardmode despite there being several pre-Hardmode pickaxes capable of doing this, and this immensely hampers its utility for late-pre-Hardmode tasks such as clearing out large Underworld areas for the Wall of Flesh, a job it would do spectacularly otherwise. Granting it the ability to break Hellstone after one or more of the above bosses are downed sticks to the "intended" progression while still making it useful for the Wall of Flesh's arena-building process in particular.
There is a huge problem involving Snapper Bulbs and other Jungle resources. It's hard to find during Hard mode and there is a lot of struggle to find them. I wanted to make a Portab, but I got no luck, even with a Zerg Potion.
Instead, there should be a new type of enemy known as the Evil Harvester, that drops multiple Jungle resources. That could help.
Nerf the spawn rate of Cnidrions slightly. In the early game, where players are trying to get Stormlion Mandibles and don't yet have good gear, Cnidrions on their own pose a relatively large threat. However, it is not uncommon for multiple Cnidrions to spawn at the same time. The threat of not one, but two or more minibosses to a pre-EoC player is increased significantly, almost always resulting in a death. Combined with their rapid-fire attacks, high contact damage and anti-cheese nature (swimming through blocks), having multiple of these attacking the player makes the quest for Stormlion Mandibles feel too much like a hassle.
Just a QoL change, but kinda nice imo
Also i dont know if this has been suggested before, at least i dont remember ever seeing it before but think it should be in
Make the Mothron show up on minimap, the mini bosses in Pumpkin and Frost Moon have minimap icons, but why no love for Mothron, i know its not considered a boss, but especially post-Yharon they pretty hard to see barreling toward you, and can get easy hits on you if you cant dodge in time, plus also its hard to see them sometimes, especially when a lot of stuff is happening at a time, it would be good to be able to see where they on the map as well so that if you have a longer range gun/ranged melee,etc etc, you can start hitting them before they show up in your face and you die
For legendary weapons, make the chance of getting it increase with each time you kill the boss that drops it.
It can be a bit annoying to get a legendary weapon since it can take a lot of boss kills.
implement interestellar stomper as something separeted (or not, you decide) for some people who might wanna listen to cosmic disgust (even tho just quit game music and put the music in yt at loop)
Make it so that astrum aureus only emits the hit sound once in a while, not every single time. You could also just make it a lot quieter.
Why: the hit sound is really loud and covers up the music. It also hurts my ears.
please, nerf the Luxor's Gift. its already slightly overpowered as is but with some weapons like the mycoroot, you can do things like this
Add Murky Paste, Brimstone Slag, Navystone, Sulphurous Sand, Abyss Gravel, and Astral Stone to the recipe of the Biome Blade to properly and fully encompass the biomes of the game (Jungle, Brimstone Crags, Sunken Sea, Sulphurous Sea, Abyss, and Astral Infection, respectively).
Why? Although it's designed to represent the diversity of the world and is Hardmode-locked due to the necessity of Pearlsand in the recipe to fit this idea, it entirely overlooks significant parts of the world — especially, oddly, the Jungle, despite it being a vanilla biome comprising a huge portion of the world and the sword itself having effects in the Jungle.
Each biome's materials would likely be accompanied by their own effects, and the progression delay (post-Adamantite/Titanium) would require it be buffed in kind, so whether the change is worth the effort of balancing is up to the devs.
Note that the Murky Paste and Abyss Gravel are optional as Living Shards and Abyssal materials are added into the True Biome Blade recipe (although that reasoning is a bit wonky, considering it has Jungle effects beforeupgrading), and the Sulphurous Seacould be considered covered by the Coral in the recipe, although it's a stretch.
Add more stuff to vanilla things, like enemies to events and the dungeon
Replace Feller of Evergreens with Mythril/Orichalcum Axe in the Axe of Purity recipe.
Why? The Feller of Evergreens is already used to craft the Grax, so replacing the Feller of Evergreens with the Mythril/Orichalcum axe should fill in that void and leave the Feller of Evergreens to the Grax recipe.
maybe add a colorblind mode for those who cant tell between green and red for the prov fight, it makes the projectiles impossible to differentiate for healing, and sometimes impossible to see with the red background, yes you can toggle the background but it's still hard to tell for some of the projectiles being colorblind (and for people who dont know how to disable the background)
||Second|| Resuggestion: Some hotkey for summoner weapons. Pressing this hotkey will autospawn max available summons for your gear.
Why: Its very very hard to realize when you summoned max summons Post-ML.
add a config option to disable the vanilla changes.
Post Plantera Bar Slimes
if you dont know what i'm talking about, what I mean is:
Chlorophyte slime:
Acts very similarly to spiked slime, but with larger health pool, homing projectiles, and more damage.
spawn in the jungle/underground jungle
Spectre slime:
Can hop through blocks and cause Cursed debuff
spawns in dungeon
Shroomite slime:
shoots spores at the player at a constant rate, spores dont inflict knockback
spawns in mushroom biome
Yharon Lore Item Rework
Currently the yharon lore item boost seems a bit bland in my opinion (increase wing time to an insane amount for lower damage). Plaguebringer goliath's lore item is near identical but without the damage cut. So why not give yharon the proper flare that he deserves.
Change the item so that if the lore item is in your inventory, you will have a new revive effect, phoenix rebirth, that can only be triggered after silva armor revive (includes auric tesla armor's silva revive) has been triggered. Once phoenix rebirth is active, the player will gain invulnerability for 3-5 seconds and be healed to full health (similar to draconic elixir). After the invulnerability wears off, the player will be granted a permanent buff: Phoenix strength. Phoenix strength can then boost the players stats by a certain amount, for example, increased wing time by 15%, increased damage by 10%, increased crit strike chance by 10%, as well as getting hit can release detonating flames to damage nearby enemies. However, the downside to having phoenix strength is that it will disable any other revives the player might have, therefore godslayer revive can no longer be triggered. This allows players to have the choice between possibly being able to survive longer with infinite godslayer revives, or being limited to only having 3 total revives with a stat boost after the revives have all been consumed.
make certain bar slimes have long ranged attacks like the perennial slime could shoot spore clouds similar to the quagmire or cryo slimes could shoot spikes
They're a bit boring at the moment, they look great but they only really jump
disks of light and darkness
post moon lord.
made with: 10 hallowed disks, 30 demonite/crimtain bars, 10 souls of night, 10 chaotic bars and 5 Luminite bars.
what it does: has a left and right click.
left click: throws a disk of night, this disk explodes into cursed and shadow flames on enemy contact.
right click: throws a disk of light, the disk shoot beams of light every once a while.
extra: when the 2 type of disks attack the same enemy at the same time the disks disappear exploding into beams of abyssal flames.
why?: because elemental disks VS prov = u r ded (the effect never pops in when hitting providence) and i would like a boomerang that can stand up to her.
Can we have some cool post moonlord grappling hooks. Make them super fast
Currently, in the boss rush, after defeating WoF, you are teleported back to your spawn rather than where you were before being teleported.
I suggest that, right before fighting WoF, the coordinates of the player are recorded. After defeating WoF, teleport the player back to these coordinates.
Why: Most people have their home and town NPCs at or near their spawn.
Make certain items, such as the Heart of Elements items, easier to get in hard mode and revengance. I killed Croygen at least 20 times before I got the Cryo stone, and I'm playing revengance. Make the items 20% in expert or revengance, because the entire thing felt like a chore, and I'm not even done yet. I still need to beat the Plaguebringer Goliath in Revengance for the first time, let alone farm him for the bloom stone.
Please add a polterghast chain hook as one of the post Moonlord hooks
Nerf the Green Homing Laser in the Destroyer fight
It's honestly a damn nightmare, you can't even move 20 blocks left or right before the Destroyer spawns them. How is a bossfight fair when you are rendered completely immobile basically because moving left or right makes the Destroyer spawning homing lasers. Increase the length it takes before the Destroyer spawns them. If you don't believe me, try it yourself, it's honestly unfair.
instead of making ravager despawn when he's too far away, just make him enrange immensely like make the projectiles move at the speed that SCal's bullet hell moves when she's enraged
?: around the end it gets pretty hectic and you move away farther generally, since you can't fly as high. But when you get him low, like 2%, he could despawn just like that and all progress is lost. If he enrages instead, you would have a better chance to actually finish the fight and lose due to getting hit, instead of him despawning
Repost from a couple weeks ago, with a couple of edits
Friendly Fire
“Looks like you chose to use a loose cannon, don’t get in the way.”
Summon
Post Providence Brimstone Elemental drop
This summon acts similarly to a turret, following the player but freezing in place as soon as an enemy enters its line of sight. It shoots projectiles that are fast and explode on impact into particles, dealing heavy damage, and have a chance to inflict the holy flame debuff, however if you touch these particles yourself you take damage and are inflicted with the holy flame debuff momentarily. This also applies to other players in multiplayer.
Why this would be a good idea: This weapon would add a little to the summon class, and give another option for a weapon against the sentinels and DoG.
Weapon : Jungle Ultistaff
Mechanics : Rapidly fires 7-8 plague fangs that have slight homing capabilities, pass through solid blocks and release a swarm of bees that deal ⅓ of the weapon’s damage. Inflicts Plague, Poisoned and Venom debuff for 10 seconds.
Recipe :
10 Solar Fragment
5 Luminite Bar
The Swarmer
Venom Staff
Plague Staff
Reason : A Mage counterpart to the Plague Keeper and a reason for keeping Plague Hive for Post ML bosses, as well as to increase variety for Providence and its three little chicken nuggets instead of simply just Genisis (Do people use Elemental Ray). I think it is also a waste of potential to lock Swarmer, Plague Hive and Staff to just hardmode when bees can be further amplified in Post ML.
make the celestial sigil spawn moonlord faster if not instantly since if you need to fight a bunch of moonlords, they can spawn quickly so you don't have to spend time waiting
Nerf luxors gift, either in dmg or make it not work with as many items cus it simply breaks what you should be capable of with certain weapons
Suspicious Controllers
"You can see someone in the controllers, but can't tell who it is."
The Suspicious Controllers is a pet that is sold by the Steampunker for 5 platinum. When summoned, a Smash Ball from Super Smash Bros. will follow you around, giving off light. The item itself looks like two Joycons. The item itself would be a memorial to Etika.
Why: Etika was suffering from mental illness and almost none of his fans helped him. They called him a clown and that he just wanted attention. His body was found today and the internet won't be the same without him. He deserves to be immortalized in the mod as a memorial for all he's done for the internet.
Bowling Ball weapons: Rogue weapons that have high gravity and roll along the ground like Staff of Earth's boulders but last a little longer and roll more and pierce up to 10 enemies. They gain a special effect when their duration ends. You'd get bowling ball weapons post-Skeletron, post-Calamitas, and post-DoG.
New hardmode mount: Plague Hover-Tank
One of the many weapons of destruction brought by the lord, this model however has never been used on terrain.
Is dropped by the Plaguebringer Goliath.
When mounted, increase DR by 15% and defense by 30.
Ennemy aggro is increased by 750.
Always grant increased immunity frames when hit.
All weapons deal the Plague debuff and have +10% damage and +5% crit chance.
Goes up to 40 mph horizontally, but has slow acceleration (13 mph/s).
Can climb higher slopes (3 blocks tall) but has poor jumping capabilities (6 blocks).
Can hover water.
Any sword/lance weapon gain a projectile when swung, dealing 50% of the weapon's damage to compensate for the mount's lack of mobility, in case of fights against targets out of reach.
Why: I keep saying it again and again and again, but who in this game use mounts for boss fights? No one! (Except some rare players with the Slime Saddle and Suspicious Looking Jelly Bean). Mounts have to be interresting in some way and needs to have their own different uses.
My idea is a large arching burst arkhalis either dropped by brim elemental, calamitous, or polterghast. It would have a right click attack that pulls the enemy in range of the attack (if polterghast it could be his chain) it would not pull a boss that much also. Its left click attacks in bursts of maybe 3-6, depending on how fast they would come out and how much damage. So the player could pull the enemy in and time the burst right to do a lot of damage, and nock them back maybe
One or more DCU upgrades than can mine Post-ML blocks and ores
Shiv of Shivs
Crafting: same as ark of the cosmos but replace ark of elements with elemental shiv
Fires three homing projectiles that are similar to the elemental shiv projectiles. When the projectiles hit an enemy they summon stars that fall from the sky that split into a random amount of stars that shoot of from the point of contact and pierce, as well as six projectiles that look like the Shiv of Shivs that pierce blocks and enemies. The original projectiles also burst into flairon bubbles if in ocean, Terrarian projectiles if in forest, ice sicle projectiles if in ice, death scyth projectiles if in hell or dungeon, chlorophyte partisan/saber projectiles if in jungle, Boulders that don't harm the player if in normal underground, diabolist staff projectiles but golden if in hallow, cursed flame projectiles if in corruption, and damage Spectre orbs but ichor if in crimson
Lore concerning certain weapons
Increase the time Polterghast takes to resummon his clone from 10 seconds to 20 seconds, but buff his health to compensate.
Why? The fight lasts exponentially longer if you have lower DPS, due to Polterghast resummoning his clone often, forcing you to either go more DPS or tolerate the exceptionally longer fight. Having Polterghast not summon his clone as often would help with being able to use low DPS and not be greatly punished for it.
And on today's episode of weird suggestions...
Challenger's Scroll
'A variety of words are scribbled all over it'
Calls in the next wave of the Old One's Army instantly, if it is active
Not consumable
Crafted with various early-game materials (unsure what) to prevent OOA farming from getting too tedious, as the wait timer between waves can make it infuriating beyond belief to farm OOA. The reason can vary, from the various Summoner armors to the different weapons dropped by the enemies to farming Betsy for Vesuvius. Mainly just a quality-of-life item to make it that little bit less annoying to do.
Resugesstion.
Rare variant of Blood Pact: Devilblood Horn.
Drops from: Brimstone Elemental post-Providence with a 1,5% chance.
Effects on player: Increases max HP to 350% (rounded down to nearest 5), increases damage reduction by 8% and defence by 40 points.
There's a catch: If you get hit, and then get hit again within 1,7 seconds of first hit, your HP will be instantly lowered to 25%, and you will be afflicted with Armor Crunch debuff for 15 seconds.
If you will be below 25%, but above 10 % HP when this happens, you will only be afflicted with Armor Crunch.
If you are below 10% HP when this happens, you die instantly with unique message:
"(Player Name) forgot to drink immortal blood."
Why this? It would be fun to have a challenging accesory for DoG. Challenges are cool. Also, this item could somewhat increase survivability of players in DoG Deathmode fight, which can cause TONS of lags on weaker computers, rendering fight nearby impossible on Deathmode.
Accessory: Equilibrium
A Mixture of The Amalgam and the Core of the Blood God.
Crafting: 10 Yharon Soul Fragments, 5 of Each Lunar Fragment, 10 Cosmilite Bars, 10 Luminite Bars, The Amalgam, The Core of the Blood God, 20 dark sun Fragments, and 30 Phantoplasm.
Effects on Player: 15% Max Hp increase, 20% damage increase, 15% damage increase when below 150 defense and 15% damage increase when submerged in lava. It also halves incoming damage from enemies, with a 20 second cooldown. When submerged in liquid, the player gains 50 defense and 75% movement speed.
Equilibrium summons a Bloodied Fungal Clump to fight for you, with a base summon damage of 1000. Every time it hits an enemy, it heals the player 5 health and 10 mana.
When the player moves, they leave poisonous seawater behind them.
When the player is hit, Shade, Brimstone fire, and Brimstone fireballs (during immunity frames) rain from the sky, dealing a base damage of 2500.
Fungal clump is affected by summoner item rules.
Why: I really like the idea of the two items that make up The true Crimson and Corruption items mixed to become a huge, pre Supreme Calamitas Buff item to help with the Superboss. It is hard to make, which is part of trying to balance it out, because it does seem rather over- powered. I'd love suggestion on how to improve my suggestion. Thanks!
Make the Thorn Blossom drop from Plantera and not the Lunatic Cultist.
Why : It feels like it belongs more to Plantera (since it is a flower) rather than the Lunatic Cultist.
To compensate : Make it's damage LOWER so it fits the tier. (basically nerf it)
Solid Catalyser
You are too solid to passive dodging
Unique item
While in your inventory, all passive dodges (titanium armor, counter scarf, tabi, and other) do not work.
Crafts from nothing on Demon Altar.
Reason: make you do not worry, when this damn scarf procs your invincibility frames.
Bluestar idol
all effects of the psychotic amulet, but they apply to all classes
you cannot be hit for more than X HP in a normal attack, however you are afflicted with a unique debuff that limits dps for X seconds
Recipe: 1 psychotic amulet, 10 cosmilite bars, 5 nightmare fuel and endothermic energy, 15 Galaxia singularities
Flavor text: the power of the bluestar protects you. warranty void if exposed to instakill attacks.
used in the auric tesla crafting recipe
recommend because quality of life idk
Cursed Medal
It would cut your damage in half and all enemies and bosses would have 1.5x more health and Bosses would do 1.5 more damage to you.
You need Revengeance+ on
You would get the weapon of your class when you kill a boss for the first time.
Sometimes you get more money than you normally would and sometimes a lot less than you would normally get but items sold on Npc's will cost 4 times as much
You can sometimes get the Confused debuff if there are a lot of enemies or if there is a boss alive near you.
Bosses and enemies can have random buffs that you are able to obtain in your progression level, some worse than others but you can have different random buffs or debuffs around your progression level when you re-spawn but go away when you die and new buffs or debuffs will have a chance to be put on the player.
Why, there aren't a lot of modes dictated by luck besides the chance of being critically hit in the mod. It would be cool to have possible good luck or very bad luck in other aspects of the game.
Buff The First Shadowflame
Make it so when The First Shadowflame is equipped, minion attacks remove immunity to Shadowflame from enemies. (Exceptions being worms like Destroyer)
Additionally, buff it to a usable amount of DoT much like how the Lionfish and Sulphuric Acid Cannon give buffs to Venom.
Why: As of now, the First Shadowflame is essentially just a component for Statis' (Belt of) Curse(s). Buffing it would give summoners a reason to actively go get the accessory for the tier that it's at.
https://docs.google.com/document/d/1ElMod_E89rODT7PJ8CXt-LpSR8TwQFiOi4WQjI_hPS0/edit?usp=sharing
my suggestion about mech boss summons
can we get a Jared pet pls https://www.youtube.com/watch?v=vyVeF9xtmjI
Adult Eidolon Wyrms are cute and lovable, change my mind. First time making a video like this so hopefully it's alright lol Check out the runs live on stream...
Suggestion: Remove the affect of the abyss on worlds not generated with calamity.
Why? When calamity is enabled and a custom map is used, at the edge of the world, the abyss crush affect will drain the players health, rendering them helpless to the edge of the map, this in my opinion should not happen, as it was the players choice to play on that map, if they want to see all of calamity they could create a normal world, and not have their custom world affected by calamity.
If you wear class armor and you have beat vanilla or Calamity's boss, you been guaranteed to get weapon, that belongs to your class.
Reason: sometimes RNG just hates player (like Molten amputator from 12th Provi, Starfall from 8th Astrum Deus and many other examples).
good, excuse the question but have you ever thought about adding some system of levels for the mod either by means of an accessory that gives you attributes for killing mobs or a specific interface? It's just a question, it's not for people to take the wrong thing. that can even be added as an optional mod as it is with music
Make the Chaos State debuff tooltip show that it increases damage taken by 50%. Why? Many players do not know that having chaos state increases damage taken significantly. I have tested this several times and turns out that you take a lot more damage with the debuff after using RoD or Normality Relocator. I don't want to see other players unknowingly wonder why they are taking more damage right after using RoD in comparison to vanilla. Edit: I was told that this applies on Rev+, so make the tooltip change only apply to Revengeance and Death mode.
Make a recipe for the Paintball Gun (unless Speed Blaster is meant to be obtained not very commonly).
I know that drop chance for that item is 10%, but it still depends purely on luck - you might end up waiting and killing Painters endlessly or just ignoring Speed Blaster completely. Having a crafting recipe for its uncommon ingredient would make that weapon less tedious to get and therefore, it could be used more frequently than it is now.
Add a Total Minion Slots available on The Summoner level Meter that tells you how many minion slots you have available from all of your minion slot buffers. It will help people who main summoner to calculate damage output and also help us not constantly click to spawn because we aren't sure if we're at our maximum
Cross-compatibility with IMKSushi
Reason: Tokens make everything easier to grind for, removing much of the hassle to obtain certain items, such as the rod of discord. For players like me with very limited video game time, grinding for weapons is frustrating. If adding full cross-compatibility is too much to ask for, then at least make the boss loot swapping tokens work with calamity bosses. Sometimes, RNG screws you over with boss loot, so being able to choose what you get would be stellar
Would be nice, and less annoying, unless it was intended when it was made, to make the Aquatic Urchin unable to pass through blocks when it launches upward. I like to make my houses above the abyss as it's my favorite biome and when I make the house too low it goes through the single bottom layer.
Make the death sickle and it's better version's of it become rogue dmg or let us make it become rogue dmg
Bacterial Deity
Warning: Do Not insert into washing machine
RIV of The God's Gambit
While in use, Abyssal Mines slowly appear around the Yoyo (possibly at a speed of around one Mine every two seconds). These linger in the air, disappearing after about five seconds if no enemy is nearby. If an enemy enters the "detection range" of the Mines, the mines will begin moving towards them. They start off moving at a medium speed, but gradually slow down the longer they travel, grinding to a halt after moving between 20-30 blocks. Once they stop, they do no longer home in on enemies, and disappear completely upon damaging an enemy. Hitting enemies with the Yoyo itself inflicts Distorted and/or Marked.
Dropped by the Slime God.
Reason for this suggestion: More Yoyo options for WoF. Also, there is no RIV of a Yoyo.
Buff the Seedler
The Seedler is a drop from Plantera that is quickly overlooked because of its low damage and is easily outclassed by all weapons on that tier. It needs a buff because all drops from Plantera are viable in their own right. Adding 50 or even 100 damage to it would easily make it a viable weapon and put it back on the map to players.
cryonic berg: RIV of the ancient ice chunk
reason: there is non RIV for summoners, and summoning for the start of Hard mode sucks.
gotten by: killing an ice clasper (1%)
what it does: more damage, have projectile and can teleport.
cons: less speed, and it doesn't have contact damage.
You guys should add an upgrade to the Daedalus Stormbow and call it something like the Daedalus Maelstrom, maybe make it able to go through ceiling if your in a cave or something or make it to where it fires an arrow and more arrows drop above that arrow as it travels or somethings like that, idk i just thought of this off the top of my head
Make a special item for the Iron Heart, Like the Cosmic Plushie or Levi, is like a reward for defeat a boss with that mode
Make it so that the eutrophic sand is farmable or craftable
reason : the eutrophic sand required you to destroy some part of the sunken sea. And if you are too lazy or if you like me that always keeps stuffs untouched then you needed a way to obtain them. Atleats make it dropped by a mob or craftable with some sand and prism shard or some navystones
Suggestion: Make guide voodoo doll craftable on the cheap (with rotten flesh and bone perhaps?)
Reason: farming voodoo demons for a chance to fight a difficult boss is just a waste of my time
Suggestion: Add a potion vendor
Reason: it's not difficult to go fishing for an hour, but it IS a waste of my time. The potions should be expensive, but an available option. Respect the players' time please
Suggestion: increase the range/improve the tracking on summons
Reason: I don't want to be in melee range of a boss just so that I can deal damage to it unless I'm doing melee damage with melee defense. I'm not sure if this is even a bug
More pillar related rogue weapons, doesnt seem like many weapons from the pillars are rogue class
Unkempt Harold from Borderlands 2
- shoots in a V shaped Pattern,Directed where you shoot it from.
-Bullets are Explosive.
-Deals good amount of damage.
-Medium Firerate.
-Crafted Post Mechanical Bosses:
for example from Lead /Iron, Chlorophite , Gunpowder , Soul of Might and Soul of Fright .
[ToolTip: Should not be Confused with The Rockstar]
Maybe add a REALLY hard to get anvil in which you can craft your rock from the boss rush to ridiculously OP items.
For the anvil, it could be something like 100 of every ore (including eubiloom and auric) maybe every revengance drop post moonlord, stuff like heavenly gale and other really post-scal items. Just make it hard to craft.
And for the rock, you can do stuff like "1 rock = 1 (insert cool name) armour" or just 1, really strong weapon, for example something called "universal genocide" where it is basically calamities infinity gauntlet.
Just thought it would be better than just getting a rock.
Pre-hardmode gun: Makeshift Handgun
Is crafted using 10 iron/lead, 3 gel and 5 wood.
Has the same stats than the Handgun, but only deals 3 damage per hit.
Why: This would serve as a starting weapon for ranged players who doesn't want to deal with bows and prefer to play with guns for the very beggining. Currently, the earliest gun you can obtain is the Musket (Corruption) or the Undertaker (Crimson) and both are dropped, not crafted. Plus, most class weapons are obtainable way sooner than that and/or can be crafted early on.
Wulfrum Bot Staff
Early game Summoner weapon
Crafting recipe: 12 Wulfrum Shards @ Anvil
Summons Wulfrum Bots, flying creatures that shoot wulfrum bullets rarely. AI of bots is similar to ones of Imp Staff
This weapon is to give early summoner just a bit more variety, slimes bouncing around are cool but they prove to be ineffective on a lot of enemies, especially airborne ones, and Sun Spirit simply can't cut it good enough
atmosphere pre moon lord
made by: 20 clouds, 40 void stone blocks, 60 navy stone, 50 mars blocks and 2 gravitation potion.
what it does: throws a bottle of atmosphere, this bottle when hitting anything will make a radius (wider then taller) that pulls enemies to it's center slows them and damage them.
(damage increase the closer it is the the center)
[this effect also work on bosses and mini bosses but to a lesser degree meaning bosses can easily get out of the radius and mini bosses would be able to get out with some difficulty]
black hole post DoG
made by: an atmosphere, 10 galactical singularities and 20 endothermic energy.
what it does: when this bottle is thrown and hit anything (platform enemy block) it will pull all enemies to the center (not you you can still move out of the area) while slowing them down, decreasing their defense and DR, damaging them and debuffing them with many cold and weakness related debuffs.
just like it's privies form bosses and mini bosses have a level of resistance to the pull and slow mechanic and damage increases when you are closer to the center.
both: are rogue weapons
reason: there is really no rogue weapon for pre moon lord you use what you have, and while some thing a gravity related weapon will be broken/OP, i think it is just needed to balance because this weapons aren't a primary weapons they are secondary weapons, meaning they will support other weapons for their jobs but won't do as much good by it self.
the reason for the black hole is that this was my original thought but later i realized i can't put it on pre moon lord where there is no lunar material except Marsan stuff
Eclipse Staff: A summoner Rare Item Variant that drops from post- Yharon phase one mothron. It acts like a Sun God Staff, except a moon rotates slowly around the player as well at the same distance as the sun summon, firing out its own lunar beams. When the two overlap, only the moon will fire out beams, which gain piercing and the same "mini beam" effect that weapons like Night's Ray, Elemental Ray, etc have for the duration of the overlap.
Wulfrum Buckler
"It's a simple shield, but quite unbreakable."
Description: A makeshift jagged metal shield.
Crafting: 10 Wulfrum, 6 Wood at a Work Bench
Provides 3 defense to your player. Useful for an easy-to-create accessory that would provide some defense early on, when prefixes are your best bet aside from weak armors.
Rare variant of the blood clot staff called the thrombus staff
10 summon damage
Summons a perforator hive to protect you
The hive will launch out mini perforators at its targets
Note: drops from the perforator hive
Reason: more reliable pre hardmode projectile firing minions would be nice
Organ Manipulator
RIV of the Blood Clot Staff
Left Click summons a stationary Mini Perforator Sentry that summons a Perforator Worm about every 5 seconds. The Perforator Worms will home in on enemies and dig through them, dealing damage and disappearing after about 10 seconds.
Right Click summons a Mini Perforator that takes up 2 minion slots, floats above your head and alternates between shooting ichor blasts in a spray above you and firing ichor blasts directly at enemies (just like the Perforator boss itself).
Dropped by the Perforators.
Reason for this suggestion: Some more variety for Pre-HM Summoners. Also, there is no RIV of a Summoner Weapon.
Repost of an old suggestion.
Could we get more stuff for ranger class players?
Could we get some combat type mounts such as like a plane or tank? Or maybe a class meant for mounts? Possibly a calamitas endgame mount
The Gun That Can Kill The Past
Legend has it this weapon can kill the past. Truth is, it sure as hell can kill the present.
Post-Polterghast Gun
The GTCKTP doesn't work like a conventional gun. Rather, while you hold this item, a crosshairs appears on your cursor. The Gun itself fires bullets at a slow rate. The bullets appear from the sides of the screen, travels through blocks, flies towards the crosshairs and explodes into a portal. The portal lasts for about ten seconds, and while it is active it will constantly damage enemies (possibly pulling them into the portal) and drop gravity-affected sparks like the ones from Amidias' Spark.
Dropped by the Eidolon Wyrm Post-Polterghast.
Reason for this suggestion: More Ranged variety for DoG.
fire golem (post brimstone elemental)
made by: 10 living fire block, 10 cursed flames and 10 Ichor, the first shadow flame, 10 souls of fright and 20 brimstone blocks at a crystal ball.
what it does: summons a golem that throws exploding and burning rocks, these rocks inflict on fire, burning, lethal lava burns, Ichor, curst inferno and shadow and brimstone flames after their explosion.
reason: after my failed attempt to make a bunch of post mech summons that will make that area of the game easier for summoners a think i'll go with a much simpler suggestion for it reason is the same as there to make this area of the game not hell for summoners.
Changes to Charred Slime
- Make them drop also Hellstone in 10-26 quantity.
- Make them spawn, when you obtain pickaxe with 200+% power.
Reasons:
- When Charred ore are renewable, Hellstone is not. That's mean that Blood Relic can be maded in finity amount.
- Charred Ore in Post-Plantera are not much useful and doesn't make sense, because all other ore slimes start to spawn, when their corresponding ores became obtainable.
Make sentinels drop treasure bags so you can farm them with arma especially ceaseless void because of its rare item drop
Reflective Mirror
Crafted from : Pocket Mirror, Magic Mirror and an Ice mirror at an Adamantite/Titanium Forge
It just reflects (no u's) the lasers back to the enemy and deal 50% the damage but don't inflict the debuff they were supposed to (to the enemy)
How it functions : Like a money through but it's a bit wider
It doesn't reflect some lasers from some bosses however
Why : It just seems to be fun to reflect bosses lasers back to them.
make the siren pet look alive if she is in the water so nonsense like this won't happen
Add a bicycle. I've quested far and wide and deep into suggestions channels for a mod that adds a bicycle but I am defeated again and again by people not understanding my plight. My soul simply cannot rest easy until a shiny bike mount is in the game of Terraria somehow, and only then when I can feel the wind flowing against my face and the speed of a shiny red bicycle will I be able to die satisfied with my existence. A bicycle could add easy early game mobility and a little fun. Seeing as the only viable mount in vanilla pre hardmode is the slimy saddle, the bicycle will add more movement to the player's bag of tricks and easier access to the oceans where minecarts would be less practical.
more legendary items for ranger class
I feel there's really no emote that can correctly display a smug, cool attitude. 😎 comes close, but it looks dumb and isn't particularly cool. Thus, I come to you with a beautiful emote suggestion: :smuglasses:.
It's 😎, but it looks cool as hell, is not ugly and radiates smug coolness. What more could you want?
Put the royal gel into the crafting recipe for an accessory like the amalgam or something.
Why: Royal gel is low-key useful, and slime just become a nuisance later on, especially when lava slimes end your platform bridge across the underworld. Oof.
Repost of an old suggestion
Just something I thought about that I figured I could put here: Add a buffed Cryogen as one of the minibosses for the Post-DoG Frost Moon
I suggest the :dave: emote
It would basically mean "bruh u dum" or something like that.
Here's how you would use it i guess:
Person 1: (insert something dumb that someone says)
Person 2: :dave:
Why: We have lots of emote space and only one other emote that somewhat conveys "bruh"
Fix: The Onyx Excavator should be able to mine Hellstone.
I understand not when you're likely to find it, but make it able to mine it at least Post-EoW/BoC.
Have the Torrential Tear disable the Slime Rain
It gets really annoying when your minding your own business then "Slime is falling from the sky!". If anything, have the Slime Rain not activate anymore once Hardmode is activated.
Make Vertical (up and down) moving hellblasts in SCal's Bullet Hells move slower
Why: Making vertical ones move slower would give the player more reaction time to compensate for smaller vertical screen space.
Piggy pet, I beg of you.
death blossom (yes the name is an overwatch reference)
made using: the flak kraken, reaper Tooth, Lumenyl, ruinous souls, and phantom plasm (didn't say the amounts just said the ingredients
what it does: act like the flat kraken in the sense of putting on your cursor an attack, but unlike the FK the attack on the cursor doesn't do any damage, instead it shoot what ever you want from any ammo category except coins. (this weapon like it's previous form is in the other category)
the shooting comes like a death blossom in the sense of a what ever is being shot is being sprayed from 8 directions.
du to the pure power of this weapon on paper there are many nerfs that apply to this weapon, low damage, low projectile speed, and low attack speed (this attack will be like the clockwork assault rifle, the spray is considered a single attack but that spray take for ever to reload) ass well as being a pure ammo eater.
why: range variety for DoG (using the same weapon 3 times to kill his is getting boring and this is coming from a ranger) [pls tell if it isn't clear enough)
On today's episode of "Thomas suggests weird stuff", here's this:
https://docs.google.com/document/d/1gZG88kWMDKva-UZeBIkf73P3OmAwZ8wX_6HFHHXU9YQ/edit?usp=sharing
❔: Wider range of yo-yo options closer to ML, as currently the only two options are the Pandemic, the PBG yo-yo, and the Chaotrix, the Chaotic Bar yo-yo. While both are workable in their own right if given enough love, a third choice that is perhaps more powerful would be appreciated.
As with all items I suggest, balancing (damage, reach, etc.) may be decided by the developers.
Give the profaned guardians minimap icons in the providence fight.
Why? It helps you keep track of them better and you'll know when they're alive, this would greatly help especially against the healer guardian. They have their own minimap icons in their standalone fight so why not here?
stormy carpet. a mount
dropped by the deserted scourge with the same chance as the slime saddle.
summons a worm for you to ride, worm doesn't have flight.
if pressing down while touching a block the worm will move through it suffocating you.
if pressing up the worm will jump making you lose some momentum
the longer it moves on land the longer, stronger and faster it becomes, at max you move as fast as you are if you are using the angle treads have 10 tiles hitbox and does 30 damage a hit.
reason: in the start of a new world it's hard to move around: water, moutons, caves and enemies are a pain to navigate through.
even at skeletron you have a chance to lose a fight because of these nuisances that are in your way.
this summon allows you to go fast and fight back the mobs and terrain that is the way.
Give us an Exo-tier spear and/or shortsword weapon (No, Scourge of the Cosmos doesn't count for the former.)
Why? Spears and shortswords are all interesting weapons (especially the latter) but it would make more sense to at least give some more alternatives instead of just using the Exoblade or Ark of the Cosmos later on.
when aureus gets his new theme implemented, add in a craftable cosmic disgust music box of (similar to pre darksun yharon's box) made from stardust and aureus cells or fallen stars. Why? Many people love the old theme and it would be a nice way to keep it in the game.
Cosmic Drill Unit
Upgrade to Drill Containment Unit
What it does: Able to mine Calamity Ores, and shoots lasers at enemies
Moves at 50 MPH
Recipe:
Drill Containment Unit
25 Cosmilite Bars
25 Uleibloom
25 Bars of Life
25 Auric Bars
astral hand
made by: a meteor fist, 20 stardust and the wood of the astral biome.
what it does: throws a fist that will summon stars from above when it hits an enemy, fist explode on contact with a block or enemy.
why?: so in post WoF you got 2 viable weapons; spear of Paleolith and prismalline, i would simply like to make a 3rd viable weapon for cryogen (every other weapon at that time is either a support weapon or not viable for combat) and the SoP is bad for cryogen [ to do max damage you have to be above the enemy and shoot up]
Moon Shade Staff
Early game Summoner weapon
Crafting recipe: 20 Ice Bricks, 4 Sea Prisms @ Anvil
A crescent-shaped crystal will appear above player's head. Can only be summoned once, like Sun Spirit. It will spawn white "bombs" similar to ones Rainbow Crystal Staff spawns but much rarer.
Possible upgrades:
- Moon Eclipse Staff, Post-3mechs upgrade, spawns more bombs, they explode faster
- Supernal Equilibrium, Post-cultist upgrade that combines Sun God Staff and Moon Eclipse Staff with several improvements but higher slot cost
These weapons could bring a bit of variety to summoner gameplay. Rainbow Crystal sentry concept is criminally underused (even if it is ineffective at times). Also, the tiers these summons are in fit perfectly for filling some holes in viability of class.
Hades's Scepter
You loose 50 health on use
Effect: teleports the player to death location.
Available after Calamitas has been defeated.
Why after Calamitas? Because after that you will need to build plantera arena, which means alot of deaths and running back.
Craft: 10 Souls of Night, 8 Ashes of Calamity, 7 Hallowed Bars. Maybe add the rod of discord.
Named after Hades, the God of Death and Underworld. (According to wikipedia)
Sprite credit: Dovahkick
This is a suggestion for the server but maybe make a sub-channel called “Merchandise suggestions” since with the mousepads already being out, I feel that people may have ideas for shirts or other things
coldheart avalanche:
what did i tell you about stabby knives?
crafted with shiv of the elements, coldheart icicle, lucrecia, submarine shocker, and 7 darksun fragments, at draedons forge
main sword attacks do 1000 dmg + X% of the enemies health.
summons snowballs from the sword and from the sky that do less dmg then the main attack
2-3x bigger then the regular coldheart icicle and always attacks in the direction the mouse is facing
why: shortswords only have one post moonlord option.
Add a new tree that grows exclusively in the sulfurous sea called Acidic Palm Wood. When harvested, you can make the things you'd be able to make out of normal wood, like furniture, weapons, and armor. The armor set bonus would be a bit longer breathing time underwater. This should be added because some people will want to build something using what the sulfurous sea has to offer in terms of blocks, and there's only sulfurous sand outside of the abyss for them to use.
I have a suggestion regarding the floating skyislands/Comets. How about you make a comet, that collided with a floating island. Where special mobs would spawn, you can get new weapons, ores.
I think it would be cool
Nullification Pistol death message fix (?)
Fix it by replacing "[player] couldn't contain the watts" to "[player] was nullified"
Why : It feels like it fits more
make wulfrum slimes friendly when royal gel is equiped
Rolling Stone
A summon that has a small chance of dropping whenever you kill a Gem Crawler. It summons a stone that follows the same AI as a Baby Slime, rolling and bouncing around. It deals some heavy damage and knockback to enemies, and can hit segmented enemies multiple times, but only if it hits them at a high velocity.
Have a spear that fires the stars from the AotC(ark of the cosmos) and the stars pierce 10 times and home And tile ignoring and the stars have a similar function to he piranha gun and the seabound staff but looks like the star from AotC
Astrum minimis
A magic weapon that drops from astreum Deus that spews out the mines that Deus shoots like a bubble gun, but unlike the bubbles, the mines stay until they damage an enemy or a set time has passed
Why: it'd be a good magic weapon drop from Deus
Useless Knife
The Useless Knife is a pre-DoG upgrade to the Stellar Knife that can be crafted using 15 Uelibloom Bars, 20 Phantoplasm, 10 Ruinous Souls, 3 Reaper Teeth, and a Stellar Knife. When used, it throws rapid knives that stop in midair similar to the Stellar Knife. However, when the knifes hit an enemy, they deal a similar effect to the Lionfish or Daybreak, with the enemy taking constant extra damage.
Why: The Stellar Knife is one of my favorite weapons to use in a rogue playthrough and it's a bit sad that there's no upgrade to it, as it's incredibly fun to use.
Make the Painter NPC sell the Paintball Gun
Reason: its needed for the Speed Blaster and the Elemental Blaster and the only way to get it is killing the Painter (i think) who drops it with an only 10 % chance
Add a recipe for phantoplasm:
1 ruinous soul and 15 ectoblood = 3 phantoplasm
Reason: having to farm for phantoplasm is just ugh
Exodium Throw
Unique melee weapon
Post-DoG
Looks like yoyo, but...
On using instead of regular yoyo creates a gray forcefield, which radius depends on White String's existing. This forcefield ignores immunity frames, have a good damage and on hit creates blobs of exodium energy from edges of screen, which homes to target.
Craft: 35 Exodium Clusters + 8 Cosmilite Bars @ Draedon's Forge.
Reasons:
- F*CK THE OBLITERATOR.
- More post-ML yoyos.
- Melee weapon from Exodium Clusters.
Make the bars placeable
During the DoG phase 2, add a screen quaking/shaking effect.
DoG is a powerful fight and a majorly difficult battle. Plus, he is a cosmic terror and a God. Adding a screen shaking/quaking effect would really set the scene and tell the player that this is DoG using a major part (or all) of his power. The screen shaking/quaking effect would stop during the bullet hell phases, as to not ruin the intensity of the fight.
After all the sentinels are killed in the DoG fight, add an effect similar to the one right after you defeat all four pillars. Right before the boss spawns, make the screen turn purple for a few seconds.
Why: I really like how the moon lord summons, and I think DoG would be a good place to have it as well.
Plague Wings
Obtained from: Either crafted or dropped by PBG.
How does it work: They work like any other wings (its stats can be further discussed by the devs); in addition though, player can fly in in an upper diagonal quickly by pressing spacebar, any horizontal direction key and up key simultaneously (similarly to how PBG charges).
Why it should be added: I'm sure players would enjoy having new wings to get, especially for its special ability or its vanity. It would also allow to dodge enemies and their attacks in a new way, making certain bossfights presumably more fun.
Add more moves as the brimstone elemental get lower hp, the fight as far as I can tell doesn’t change at all or at least not much and is just shoot for like 15minutes to win
Make the Siren retreat down into the water and re-emerge alongside the Leviathan as their second phase music begins.
Reason: Just aesthetics. I really enjoy the way final phase DoG appears in sync with his theme, and I feel that his theme and S&L's theme have similarly grand openings, plus it could really help to surprise players who are playing with no spoilers for the first time and don't know the Leviathan exists.
https://docs.google.com/document/d/11RYJaann3pDq7EtNQmeZKoQ5TWm_xQriBP-WjrESWhU/edit?usp=sharing
this is a repost of my old suggestion on PHM rockets and grenades launchers
the document was changed by @barren berry that I'm very thankful of for doing that
my reason to make this suggestion in the first place is to give the explosive subclass the progression list it needs (in vanilla it's start at post planterra and in calamity it's start in HM)
https://docs.google.com/document/d/1xqZseNgbUtqKlM9m4Vou21Z4us3-zfFS_nCAjfglhrs/edit?usp=sharing
another reposted suggestion that was changed by @barren berry who I really can't thank enough
this one was made for the reason of removing the lack of hallow weapons in Calamity (there is currently only 2 sword and that it)
create a menu for all harder modes
Both harder versions of calamity are at your will to change in your inventory, I think they should make a menu for when you activate it telling you all the things that will happen and an option to activate it, and to make the feature unremovable.
Add an item that enables better closing for true melee, like a blink. Probably should become available between Duke Fishron and before Providence, as this tends to be when catching up to some bosses is kinda the hardest part of true melee. Maybe an inventory item which allows you to press a button and blink to the nearest enemy (heavily prioritizing bosses)? It could also reduce damage from other classes, or even normal, non-true melee damage, to ensure that it doesn't just become another movement item for classes which can already stay at a range anyway
I wonder if we could see proficiency support for the classes added by other mods, such as bard, healer etc. Classes from other mods were already difficult to use against calamity bosses, and with proficiencies it's basically impossible to defeat them now.
Item Name: 4th of July - Rare variant of Celebration.
Description: Shoots red,white and blue rockets that explode after traveling a short distance into red,white and blue explosions, just like the Celebration. The explosions have a different pattern similar to fireworks. The explosions also shoot out 12 fiery bullets having either a red,blue or white colors.
How it's obtained: From the Moon Lord Treasure Bag, at 0.25% chance to drop instead of the Celebration.
Why it should be added: 4th of July, or Independence Day is a day in where every American citizen (and Terraria player) celebrates it by going to the annual parade in the streets of most cities. This item is meant not only to celebrate the Day the 13 States got their freedom, but also as a early Post-Moon Lord weapon. The Celebration is pretty underated, so a rare variant will make it less underated.
Phantom Clockwork
Post-Polter Gun
Effects: Shoots rounds of 3 like Clockwork Assault Rifle. Occasionally shoots a homing Phantom (like Shroomer's mushroom). Also has a low chance to shoot a high velocity sniper round instead of the clockwork round (like Animosity).
Recipe at Ancient Manipulator:
1 Clockwork Assault Rifle (possibly Elemental Blaster)
1 Shroomer
6 Ruinous Souls
Replaces Shroomer in Anti-materiel Rifle recipe
Why: To provide the player with a non-gravity affected Ranged weapon on tier for DoG. Sulphuric Acid Cannon and Daemon's Flame may be viable but they can be awkward to use at times.
Death messages suggestions (Repost)
E.g
Killed by DoG's head in Death mode:
Player was devoured.
Killed in Abyss due to drowning: Player was crushed by the pressure
Killed by a boss in Armageddon mode: Player can't survive the Armageddon.
Killed by SCal in Revengeance due to taking less than 100 damage: Player tried to face tank the attack.
Killed by any game mode changing items like Revengeance during a boss fight: Player tried to change the rules.
Killed due to Mana Overloader negative regeneration: Player is overloaded.
Killed due to alcohol poisoning: Player drank too much.
Killed by God Slayer Inferno: Player succumbed to the god slaying flame.
Killed by Holy Inferno: Player's judgement drew nigh.
Killed by Providence's cocoon flames: Player accepted the offerings.
Why: It is weird to see messages like the player could not contain the watts and have his or her hand appear where the head should be when dying to DoG or killed by a boss during Armageddon.
Nerf Ore Slimes
Ore slimes are supposed to be for when your world is out of ore as a last resort to acquire more of that ore. However, I find drinking a zerg potion and hunting these guys nets me waaaaay more ore. I would say make each slime drop 4-8 ore and make it so the ore slimes only generate in the biome that the ores generate in (for instance, I can find bloom slimes in the underground corruption).
Add a summoner accessory which converts additional minion damage to instead be a proportional max minion boost. So, you would have an army of weak minions rather than a few strong ones.
A proportional minion damage decrease may also need to be applied to prevent it from being overpowered, however DPS with this accessory on should still be higher than without it.
It could be available at any point in the game, but the earlier the better, so that it has the most potential.
Why: Summoner could use more accessories especially earlier game. Granted, all classes could use more dedicated accessories, but summoner is indeed a class. This accessory would allow for some very interesting loadout possibilities and more options for going through a summoner playthrough.
Add the Staff of the Frost Hydra to the recipe for the Cosmic Immaterializer. Right now, it's not used in any recipes at all and I tend to discard it for a better stationary minion item asap.
Make Supreme Calamitas despawn if the player is too far away, mostly if the player used the Astral Arcanum to get out of the arena and can re-enter it with a RoD.
Why: If SCal doesn't despawn when the player use the Astral Arcanum, this allows the player in question to recover from the damages he took during the fight, if he then get back into the arena with the RoD, he can continue the fight.
Having SCal despawning when the player use the Astral Arcanum will force him to restart the fight and prevent him from cheesing.
metal rope a post WoF accessory.
made with: yo-yo string and 30 Iron/lead chains.
description: how does a metal chain can act like a yo-yo string.
what it does?: if the yo-yo is fast enough (up to the dev to place speed) the string will also do damage, add a little more range to a yo-yo.
this damage won't count as yo-yo damage but normal melee damage for making some sense and balancing (after all how does hitting an enemy with a string make more yo-yos)
Martian string: post golem upgrade to the metal rope.
made with: a metal rope, 20 Martian plates and 10 chaotic bars.
description: malfunction! MALFUNCTION! SELF DESTRACTION!
what it does?: when at a certain speed (be high most likely and again dev will balance) the string will explode if enemies are touching it.
on half of the speed of the yo-yo string exploding the yo-yo will inflict electrified.
why to add these?: because there is no calamity yo-yo accessories.
Halyo
Crafting Recipe: 12 Hallowed Bars/ 5 Souls of Sight/ 5 Souls of Might/ 5 Souls of Sight
Description: The toys of Draedon all compacted into a Yo-Yo. Strange...
Base Damage: 38
Use Time: 22
Knockback: 4.5
Autoswing: ✅
Ability: As the Yo-Yo gets close to an enemy it has a chance to either shoot out a Destroyer/ Retinazer death laser, a Spazmatism ball of cursed flames or a Skeletron Prime bomb.
Why: I feel like Hallowed doesn't get as much love as it should, and besides I and other people think this is an interesting concept.
cryo-yogen
made with: 8 frigid bars 1 soul of might. (yo-yo are never expensive)
ability: the summons around it an ice shield that increase it's hitbox when you have done a 3000 damage with the yo-yo when the shield is on the shield explode does damage and taking 45 seconds to respawn.
(if someone can tell me another place to place a variant I'll be happy to hear)
||Double|| ||Second|| Resuggestion: Some hotkey for summoner. Pressing this hotkey will autospawn max available summons for your gear.
Why: Its very very hard to realize when you summoned max summons Post-ML.
RESUGGESTION:
Inkthrower
"How does ink even hurt?"
The Inkthrower is a post-Polterghast flamethrower that is dropped from the Colossal Squid after Polterghast is defeated. It functions similarly to a flamethrower with its projectiles. However, when an enemy is hit by it, it summons a Calamari to attack the enemy with black bullet-like projectiles while staying stationary. They do not deal contact damage. There can be up to 2 Calamaris at a time.
Why: There are currently no viable flamethrowers pre-DoG and it would be great to see the Colossal Squid have another drop, as the Reaper Shark has the Valediction and Reaper Teeth for stuff like the Reaper Tooth Necklace and Omega Blue Armor, and the Eidolon Wyrm has the Soul Edge and the Eidolic Wail, while the Colossal Squid only has Calamari's Lament.
crippling depression.
gotten by: killing a despair stone after killing the brimstone elemental. (7% chance)
what it does?: when the yo-yo hits an enemy it will have a chance (up to the dev to decide the %) that a small despair stone will be summoned,
these despair stone will fly/bounce to one direction while exploding every half a second before disappearing after some time.
Abyssal Maw Staff (credit to @elfin mango for the name)
The Abyssal Maw Staff is a post-Polterghast sentry summon that can be crafted using the Staff of the Frost Hydra, 10 Reaper Teeth, 7 Ruinous Souls, and 10 Phantoplasm. When used, it summons a resprite of the Frost Hydra that fires homing Abyssal Bolts in a spread of three. However, it fires slightly slower than the Staff of the Frost Hydra.
Why: The Staff of the Frost Hydra is easily outclassed by other sentries and there are no post-moon lord sentries excluding the Energy Staff, which is able to be obtained right after Moon Lord.
the elements a post moon lord yo-yo.
made from: 2 galactic singularity, 3 Luminite bar and 20 Martian plates.
description: the moon lord is defeated and he cracked reality now i can harness this power..
what it does?: throws a yo-yo, when this yo-yo hits an enemy an aura of electrified plagued cloud gas and a rain of brimstone cryonic hail and unholy meteors upon it.
when the rain of projectiles hit an enemy the projectile explode, when one of these projectiles hit they inflict elemental mix and the aura inflict elemental mix and electrified.
Switch out the amethyst staff in starter bag for wand of sparking.
Reasons: Amethyst staff is good, but a little too much. Wand of sparking isn't bad now either, and is quite viable. The wulfrum staff which should feel a little more like an upgrade doesn't do that. The wulfrum staff feels more like a sidegrade, with noticeably lower damage but faster bolts and piercing. This isn't the case for items such as the bow and the sword for the starter bag and wulfrum set.
Make Providence faster during her Holy Blast phase if the player is on asphalt. The attack can be dragged out to be insanely long when the player is on asphalt.
Add a summoning weapon crafted with bloodflare cores.
Why? summoners are left using elemental axe all the way up to post-signus (cosmilamp), which is crafted post-ML. Summoners also have no weapon upgrades post-providence, so a weapon crafted with post-providence materials would make progression feel a lot more smooth.
Providence Cocoon Phase:
Can it please get a visual update showing you how far you can move away from her before she drains your health bar?
Maybe it is just a me thing since I'm a very unskilled player mechanically.
But ever so often when I fight Providence in a Revengeance or Death Mode playthrough and she summons her guardians I'm so focused that I actually don't realize that she went in Cocoon Phase and all of a sudden almost my entire health bar is gone^^'
Nerf goo bow: Why? It hits harder than the Star Cannon an shoots really fast.
Inferno.
So it behaves like energy staff but it has much longer range and hits the enemy 100% of the time every frame. Targets enemy with lowest hp first though
Crafting: No idea but post Polterghast and 2 Energy Staffs
Dmg: 68 default, best at 146 pre DoG
Make it so that Providence's map icon changes when she goes into cocoon phase.
Reason: I find that sometimes I go far away from Prov without noticing and I take a bunch of damage.
(Related to the last suggestion I had,) Add the Lunar Portal Staff to the recipe for the Cosmic Immaterializer. It currently isn't used in any recipes.
Elements Expansion
Post-ML yoyo
What it does:
When thrown, rapidly shoots one of these projectiles:
- Aero: goes up and shoots mini-lightings to nearby enemies.
- Petro: goes down, on impact with monster or surface explodes.
- Pyro: homes into nearby enemies and inflict Oiled.
- Cryo: flies straight, inflicts Glacial State and Frostburn.
All projectiles and yoyo itself inflicts Elemental Mix.
Craft: Amarok + Hell-Fire + Air Spinner + Quagmire + 5 Galactica Singularity + 5 Luminite Bars @ Ancient Manipulator
Replaces Quagmire in The Oracle's recipe.
Why:
- Elemental tier yoyo, more variety.
- Projectiles refers to elemental liquids from Thermal Expansion, popular and classical Minecraft mod.
Elemental Lash
Post-ML Flail
What it does:
When thrown, it will go a long distance before falling or it will fall if it it's a block (So it pierces)
Upon impact, the flail will inflict Fire, Frostburn, Cursed Flames and Elemental Mix. It will also cause a small elemental explosion.
Craft: Nebulash, Clam Crusher, Flareon, Tumbleweed, 5 Galactica Singularity, 5 Luminite Bars @ Ancient Manipulator
Why: There is little to no flails, they deserve some love.
add a new mod for having the old graphics of the enemies and bosses, or even the old fights of scal
why: cuz theres more than me that wants this
Decrease the health of Aquatic Aberrations and decrease the speed of the water spears and ice mists shot by Siren (not the clones) in the Siren and Leviathan fight.
Why? Siren and Leviathan seem to be extremely difficult for its tier, usually getting skipped because it doesn't offer much of value anyways. These nerfs should give the player more time to react to Siren, as well as not being constantly pestered by the tanky Aquatic Aberrations.
Make it so that you can fuse lore items, for convenience.
A new drink sold by the Drunk Princess: Scrumpy.
Costing around 40 Gold, this drink would reduce defense by 10, life regeneration by 2, and would double damage taken by explosives (enemy, environmental, and self damage), and would count as a single drink in the Alcohol Poisoning count.
The upshot is that all explosive weapons would have a straight 20% damage increase, 5% crit chance increase, and crits have doubled explosion radius, with the effect lasting for 5 minutes or so.
Flavor text could be "If I told you I snatched this from a black Scottish cyclops, would you believe me?" as the item would be an homage to TF2 and its constantly-inebriated explosive-toting demoman character.
Here's a picture for the above submission that isn't tiny:
Make it so that the Rock has no value.
Decrease the volume of the sounds Astrum Aureus and the astral enemies make when getting damaged (or change it)
Why? These sounds are extremely loud compared to other sounds, and they sound very absurd and unrealistic.
Small nerf to holy fire bullets to balance post providence.
Seadragon + holy fire bullets pretty much make doggo and polterghast free kills in expert and revengeance
Make astral enemies properly have their spawnrates reduced when fighting lunar event pillars.
Why? If you're unlucky enough to have a pillar spawn in the astral biome, you'll be constantly assaulted by astral enemies in addition to the pillar enemies which is really annoying.
disable Luxor's Gift's effect with Murasama in pre-hardmode Why? you can do full dammage with this
Combat mount sugestion...again: Prime Mech
The prefect killing machine against giant bugs
Goes up to 61 mph horisontally and vertically.
Immune to fall damage.
Can jump 13 blocks high.
When mounted, ranged and magic weapons deal 33% less damage.
If the player left click with a melee weapon, the Prime Mech launch a punch, dealing the damage of the weapon as well as its status effects.
Double tapping a direction will trigger a damage dealing dash that bounces the mech back after a successful hit, the dash deals the damages of the held weapon.
Why: Most mounts are used exclusively for their mobility, sometimes for other practical uses and rarely for fights, even less when it comes to boss fights. So I thought having a mount that has both the mobility and some offensive abilities would change the way people think of mounts in fights.
Edit to be more reasonable: The eater of world's head is an obstacle to classes using projectile damage, where the reflection causes the head to take no damage from the projectile. Instead, i suggest giving the head not a perfect reflection as it currently has, but instead make ranged projectiles deal 50% of their initial damage to it, and be reflected, instead of the head taking no damage and just the projectile disappearing into open air.
this way head shots are not wasted, and the mechanic is not deleted. this enables projectile- based classes to not be overwhelmed by many small worms shooting cursed fireballs, and cuts down on the number of worms that are created.,
just remove the sentinals from the dog fight permanently, as oppose to removing the upon defeating dog. It makes no sense to have a fight change so drastically upon beating it, and the sentinals never felt natural in the fight.
Buff Astral Blade
Despite orientation for true melee, Astral Blade are weaker, that Blade of Enmity, Omniblade and Comet Quasher, that obtainable significantly earlier.
Give to Astral Blade some projectiles on hit or debuff.
Suggestion: An item or potion that sucks that delicious money (Insert edgy name about greed here)
What it does: Functions like a overclocked version of the vanilla Coin Ring, but can stay in your inventory like the lore items.
Why it should be added: to make coin looting easier, especially for those who have a lot of drops on the ground.
Suggestion: A cave structure underwater at the edge of the ocean the Leviathan or the siren lure is found in instead of the siren spawning at random.
Reason: it’s annoying to accidentally attack the siren lure or to not be able to find it, so if it had a constant location similar to how the cultists work, that would be helpful, plus it would look cool AND if opens an opportunity to put loot somewhere, and expand on regular ocean themed stuff.
Saw Cleaver:
"A typical tool in the hunt, the bigger and more grotesque the beast's transformation is, the bigger the cleaver's effect is"
Drops from blood zombies during the blood moon post providence (since providence's death buffs the blood moon if i remember correctly).
Left click swings the cleaver doing a short range but really fast attack that makes enemies bleed, making them lose health
Right Click extends the cleaver, allowing for a slower but much more damaging attack with greater range which has great knockback and shatters armor, this attack does more damage to bleeding enemies.
Why it should be added?:
Because bloodborne i guess, bloodborne is a good game, like a dark souls but british lol.
Soul Container
Unique consumable
Temporary returns world into Pre-Hardmode state
Increased Pre-Hardmode enemies stats by 150%
Have cooldown for 2.5 hours, that doesn't require buff slot
Removes hardmode state for 30 mins, allowing you to get some items that drops only from Pre-hm enemies, like ancient bones, mana jelly or The Absorber components.
Craft: 30 Souls of Night + 30 Souls of Light + 5 Chests @ Demon Altar
Scourge of time and space:
10000 damage
Weak knockback
Insane speed
A scourge that existed in a time and space long forgotten
Death weapon crafted from scourge of the cosmos
Similar dps to ark of the cosmos as to rival AOTC as the best homing weapon
It fires a single projectile which when it hits enemy or tile will open a portal
40 or so similar projectile will come out of the portal and home on enemies this time it will pass though tiles
On contact, the main scourge will split into 3 scourges that can also create portals
Crafted with 1 scourge of the cosmos 5 shadowspec bars and 1 portal gun
Make revengeance mode exclusive items (for example animus from clone-a-mitas) deal less damage/not function while in normal/expert mode.
Why : It wouldn't be so fair to take something from a gamemode and bring it to another, it just is not fair.
Make Fusion Feeders and Calamity Slimes drop gel and shark fins (respectively).
This doesn't need a why its pretty obvious why this should be a thing.
The reactions got removed from this message 
Relating to the previous suggestion;
Make Blighted Gel and other drops (explained later) have a different color depending on the type of blight slime killed.
Why?: Gel and shark fins have this similar effect, enemies drop gel and fins, but are a different color depending on type of slime and shark killed, yet retain identical properties, only a visual difference. Blighted Gel should have this effect for consistency. Calamity slimes and Fusion Feeders could also drop gel and fins (respectively) of different color. This change could add a little but of flair to these enemies, some people like me really enjoy how enemies can have very slight differences like the color of a dropped item.
Cataclysm Event (Full File) (and also its 1/27)
The Observer
RIV of the Optic Staff
Each use of The Observer summon a pair of improved Mini Twins (similarly to the Optic Staff), however, the Mini Twins behave more similarly to Spazmatism and Retinazer than the normal Mini Twins. The Improved Mini Twins also move faster than the normal variants.
Spazmamini EX alternates between dashing at enemies and sticking some distance to the side of the enemy, firing mediocrely inaccurate Cursed Fireballs. Upon the user reaching 50% health, Spazmamini EX will enrage, losing the ability to fire Cursed Fireballs, but instead gaining a Cursed Flamethrower attack. Upon the user reaching above 50% health, Spazmamini EX will un-enrage.
Retinamini EX alternates between dashing at enemies and firing lasers and homing rockets at enemies. Like Retinazer, Retinamini EX will try to stay above to the left of the enemy while firing lasers. Upon the user reaching 50% health, Retinamini EX will enrage, losing the ability to dash, but instead beginning to spam lasers (similarly to Retinazer in Phase 2). Upon the user reaching above 50% health, Retinamini EX will un-enrage. None of Retinazer EX's lasers pierce.
Dropped by the Twins at a rare chance.
Reason for this suggestion: Summoner suffers in the Mech Tier. Having another weapon option for this part of the game might help make this part of the game a bit easier for Summoners. Also, there is no Rare Item Variant of a Summon Weapon.
Staff Of Calamitas
1205 Summon Damage
Weak knockback
Insane Speed
Uses 10 mana
Drops at 7.24% on SC .
The legends says that this staff contains an powerful unleash of Brimstone.
Gives buff :
Lil'Calamitas
He comes from the deep of Brimstone Crags
What the weapon does :
It will summon a friendly lil'Calamitas . This Calamitas shoots 3 Brimstone Laser . If an NPC hits it , and does not die , he will recieve Brimstone Flames debuff .
It is more of an "Extra" weapon .
Craft : 10 Nightmare Fuel , 10 Endothermic Energy , 10 Bar Of Life.
Rage/Adrenaline Use Animation
Everyone's had that one time they've accidentally activated Rage without noticing - and when it comes to a fight, something like that can be fatal. What I'm suggesting is add some kind of visual indicator other than the flash that occurs which effects only the Adrenaline bar. A large flame burning off the status bar would be obvious enough for someone to notice if they've activated Rage or Adrenaline during a fight, and it'd look super cool
Why? I think something like this is a great touch-up to the mod, and properly done visuals would be super impressive!
Astral Gel
Astral Gel is a new form of gel that can be dropped by any slime that is in the Astral Infection. It can also be dropped by a new type of slime that spawns only in the Astral Infection, the Astral Slime. It can be used to make Astral Torches and an Astral Gel Block that can be used to make Astral Gel furniture. When combined with 100 Slime and Frozen Slime blocks, you can make the Astral Statue, which looks similar to the Astrageldon Slime from the older versions of Calamity.
Why: Astral Infection furniture would be great, even if the astral wood doesn't have any. Plus, the Astrageldon Slime is a pretty iconic part of the older Calamity and it should have more homages in my opinion.
Suggestion: make more ranged acessories pre and post moon lord, cuz i just find (on calamity mod) daedalus emblem, elemental quiver and a item obtainable by a shrine, and should create an item who increases your firing speed at a % (like 10% and a upgrade post moon lord to 20%) idk but more acessories would be more variable on ranged 
Make the Elemental Lance split on hit again, along with the current splitting after travelling some distance effect.
**Why:**Honestly, the Elemental Lance's change felt more like a nerf, despite the increase in the amount of splits you can get. I really do think that despite what people have said about it being more like a buff to the weapon itself, the Elemental Lance was better off kept as it was before the change. That said, however, I feel that this new effect is still quite an interesting concept, so I suggest keeping both the old effect along with the new - rewarding the player with more projectile splits if they choose to use this weapon at a medium range and know what they are doing, but also giving the player the ability to have the weapon's projectile split whenever they want it to.
tl;dr Elemental Lance was better before but new effect is good keep both to give multiple options
H.V.S.L. (High Velocity Sawblade Launcher)
Warning! Contains sharp objects
Post Plantera launcher
Uses Buzzsaws as ammo
Launches high velocity buzzsaws, that bounce of walls
85 Ranged Damage
18% Crit Chance
Very Fast Speed (17)
Recipe:
Grenade Launcher
Nail Gun
75 Spikes
25 Chains
5 Cores of Eleum
5 Cores of Chaos
Craft at Mythril/Orichalum anvil
Buzzsaw
Ammo
Recipe:
Crafts 25 of them
25 chains
Essence of Chaos
Craft at Mythril/Orichalum anvil
Arm's dealer sells them after Golem has been deafeated
3 words.
Aquatic Scourge Trophy.
Reason: For consistency. All/Most of the other Calamity bosses have a trophy, so it seems silly that AS is missing out on that.
Idea : Make an craft for the Ancient Ice Chunk .
Recipe :
5 essences of Eleum
10 Ice blocks
20 Snow blocks.
Why : Ice Claspers are pretty "Rare" , so i made this easy craft which shouldn't be hard to do .
Collective Consciousness
RIV of the Dank Creeper Staff
Left Click summons a stationary Hive Mind sentry that stays on the ground and summons Dank Creepers, Hive Blobs (that move to a position close to the sentry and soak up a bit of damage, directing enemies away from you) and Eater of Souls (one of each in a burst about every second) that attack enemies, dissipating upon dealing damage.
Right Click summons a Hive Mind minion that takes up 2 minion slots and alternates between charging at enemies and dashing above them, creating rain clouds that deal summon damage.
Dropped by the Hive Mind at a rare chance.
Reason for this suggestion: Some more variety for Pre-HM Summoners. Also, there is no RIV of a Summoner Weapon.
Repost of an old suggestion.
Astral Saddle
Never forgotten
Do: Acts like a slimy saddle but is worse than the jellybean and better than the slimy saddle. The sprite would look like the astrageldon slime with a saddle on it.
How: Has a 10% chance of dropping from slime king when killed in the astral biome
Why: Truth is I just liked the boss and it would be nice to have a memorable item dedicated to him, also gives better slime mount for hardmode and postmoonlord if in expert or lower.
pocket black hole
summoning class weapon thats dropped by the ML in revengeance mode.
left clicking spawns a small black orb that hovers around the player and takes up two minion slots. it doesnt do as much damage as most of the ML's dropped weapons, but it makes up for it by pulling nearby enemies toward it and holding them close, dealing lots of damage really quickly.
reason: variety, and a good way to fend off random annoying enemies like slimes and worms when you're working on something post ML
the design is basically a fancy looking jar with marking on it in the colors of the four pillars. inside it, the black hole can be seen floating in place
Add more support for Fireball/Cinnamon Roll and Evergreen Gin
Since the alcohols were introduced, no new weapons were added to their respective lists.
Suggested Fire Weapons: Dragon Pow, Divine Retribution
Suggested Nature-based Weapons: Sand Dollar, Magical Conch, Shellshooter, Coral Cannon, Snap Clam, Shellfish Staff, Clamor Rifle, Serpentine (possibly more Sunken Sea weapons)
And on today's episode of weird suggestions, I present some Cryogen changes brought to you by the DAY Journey: prove you're a masochist today or something.
- Nix the forced blizzard, or at the least make it considerably less intense. Doesn't matter what difficulty you're on or whether you're nohitting or not, a fight where you cannot see things that you are then expected to dodge completely on instinct (see also: the exploding ice stars and Cryogen's various mooks) is not fair.
- Servants or ice stars, one or the other (most likely NOT both, as it'd make it too easy even for Cryogen), should honestly appear a fair bit less when Cryogen starts derping out. Just dodging Cryo itself is a hectic little scramble, and combined with Cryocores and company plus the exploding ice stars it can get overwhelming very quickly without basically skipping the phase.
- Speaking of which, exploding ice stars should be detectable by a Dangersense Potion or something similar. It's impossible to see the damn things in like 95% of cases and a way to see these projectiles waiting for you would allow for more understanding of how and when to change course.
Reasoning: Cryogen's fight, I find, gets entirely too hectic in the later subphases (specifically, subphase 5 a.k.a. telememes and subphase 6 a.k.a. derp) to survive the fight without getting hit in a lot of cases, often suffering the same issue that a combo of attacks/projectiles can show up and basically force you to either get hit by one thing or get hit by the other thing. The first one in particular is a fundamental issue of fairness, for reasons I spoke about when first bringing up the point. The other two are less important and honestly probably at least partially personal preference, but would still help with being able to understand what to do in the later subphases.
I don't expect any of these to be implemented in much of a fashion, but I figured I'd throw the concepts out there if nothing else.
Make the Adult Eidolon Wyrm immune to the effects of Grand Dad.
Arena requirements for Polterghast change
Change: Make it so he can only be summoned when in Dungeon, but can leave the biome without enraging it. The only thing that would enrage it is going to the surface.
Why? Polterghast is extremely arena-demanding, and it gets annoying to make a decent arena. This change would allow for less work needed on the arena (Instead of having to put unsafe walls and bricks in the middle, the player could just mine out a square area and be done with it).
Make the burning blood projectiles from the perforator hive more visible like the ichor ones are to reduce cheap hits from them.
e.g. Making them brighter and have a brighter trail
Can we get a side mod or something to revert the whole rogue class thing. Its kinda annoying to not be able to use any modded/nonmodded throwing weapons becaude they arent getting any of the armor/accessories bonuses
Crab Bar
Consumeable
On use: You can breathe underwater for 5 minutes, minor improvements to all stats while on the ground (underwater) for 5 minutes. True melee damage increased by 6% for 2 minutes. Moderately lowers air loss in abyss for 4 minutes.
Drops from crabs with 20% chance.
It would be a good potion for early abyss exploration, especially if youre melee.
Also I have an Auric weapon suggestion for rogue:
Cosmic spear
400 base damage
Fast use time(24)
4% base crit chance
When used, fires an elemental spear that splits into 3 homing smaller spears that can be one of 5 colors
The homing spears do 30% of the spear's damage
Orange spears explode
Green spears heal the player upon striking an enemy
Blue spears freeze enemies for a short amount of time(20% chance)
Teal spears can pierce up to 3 enemies
Yellow spears ignore iframes
Crafting recipe
Ichor spear/Cursed dagger(1)
Scourge of the Cosmos(1)
Crystal piercer(1)
Infernal Spear(1)
Nightmare Fuel/Endothermic Energy/Darksun Fragment/Phantoplasm(5)
Yharon Soul Fragment(3)
Auric Ore(25)
A mage weapon called Providence's Eye, dropped by Providence
It acts like a Medusa Head, charging costs more mana but also deal extra damage. If fully charged, it will also emits Holy Spears in all direction, these spears can pass through wall and can pierce 3 enemy before disappear. Both the initial blast and the spears will inflict Holy Flame
Why? Medusa Head's mechanic is pretty interesting, but sadly it's pretty weak post-Golem. Also Provi needs more mage drop tbh
Nerf Death's Desert Scourge head damage
Death mode DS heavily depends from cheesy arena (1 layer of platforms outside of worm's reach) and heavily punishes player otherwise. If DS in death mode moves to you, it's 80% game over, since you rarely have more that 220 health at Desert boi stage. Even Skeletron not so brutal.
Elemental Quiver tweaks;
Split projectiles arc off at much shallower angles.
Just for improved aesthetics compared to the 90 degree splits, but also works to concentrate the overall dps buff.
Make the angry dog mount sprite also be used for the enemy
reason: current one looks bad
Change the Chaos Cores in Chaoss Candle's recipe to Essence of Chaos
Why this should be changed: When i put Chaos and Tranquility candles here in #suggestions-voting , I mistyped and meant Essence of Chaos, It would be nice if there were changed. There's no reason for one to be post plant while another is pre mechs, or for chaos candles to be so late on. Also, early Hm has alot of tedious grinding.
A post golem sword called the Hero’s Sword
Deals 107 damage
While above 75% of your hp the sword will fire a high velocity beam
Crafted with:
1 broken hero sword
2 cores of calamity
5 bars of life
Crafted at mythril/orichalcum anvil
Reason: it is kind of strange that there is an item called a broken hero sword but no actual hero sword
Terra-rang
Rogue damage
Terra-rang crafted with
Pwnagehammer
Seashell boomerang
Brimblade
7 living shards
Used in :
elemental disk
Replaces pwnagehammer and seashell boomerang
What it does:
A boomerang that pierces infinitely that shoots out projectiles that home in on enemies
Projectiles fire every .5 seconds
Reason: not many post plantera rogue weapons
Some accessories specifically for gunslingers, like how there’s the magic quiver for bows. I wanna be a cool cowboy and the obsidian armor (for appearance only, mind you) doesn’t quite cut it. Maybe a holster that increases fire rate? Or something that makes some guns faster when you tap shoot?
Add Astral Armor to the recipe for Auric Tesla
Why? It makes sense continuity wise that it be in there instead of the lunar sets, I feel like adding the lunar sets would be a stretch to add because there are so many varieties, and since this armor is not class specific, it makes alot of sense.
Its abilities would also fit nicely into the auric tesla, with the omnisense and all.
Add a dash hotkey for Calamity items that allow dashing
Why: the current dash input is clunky and easy to misinput, and also requires you lose momentum to input. Adding a dash hotkey would make dashing feel much more fluid and would be much harder to misinput in tight situations
A late hardmode (siiva tier) upgrade to the soul of cryogen called soul of SiIva found at the bottom of the abyss. Why? According to the abyss lore, SiIva’s soul remains trapped in the abyss freeing it would be a cool idea and fit with the lore.
Dual Knife
"Perfectly balanced, as all things should be"
35 rogue damage
Weak knockback
Fast speed
Good velocity
Throws an image of dual knife like a boomerang (range of 25 tiles). When a knfe strikes the enemy, it has a 50% chance to fire Retinazer Rev homing projectile that shoots upwards, then straight down (no piercing, 45 damage). Knife can only strike an enemy 6 times a second max, projectile only will damage enemy after it starts to fly down.
Crafting: 15 Adamantite/Titanium Bars + 5 of each Souls of Fright, Sight and Might + 5 Essences of Sunlight @Hardmode Anvil
Why this? Some more Rogue Weapons for Post Mech. Because why not?
Also, yes, this is a reference to Thanos and Spiffing Brit.
Make Icebreaker a Melee weapon again
With all the weapons rogue has for mechanical boss tier, melee is now left with Absolute Zero which wasn’t as great as Icebreaker. Moving Icebreaker to melee class again should help make melee more stronger for the mechs.
Have the Slime God's mines disappear instantly once the Slime God or Player dies.
It's really annoying to have to dodge a minefield before the Slime God has time to set it up. Adding this change will not only be more benefical to nohitters, reducing the waiting time to have a clear arena, as well as regular players, not having to dodge a minefield (and possibly) dying before the real fight begins. Getting hit by one of these mines could quite possibly decide the fight for casual players.
moon hook:
"when i said grapple the moon and pull it down i didnt mean this"
made with lunar hook, 3 luminate bars 5 exodium clusters and a boulder at the ancient manipulator
it looks like the four lunar hooks except the end of the hook is replaced with a giant moon.
when you use this hook your player is shot into the opposite direction slightly faster then a regular hook while the moon stays still.
when the hook reaches maximum length the moon is pulled back into yourself and deals damage to enemies it hits.
why: it would be nice to have a bit more variety when it comes to grappling hooks aswell as more movement options while using defiled rune.
Metallic eye
"Should you be riding this?"
A spazmatism mount that has a dash ability and unlimited flight. A drop from the twins. As fast as shrimpy truffle and at half health dashes become faster.
Why: because early hard mode mounts are limited to scaly truffle and the unicorn mount. A mount that can dash would also help with the other hardmide fights.
Text during bosses that alerts the player to "breaking the rules of the fight"
eg not being allowed to use gravity during mech bosses.
this is important because I only found this out by accident after getting my ass handed to me by destroyer for like a day and there's nothing ingame that suggests this?
">GRAVITY_MODULE ACTIVATED. LETHALITY ENHANCED"
Explosive Wand
The Explosive Wand is a pre-boss classless weapon that can be crafted with the Wand of Sparking and 10 grenades at a workbench. When used, it leaves an explosion at the cursor which deals high damage but can only be used once per battle and consumes a lot of mana
Explosive Staff
"Was wielded by an arch wizard that specialized in explosive magic."
The Explosive Staff is a post-Plantera upgrade to the Explosive Wand that is crafted using the Explosive Wand, 10 Living Shards, and a Diamond Staff. When used, it leaves a larger and stronger explosion at the cursor which can be used twice per battle and consumes less mana. The description of the battle is a reference to Megumin from Konosuba. yes i know i'm a filthy weeb
Why: There aren't any pre-boss classless weapons to my knowledge, and having one would be great. Plus, if I remember correctly, the only classless weapon that actually gets an upgrade that is crafted with the weapon itself is the Magnum.
World's Edge
"A blade infused with Terraria's wrath, blessed by Silva herself."
An upgrade to the Terratomere before the Exoblade. Fits in somewhere around Polterghast/DoG tier
Crafting Recipe: Terratomere, Armored Shell, 20 Phantoplasm
Reason: I really like the progression of the Terra Blade, and it feels strange having it cut off at the Terratomere to be merged with the Exoblade. Having a more final feeling Terra Blade upgrade before the Exoblade would finish the Terra Blade's arc. Also, like all of the DoG weapons are Polterghast or ghost related, and this would give melee a different theme for it's weapons against DoG.
Post-ML accessory: Miniature ship
"It looks like a toy for kids, but it is surprisingly high-tech"
Has a rare chance of being dropped by the Moon Lord (5%).
Revengance only.
Grants the holder a buff called "Diplomatic Shield" which negates all damages and debuffs (except debuffs from the environment such as lava) as long as it's active.
Like "Amidias' Blessing", getting hit a single time will remove the shield, but recharges every 15 seconds.
Reduces the holder's max health by 30%.
Why: This could be some sort of life saver for the post-ML bosses, as those are rather tough and deal enormous damages (over 100 damage per hit). Because of the accessory being rather powerful, it has a low drop rate to make up for it and trades its buff with a 30% reduced max health.
Post ML weapon suggestion: Blazing Dark
300 base damage
"The God's final blessing"
Fires cosmic knives that split into smaller knives and shoot lasers at enemies
Upgrade to the Shattered Sun. When used, it fires a cosmic knife that splits into 3 smaller knives. The knives will track enemies and shoot lasers at them when close, much like the Eradicator.
Recipe:
Shattered Sun(1)
Cosmilite bar(12)
Nightmare Fuel(5)
Endothermic Energy(5)
Darksun Fragments(5)
Crafted at Dreadon's Forge
Why: I like the progression line of the Crystalline(going from crystals to prisms to a star to a shattered star) and feel that progressing to a black hole/quasar might work with the stellar theme that starts to become more evident. Oh yeah and also to expand rogue.
Remove the EoC Shield from the rev drops, the Counter scarf is a direct upgrade, any other reason to keep it is to combine it with something
Tiny suggestion given too many words:
Change the tooltip for the Offensive Guardian buff (from the Profaned Soul Artifact) from The attacker will protect you to The attacker will fight for you
Why? While the Healer and Defensive Guardians have (respectively) the tooltips of The guardian will heal you and The defender will protect you, both of which match their individual roles, The Offensive Guardian has also had the term 'protect' delegated to it, despite being the attacker of the team. Changing the operative term to "fight for" not only better describes what it does, but also matches the wording of other minion buff tooltips (see every vanilla minion weapon except the Stardust Dragon Staff).
Cinderplate Slime
The Cinderplate Slime is a rare spawning slime in space after Providence has been defeated. When defeated, it drops 5 to 10 Cinderstone when defeated. When it hits a player, it inflicts Holy Flames for 1.5 seconds.
Why: Cinderplate can be used for decorating but you only have one way of getting it, the large Planetoid. You can only have one per world, and some people may think that using another world could be counted as cheating.
The Cod Flinger - fish sniper rifle type weapon
"Such a godfinger"
This weapon consumes bullets and fires a unique bullet and has low damage and low fire rate.
The main feature of this weapon, is after a certain amount of time a second bullet is spawned on top of the original.
This can happen multiple times.
The final time this occurs, 4 bullets spawn instead of one.
Up to 8 bullets can spawn at once.
The extra bullets spawn after a certain amount of time and not distance, making velocity bonuses decrease damage.
This gun is a reference to the godfinger from borderlands 2.
New Rare Item Variant for Megalodon:
Crit
I can do this ALL day
Stats:
19 Ranged Damage
60% Critical Chance
Insane Speed (5)
40% Chance to not consume ammo
Velocity 17
Knockback 2
Has a small chance to amplifiy projectile making it deal 4x damage
Dropped by plantera
Give Storm Weaver "ghost ground" feature so it can turn mid-air if flying too far away
What is "ghost ground"? It is AI feature when worm can act like it is burrowing ground despite being in air. Examples are DoG phase 1 (purple), Destroyer.
The reasons are following:
- Prevent this boss from most despawn scenarios. Due to the nature of falling almost horizontally, Storm Weaver often makes up so huge distance with you while falling from average skybridge that game force-despawns it.
- Will make a fight tad more threatening. Currently, if you bait Storm Weaver into falling, it takes very long time for it to turn around and rush you (a lot of times you get free adrenaline due to that). With consistent and quick turns, Storm Weaver's leaps will keep fight tense.
Red Suction Cups
Tooltip: Look at me go!
Hook
32 tile reach
4 hooks
End of hook is suction cup
Fast launch speed
Slow drag speed
buff the "lucky" prefix on accesories to 3% crit chance so it can almost be as useful as menacing.
Wulfrum Fireblaster
Flamethrower
8 Ranged damage
uses Gel as ammo
6 block range
6 Wulfrum shards
Give the Devourer Of Gods a special feature where it can follow you inbetween worlds
it feels like something doggy would do, to an extent would prob work, with a voice quote when he respawns could work well. Just not if you exit the game fully...
Make The Bee's Knees always shoot bees, regardless of the kind of arrow used. The bees' dmg should change according to the arrow's dmg
Brain of Cthulhu changes for Revengeance and Death
- No more respawning creepers. They are nothing more than just a mild annoyance that only prolongs the fight.
- Have the creepers occasionally shoot projectiles at you (faster in Deathmode), similar to Hive Mind's hive blobs, but bigger projectiles.
- Have the BoC take longer to damage you after teleporting in phase 2, but now inflicts the Confused debuff for 2s (3s in Deathmode) after each hit.
Why? This fight feels lazily made, by simply throwing in more creepers, which I feel is just artificial difficulty. These changes should spice up the fight more.
I may do more suggestions for other bosses that need it in the future.
Death Mode Boss-spawning mechanic
In summary, my suggestion is to have the "warning phase" apply a pre-emptive zen buff, and (this bit's dumb and optional,) halfway through enemies will start avoiding the player eg. like the confused debuff.
Purely atmospheric, but would add a bit of a calm-before-the-storm vibe that I think would be pretty cool.
Increase the Minimum Distance in which the Leviathan can charge you.
This mechanic of the fight is not only unfair, but its cheap hits that do massive damage against the player. Increasing the Minimum Distance will ensure the player has time to dodge it and prevent cheap hits.
Lunatic Cultist changes for Revengeance and Death
- Remove the projectile rain. It just feels like a lazy mechanic slapped in to make the fight feel "intense"
- Hitting the right cultist should still proceed with keeping the clones, but doesn't spawn the phantasmal dragon. If the wrong cultist is hit, both the clones and the dragon appears.
- Have Eidolists spawn the entire fight, but less frequently. (Spawns more frequently in Deathmode)
- Deathmode exclusive Clones also shoot Solar Fragments (fireballs that shoot from Solar Pillar) every other attack the Cultist does.
Why? Even though Lunatic Cultist is meant to be a "placeholder" boss for the Celestial Events, it still feels lackluster. These current changes should make Lunatic Cultist more intense and fun. Just because a boss is easy on vanilla doesn't mean it has to stay that way.
Avian Lance
70 rogue damage
Fast use speed(20)
4% critical strike chance
When used, the player throws a spear that can pierce up to 2 enemies. As it moves through the air, it leaves behind feathers that have slight homing towards enemies.
Why? Bumblebirb doesnt have any rogue weapons dropped from it, and having some more rogue weapons at the post-birb, pre provi stage could give rogue players more variety of weapon choice.
Change the SDFMG to be pre-DoG
Instead of having cosmilite in the recipe, it should use 1 ruinous soul
Why? Rangers post-Polterghast and pre-DoG have very few options when it comes to weapons.
emote suggestion
:DankEyes:
Conveys surprise and excitement, such as getting a Halibut Cannon early on without killing the Abyss minibosses or seeing a really good piece of artwork.
Why?: This would serve as an alternative for the 👀 emote, as well as being related to Calamity. Also, with the new slots from Nitro boosting, there is now enough room for more emotes.
Brimling Staff
Summon weapon
Dropped by Brimstone Elemental
Effect:
Has two modes and can be switched between them by right-clicking.
Mode 1: Offensive Brimling (Sprite is Brimling with full health) - Shoots brimstone fireballs at a moderate rate and chases after the target at a fast speed. Does contact damage, but will not intentionally try to ram enemies.
Mode 2: Defensive Brimling (Sprite is Brimling at low health) - Shoots brimstone fireballs at a fast rate and chases the opponent at a fast speed. If the target gets too far away, it
will teleport near the target.
Reasons:
- The other Mech-Alts have a corrosponding summon weapon (Ancient Ice Chunk/Deepsea Staff)
- It would be interestjng to be able to customize your minions and have specific setups.
Astral Virus Staff
Post-Astrum Deus Summoner weapon
Crafting: Stardust Cell Staff + 6 Astral Bars + 16 Stardust + 8 Stardust Fragments @ Ancient Manipulator
Alternative obtain method could be Astrum Deus drop
Summons Astral "Blob" that takes 2 summon slots. Acts quite similarly to Shellfish Staff, but the minions can fly quickly to attach to the enemy. They do not deal contact damage but apply "Astral Flu", Damage over Time (DoT) debuff. It is special: the more blobs attach to the enemy, the bigger damage each one will provide (+10% per blob, starting from second one).
For example: 1 Blob - 100% dmg
6 Blobs - 900% dmg (150% x 6)
11 Blobs - 2200% dmg (200% x 11)
Of course, this is just a prototype and final numbers and formula will be up to developers.
The purpose is giving summoner a celestial tier (pillars, deus) weapon option that will work especially great for pure summoners that have a lot of minion slots, and is specialised against single targets. Should be quite viable for Moon Lord (who is extremely painful to fight currently, due to other options lacking either damage or "intelligence") and even some postML bosses, in case Elemental Axes do not stack well.
Suggestion: Buff Permafrost's Concoction
Increase the defense/DR provided on revive or have it give bonus invulnerability frames on revive.
Why: While the ability to save you from fatal damage is quite good, being unable to act for 5 seconds makes it extremely ineffective in most combat situations where it is possible to take fatal damage, like when fighting a boss or in a densely populated area like the dungeon or the underground jungle.
Adding new drops to Cloneamitas and Brimstone Elemental post-Providence
Why? Because aside from dropping bloodstone and a mount which Brimmy drops, they have no point to fight at all in my opinion. (Yeah sure, you can take them on for challenging yourself but that is not the case here. And also you can farm Ravager for Bloodstone and he drops a new accessory which is really useful.) Maybe adding some weapons or accessories to them can make them worth fighting for. (Empowered versions of their own drops like an empowered Seething Discharge or an empowered Animosity...)
Add a sound effect to the Cnidrion enemy, similar to how Antlions have a sound effect when they are nearby. I know it's funny to see a Cnidrion plop on your face from the middle of nowhere, but it gets annoying after a while when you're trying to farm early game in the Underground Desert.
Meowshiv
Shiv Form of meowmere
Same effect
Reason: we have a meowthrower, why not a meowshiv?
Moon Lord changes for Revengeance and Death
- The phantasmal eyes spawned by the hands no longer charge the player, but stand still for longer periods of time. (In Deathmode, they stand still longer and has a bigger explosion radius.)
- The True Eyes of Cthulhu no longer deal contact damage.
- Instead of releasing waves of True Eyes of Cthulhu that must be destroyed for the core to be exposed again, have one True EoC spawn at 75% core health and another at 25%.
- In Deathmode, the True EoCs complete their attack cycles faster.
Why? Moon Lord gets easily trivialized by simply running in one direction, so these changes should add more strategy to Moon Lord and not require a world-size arena.
Add a sidequest that let's you summon Statis and Braelon as NPCs after DoG is defeated that sells high tier stuff. Also, my other idea is to make an item that combines the soul artifacts.
Soul of the Ancients
Equippable
"The Elements of a True hero.
Adds 12 minion slots
Summons the Profaned Gaurdians, A son of Yharon, A mech worm at 3 length,
And 4 Polterghast mines. These automatically fill up the 12 minion slots provided.
Each have a base damage of 2000.
Melee and Shooting speed are increased 20%.
All damage is increased by 30%
Damage taken is increased 20%
Toggle Visibility to desummon the minions summoned by this item. (Let's you use the minion slots.)
Gives all bonuses of having Yharon's son summoned while it is summoned.
When the creatures are not summoned, all damage is increased by another 20%, and damage taken is increased by another 10%.
When hit, all minions summoned by the Soul of the Ancients despawned for 4 seconds, and you gain the debuff Tainted, which works similarly to the Burnt Out debuff.
Crafting:
Eldritch Soul Artifact
Profaned Soul Artifact
Godly Soul Artifact
Dimensional Soul Artifact
20 Endothermic Energy
20 Nightmare Fuel
20 Darksun Fragments
50 Auric Ore
Soul Glyph
Reason: I feel like summoners have a hard time at certain points in the game, and I also really want to somehow combine the artifacts to make a really powerful endgame item to help fight Supreme Calamitas.
My reason for the Enemies of Yharim NPCs is because I really love Townsfolk in Terraria, and I feel that certain endgame items, such as cosmilite and Divine Geodes, would be nice to buy for a hefty sum of like 10 gold for a geode and 15 for a Cosmilite bar, because I personally find constant farming to be a pain, especially since Cosmilite is very much need and DoG is very hard to beat at times.
This might be a little stupid, But what if post-xeroc, you unlock a traveling merchant type npc, Xeroc himself, he'd sell you random endgame stuff, and boss summons
https://forms.gle/s4TTAHtn1fP2upuS6 <--- Read and send feedback here, the reason its in a google form is because its over 2000 words :(. This is my calamity suggestion, which includes many new contents.
How about Revengence mode items on Thorium Mod Bosses
Add ambient roars and deep rumbles to the abyss, its greatly unerving to hear something fucking huge below roaring loudly and the area shaking and rumbling
Crabulon Buff Suggestion: Make the walls of falling mushrooms more of a part of the fight; right now they're of very little effect and don't add any difficulty (other than occasionally making the player misinput a dash)
To make them more of a threat, I'd recomend having less gaps in them so the player has to react to them and reach a certain location quickly, rather than sliding over slightly
Sprite Fixes for amidias as his talking animation has no discernible mouth it just looks like his face is stretching, also his sitting sprite, it just looks weird
Siren and Leviathan changes
The Siren
- Now spawns a clone at 50% health only.
- No longer “sticks” to the player when firing ice mists, water spears, and treble clefs (can drift off like always)
- When attempting to charge the player, it moves much slower, but can charge in all directions.
- The Siren clones now have a lower fire rate.
The Leviathan
- Increase the horizontal space Leviathan gives you before charging. (The space is so little the player basically has to rely on RoD)
- Aquatic Aberrations have less health.
- 15-20% less health across all modes.
឵឵ ឵឵ ឵឵
Expert Changes
- Leviathan spawns minions more often.
- The Siren is slightly more aggressive.
Revengeance Changes
- Same as normal, but Siren now only spawns one clone at 50% health.
- Leviathan now spawns when the Siren’s health reaches 75% instead of 50%.
Death Changes
- Same as normal, but Siren now spawns a second clone at 25% health.
- The Leviathan now starts charging at 75% health.
Why should these changes exist?
Right now, Siren and Leviathan are extremely unbalanced and excessively difficult for its tier, resulting in people skipping the boss often. These changes should significantly balance the fight, introducing more fair play, and give people an easier time defeating this boss pre-Golem.
make the celestial sigil cost around 75 gold from the wizard because all the summons you buy from the wizard, cost less than the money you make from the boss itself. celestial sigil costs 3 platinum but the moon lord only drops you around 1 platinum
make minibosses show up in Boss Checklist
Do you think you could add a function for the wulfrum shards because all they are for presently is a set of armor and some equipment that's replaced quickly by better gear as the game progresses
please make vampire knives useful again
calamity should add some kind of acsessory or attribute to flails to where the more melee speed you have the farther it goes
Make a config that makes it so that Armageddon disables things like Shadow Dodge from Titanium Armor or the Ninja Belt Dodge while fighting a boss
Reason for this suggestion: Armageddon is mainly used for Nohits, but anything that lets you dodge attacks can make Nohitting harder by potentially dodging an attack, which can lead to your Nohit being disqualified.
Remove Storm Weaver enraging when fought outside the Space layer during the DoG fight. It doesn’t make sense give the context of the fight and it leads to it flying offscreen and either despawning or turning around and attacking at undodgable speeds.
Mechanical Bosses changes for Revengeance and Death
Anything changed in Revengeance applies to Death unless said otherwise.
The Twins
Revengeance
- In Phase 1, Retinazer now shoots lasers regardless of your distance, but does so with accuracy (not unpredictable anymore)
- When one eye enters phase 2 before the other, that eye gets 50% damage reduction instead of invulnerability.
- In Phase 2, Retinazer shoots lasers less frequently, and the said lasers move slightly slower.
Death
- 75% DR instead of 50% when one enters phase 2 before the other.
- Spazmatism now continues to shoot cursed fireballs while dashing.
The Destroyer
Revengeance
- Probes are slower, shoot less often, and have more health, but spawns a bit more frequently.
- Green lasers last longer, but have weaker homing and isn’t shot as frequently.
- The Destroyer scales with your speed, with more additional speed (to prevent skybridge running strats)
Death
- Probes are much more tankier and move faster, but appear less frequently.
- The speed scaling is increased.
- The Destroyer shoots green lasers more often.
Skeletron Prime
Revengeance
- Prime Laser Cannon is more accurate.
- Homing skulls don’t show up until <50% head health.
- Prime Vice and Saw get in your way more often, but deals less damage in exchange.
Death
- Prime Laser Cannon retains all of its normal health. (Was 10% in Death)
- Prime Cannon shoots both rockets and bombs.
- The head starts exploding lasers at 50% health instead of at the beginning.
Why should these changes happen?
Right now, the Mechanical Bosses are one of the most despised parts of the playthrough due to their sheer difficulty and unfairness. These changes are around the same difficulty, but shifted more towards the fair and predictable side, away from the unfair side that forces you to use certain strategies just to have a chance.
Eater of Worlds deathmode changes
Replace the "head reflects ranged projectiles" with "damage of piercing weapons is decreased". It's really unfair for rangers to do this fight in Deathmode.
Instead of despawning, the boss should enrage when not fought in the Corruption.
The cursed flames should explode after a short while into cursed fragments that lay on the ground and inflict Cursed flames, then dissappear after a shirt time.
Why: I feel that the fight is simply too easy at this current moment in time and too unfair for rangers.
Add a Lore Item for King Slime.
Why? It is the only boss in the game without a lore.
resprite lore items to be the respective boss map icon, but ghostly looking, Why? so you can tell which one is which at a glance
Add a freaking recipe for crafting statigel walls back into blocks
Add in auric furniture because its like the only thing without a furniture set
You could use auric ore to make bricks, walls, and the actual items
Why does the dryad sell the both the bloody spine and worm food, But not the terratoma and bloody worm food? Allow her to sell these together for ease of use
Dark sun tier has a few gaps in its current selection of weapons. Really only 1-3 new weapons are available per class, and honestly I think there should be more. I may be suggesting more weapons in the future (ranger is a bit lacking in darksun weapons), but for now I have a true melee weapon that could be used in second phase Yharon.
Corona Clasher (upgrade to stellar striker, replaces it in exoblade)
Melee weapon
Crafted with stellar striker, darksun fragments, and cores of sunlight
With a long range and high base damage, the Corona Clasher will offer excellent dps, alongside its main effect. It’s largest detriment is a lower-than-average speed, but the weapon can still deal great damage.
Effect: spawn waves of coronal mass from the sky to the cursor on hit, passing through walls and slowing down when contacting an enemy, similar to Rouge Slash.
this weapon would give players a true melee option potentially viable for yharon, opening up some unique gameplay opportunities.
drawing is simply a concept for what the sword would look like. Spriters are free to make their own.
Right now if you have a sky road with minecart tracks, You can cheese slime god, as you can outrun the core and the eboniun/criamulian slime god very easily with a basic minecart, To negate this is to add a debuff, or have speed be relative to distance.
Stati-Drill
Shouldn't it...break?
Recipe :
15 Purified Gel
5 Hellstone Bars @ Iron/Lead Anvil
30 Gel
Why : Because there is ONLY one drill in this mode and because there is no pre-wof drills and give love to the drills.
Pention for the brimstone elemental to take souls of fright to craft the spawner
Create 2 solutions called Dark Yellow piss and Yellow solution which converts sand into sulphurous sand and vice versa. They would be sold by the pirate npc.
Why: Some people would like to convert both oceans to sulphurous oceans or just regular oceans and i think it would be a nice feature
Create a solution called Dark Red, to convert ash blocks into brimstone slag, and Bright Red, to do the opposite.
Why? My Brimstone Crags are never big enough to fight the Elemental in and I typically make some builds there, further limiting my use of it.
And on today's episode of weird suggestions, I bring you Ceaseless Void balancing stuff, brought to you by...well. Everything, I guess.
- Instead of
the good succbeing an every-so-often ping in a certain radius, what could potentially be done instead is something more constant, where the player is sucked towards Ceaseless harder the closer they are to it. However, make it weak enough relatively speaking so that the player has the ability to escape without praying to RNJesus, as right now the constant pings can send you flying either across the room or right into Ceaseless for an easy combo. - When the Dark Energies that orbit a point spawn, they should either orbit Ceaseless itself or orbit the player, occasionally moving in to attack but leaving openings if the latter case. Right now, it is either an infuriating thing to see coming out of bumfuck nowhere, costing you an attempt at the boss, or a completely ineffective/trivialized attack depending on what you're doing. The only purpose I see to it right now is forcing the player into a better arena, which is not only a pain because of how Ceaseless' arena requirements work now, but doesn't really lend itself well to an actual attack once the arena IS sufficiently large.
- Perhaps give Ceaseless the same potential treatment as previously suggested with Polter, where it may be summoned in the Dungeon, but can be fought in the Cavern layer in general without it throwing a hissy fit. Ceaseless poses much more of a threat with its new toys, and should be handled accordingly due to the annoyance of making an arena that for Polter already requires relying on worldgen or nuking every non-Dungeon wall block in a 5-mile radius.
So yeah.
...alright here's a tl;dr variant, for people that don't like ramblings the length of a senior thesis:
succshould be constant, but weaker to let the player actually escape instead of getting yeeted- orbiting Dark Energies should orbit either Ceaseless or the player to still pose a threat without having the arena solve everything
- Ceaseless should be less of a pain arena-wise, given it's currently on-par with Polter in that regard and poses much more of a threat than it used to now
The reasonings are stated above.
Thank you all for your time.
Change the name of astral solution to dark purple solution, and change the sprite to be dark purple, it would just fit with the rest of the solutions
Make the Devourer of Gods items inflict God Slayer Inferno for 2 seconds and Frostburn
Why: It just doesnt make sense that a boss that inflicts a certain debuff would drop weapons that dont inflict it. Brimstone elemental drops weapons that inflict brimstone flames, Plaguebringer Goliath plague-inflicting weapons, and Providence drops can inflict Holy Flames.
Made a version of the mod withouth particles and reduced lag
why, my friend and i play on bad computers so when theres is a figth post providence our computers lag because of the particles generated by that boss or the weapons
How about a Titanium coin, which is stackable, for when you reach the limit of 999 Platinum coins? Because like I like to grind bosses and be rich.
Doritos Blaster
Post-DoG ranged weapon
Upgrade to Candy Corn Rifle + Nail Gun
Uses bullets, but ignore their properties.
Rapidly shoots energetic triangle projectiles, that sticks to surfaces and explodes after a short delay. Exploding ignores immunity frames and releases additional 8-16 corn projectiles, that doesn't pierce, deal 50% damage of triangle and bounces within surfaces with high velocity.
Craft: Candy Corn Rifle + Nail Gun + 5 Cosmilite Bars @ Draedon's Forge
Reasons:
- Upgrade to aforementioned weapons.
- Reference to popular corn chips.
- More ranged guns in Post-DoG.
Fishing Accessory Rebalancing
Add a recipe for the Enchanted Pearl using Crate Potions and some other materials such as Navystone and Sea Prisms. In return, replace Crate Potions in the Supreme Tackle Box Fishing Station recipe with the Enchanted Pearl. Additionally, add something such as Bones or Souls of Night/Light to lock STBFS later in progression.
As of currently, the Enchanted Pearl takes much more effort to obtain requiring you to defeat the Leviathan/Siren whereas STBFS only requires you to beat up the Desert Scourge several times and purchase some Master Bait post-Skeletron. Despite this, the STBFS is far more powerful.
This suggestion originally was to lock STBFS post-Levi by adding the Enchanted Pearl, but it was pointed out that Fishing is largely obsolete at this point of the game. Moving the Enchanted Pearl to prehardmode and STBFS to post-skeletron/wof would give a bigger sense of progression while still retaining usefulness.
Make it so that if a sentinel despawns during DOG's sentinel phase, it respawns after about 3 secs.
Another change for DOG: Make it so that if you somehow manage to beat Signus in the sentinel phase but then die, (eg:- by using The Reaper) second phase DOG doesn't spawn.
Add an Astrageldon Slime mount that is an upgrade to the current Slime mount. Should be an Astrum Aureus drop.
Change to VoE recipe
Craft: Gehhena + Void of Calamity + Obsidian Rose + 5 Core of Chaos @ Mythril Anvil
Why? Void of Calamity can be upgraded immediately after Calamitas's defeating, because you in 90% cases have other two ingredients before fight with clone. That's kinda reduces value of Void of Calamity, because why you need to wear expert accessory, if you can upgrade them in secs?
That change add requirement to Eidolists farming for getting that accessory, so you can't upgrade VoC in next 20 mins.
Make the Piggy increase spawns when he is on your screen. Why? Its a reference to Baumproductions so it should actually be the Essence of Evil.
If you don't know what I mean watch the video.
https://youtu.be/FSt4XjaHHUs
Nerf. Nebulash (Or buff Solar eruption). It's better than solar eruption by all means which is ridiculous. Not to mention solar eruption is decent enough for when you get it. (Calamity made it so that nebulash is post aureus, yet its better than a post cultist weapon (im not kidding))
Suggestion: Remove sentinels from the Devourer of Gods fight
How it works: Just delete them from the DoG fight, and have it transition straight to the second phase
Why it should be added: In the current update, upon defeating DoG, the sentinels phase is gone when you fight it again. Why have such a big change to the fight after beating it when it is basically required to refight DoG for materials? It would make more sense to just have the fight be constant. As for why to remove the sentinels from the fight entirely, you have already killed the sentinels and used their essences to summon the DoG. It makes no sense to fight a boss you would otherwise never need to fight again, especially judging the fact that they are nerfed and are killed easily by post polterghast weapons. They are just filler to increase the length of a fight that is long enough already.
Weapon suggestion: Hierophant's Bane
Summons a mini Hierophant Green to shoot emeralds at enemies. When in contact with a block the emeralds emit a small explosion.
Crafting:
Emerald(10)
Silver/Tungsten bars(15)
Reason why: Early game summon weapons(especially stuff like the brittle star) are usually quite ineffective, and pre-bosses summoners only have the slime staff and the sun spirit staff. Melee has 5+ modded weapons, Ranged 4+, Mages 6+ if you include the Flare Bolt, and rogues 4.
Supreme Calamitas Change:
Both difficulties (Rev. and Death)
reduce the health of the new brothers phase, it doesn't have to be a lot just reduced.
Why? As it stands right now while the brothers phase isn't extremely difficult it just drags on way too long and on higher difficulties it leads to more mistakes being made.
Death only
Decrease the amount of damage that the projectiles can do (lower as the fight drags on like it normally does)
Why? As it stands right now almost every single projectile can deal damage equal to that of more than half your health which wouldn't be as much of a problem if it weren't for the fact of the MUCH smaller arena you fight her in, in Deathmode compared to that of Revengeance
Why these changes? as of right now on a Deathmode Ranger playthrough trying to defeat SCal it is REALLY difficult to try and survive the fight when all it takes is 2 hits from anything to activate God Slayer Set Bonus and Silva and with the smaller arena it is really hard especially in the later parts of the fight.
This is kinda not calamity related but after playing thorium with friends I thought about the bard class being implemented in calamity . Maybe do a Collab with thorium or get their permission to do it . I really like the bard class and wish it can be implemented in this mod as well.
Despawn/Remove providence's projectiles after she despawns or dies and maybe reduce the length of time that her projectiles linger
Why: This allows for slightly more consistent fights for those who need to grind provi for lets say divine geodes and it's easy for people to forget that her projectiles especially the small blobs, well, exist after the fight's over
Make the boss health bar movable just like the the Adrenaline and Rage meter via the Config file
Suggestion: Make use of TModLoader 0.11's config in options menu, to quickly change options while in game (at least those that can be changed without need of restart). Options that can only be changed by editing file (or that require restart) can have note informing about it here.
Why it should be added: To make changing settings more convenient than reseting the game every time. Additionaly it will inform newer players that some things about this mod can be tweaked by configurating it in menu or by changing file.
Weapon suggestion: Adamantite Railgun
Titanium gets a railgun, why not adamantite?
Pet suggestion: American flag
"One small step for a man, one giant leap for man kind"
Is dropped by the Shockstorm Shuttle (0.5%)
Summons a legend from the moon.
Why: Yesterday was the 50th birthday of the Apollo 11 mission, why not make a tribute to our good old Neil Armstrong?
Make Yharons arena bigger
Reason: it’s too small
Increase the thickness of the scal arena walls so that you don't have to thicken them yourself to make the fight require less setup
give slime god a hardmode refight with two additional slimes in the form of an astral themed slime and a hallow themed slime
Make Revengeance's tooltip say "Disables sandstorms until Skeletron is defeated" and make Arid Artifacts not get consumed when used pre-skelly
Remove the ability for Trashers to go through the ceiling in pre-hardmode
Why: I can’t tell you how many times a Trasher went into my base, killed all my NPCs, then me. It’s just annoying rather than challenging.
Ion Blaster / Apoctosis Array damage scaling tweaks
tl;dr;
Damage no longer falls below base value, has maximum damage boost at full mana, and drops linearly to the base value at 20% mana.
Reasoning; the Ion Blaster's damage falls too far too fast to be a strong contender at it's tier, compared to other magic weapons. The DoT is nice but doesn't compensate for this shortcoming. Limiting the minimum damage to the base value and maintaining it's boost above low-mana levels would server to make it more competitive at that point in progression.
Please allow all the boss lore ( "Put this in your inventory to gain ____) items to be combined into a single item
Make Yoraiz0r's Spell increase your light level in the abyss.
Reason: It gives off light constantly.
Idea:: Replace boss/boss minion despawning in Boss Rush with a range where the player cannot damage the enemy.
(For example, a 100 block radius around Hive Mind where the player must be in to do damage)
Why?: As it stands, certain bosses simply run away or despawn easily in boss rush. Namely Skeletron. This would prevent such an issue from happening as well as force the player to actively dodge attacks properly instead of stay away from the boss.
Letting some armor sets sold by Tavernkeep increase rogue damage instead of melees damage will be better, because there are currently 4 of his armor sets increase melees damage but none of them increases rogue damage
Make message about Astrum Deus summoning a more obvious
One of variants:
"A star-spawned horror tunnels through the astral infection. He will react to roar of giant stone creatures"
or
"Astral titans have been imbued with the power of the Star God"
Reason: how I supposed to know without wiki, how to spawn Astrum Deus? Killing random enemies in Astral Infection, hoping that one of it will summon boss?
Make gilded proboscis a rare version of a nerfed version of it self
Why:Gilded proboscis op I cheesed dog so hard with it I just heal instantly with the life steal
Please reduce the aggro range of minions to be at most the range at which they return to the player
Reason: I'm sick of watching my minions run off to an enemy they will never reach
Make the Aureus Spawns killable, since they have a health bar and defense for only a few seconds before becoming hostile. Unless they were made to be tediously annoying to dodge
Nerf Ichor
Ichor can be used essentially throughout a playthrough. Have Ichor not effect bosses that are Post-ML. This will not only smooth out progression, but make Ichor not be as effective. Plus this gives way to a potential upgraded version of Ichor that will work on Post-ML bosses.
Make crystalline shoot out 5 copies instead of 4, but keep the same formation so its like a star formation. For whatever reason, this bothers me and many others greatly when it only shoots one out the back 😰 https://cdn.discordapp.com/attachments/465195069406707722/601495819102978058/unknown.png < CREDIT TO @paper bramble
Make Armageddon Mode clear all projectiles upon player death
Reason for this suggestion: While trying to fight a boss with Armageddon on, be it for nohits or just for farming, it can be annoying to die to a boss, resummon the boss and then be killed by a projectile from the previous fight that has yet to despawn. This is especially the case for lingering projectiles.
Shorten the bullet hells on SCal in Boss Rush to 12 seconds
Why? Boss Rush is meant to be a quick series of events of killing every boss back-to-back, but SCal just stretches it out with its 15s bullet hells. Having it be shortened would help keep the theme of the "rush" part of Boss Rush.
Make the Ancient Medallion non consumable
Reason: In a single world, Lihzahrd bricks are kinda limited, and aren’t renewable unless you have separate worlds
while we're on the topic of bossrush that yata mentioned, might as well throw this out there
Buff the Devourer of Gods' HP in Boss Rush.
pretty self explanatory. devourer of gods in my experience always died way too quickly relative to yharon, scal, and even providence. giving him a sturdy hp boost would make him a more impactful finishing boss than he currently is.
Nerf the Draconic Elixir to a 300 hp heal instead of full
Reason: The 150 hp heal from the God Slayer/Auric Tesla armor is fine, but the draconic elixir instead makes it so you get healed to full health, which is very cheesy for supreme calamitas especially considering it is fairly easy to make (just one yharon soul fragment). The idea behind the potion is alright, but a smaller number would make a lot more sense
Add a text/icon in the left bottom of the screen for "Death activated", "Armageddon activated" and "Defiled rune activated".
No more important boss fails because of having armageddon previously activated
Make it so that the NPCs like Yharim and SCal have to be in seperate town biomes. I cant imagine SCal being happy living right nextdoor to Yharim.
Same thing @high dirge said for Permafrost and Amidias, they won't stand Yharim, no matter what
Though maybe Calamitas has been forgiven by Amidias
remove prefix of items affecting item tier
the way it works right now doesnt make any sense and devalues the tier system big time, one item that is clearly worse than one in a higher tier can be equal or higher in tier with just a +10% damage modifier, items can jump up to two tiers with prefixes resulting in tiers being all over the place and not being clear to which item belongs to what progression stage
this can be easily solved by disabling modifiers affecting item tier
DoG will go through universal portals. If the player is too far, it will enter a portal and spawn around them or it can randomly enter one. Portal will take some time to be formed to allow the player to react. This idea is mainly to make phase 1 less boring and have some aspects from the lore to make it seem like it is going through dimensions. Maybe there could be a final phase for the first form where 4 portals form and DoG will come out one of them and maybe remove sentinel fights.
Also there could be unique drops from bosses while Armageddon is active
Just a few changes to the current SCal fight:
-Make the Brimstone Monsters Disappear after SCal reaches 1% health. It is annoying to have them chase you around while you get to enjoy your victory in this tough battle. (A resuggestion from a few monts ago.)
-Try making the bosses’ metal clanks more unique. It feels kinda bland if the sound of the boss taking hits is the same as the Mechs. Additionally, I would really like it if there’s a change in sound effect of SCal’s transformation or summoning. I would always hear the same sound when most bosses were summoned and it would be better if SCal has her own unique sound effect like Yharon. (I think someone had suggested sound effects for SCal.)
one small change to the ravager fight,
-On revengeance difficulty and higher either make it so that the ravager fires more lasers from the bottom, make it match the level of the player when on platforms or simply let the rock pillars pass through multiple platforms.
why? -I used to have alot of difficulty from the fight in the past until i used my old slime god arena against him, there i noticed that the fight became WAY easier because the ravager stayed on the top platform, rendering the rock pillars completely avoidable with no consequence, this felt way too cheesy
Nerf the mobility of all hardmode bosses before Golem on Rev+
OR buff the wings available before Hadarian Wings
(with the exceptions of Cryogen, Brimmy and Plantera)
Early hardmode is an insane difficulty plateau compared to the rest of the game on Rev+ because it demands the absolute maximum mobility possible just to survive. Most of the bosses are so fast and durable that you need to use MOAB, frog leg, aero stone or all three just to stand a chance while whittling them down.
Nerfing boss mobility will make this stage of the game less frustrating and more accessible to all players.
Make cryonic ore impossible to destroy with dynamite since it takes an adamantite/ titanium pickaxe to mine.
Add fish to the Astral Infection biome
Replace astral bars with galactica singularities in the starcore recipe so it can be crafted pre deus, but not pre cultist.
why? astrum deus can be a very tough boss and having hunt down 3 atlases every time you want to attempt it can be quite tedious.
Add new possible Mini-Bosses/Enemies to Frost Moon and Pumpkin Moon after DoG is defeated, as well as the same thing for the Solar Eclipse after Yharon’s Phase 1 Flee.
Why? Farming for Endothermic Energy/Nightmare Fuel/Dark Sun Fragments is tedious and quite frankly, boring. Nothing about the events change in anyway other than bumped up heath, defense, DR and Damage. Having new enemies and threats to face in the Events will make farming for the End-Game materials 100x more enjoyable, as it will provide brand new threats to add variety to the bleak events
New Enemies could include:
SE: More Movie Monsters! (Kaiju, Sci-Fi thriller monsters (I.e The Blob, Alien Parasite from The Thing)
FM: More Demented Christmas themed enemies (Giant Evil Snowmen, Reindeer, Jack Frost Miniboss?)
PM: More Halloween Themed Enemies (Giant Ghosts, Evil Wizards, Witches!)
Nerf Hive Mind's Phase 2 Deathmode HP
Why: one of last updates made Hive Mind in DM a much more difficult that The Perforators.
Hive Mind - single-target enemy, but in Deathmode one phase 2 have a slightly more HP, that whole The Perforators boss. But The Perforators worms are vulnerable to piercing.
Phase 2 in DM also changes a lot. Instead of meatshields Hive Mind summons barrages of clouds, hearts and blobs. That attacks, combined with 20K HP in Phase 2, makes fight not a much fun, more like tedious waiting for adrenaline, because in pre-hm 20000 HP on single target is a really lot.
Providence, the Profaned Goddess small tweak
During Providence's attack where she transforms into her "cocoon" state and launches those -300hp fire wisps at you, possibly (I'm not sure if Terraria can do this) have the background dim to a more twilight or dark color instead of bright orange.
This would not only help visibility on the fireballs but also make sense in-context, since Providence is in her "cocoon" state she would no longer be radiating the orange profaned light and the world would become much darker without it.
There are a lot of materials added to the Calamity Mod, and some of them are difficult to obtain during Hardmode. Some examples are the Ancient Bone Dust, Snapper Bulbs, and the Murky Paste. Instead, they should be sold from the Witch Doctor once hardmode begins
Wands (classed as summoner weapons) that don't do damage but apply debuffs on bosses and buffs on minions/surrounding players to give summoners a more active role in battles. The buff wands could add elements to minions, give flat/percentage bonuses to damage and minion speed or something a bit more creative like reduce damage but increases attack speed/speed, these can apply to debuff wands as well reducing enemies armour, putting status effects on them or slowing them down but making them hit harder in return (it would make them easier to dodge but makes it much worse if they do hit)
Alright, so Ranger kind of has like, 1 weapon post-darksun, the Onyxia (aside from chicken cannon and dragon’s breath), and although that’s cool and all, I think there should be some more. Today I suggest a new bow that would act as an upgrade to the Phantom Phoenix, a weapon I think needs some love (even if the DD2 items are kind of overlooked)
Thunderbird
Upgrade to the Phantom Phoenix
Crafted with Phantom Phoenix, Darksun Fragments, Endothermic Energy
This bow fires a burst of 5 arrows, in a tight spread similar to the Phantom Phoenix. Alongside these arrows, a single Thunderbird projectile is fired, moving significantly faster, homing in on enemies, and dashing through the same or groups of enemies multiple times. Every time the Thunderbird hits, a bolt of lighting strikes the first hit enemy. The bow also fires in a three shot ‘burst’, launching three volleys and three thunderbirds with each attack. Consumes 3 arrows. Thunderbird projectile (not the lightning) ignores Iframes.
Opening up ranger choices for post-darksun can allow for some more leniency for the class, as well as give a cool vanilla weapon a Calamity Overhaul.
drawing is simply a concept for what the weapon would look like. Spriters are free to make their own.
make it so the invisibility potion benefits rogues more by giving them a stealth buff when it is drank.
Reason: Rogue might as well get a special potion to benefit it, and the invis pot is a pretty good template already for a class that can stealth.
add crafting recipes for boss drops
for bosses that doesn't an item dropped only by the boss make one (Crabulon, DS, AS, Yharon, PBG and Ravager)
why: in two words; RNG sucks, in more words; even while getting your wanted weapon from a boss is satisfying there is a 25% that RNG won't give you your wanted weapon even after 11 times killing the same boss.
add in a "Stealth Reservation" potion for rogues
basically when active, stealth is used 20% slower, and there is a 20% chance per attack for stealth not to be used at all.
why: all other classes have some sort of buff potion(Ammo reservation, mana reservation, tipsy, summoning) except rogue atm.
Also while I'm here, I might as well add in revengeance/deathmode brain of cthulhu chaNGes:
In revengeance the brain should inflict a debuff that slows the player down and reduces their attack speed called "paralyzed" or something nerve-related.
In deathmode the creepers should be able to inflict it too, but at a much lower chance.
fix the aerialite wings idle stance/sprite
it looks weird and round, i think it should look like the inventory sprite.
also the statigel mask for some reason moves one pixel forward when not moving
that also needs a fix
buff brain of cthulhu
add the helmets for the demonshade armor because it could buff the classes to a deep endgame state felling
Nerf the HP of the small Bumblebirbs
Why? Several can be alive at once, and with them being very tanky for such a fast creature, they're already extremely dangerous unless you cheese the fight by being far enough from the boss for them to not spawn.
Make supreme calamitas's brothers charge and move around instead of being locked.
Why? Firstly, the fact that they are locked far away prevents any attempts at a true melee scal kill, secondly, on some smaller resolutions the brothers are off screen, making it a nuisance to pinpoint their position.
Finally, their projectiles are usually too slow to be a threat with their large distance from the player, by making them move it would add some of the panic the first calamitas fight had when the brothers spawned in.
Remove or change the Cosmic Fireball rain from Signus fight (Resuggestion)
Why? Signus is a lot better than before, but the one bullshit mechanic still remains: the cosmic fireball rain <50%. This feels like a lazy mechanic that's completely reliant on luck. You're skillfully dodging all the homing boomerangs and Signus' charges, when all of a sudden, a totally random uncreative cosmic fireball just hits you out of the sky. There's nothing "intense" or "fun" about that.
Replacements: Have the Cosmic Fireball Rain always rain above Signus and shoots the same angle always (with the middle one always pointing down) OR the angle is determined by the direction Signus is moving. The faster he moves either direction, the more angled the rain is.
The Hateful
"Inside each of us lives cruel shadows. Some void relics are able to unleash them"
Enrages foes with each hit
True melee weapon
Have same stats as True Night's Edge, multiplied by high number (560 damage, 13 melee speed, 8% crit, 9.5 knock back, devs feel free to change it)
On swinging emits the same particles as Night's Edge, but in a lot more quantity.
The Hateful inflicts the unique stackable debuff to target and player - "Voidic Enrage" - to 20 seconds. Each debuff's stack increases damage taken by enemy by 10%, and increase damage taken by 2%. Debuff can stack up to 100 times (13050% damage bonus and 624% increased damage taken by player); on 31th stack target will be inflicted by Demon Flames for 20 second (target still have increased contact damage), and stack resets to 0.
Obtaining: drops from Abyss enemies in Post-Polter with 0.5% chance.
Reason:
- More dark-themed weapons.
- High-risk, high-reward. You able to reach immense damage with this weapon, but if you do something wrong, you will get oneshoted by enraged enemy.
- More variety for true melee weapons.
Change Meowthrower's description "Consumes gel at 50% chance" to "50% chance not to consume gel" because all other flamethrowers have "not to" in their descriptions.
Death Mode Plaguebringer Goliath should shoot a chlorophyll laser from her stinger similar to that of the moon lord centre eye’s laser beam
Make the Demonshade Armor useful, i.e class helmets for it and higher damage boost bc right now auric is better
Make Calamity mod work with Mod Config feature of tModloader 0.11.
Platinum Fist
"Legend says that this fist can destroy the world."
The Platinum Fist is a post-Polterghast melee weapon that can be crafted with 10 Platinum Bars, 5 Ruinous Souls, and 1 Stellar Knife. When used, it sends out an insanely quick fist(5 attacks per second) that does high damage but has a very short range. When you right click, it summons a character similar to Star Platinum for 15 seconds which can attack enemies at the same speed as the Platinum Fist. However, the summon has a 30 second cooldown. The summon also inflicts melee damage and therefore can't be affected by summoner buffs or accessories. The weapon and summon are a reference to JoJo's Bizarre Adventure, in which the main character of Stardust Crusaders, Jotaro, has the Stand Star Platinum, which can also punch enemies insanely fast.
Why: I think that having a Cosmic Kunai-esque weapon for melee at post-Polterghast would be great. Plus it can fit into both melee and true melee playthroughs. Want true melee? Just use left click. Want just melee? Use left and right click.
Seperate the Base Calamity and the Dev/Patreon Items. This only goes for the weapons and items that have no correlation to the Calamity story and lore.
Buff SDFMG
how: I say increase the damage of the bullets slightly and increase the rate at which rockets are fired
Why: the SDFMG, as an expert exclusive is often overshadowed by it's non exclusive counterpart the minigun, the SDFMG should in theory be slightly stronger, but certainly not weaker
Add true versions of the Dark Lance and Gungnir, and have the Terra Lance be made out of those instead of the Chlorophyte Partisan
Move Mourningstar to post polterghast. Crafted using 1 solar eruption, 3 Cores of calamity, and 2 ruinous souls.
The reason for this is because Mourningstars placement at the moment doesn't make much sense. Flail progression post ML is already bad, and moving it would improve it. And in revengance is pretty much outdone by cosmic discharge. Having be post polter would also make it a viable weapon for the devourer.
Reduce the chance to not consume ammo on ataxia hood (Rogue) or lower the chance for consumable rogue weapons to drop as items after use.
At the moment it is possible to regain more than one uses.
Add in post-ML fishing loot
Reason: The post-ML phase of Calamity feels more like early Hardmode all over again, but with different bosses(Provi for cryogen, sentinels for mech bosses, dog in the same position as plantera) and it's kinda sad that fishing doesnt catch up, as it's an aspect that doesn't get shown as much love. Plus, Calamity isn't exactly the best at supporting fisherman playthroughs.
Examples of things that could be added in include:
Profaned crates(fished in the hallow, drop unholy essence and other profaned items)
Cosmic crates(Fished in the underworld/space after defeating the three sentinels, drop dark plasma/armored shells/twisting nether)
Abyssal crates(Fished in the post-polterghast dungeon, drop phantoplasm and other materials)
Darksun crates(Fished up during a post-Yharon P1 eclipse, drop darksun-only weapons. while fishing, spawn rates are reduced so the player isnt impaled every 5 seconds)
Auric crates(Fished up post-Yharon P2 in the caverns, provide a limitless amount of auric ore)
Supreme Calamitas changes
BEFORE I START I am aware that a lot of these are controversial and that this suggestion is or maybe subject for removal by the Moderation team. If this is the case, I understand.
Normal:
-Reduce the amount of Brimstone monsters by 2, having only 2 in the fight instead of 4.
- Reduce the speed of all projectiles by a small amount
- Increase Scal's speed to compensate for the large arena.
- Have the Large and Small Brimstone Blasts travel less distance before exploding
Expert: - Reduce the amount of Brimstone monsters by 1, having 3 in the fight instead of 4
- Increase Scal's speed to compensate for Large arena
- Have the Large Brimstone Blasts travel less distance before exploding
Revengence: - No change
Death: - Increase the speed of the Brothers movement in the Brothers phase
- Increase the time Adrenaline takes to charge to one minute
- Reduce Scal's speed by a little bit to compensate for her small arena
- Give Scal a new dialogue when you beat her: "Congratulations, you beat me in Deathmode. As a reward, take the Levi pet, you earned it."
Storm Weaver change
Reduce the speed and maneuverability of the Storm weaver by a bit that atleast makes it easier to dodge without the assistance of a Rod of Discord in Revengeance and lower.
the current state of Storm Weaver in v1.4.2.102 is extremely frustrating because of the sheer speed and maneuverability of the buffed storm weaver which at a lot of times, require you to use a RoD and even that isnt enough most of the time because of it's sheer speed and maneuverability. Reducing storm weaver's movement speed and maneuverability can help make the fight more fair and balanced, oh and please fix the problem of storm weaver despawning in the middle of the fight please
Holy buckler
An accessory crafted with 12 hallowed bars, 5 souls of light, and 10 crystal shards at a mythril/orichalcum anvil
Having this accessory equipped will make it so you do not take knockback from enemies and also generates a shield over time that increases damage reduction. Having more minions summoned will boost the shield regen rate.
Why:
More alternatives to the ankh shield for getting rid of enemy knockback
make the rock item placeable so that you can proudly display it without the use of item frames which (from what i've heard) dont work properly with modded items
edit: also make the size of it either 1x1 or 2x2
Polterghast changes
- The darts shot by Polterghast now bounce significantly less often, and are shot with less frequency.
- To substitute for less darts, Polterghast sometimes shoots the bigger projectiles that slightly homes in.
- At phase 3, the 3 phantoms start shooting slow, and shoot faster the more health Polterghast loses.
- The clone now spawns every 20 seconds instead of 10, but Polterghast gets increased health to compensate.
Why should these changes happen? Right now, Polterghast is a test of luck as the bolts start swarming the arena, bounching at mach 10 speeds, making for unfair plays. These changes should make Polterghast more fair, fun, and intense, rather than just hope you don’t get hit for P1 and P2, and have to keep killing the clone in P3.
-Early game Flamethrower-
Ra's Rage/Ra's Blaze.
Uses gel as ammo
33% chance not to consume gel.
Made with 30 blighted gel, 4 desert feathers and 8 silver/tungsten bars.
UPD1: Also Illegal gun parts
Shoots a stream of light-yellow fire that is affected by gravity after travelling for 5-7 blocks.
Inflicts "On fire!" Debuff.
Reason: There are not any pre-boss flamethrowers, even though through the rest of the game (besides Crimson mid stage of pre-hardmode) you always have a viable gel-using weapon. This weapon would add a possibility for (almost) full flamethrower playthrough.
make the astral infection spread. I mean it's capable of spreading in lore, so I see no excuse
EDIT: give the config doc an option of making the astral infection able to spread
Idea: Give SCal a cooldown after bullet hells where she can't attack you, and you cannot attack her, perhaps for 1-2 seconds, or a slow transition into her more fast/powerful attacks.
Why?: After a bullet hell, it is likely that a player will be sniped by a generally cheap separate attack, such as an angled hellblast. If a cooldown is put in place, there would be enough time for a player to properly react for such attacks and overall make the fight more fair. But as it stands, a player needs to be in a specific place/speed to not risk being hurt by such attacks.
Rework of consumable early hardmode rogue weapons
Cobalt Kunai
Leaves damaging trail while moving, gain velocity over time.
Palladium Javelin
Sticks to enemy and inflicts stackable Bleeding.
Mythril Knife
Ignores gravity, after short time turns into shrapnel of damaging sparks.
Orichalcum Spiked Gemstone
Sticks to walls and explodes into damaging bubblegum shortly afterwards.
Adamantite Throwing Axe
Spins in air, ignores gravity, loses velocity after time until full stop, disappearing shortly afterwards.
Titanium Shuriken
Ignores gravity, have pretty high velocity, that increases with every pierce.
Crystal Piercer
After strike splits into two smaller javelins, that also splits into javelins, that will just pierce enemies.
Why: mentioned weapons are very boring and uneffective. They just projectiles that have different sizes and abilities to piercing. Adding unique abilities to them will increase viability of these weapons and provide rogue a lot more options.
Idea regarding the brimstone crags: Keep half of it as it is, with the houses and loot, but make half the of the biome spikes with the eye formation underneath kinda like it used to be (except this part wouldn't be as big as it used to be; that way generating it when making a world wouldnt be too much slower) maybe also move the murasama shrine to the middle of the brimstone eye Why?: while the murasama is a guaranteed spawn, but it can be pretty hard to get to, (and if you don't know where to look, pretty hard to find) it would be much more accessible if it spawned in the brimstone crag eye instead (although still locked until post yharon phase 2) Also, the old crag looked really cool
Electric Rapier
Crafting:
Heart Rapier
5 Cores of Sunlight
1 Core of Calamity
3 Ruinous Soul
1 Armored Shell
At an Ancient Manipulator
What It Does:
The Electric Rapier is a Post-Polterghast Broadsword that Autoswings. Upon a swing, it calls down Lightning, similiar to the Cultist but much faster, from the sky at the Cursors position. The Lightning inflicts the Electrified debuff upon hitting an enemy and chains to nearby enemies 5 times before diminishing.
Damage: 560 (Blade), 590 (for Lightning)
Crit Chance: 15%
Knockback: Extremely Weak
Use time: Very fast
Why: More Options for Melee on DoG. The only viable weapons for DoG drop from either Polterghast or Abyss enemies. Adding this weapon will add a viable weapon that doesn't require mad farming.
Cosmic Rapier
Crafting:
Electric Rapier
25 Auric Ore
10 Darksun Fragments
2 Yharon Soul Fragments
10 Cosmilite Bars
20 Phantoplasm
At a Draedon's Forge
What It Does:
The Cosmic Rapier is a Post-Yharon Broadsword that autoswings. It still calls Lightning from the sky and inflicted the Electrified debuff. Upon hitting an enemy with the Blade, it inflicts Whispering Death and reduced enemy Damage Reduction by 3% (Does not work on Adult Eidolon Wyrm), this effect does not stack. The Lightning also chains to nearby enemies 10 times
Damage: 1200 (Blade), 1000 (Lightning)
Crit Chance: 25%
Knockback: Extremely Weak
Use time: Very Fast
Why: More Melee Options for Scal. Currently, all classes don't have many options for Scal. Adding this weapon would expand the options that are avaliable for Melee. Plus, using the same weapons over and over again can get very stale.
Make the Muramasa crafted at a Iron/Lead Anvil instead of a Mythril/Orichalcum Anvil
It's crafted with Cobalt/Palladium and most stuff crafted with those uses the phm anvils. Also, Muramasa is a prehardmode weapon, so crafting it at a phm anvil would make more sense.
Dragon's Fury
Dropped From Yharon at a 25% (33.33% Chance in Expert+)
What It Does:
The Dragon's Fury is a Post-Yharon phase 2 Magic weapon that autofires. Upon use, it creates a ring of dragon flame breath around the position of the cursor. Spawning a Mini Infernado with the Cursor doesn't move for 5 seconds. The Mini Infernado is 20 blocks tall and ignores enemy i-frames. Each hit with the weapon inflicts God Slayer Inferno debuff for 5 seconds and stacks up to 3 times.
Damage: 1000 Damage (Flame Breath), 750 Damage (Infernado)
Magic Usage: 25
Crit Chance: 30%
Knockback: No Knockback
Use time: Average
Why: More Magic Options for Scal. Using the same weapons can get really bland. Void Vortex is a rare variant and can take a large amount of Yharon kills to collect it. Adding this will give an easy to obtain Magic weapon thats good for Scal.
Increase the drop chance of the RIV's from Skeletron and the Lunatic Cultist
Reason: These bosses are quite difficult to 'farm'.
Butcher's Wrath
Post-Plantera/Calamitas rogue weapon
On throwing a giant saw falls to ground or platforms and begins to run on surface; that projectile mostly ignores immunity frames, stops on solid walls and throws any monster, except bosses, further into itself. Imagine giant saw, that cuts any living thing on their way.
Craft: 100 Ice Star + 30 Iron Bars + 20 Ectoplasm @ Mythril Anvil
Reason:
- I think, that rogue lacks a weapons that are pretty funny to use. And also, this thing can be bane for Levi or Ravager, if you properly setup arena.
- More unique weapons for rogue in general.
- It's reference to endgame spell with same name and nearly same behavior from Shadow Fight 2.
Astrum Shower
Rogue drops from Astrum Aureus
Throws clouds of Stardust like Purification Powder, that will lingers to the ground and disappear after short time. If enemy hits a that dust, barrage of astral stars will fall to their head.
Why:
- Idea from @near locust about yeeting stars to enemies.
- More drops from Astrum Aureus, it's still feels like a just gate boss.
- Funny weapons for rogue!
Terrarion Armor
Post-Plantera Rogue Armor
Set Bonus: When you use a Rogue Weapon, there's a chance to fire a Seed projectile that explodes into damaging Thorns that linger in the air, despawning after four seconds. The chance to fire this projectile scales the higher the use time of the Rogue weapon, meaning that slow weapons are more likely to fire a Seed.
By pressing Armor Set Bonus, you activate a special ability named Wrath of the Jungle. This ability greatly increases speed, Defense and Damage Reduction and sets the Critical Strike Chance for your next Rogue attack to 100%. This effect lasts for three seconds, disappears upon taking damage or using a weapon and has a thirty second cooldown. While Wrath of the Jungle is active, you do not gain Rogue Stealth. The full set is crafted at a Hardmode Anvil with 11 Living Shards and 16 Chlorophyte Bars.
Reason for this suggestion: Post-Plantera is the part of the game where most classes gain class-exclusive armor sets, although Rogue doesn't, leading to Rogues having to use Reaver Armor every time, which feels a bit boring in my opinion. Also would help make Rogue feel like more of a developed class.
Rouge Headgear for Hardmode metals and Hallowed Bars, I honestly feel like we have to be stuck with statigel for most of hardmode until we kill Golem. And we have to kill plantera, With Statigel, Which is alot harder said than done. So I think AT LEAST make a head peice made from Hallowed Bars for people going rouge. Edit : I forgot about Deadulas and Reaver armor sets, I apoligize for my mistake, Please ignore this suggestion.
A small thing, when you are going to put Draedon in the mod, make him drop a variant of the Exoblade (it's original sprite) ,it's projectiles home on enemies instead of the player (and bounce off tiles) and sometimes instead of shoting an Exobeam, it shots a rainbow infernado (like Yharon's attack, it homes until it's deployed) that ignores Invul Frames; has a slower use time, and instead of creating "comets" when a true melee strike is landed, it summons "drones" that shots lasers to nearby enemies and each drone lasts for 3 secons after spawning (each laser has half of the weapon's damage)
Optional tooltip: "If I were you I wouldn't give this to the Government"
The good old sprite, it also matches with Draedon's set of colors
If possible (I'm pretty sure there is a class set for when it is raining because different monsters spawn), make it so that while raining you can craft bottles of water with empty bottles in your inventory
Why: Seems like a neat little change, and in real life (although this is Terraria) whenever you leave a container or bottle out in the rain it tends to fill up with water.
EDIT: Also possibly add a recipe for acid water or just acid in a bottle when you're in the sulfurous sea in the irradiated rain for recipes pertaining to that area
Add in an alternative armor set to Tarragon armor
It could be crafted with another type of post-Providence bar, maybe something in the hallow or the underworld.
Why: More post-ML armor choices, as well as the fact that bloodflare armor and auric tesla armor have their own alternatives.
True Statigel Armor (post-Signus)
True Statigel Hood:
1 Twisting Nether/7 Bars of Life/9 Phantoplasm/1 Any Statigel Headpiece @ Ancient Manipulator
True Statigel Armor:
2 Twisting Nether/10 Bars of Life/14 Phantoplasm/1 Statigel Armor @ Ancient Manipulator
True Statigel Greaves:
1 Twisting Nether/8 Bars of Life/11 Phantoplasm/1 Statigel Greaves @ Ancient Manipulator
Stats: An all-class armor set (includes +2 minion slots) with lower defense than Tarragon but slightly higher offensive boosts and boosts to jump height and speed
Set Bonuses:
-A ninja dash which lets the player dodge through attacks like the Counter Scarf. Stat boots and a 15-second cooldown are given upon a successful dodge. Equipping any other dash item overrides this dash.
-Emit a smoke bomb cloud upon being hit, which gives a short boost to movement speed, horizontal and vertical wing speed, and deals moderate damage to enemies inside the cloud.
-True melee strikes have a 33% chance to inflict Whispering Death for 5-10 seconds.
-Ranged critical strikes have a small chance to spawn a exploding cosmic mine which slowly drifts toward enemies and deals 300% dmg of the weapon that spawned it
-Magic attacks have a chance to fire a cosmic fireball which deals 50% dmg of the weapon that spawned it
-Rogue attacks spawn cosmic kunai blades as they travel which home onto enemies and deal 33% dmg of the weapon that spawned it
-A Cosmilamp summon which takes no minion slots will be granted if the player has 5 or more minion slots
Reason:
Considering Statis is a legendary warrior who alongside Braelor stood against the forces of Yharim, it feels strange for the closest thing to an armor set befitting him being relegated to pre-HM, especially considering the placement of Tarragon armor.
Twisting Nether is a underutilized crafting ingredient and it would make sense for it to unlock the true potential of the Statigel armor, considering Siguns's relation to the Statigel clan in the lore. Also, more armor set variety post-ML is good considering how linear the armor progression currently is, and this armor set is oriented to feel unique from Tarragon by sacrificing defense for increased offense and mobility.
Long Island Iced Tea
A drink sold by the Drunk Princess, as a direct counterpart to Fireball, boosting cold weapon damage by 10%, but reducing defence by 6 and life regen by 2.
This would provide a high risk way to boost the weapons that you get from Cryogen, making fights against the mechanical bosses faster, if you know how to dodge them.
make the arterial assault include 1 blood orb in the recipe because of the blood orb that appears in the sprite
For Thorium compatibility, allow Thorium bosses to drop more treasure bags when Armageddon is active for the next patch (correct me if I’m wrong but I’m pretty sure this isn’t the case as of now)
A small change... but Reduce/Remove the particles given by Providence's Lore when Low Quality is turn on
Especially with weapons with projectile spam, the dust from Provi's lore clog up the screen and lags quite a bit. (Example shown below.)
Low Quality should rid of this, since it's supposed to increase performance, and it's just a visual effect anyway.
make Scal's one shot from taking too little damage apply to only attacks from the fight and not other enemies or other sources. Why because sometimes when you use sus jelly bean and take some fall damage and die. Also enemies could wander on and kill you too. It's annoying because I forget to clear the arena or take a calcium pot sometimes.
Suggestion: add a changelog reaction channel so we can have conversations and ask questions about the new changes
Make "Something is approaching" be possible (for night bosses at least):
-
Not more than once per night.
-
Make night bosses only spawn before 10:30 pm.
Reasons: -
Does not feel good to get shrekt by a random boss multiple times in a row even while building or managing storages. And if you (for some reason) did not see the message, all your NPCs may get killed really quickly (Ahem Destroyer). Another variant is just make this not appear when you are in Town biome.
-
Spawning a boss at 4:00 am does not really make any sense because you just do not have enough time to kill it.
Overflo-Yo
Post-Duke Fishron Yo-Yo
When thrown leaves a trail of homing bubbles that act like the ones fired from the Flailron. Upon defeating the Lunatic Cultist, when this Yo-Yo hits an enemy, there's a chance to spawn a mini Cthulhunado that lingers in the air and damage enemies for five seconds. If a Mini Cthulhunado appears while the user is riding the Cute Fishron mount, the Mini Cthulhunado will fire Sharkrons at enemies.
Either dropped by Duke Fishron or sold by Amidias after Duke Fishron has been defeated.
Reason for this suggestion: Trying to use Yo-Yos Post-Golem is quite hard, as there are only two post-Golem Yo-Yos in Calamity, both of which aren't very viable. Also, Duke Fishron is a pretty challenging boss, so having more rewards for beating him would be nice.
Devourer of Beasts
Post-DoG true melee shortsword
Inflicts God Slayer Inferno
Feed your dog
Stabby at player DoG's final phase head (6 blocks-wide) , that executes a biting animation. That head ignores immunity frames.
If enemy have less 5000 hp, it will be actually devoured and player will recieve random buff to damage, defense, crit chance and life regeneration for 30 seconds. That don't work, if enemy are post-ML (including ML and buffed bosses in post-ML) boss or he have more that 80% damage reduction.
Right click will rapidly shoots inaccurate and short-ranged DoG's lasers, that inflicts God Slayer Inferno and ignores immunity frames.
Craft: 20 Cosmilite Bars + 5 Armored Shell + 5 Twisting Nether + 5 Dark Plasma @ Draedon's Forge
Reason:
I love funny weapons. I like how some weapons have silly concept but are useful in practice. That shortsword are good for buffing yourself while events or bossfights and can be decent for Yharon or Mothron.
And there is no true melee weapons in Post-DoG.
Pluto’s Gate (post-Polter gun)
1 Butcher/ 1 Vortex Beater/ 3 Ruinous Souls/ 15 Phantoplasm/ 9 Cores of Eleum @ Ancient Manipulator
Fires shotgun blasts with increasing accuracy and speed the longer the cursor held, which increases in a shorter amount of time than the Butcher. Each shotgun blast includes a homing phantasmal grenade.
Reason: Currently ranger’s options for DoG are iffy, with the best gun available being the Seadragon, a sentinel weapon, and only two other post-Polter options to use, which lack high-velocity projectiles to easily hit DoG’s head/tail with. Adding a new firearm would help the class in this stage of the game and give it more variety.
This isnt a huge suggestion but when the world generates, change it so the desert and sunken sea generate at the same time(or at least before the dungeon) then have the dungeon generate over it.
This way, parts of the sunken sea wont end up destroying the Dungeon
I don't know if you guys are planning on this but....
Add official lore for other stuff in the mod other than bosses, some weapons, biomes and Important figures.
So like lore for Cnidrions, other desert animals as in how they came to be, maybe some lore for vanilla biomes other than lore items, mini-bosses could use some lore and lore for some enemies
Why: we know the origin about the bosses and all that but we don't know what created a lot of the monsters are roaming the world, like wulfrum drones/slimes, the jungle temple and a bunch more stuffs.
(like why is the world in such bad shape when the effects of Yharim's onslaught isn't really effecting you.
Idea: Purge any ideas that are seen as very unlikely to happen/have no legitimate reason to exist/Require too much work to realistically implement(decision would likely by developers)
Why: There are many good ideas in this channel that are easily lost in a large quantity of bad ideas, or at the very least, ones that are not going to happen, at least in the foreseeable future. This could give more light to the better ideas.
Name: Unusual Looking Shovel
M1 Attack: Swing the Shovel like a sword
M2: Dash while the Shovel is in the ground and throw the dirt gathered by the shovel at the enemy, blinding them and making them not move for a bit (this will be useful against certain enemies and also a pretty good combo attack to use alongside the M1)
Description: Do people really use shovels as weapons instead of what their use is actually for in other countries?
Design: It looks similar to a Monk's shovel but with a bit more sharpness to its edges and it doesn't have a hilt
Obtained through: Crafting (10 Chlorophyte, a single Pickaxe of any hardmode type, and 5 Hallowed Bars)
Trivia: Certain Monks use shovels as their weapon, these shovels vary in design and can be useful for both digging and fighting
Reason: There's not really any sort of Monk's Shovel weapon in Calamity and no sort of weapon based on a tool that isn't used in Terraria at all. Adding this would be the first time a Monk's Shovel is in a Terraria Mod, and Monk's shovels would be a good weapon to add in Calamity as a Jungle Weapon (since it's crafted from Chlorophyte)
Make the Lore Items sell for a lot
Credit to @paper bramble for this one!
This is an interesting one because you can either use the Lore items to your advantage and use their benefits, or sell them for a phat amount of money. Plus a way to sell the lesser used/useless Lore items.
Astral Counterweight
Post-Astrum Aureus Yo-Yo Accessory
When equipped, having a Yo-Yo out and pressing Right Click creates a Yo-Yo Duplicate that floats in midair a set distance away from the main Yo-Yo projectile. Pressing Right-Click again while the Yo-Yo is out will create another Yo-Yo duplicate that floats the same distance away from the Yo-Yo as the first duplicate, although on the opposite side of the main Yo-Yo. The more you press Right-Click while the Yo-Yo is out, the more duplicates appear. These duplicates will float in the shape of a regular polygon around the main Yo-Yo. A maximum of 5 duplicates can exist at once. Defeating the Moon Lord increases the amount of duplicates that can exist and increases the distance between the duplicates and the main Yo-Yo.
Duplicates follow the same behavior as the main Yo-Yo and ignore i-frames, however whenever you create a duplicate the damage of the main Yo-Yo is slightly reduced, and whenever you create a new duplicate, the damage of all the existing duplicates will drastically reduce. This means that with a Post-ML Astral Counterweight with all duplicates out, the main Yo-Yo might only deal 80% of actual Yo-Yo damage, while each duplicate might only deal 10% of the main Yo-Yo damage.
Dropped by Astrum Aureus in Expert Mode.
Reason for this suggestion: Using Yo-Yos only Post-Plantera is pretty hard, since most options for this tier mostly get pretty low DPS or just have problems hitting the bosses. Besides, Post-Plantera is the part of the game where the bosses begin to become even more challenging than before Siren and Levi. Also, beating Astrum Aureus with Yo-Yos grants exactly zero rewards except the Starlight Fuel Cell and Jelly Bean Post-ML in Revengeance Mode. Also, it feels weird to me that Astrum Aureus has no Expert Exclusive drops.
Make all armor sets without specific class-only headpieces grant the player rogue stealth when holding a Rogue weapon
Why: It would free up armor choices for rogue players, especially when other armor sets are not available (Early Hardmode I'm talking about you.)
Cosmic Annihilation, Rare Variant of "Ark of the Cosmos"
Drops from Post-Darksun Yharon at a 2.5% chance
CA fires projectiles like a normal AotC until the projectiles hit an enemy, then they explode into a Cosmic Explosion that ignores enemy i-frames. However, upon hitting an enemy, it inflicts Elemental Mix on the player for 2 seconds.
Damage: 1600 (Projectiles and Blade hits), 2500 (for Cosmic Explosions)
Crit chance: 42%
Knockback: Average
Use time: Very Fast
Why: To add a weapon that is a very high risk/reward. The player gets extreme damage, but pays for it with Elemental mix. Plus, it'll add another weapon to the RIVs pool. Also, Ark of the Cosmos is a very good weapon used by almost all Melee users. Adding this will not only give the player a strong risk/reward weapon, but expand the somewhat limited viable weapons for the Endgame. Plus I spend the last few hours making sure this sprite is sexy.
Make the Super Dummy right-clickable in the inventory like a treasure bag for the same effect of erasing super dummies.
Why: QoL, for not neccesarily having it in the hotbar.
Remove Infinity from the game or failing that, at least make the description outright state that the bullets do not stop for five minutes. The description does not state that the item will not stop firing, and I've already seen it force one streamer to close the game with task manager (he was lagging to shit and it wouldn't let him close the world, so he lost a great deal of progress). With the Shredder, at the very least, if it lags you out, you can stop firing. With the Infinity, you can straight up kill your game with a single misclick if your PC is not heavy-duty, making it a hazard to even handle. It's a fun idea, but in execution, if it has the potential to be a "press X to lose your progress" item, it never should have made it past testing if anyone involved considering its nature as a processor-killer you cannot stop that functions on a single click. It's bad game design to the point where even the meme cannot justify it, and there's really no way around that. As an alternative, make it require a double left or right click to use to ensure it can't be accidentally used.
Name: Astral Scattergun
Damage Type: Ranged
Obtained by: Random drop from any Astral Infection Enemy after Astrum Aureus and Astrum Deus are defeated
M1: Fire a spread of lasers that can either make the enemy covered in Astral Flame or make them be set on fire
M2: Fire a giant bolt of energy that splits the enemy's health in half, this will never work on Bosses and has a 1 minute cooldown
Trivia: The Scattergun is based off of the Laser Shotgun from XCOM: Enemy Unknown
Reason: I'm not sure if there's any Laser Shotguns in Calamity, but if not, this will be a decent addition to the arsenal of odd weapons in Calamity
Rouge Weapon
Name: Comet-Dust Combustible
Crafting recipie:
1 Ballistic Poison Bomb
15 Stardust Fragments
10 Astral Bars
10 Luminite Bars
What it does: Essentially a post-ML upgrade to the Ballistic Poison Bomb. When used, you throw a Comet Bomb that, once colliding with a solid surface/enemy, explodes, sending out 8 blue comets in 8 cardinal directions. Each comet however leaves behind sparkling blue/purple comet dust, that when comes in contact with an enemy, explodes and inflicts the frostburn debuff for 6 seconds and glacial state debuff for 2 seconds.
Why? In my opinion, it feels truly unfair how all the other classes get a wide array of options to fight Providence with after defeating Moon Lord, and it would be really cool to have a weapon that. could be able to compete against the Elemental Disk. Plus, Sea-foam and Ballistic Poison Bomb are just fun to use, and it’s a shame that there isn’t a Post-ML upgrade to this fun and unique weapon
Make Plantera's Spiky Balls (heh) actually despawn upon starting/ending the Boss Rush.
Every time I've reached Plantera (now confirmed with the latest update) and die, when I respawn, they bounce across the world to make it back to me and kill me. So, I tested, respawned, avoided them, and started the BR to despawn them, only for them to continue to bounce around the arena. This isn't helped by how long they take to naturally disappear.
Abyss Break
Damage Type: Rouge
Tooltip: The ability to completely destroy everything is in your hands
Recipe: Shattered Sun + 5 Ruinous souls + 5 Vortex Fragments @ Draedons forge
Extra: Each of the split projectiles home in, and some of them when the come into contact with an enemy (noticeable difference in sprite), they open a portal (2/3 weapons base damage, lasts 4 seconds)
Why: The Crystalline evolution line is great. The Crystalline and its upgrades are all amazing weapons. this would allow the line to continue.
Add female character variant sprites
Why: aesthetic reasons
Cryoflame
Early Hardmode(Post-Cryogen) yoyo
Fires crystal shards that have a 50% chance to inflict On Fire! or Frostburn, as well as a low chance to inflict Glacial State.
Crafting:
Hell-Fire(1)
Amarok(1)
Essence of Eleum(5)
Essence of Chaos(5)
Cryonic Bars(3)
Hallowed Bars(3)
Why: Let's be real here, the only post-Cryogen yoyo available in the mod until you beat Calamitas is the Shimmerspark. Having more yoyo choices might make a yoyo playthrough a bit more feasible.
Replace the buffed Solar Eclipse enemies in the current post-Yharon phase 1 solar eclipse with unique Darksun enemies
The original enemies would keep their buffed post-ML stats, but the mod should add darksun-only versions of them with buffed stats, similar to how plague enemies are just Jungle enemies with a resprite and slightly different behavior.
Reason: Currently, the post YharonP1 Solar Eclipse just feels kinda bland, as all the enemies are the same and the only real threat is the buffed Mothron. Having uniquely Darksun enemies would make the buffed event feel like less of a placeholder.
Rebalance post planterra:
After one or two playthroughs everything from planterra to deus blends together. There is pretty much no reason to fight any bosses besides golem and cultist other than just wanting to. here are a few changes I came up with to fix this.
Move Chaotic ore to post ravager: reaver armor is supposed to be used for 4 fights, but is only practically used for 1, and is entirely skippable as golem is a joke. Moving chaotic ore to a bit later in progression would give reaver armor more use.
Either nerf levi or buff reaver armor: If ataxia armor was to be moved to post ravager, then the levi fight needs to be easier. This fight is supposed to be fought pre golem, as the gear obtained is too weak to be used later. Nobody in there right mind fights levi before golem because of the difficulty. nerfing the boss would make it fit better into progression.
Heavily buff cultist: cultist is in a weird position where the lunar weapons he unlocks are very helpful against deus, but make any bosses pre cultist super easy. This wouldn't be an issue if cultist was strong enough to require gear from goliath or fishron to beat, but as it stands cultist can be easily defeated right after golem.
Buff goliath weapons: goliath is meant to be fought pre fishron and deus yet the weapons it drops are pretty much worthless against at least fishron in my experience.
If there is anything wrong with my suggestion as I have yet to fight new deus so I may have some information incorrect, please ping me in #suggestions-discussion
Increase the spawn rate of Atlas post-Cultist and before Astrum Deus
Reason: So the player can spend less time trying to find and kill the titans and spend more time actually FIGHTING astrum deus. It's kinda annoying when the ONE enemy you NEED to find and kill fails to show up.
Add an Exo-Flames debuff for the photoviscerator or make it inflict many flame debuffs and remove debuff resistance from foes or buff the weapon itself, the reason is because it's kinda weak for it's tier, most Post-ML bosses can resist it's debuff, and because it's tooltip says that it's THE flamethrower, but it's almost useless against SC
increase the sell prices of all the ore to be closer to the vanilla ore prices at their respective progression levels
aerialite = 8 silver (demonite)
cryonic = 16 silver (average of adamantite and titanium)
perennial = 12 silver (twice the price of chlorophyte)
chaotic = 18 silver (not really based on anything but the ore is relatively difficult to get compared to the other ores before it)
astral = 20 silver (because it doesnt have an efficient way to be farmed and only comes from the meteors)
exodium = 30 silver (same as luminite)
uelibloom = 40 silver (just following a pattern of +10 silver per ore)
auric = 50 silver (same as above)
Idea: Modify SuggestionBot to DM someone who has 90+ stars the final decision by the devs, when said decision has been reached. I've been informed that some are ignored, so perhaps also add a 1 week waiting period. If a decision is reached in that time period, instead DM the user that no decision has been made.
Why?: Right now, the most feedback one gets on making a suggestion is the flag reaction, or lack thereof. However, it's not possible to tell if an idea was denied or simply not viewed yet.
P.S. I'd be more than willing to help with coding this feature in, if nobody has any objections.
add something more to the post DoG pumpkin moon and frost moon. maybe some new enemies or drops, but with the way it currently is, requiring you to grind for one specific material, it feels a lot like padding
Nerf Cnidrion’s damage and HP In Expert+
Reason: a new character could be just strolling along the underground desert, cussing at the antlions, killing Stormlions, when all of a sudden, you hear the sound of an cnidrion, then, 10 seconds later, if you don’t have the mandible claws, boom, a big horse drops on you, killing you in seconds.
Add in some sort of UI to toggle your current Difficulty if you have Death and/or Revengeance in a Piggy Bank, or safe
Reason: It's kinda tedious to use your Money Trough or Safe to just toggle the Death or Revengeance modes, making this would speed up the process of changing modes at will with a certain Bind just so you won't have to go back to your base to toggle the 2 modes
Suggestion: "Golden Soul Key" (Or any other name, it's the best one I can think of)
What it does: If you put it in a chest, it summons a normal mimic, similar to the vanilla Night/Light keys. And, if it is put in an ice biome, it turns it into an ice mimic.
How it's made/obtained: It costs 1 golden key, 5-10 Souls of Night, and 5-10 Souls of Light.
Why it should be added: Farming normal mimics is a pain without a proper grinding setup, and (for me) it somewhat drives you away from using the items made from normal Mimic drops. I just think it'd be a good idea to add, and make things a tad bit easier. Bonus note: You could add a recipe for golden keys or up the drop rate for golden keys, and you could reduce the amount of coins gained from normal mimics if this makes it too OP for coin grinding.
Make it so that the ornate shield allows a dash similar to that of SoC, but travels further and does more damage. It has a reason to exist aside from needing it to craft valor or have a rare variant, right? A post-cryogen accessory that does literally nothing but give 6 defense isn’t that useful. I feel like a dash could make it better.
Charged Fulgurite
Crafted with 25 glass, 10 essence of sunlight, and 4 stormlion mandibles. All your rogue weapons will trail sparks behind them and will shatter into 3-5 glass shards. Why? There aren’t a lot of rogue accessories and this could make for decent crowd control
change the projectiles spawned from the luxors gift + rogue weapons to be something like a star or shuriken because the current projectile feels kinda out of place when side by side with the rest
Add in RIV's for summoners
Reason: All other classes have RIV's, even Rogue.
"Chronostasis"
Tooltip: "Time has resumed"
Crafting: 10 hallowed bars, 10 Astral Bars, Gold/Platinum Stopwatch, 10 luminite bars. At an ancient manipulator.
Type: Accessory.
Use: when your hp reaches 0, you will be revived with 10 hp, and all of your debuffs (except potion sickness) will be removed.
When you reach 0 hp, All enemies (Including bosses), as well as proyectiles from both enemies and players will be frozen in place for 5 seconds. New proyectiles fired by players will also be frozen in place. Bosses and enemies will be unable to attack.
During the "stopped time", all healing effects are 10% stronger, however, attacks will only deal 10% of your damage during stopped time, and proyectiles fired during stopped time will only deal 50% dmg when time resumes. This damage reduction applies to all players in multiplayer.
During stopped time, homing proyectiles will not home into enemies.
This item has a 2 minute cooldown.
After time resumes, your movement speed will be reduced by 70% for 1 second, and by 30% for another second.
Reason: There's no revive option for early PostML (without counting permafrost's concotion) and i think it would be something nice to add.
this is a rough idea of the sprite, a chronometer with a crack in the middle (and yes, this is a jojo reference).
Ancient spear
made by: 1 Iron bar + 2 wood = 10 ancient spears
what it does: pierce 1 enemy, 70% chance to be dropped once used, good damage low speed.
description: spears of the ancient humans a primitive weapon of a primitive time
why should it be added: wolfram knives are a bit expensive when you are mining 90% of the pre boss era and somehow never see the day
also we got 3 options of weapons for DS one of them pierce 2 enemies and does low damage.
the other returns to you when you hit an enemy with it but still a low damage fast speed.
and the 3th one guess what it is, a low damage fast speed weapon that split into 3 daggers.
having a slower weapon with higher damage will give a larger verities of play styles.
Brimstone arrows
Crafted using 25 wooden arrows, 3 essence of Chaos and 5 Brimstone Slag
How they work: Brimstone arrows travel at increasing speed over time, similar to the projectiles of the Brimstone Elemental during her third phase. When they hit an enemy or a block, they emit a medium-sized explosion which inflicts Brimstone Flames for 0.5 seconds.
Why: There aren't that many arrow choices in Calamity, and adding a few more could lead to some interesting arrow choices. Plus the Brimstone Crags dont get as much love as some other biomes.
Potential sprite
Make the Desert Scourge fire sand blasts on all difficulties, and make the Dried Seekers fire sand blasts in Rev+. The Desert Scourge fight isn’t really interesting in Normal or Expert mode, and adding projectiles could help fix the problem.
Re-add the removal of the nurse cheese in rev+
This was a fantastic change. Removing the nurse cheese in rev+ made the bosses take skill and perserverance in order to triumph over said boss. With the nurse cheese, it makes almost all bosses a joke since if the player had enough money they could just essentially use the nurse heal to heal back to full health which takes the fun out of a fight, completely.
Add a Dm Dokuro Npc
The Dm Dokuro Npc would sell music boxes and maybe a couple of other stuff as well. like his custom ban from his Youtube videos and maybe some other stuff from his channel as well
Make him have quotes that refer to certain stuff Like him screaming at slimes or him asking the player why everyone is asking were Calamitas is
Active/Inactive Lore Items
Similar to the current revengeance rage/adrenaline buffs, but can be toggled on and off. I would rather have this option than have my inventory full of clutter.
Ancient text:
permanantly increases minion slots by 1
around slime god progression wise
astral amplifier:
permanantly increases minion slots by 1
around astrum deus and aureus progression wise
Moon totem:
permanantly increases minion slots by 1
around Moon lord progression wise
Reason: I think summoners should also have something to increase their minion capacity since health and mana also have permanant increases
Remove the immunity to pure DoT debuffs on all non-worm bosses
DoTs are currently kinda useless, as everything you'd want to use them on is immune unless the debuff is 2 stages ahead in progression. It wouldn't make most bosses too easy either due to DoTs being flat DPS increases. The only things that care about 4 DPS from On Fire! are worms due to multiple segments, so those can keep they DoT immunity. This change will also buff weapons that have lowered base damage due to their debuffs as now they can access their full DPS on almost everything.
more shrines:
ocean shrine that has a submarine mount, it works much like the ufo mount but only underwater, provides water breathing in most water, with the exceptions being the abyss where it's layer 1 post hive mind/perforators, layers 1 & 2 post WoF, and layers 1-3 post ml
hallow shrine that generates in the beginning of hardmode in the hallow underground layer, it has a hallow effigy that gives boosts either health or DR at the cost of some reduction to attack stats (unsure which)
sunken sea shrine that generates in the center of the large sea prism geode thingy in the center of the biome) and has an accessory that gives the player a sort of shell, made out of sea prism, it emits light and causes the player to spawn small prism shards around them much like the spore sac but only underwater
sky/space shrine that generates in/on either a planetoid or a small floating island (if it was the floating island that'd have to be added to world gen) with either a cloud mount (think of the flying nimbus from dragon ball) or some sort of cloud accessory that places a raincloud above the player that acts like one of the clouds from the nimbus rod (or perhaps it could be a minion that acts like the angry nimbus enemy)
reason for suggesting this is i really like the concept of the shrines but i feel like there should be more
Name: Biomachina Construct
Damage Type: Summon
Obtained by: Chest Loot in the Dungeon
Tooltip: "It is unknown about who created this, but let's hope it's not somewhere in our world..."
Staff Design: It looks similar to a human Spine but it has some mechanical parts on it and has an odd crystal on the top of it
Minion Design: The minion looks similar to a human skeleton with cybernetic attachments to some parts of its body, these Minions are the same height as the player
Reason: I'm not really sure if there's a minion summon in the Dungeon Chests after killing the Spooky Scary Big Bad of the Dungeon himself (Skeletron), but if there isn't, maybe this would be a pretty nice pick
Suggestion
More powerful explosives for excavation. How many underground arenas are you gonna build for all the bosses? There's Polter, so one in the dungeon, the WoF/Brimmy/Provi, so at least one in Hell, Queen Bee/PBG, so one in the underground jungle.. really, mining out that many blocks manually is painful, and even dynamite only goes so far. Therefore, I think a new class of excavation explosives are required, ones obtainable much earlier on than, say, mortar rounds. Maybe early-HM?
RIV for Sun God Staff.
ANUBIS
Opposes to the god of Sun, Ra.
Summons a Small Anubis above your head (Like Sun God Staff).
Takes up 1 minion (sentry? Both?) Slot.
Anubuf has a staff that shools dark purple (or maybe black) projectiles.
From that point things can be different.
I think one of these effects will be interesting for the RIV.
-
If Anubis kill an enemy, it releases a Soul. If a player who holds the sentry gets that soul, he will be healed for X or will get buffed.
-
If Anubis kills an enemy, it will resurrect as a mummy.
-
If the owner of the centry gets hit by the sentry, the enemy will receive a debuff called "Anubis's tribunal"/"Anubis's court" for 8-10 seconds. While this debuff is active, Anubis will target the enemy and deal additional % of damage. If player gets hit by multiple enemies, Anubis attacks all of them.
First two refer to Anubis as a god of Death in Egyptian mythology.
Third one refers to Anubis as a one of Judges in Egyptian mythology.
Also, It can provide Danger sense and Hunter potion effects as Anubis can see the future.
Drops from Lamias with 1% chance after all mechs OR all their alternatives have been defeated.
Reasons:
-RIV for summoner.
-Unique chance to oppose Ra (Sun God) and Anubis (God of Death and Darkness) from Egyptian mythology.
Make slime god core rotate, speed of rotation depends on the velocity of the core, faster velocity = faster rotation. Clockwise.
Add a new configuration option, if possible, which toggles additional visual/particle effects from weapons. Lower-performance PCs currently struggle with the later parts of the mod due to the increase in particle effects, which although cool, can slow down game performance to the point where it feels nearly unplayable due to lag.
Avian Dagger
Bumblebirb drop, rogue weapon
When used, the player throws a knife that starts moving slowly, then increases in speed much like the Demon Scythe. As it moves through the air, it leaves behind feathers that have homing properties and stick to enemies. Neither the knife nor the feathers can pierce enemies.
Why? Bumblebirb doesnt have any rogue weapons dropped from it, and having some more rogue weapons at the post-birb, pre provi stage could give rogue players more variety of weapon choice. Plus it could fit into the upcoming rogue expansion.
suggestion: instead of making the nurse more expensive give her a limit of uses per boss fight
why: actually nerfs the nurse instead of making it more tedious between boss fights
Make the nurse not remove debuffs in revengeance and death mode during a boss fight
Why: I believe just an increased cost is not quiet enough, doing this would make using the nurse during the a boss fight slightly less effective while not massively changing anything massive.
(Nurse would still charge extra to heal with each debuff though)
Make Astral Slimes drop a bit of Astral Ore post-Astrum Deus
Reason: Right now they really don't do anything but exist, and having them actually drop something would make them useful. Plus, it ensures an unlimites(practically) source of Astral Ore without mining up your entire surface.
The Amalgam Changes
Fungal Clump
- Increased speed, tracking range, and damage.
- Healing orbs travel much further, as well as give damage and defense boosts, similar to Nebula armor buffs.
- A new resprite to make it feel much more upgraded, since the Fungal Clump is post-Crabulon while the Amalgam is post-DoG.
- Damage is buffed even more post-Yharon.
Poisonous Seawater trail
- The trail is much longer, and also has falling projectiles, similar to Downpour weapon.
- The trail lingers on blocks and platforms for a few seconds, like the Holy Flames.
- Damage is buffed post-Yharon.
VoE effects
- Brimstone rain now falls from the sky more frequently, and has a larger blast radius.
- In addition to above, you also emit a large brimstone explosion where you got hit, similar to the Venusian Trident.
- Now grants full lava immunity.
Other changes
- Movement speed is now 30% at all times.
- The damaging aura now happens regardless of whether you’re in liquid or not.
- Affliction is added to the recipe and the Amalgam gains its benefits.
- Every time you get hit, shade rains down for 2 seconds and rains much more shade.
- All the projectiles from the Amalgam that does damage, including the Fungal Clump has their own local i-frames.
Why should these changes happen?
The Amalgam is currently very weak for post-DoG tier, and most of its effects aren’t ever useful because they aren’t buffed to be at its proper tier. Plus, who’s gonna fill an entire arena with water just to make it useful, when there’s other accessories that are better anyways?
Change the descriptions of the Sponge and the Ambrosial Ampoule to say "Hostile Bees/hornets and their projectiles will deal 25% less damage" instead of "Most bee/hornet enemies and projectiles do 75% damage to you"
Reason: It's kinda confusing wording. Does it mean that bees and hornets do 75% more damage, or that most projectiles, bees, and hornets do 25% less damage to the player? Changing the wording would make it a bit more clear and consise.
While I'm at the sponge, also allow the Sponge and the Absorber to ignore water physics, like the Sea Shell
Why: It's used in the crafting of these accessories, so they should inherit this ability.
change the size of the box that spawns around providence's loot to be the same size as the WoF's box
Pandemic Perfected:
Gun that fires unique bullets in a burst of 3.
These bullets split upon impacting an enemy or a tile, into 1-4 unique projectiles.
These projectiles home in on enemies, and latch on after impact, just like the daybreak or stardust cell staff projectiles.
Additionally, the more projectiles on a single enemy, the more damage the guns bullets deal to that enemy.
Name: Crown of Calamity
Type: Hovering Crown (above your head)
Duration: Infinite
Reason: Since there's no sort of reward in this mod if you beat all the Bosses in the mod (minus a Rock which is useless), why not have it so that you can get a Crown to hover above you to signify that you are the Slayer of Evil and the Enemy to Yharim and his many allies
Helz Roller
Crafted using
10 Luminite Bar
1 Core of Calamity
3 Cores of Chaos
5 Bars of Life
10 Chaotic Bars
25 Unholy Essence
At a Ancient Manipulator
What it does:
Helz Roller is a Post-Moonlord Rogue Weapon that homes on enemies upon use. Once it impacts with an enemy, it splits into 3 mini Helz Rollers that also home in on enemies. Each hit inflicts Shadow Flame and Ichor with each mini Helz Roller, lasting 3 seconds and stacks twice. The Mini Helz Rollers pierce 10 times then explode once they hit their pierce cap.
Damage: 125 Rogue Damage.
Crit Chance: 22%.
Use time: Very Fast
Why: There is only one weapon that is viable for Providence, I'mma say this again one weapon that is viable for Providence. Only one weapon thats viable is the lowest of the low. Adding this weapon will expand the options for Providence for the Rogue Class.
server suggestion: disallow new specific weapon/armor/acc suggestions
out of the mountain of overdesigned items suggested, when has there EVER been one that has reached implementation entirely on it's own merit. 90% of them arent suited or polished enough to be implemented, and the 10% that are actually decent are either unnecessary or already planned for, let alone those that make it to the dev server. the gaps in progression many of them try to fill are already sorted out and being worked on, ESPECIALLY rogue expansion!! the expansion is already planned out!!! please no more!!!! your totally cool oc item will never be accepted so stop clogging up #suggestions-voting with fat walls of text that half the time cant even be assed to follow the guidelines properly. enough. enough.
include the revengance and iron heart items in the starter bag
Countersuggestion: do a better job of removing rule breaking suggestions while still allowing weapon, armor, and accessory suggestions in general. Poor ideas tend not to rise to the point they warrant a dev’s notice, and those few that do are summarily ignored. The poor ideas have no impact. The few good ones, meanwhile, could impact the mod for the better. Thus, removal of those suggestions wholesale is simply discarding all possible benefits in exchange for the visible non-dev end of the suggestion>dev notice>acceptance/rejection pathway looking cleaner for us, a dubious improvement at best. It makes little sense, so my suggestion is to continue allowing these suggestions while cleaning up the objectively rule breaking ones.
Unholy armor
Made out of unholy cores.
It would be a Rogue armor.
Reason: Rogue only has the Daedalus Armor for most of hardmode until it gets the Reaver Armor. This one should be an intermediate armor with similar statistics to Chlorophyte, but focused towards Rogue
Spark of Lore
Either has multiple upgradeable versions which will upgrade when entering HM and going PML or 1 result only craftable when all Lores are collected which combines all Lore effects when placed in the players inventory
Name: Super Nail Gun
Design: A mixture of an Uzi and a Nail Gun
Crafted with: Nail Gun, Uzi, and Vortex Fragments (Up to the devs on what amount)
Attack: Fires Nails that explode like Luminite Bullets, fires faster than the normal Nail Gun
Reason: Due to the lack of upgrades for the Nail Gun, or even another One-Off-Ammo Weapon Upgrade, I'd love to see this upgrade get added since it'll be pretty useful for fighting the other enemies in the Lunar Events
reduce the number of minions leviathan spawns
Reason: It doesn't make the fight "difficult", it just makes it boring and tedious because you have to defeat them unless you want to inevitably get hit by them
Name: Bloomerang
like an overpowed boomerang made from uliebloom
made from: 15 uliebloom bars
design:
like a living wood chest pattern on a regular boomerang
make the blighted lens have more uses (maybe an upgraded archery potion or smth)
reason: it feels weid that their only use is to make a summoning device
A small buff to the Rare Elemental in a Bottle, Because, Why should we grind for something that we can rarely heal from, Because the orbs don't come towards us, Just towards space, And I don't see many oppertunities to use the Elemental properly, So ma,king the orbs fly towards us would help out alot. And idk, Maybe a slight nerf to it as well, like, The orbs come out less often, Or heal 10HP instead of 15 alon with this buff.
Buff daybreak
As of now daybreak is considerably weak for its tier and is outdone by many other weapons. Its not very viable for crowd control, moonlord, or multiple targets at once. I suggest a plain base damage buff to it to at least make it viable for its tier.
instead of power scaling to stupid high levels post scal, add a "prestige" or "true vault hunter" mode where you can lower all the stats of pre-reset items
maybe posed as draedon coming close and the pressure weakens old gear
Changes regarding Yharon Phase 1
Please, please, please make it so that in the final subphase, he doesn't do damage until he has fully materialized.
Reason: STOP TELESNIPING
Magnum Rounds. I was not aware that they were so hard to come by, and have been selling them to get them out of my inventory. A way to farm or make Magnum Rounds WITHOUT making a whole new world. Possibly make certain bosses drop 1 round after their first death, or a way to craft them once you enter hard mode.
Make it so Siren only gains her new attacks at 25% hp or make it so Leviathan spawns at 66% and Siren gets new attacks at 33%
Why: Because having both Leviathan appear and Siren having new attacks and spawning an extra clone its a little too overwhelming, so if the extra attacks gets delayed then it wouldnt go from "just siren" to an extremely overwhelming fight, Leviathan can keep his new attacks at 50% since it doesnt cause another boss to appear
If siren needs an hp buff so she doesnt die so fast and can actually show the new attacks when doing this change then thats beyond me
More audio feedback on projectiles
I'm specifically talking about rogue here as I'm doing a rogue run now,
However I've noticed that quite a number of weapon projectiles have no sounds when hitting a block / expiring and it's slightly unsatisfying
This change would help some weapons feel more complete
Suggestions for adding new items (such as weapons, armors, or accessories) to the mod, with specific descriptions of their name, functionality, appearance, recipe, etc, constitute a significant portion of all suggestions posted. Many of them have reached the star requirement and have been sent to the dev server.
However, these specific item suggestions have a notoriously low implementation rate, with less than a dozen being put into the mod in the years of #suggestions-voting's history.
As such, it has been proposed that these types of suggestions be disallowed from now on, to give more exposure to suggestions that have a greater chance of being implemented (suggestions for specific items can potentially be very long due to their extensive exact descriptions of function, "burying" other suggestions).
Note that, if put into place, this new restriction would only apply to specific suggestions. More general suggestions about adding an item for a certain reason, such as fleshing out a tier, will still be allowed.
Some users have countered this proposition by saying that specific item suggestions are a good creative outlet, in part due to the ability to make sprites for the item, and that more stringent quality rules should be put in place instead.
A poll has been created for you to vote on whether or not you think specific new item suggestions should no longer be allowed in the #suggestions-voting channel.
https://www.strawpoll.me/18390765
[Channel locked for 24 hours since the poll's posting, so that everybody has a chance to see this poll and vote on it.]
With the results of the public poll and the dev's decision, we have decided that specific item suggestions will no longer be allowed.
It is unfortunate that the poll's results were this close, we definitely would have liked to make this decision with a more unanimous public opinion, but the decision has been reached regardless. We are sorry to those who have been negatively affected by this choice.
To reiterate on this new ruling, suggestions describing the addition of specific items (weapons, accessories, armors, mounts, hooks, etc), with a name, laid-out functionality, exact stats, description of appearance or a provided sprite, an exact recipe, and so forth, will no longer be allowed.
Suggestions to add a non-specific item for a certain reason (for example, "Add a post-Golem summon weapon because there aren't many options in that tier") will still be allowed.
Suggestions to modify existing items will also still be allowed.
The reason this change has been made is to clean up the suggestions channel from (potentially extensive) suggestions that have a very low chance of implementation, which specific item suggestions have historically been, and give more exposure to suggestions which are more likely to get in. If you have a specific item in mind that you would really like to see in the mod, consider donating to Calamity's Patreon to do so, as proposed items with donations over $20 are guaranteed to be implemented (within reason).
The Suggestion Rules pin and the Suggestion Don'ts doc will both be updated to include this new rule. The #suggestions-voting channel is now unlocked.
Move Mourningstar to post polterghast.
The reason for this is because Mourningstars placement at the moment doesn't make much sense. Flail progression post ML is already bad, and moving it would improve it, and in revengance mode is pretty much outdone by cosmic discharge right away. Having it be post polter would also make it a viable weapon for the Devourer.
Piggies should be capturable with a net.
Reason: Most critters are, and even though it isn't exactly a critter in the normal sense, it still should be capturable. You could either sell it for close to the amount of money it drops, or put it in a pen of some sort, similar to terrariums
add calamity drops to fishing crates in hardmode—
Skyware crates should drop essence of sunlight, Ice crates should drop essence of eleum, and Shadow crates should drop essence of chaos. This should help improve farming for essences by quite a lot, and provides more use for fishing in hardmode aside from getting hardmode ores.
Make a pre-boss flamethrower.
Reason: Opens up a possibility of full flamethrower playthrough since from .103 in Calamity King Slime will drop slime on each kill.
There are a few early game materials that are not used very often, such as Desert Feather. Adding this flamethrower will make them more useful.
Here's one to celebrate the salvation of suggestions
Making a new crate (eg, Thorium's Strange Crate), or making a series of new crates to get calamity materials depending on progression point.
Three new crates, those being the Calamitous Crate, the Astral Crate and the Abyssal Crate.
The Abyssal Crate would have all of the abyss chest contents as potential loot (to combat people getting screwed by abyss generation) and as an alternative source of the nonrenewable planty mush/tenebris
The Calamitous Crate would be a lava-fished crate containing Charred Ore and Unholy Cores, as well as phantoplasm, ruinous souls, etc, things otherwise quite annoying to farm (way to get necroplasmic beacon without repeatedly dying to polter to get the plasm for it, anyone?)
The Astral crate would be similar, in that it's a source of the Astral materials, and later on, Luminite, Celestial Fragments, Exodium Clusters, and Cosmilite, which are all notoriously tedious to collect large numbers of.
Increase the amount of explosions the solar eruption produces and make the explosions do more damage. If the nebulash is supposed to be a weaker and lower tiered SE, then why does it output more DPS?
A nebulash nerf could also work.
Have Slime God drop Statigel Brick upon death, similar to DoG dropping Cosmilite Brick.
As someone who likes to build, I like testing new ideas and building blocks. If the block has an important material that is used to make weapons armor and such, I'd rather not send my precious material on bricks. Having this change would benefit builders and keep consistency with the mod.
King Slime changes for Revengeance and Death
- Now teleports at a speed slightly faster than Normal/Expert (instead of instantaneously)
- Now shoots spikes similar to Spiked Slimes.
- Spikes are shot more frequently, more spikes are added in the barrage, and the spread is wider as King Slime loses health.
- In Death, the spike attacks are faster.
Why? Right now King Slime is a very boring, yet bullshit boss that can very easily telefrag you. These changes should make the fight more intense, but fair. Just because King Slime is meant to be an easy boss doesn't mean he has to be a boring boss that just rams and teleports.
Make wireless teleporters.
You could make it something like "place two blue teleporters and they will automatically link", or "place two teleporters and use the special linking device to connect them, or something else.
Reason: When you make teleporters, they are so painful to connect, because if you want the teleporters far apart, you have to place a lot of wire, which takes a while, and uses a lot of wire. Wireless teleporters would make it so much easier to get around. I find that when using this mod, I have to travel a lot more than I do in regular Terraria, so I think this would be really helpful.
Add in Calamity-related angler quests.
The angler could, for example, have you fish in a certain biome to get a certain fish, and reward you something related to that biome as a reward.
Why: Fishing is really underimplemented in Calamity, and i feel that having more angler quests could give the lil fucker some use add a bit more purpose for the Angler, as he has far less use compared to other vanilla NPCs in Calamity.
Add fountains for each Calamity biome
Sunken sea fountain, astral fountain, sulphurous sea fountain, and abyss fountains that change the colour of nearby water, to be sold by witch doctor
Disable boss summoners while Supreme Calamitas is alive.
Reason: You can repeatedly summon weak bosses during the fight (e.g. EoC, EoW) and heal a ton of HP or mana from the hearts/stars they drop. I’ve managed to heal ~300 HP from the hearts dropped by EoW.
Change the way Scal's contact damage works.
Currently as it stands, if you take 100 damage or less from her contact damage, she insta-kills you. Instead of having her contact damage be affected by damage reduction, have her contact damage ignore all damage reduction and defense. HOWEVER, severely reduce her contact damage for balance. Honestly, would you like to take over 1000 damage from a stupid contact hit?
Remove all anti-butcher mechanics from bosses
Why? Terraria is a sandbox game, so having those anti-cheat measures in place seems absurd, since it doesn't cost anyone anything, except the fun from the player, and can get in the way when testing. This includes any methods of punishment from butchering, such as no items dropping, world not changing, etc.
Make Ethreal Tailsman be able to disable auto mana potions by making it hidden
Why this should be added: In some cases auto mana potions can be inconvenient for some players as the mana sickness debuff decreases mana damage be a sizable amount (20-40% less damage) and the players who prefer to regenerterate their mana naturally can play without having to keep even more constant tabs on their mana so they dont accidently get mana sickness. Putting this in would be a good fix for players like these.
have the gladiator's locket's damage scale based on your progression in the game
several other accessories scale based on progress and i find it kinda odd that those dont
On today's episode of really strange ideas:
Convert the Mirror Blade to a mage weapon (change its damage type to magic), and grant Ceaseless Void a different melee drop.
❔: The Mirror Blade is in a really wonky spot right now with how it works. It fires a projectile AND requires mana to swing, and yet belongs to a class that realistically does not give a flying fuck about how much mana they possess. Or carrying around Mana Potions everywhere like those damn mages do, for that matter. As such, the weapon is currently highly impractical for use in a typical melee run, especially compared to other options obtainable prior to defeating Ceaseless (True Tyrant's Ultisword, The Mutilator, the newly-moved Galactus Blade, etc.). Adjusting the Mirror Blade to be a mage weapon and granting a new Ceaseless drop for melee would solve the issue of impracticality, grant mages a new option to use after the Sentinels, and allow melee players to gain something considerably more useful from the servants of the scourge.
Move Impaler, Conclave Crossfire and Barracuda Gun to post-Golem
Reason: that weapons are available on same tier as their predecessors, which sounds a bit wrong, because why you need original weapon, when you can upgrade them almost immediately?
Give the nurse special dialogue for talking to her while a boss is active - you could go the extra mile and add dialogue for each boss, that would really help showcase her character.
In addition to the above suggestion, give all NPCs different quotes when they're in a certain biome.
Why: It would really add to there character and show how the existence of a place really makes them change their mood.
Some examples of changes/additions to their dialogue would be:
-If an NPC is moved to a Calamity-exclusive biome(Sunken/Sulphurous Sea, Brimstone Crags, Astral Infection)
-If an NPC is moved to a biome after the defeat of a boss(Hallow/Underworld post-ML, Jungle post-Golem, Underground Tundra post-Cryogen)
Just thought that this would add to the personalities of the NPCs.
Add more sentry summons for Post-Providence
Reason: It would be better to have other sentry weapons besides the Energy Staff and there’s a lack of sentry weapons Post-ML. Adding those would make summoner gameplays even better.
Make Eidolists not drop the Eidolon Tablet post-Golem
Reason: After defeating Golem the tablet becomes useless; farming in the post-ML dungeon or port-polterghast abyss is annnoying when the tablets start clogging up your inventory.
add in indicators for DR, life regen, and minion slots that function similarly to the defense indicator
because there are so many armors, accessories, buffs, and debuffs that impact these stats, it can be hard to keep track of it all when in the middle of combat or just setting up your equipment
when its night-time, buffs/debuff icons should brighten/glow a bit to see easier
Allow the aquamarine staff to be crafted with an amber staff, as it is already desert themed and it's about equal to the diamond and gold staff. The amber staff also does not take up any diamonds or rubies, which could be desirable for other items.
Add in a post-Yharon P1 upgrade to the Phantasmal fury, and a similar one for the Shadowbolt Staff
Reason: More mage weapons, and also because the Venusian Trident has an upgrade at that tier and it feels weird that the PF and SS don't get such an upgrade.
More rogue options for Providence
Currently, there is only one weapon the wiki recommends, and most people follow the wiki's "class setups". Having a few more options then just one would help the overall progression of the Rogue class for the mod.
Make this completely legit Yharim's photo unto an emoji (Name: Extreme Cringe, should be used when there's something awkward or when someone says nonsensical things)
Polterghast changes
(resuggestion)
- The darts shot by Polterghast now bounce significantly less often, and are shot with less frequency.
- To substitute for less darts, Polterghast sometimes shoots the bigger projectiles that slightly homes in.
- At phase 3, the 3 phantoms start shooting slow, and shoot faster the more health Polterghast loses.
- The clone now spawns every 20 seconds instead of 10, but Polterghast gets increased health to compensate.
Why should these changes happen? Right now, Polterghast is a test of luck as the bolts start swarming the arena, bounching at mach 10 speeds, making for unfair plays. These changes should make Polterghast more fair, fun, and intense, rather than just hope you don’t get hit for P1 and P2, and have to keep killing the clone in P3.
If you're wondering how bad polterghast is, just look at this gif
https://gyazo.com/15df6f997c0da7737c25ca44fc1ba47a
Gladiator's Locket, when dyed, should dye the swords.
Nerf the Aero Stone and buff the Vital Jelly/Grand Gelatin.
Aero Stone has a 200% jump speed boost whereas Vital Jelly has a 100% jump speed boost. Aero Stone is obtained far earlier in progression (post-DS vs post-WoF). It shouldn't be twice as strong. The two jump speed boosts should be switched so Aero Stone has a 100% jump boost and Vital Jelly has a 200% jump boost. The Vital Jelly buff should be inherited by the Grand Gelatin. (I am unsure if nerf/buff should be inherited by HotE, the Absorber, and the Sponge)
A new explosive similar to bombs/dynamite in late hardmode/early post-ml
With recent changes to bosses like Polter, Calamity has a lot of new reasons to pursue interesting underground arenas, which can be a bit of a chore if you're anything like me and don't always have the patience for the DCU. Adding a larger explosive variant would help to alleviate the workload a bit.
also idk seems like new explosives that aren't rocket launchers don't get touched much could be nifty 
Make all brimstone projectiles and Brimstone Monsters despawn when Supreme Calamitas enters the Acceptance phase. It doesn't make sense to have to constantly avoid the Monsters during her monologue
Add in more hamaxes and tools to the post-ML phase of the game
Reason: The lack of multi-use tools such as hamaxes and picksaws during that part of the game makes it feel more bland and far less building-oriented than the rest of the game. Terraria, and the Calamity mod, isn't all just about fighting.
rework eldritch soul artifact
right now it "Boosts melee speed by 10%, shoot speed by 25%, rogue damage by 15%, max minions by 2, and reduces mana cost by 15%" which may sound good, but it isnt, because you are only playing at one class at the time, and only one buff is worth out of them all, and the other ones are not going to be useful to your class, so right now the effects are the following
For melee: Boosts melee speed by 10% ( feral claws, a prehm accesory, gives 12% AND knockback
For ranged: shoot speed by 25% (i cant see how this could have a use, but definitely not at a cost of an accesory, and definitely not at the cost of a phantoplasm-tier one)
For magic: reduces mana cost by 15% (again, mediocre, mana flower reduces it by 8% AND it auto uses mana potions)
For summoner: max minions by 2 (statis blessing, a hm accesory, increases them by 3, plus tons of additional stats)
And lastly , the only non mediocre class that gets the most out of this:
For rogue: rogue damage by 15% (which is just..... rogue emblem... plus you might get some use of those 2 minion slots)
as you can see, the usefulness of the accesory is very questionable, specially since the other exodium accesories are so unique and useful, this one is just worse than some prehm counterparts, and it costs phantoplasm
some possible solutions to buff the accesory would be
🔴 Buff the current stats so they are at least better than some pre hm accesories (i think we have enough items that buff several random stats like darksun ring for this to be the best option)
🔴 Increase the speed of projectiles of all classes dramatically making easier to connect hits
🔴 25% more DR but damage is lowered 25% as an accesory counterpart to dimensional soul artifact
🔴 Magic oriented accesory as the "Knowledge" tip of the accesory implies, maybe a flat heavy reduction of magic usage
Add in a post-Scal accessory, something like a Soul of Calamitas, that uses calamitous essence in its recipe
Reason: Post-SC has literally no accessories available, and calamitous essence is very underused.
Rename the mod in the mod browser from "Calamity Mod (No Calamity Music)" to "Calamity Mod (Base)". I noticed as I was starting a new playthrough with friends they got a bit confused how they had to download both (No Music) and (Music). Also put a popup in the chat if you start the game without the Music mod that you are missing the Music mod
Buff Vien Burster/Perfect Dark Currently there isn't much reason to use either of these due to their poor range and damage output, especially compared to something like Wind Blade or Air Spinner. Increasing both the velocity of the projectile and the damage would make these weapons actually worth the trouble.
Lifesteal Indicator
A small indicator which would relay stats regarding the calamity-imposed Lifesteal mechanics.
indicates the following:
maximum lifesteal before activating cooldown
numerical counter that adds up total lifesteal within a short timeframe
time before lifesteal cooldown ends
Could be indicated only with numbers that appear above the player's head, or an orb that fills up when you leech life that begins to drain over time or when the cooldown is initiated.
why? I hear a lot of people asking in the help and advice channel why their lifesteal items arent working, unaware of calamity's lifesteal nerfs. An indicator would not only help clear up confusion, but also give players more statistics that they can use to their advantage (when to stop using lifesteal, how long to wait before lifesteal can be used again, ect)
Increase the use speed for all (or most) summon weapons
Why? Mainly just a little Quality of Life change for summoners, to save some time of continuously resummoning their minions.
Make vanilla summon weapons have autoswing
Reason: Improves the QOL for summoners, not having to constantly click all the time when resummoning
Make it so either hardmode summon weapons autoswing (because that's how melee works as well, besides, until you get into hardmode you can only have like 2-3 summon slots max), OR make it so that if you right click a summon staff with no minions out, it summons as many minions as your slots can hold
Either makes the autoswing more balanced for the first option, or if you chose the second option just makes it so you don't need autoswing in the first place, and I think personally that it would look cool.
A female Corruption stuff seller and A male Crimson stuff seller
A pre-hardmode NPCs that sell corrupted/crimson stuff like a furniture craft station using crimson stone or corrupted stone and some other materials.
They will spawn when The Hive Mind is defeated (in a corruption world where the female Corruption NPC will live) or when The Perforator Hive is defeated (in a world of Crimson where the male Crimson will life)
They can sell some low power weapons. But they have an option to get more strong weapons and cool stuff as you give them certain items from their respective taints (like Bloodletting Essence for the Crimson NPC or Fetid Essence for the Corruption NPC. Ichor and Cursed Fire can also be used to unlock hardmode tier stuff)
The furniture craft stations requires True Shadow Scales and Corruption Blocks (for Corruption furniture) or Blood Samples and Crimson Blocks (for the Crimson furniture. No, they won't be fleshy, but will look like actual skin)
Reason: To bring more variety. Making the mod more unique that it actually is. They could come in handy when facing other strong bosses either near WoF or Hardmode Bosses. If you need both NPCs in the same world, make an arena or find a opposite taint floating island and summon the boss.
Some sort of summon weapon for Plaguebringer Goliath. Its vanilla counterpart, Queen Bee, was "the summoner boss". It dropped a summon weapon, the best pre-hardmode summon armor, and in general was indispensible to a summon playthrough. What does PBG give summoners?
Nothing. Nada. Jack squat.
What gives? I propose that it at the very least drops a plague version of the Hornet Staff. Make em shoot plague stingers, rockets, whatever. Just don't leave poor summoners wondering what the point of the fight is.
Change Yharim's Insignia to be a post-Golem accessory instead of a post-Providence one
Reason: All the other classes have modded combination accessories available as soon as either post-Plantera/Calamitas, or post-Golem, with the Insignia being the only outlier from this. Moving it down to be available for post-Golem by either making the Badge of Bravery craftable by that point, or by requiring the Feral Claws to be used instead of the Badge would give the melee class more variety in terms of their accessories.
Idea: Auric Bricks and Furniture
Why?: Auric/Exo furniture could look neat (not talking about furniture made from the other furnitures just with a similar aesthetic to the exo weps)
Make a post-providence sentry or 2. Sentries are another good way to increase damage output for summoners, and after the Energy staff, there are no non-armor sentries.
Make it so each class (other than the summoner) has better proficiency bonuses.
This sounds confusing but I don't know how I could've worded it better. What I mean is, like how the summoner proficiency gives extra minion slots, other classes should get better bonuses too.
Why: I feel like the summoner proficiency is so much more worth it to get than any of the others. Having more minion slots is a lot better than just more movement speed, attack speed, less mana cost, or more projectile speed in my opinion. Maybe for the ranged class, you could make it so you shoot double arrows/bullets after having some proficiency levels, and if you have enough, maybe you could shoot triple projectiles, or maybe even quadruple! The magic class's bonus is pretty good, although maybe it should reduce the mana cost a bit more. Rogue class could throw faster. I don't have any ideas for the melee class, maybe weapon size?
Add some Calamity boss themed paintings into the mod.
It’d look really cool if we could get some pictures of bosses in the game. It would be great for decoration, could be used in boss arenas, and would generally be a nice feature.
They would appear in the bunker area in the Large Planetoid, and some might also drop from their respective Bosses.
Add Boss Masks for Brimstone Elemental, Aquatic Scourge, Siren, Ravager, Bumblebirb, Polterghast and the Sentinels
Seeing as most other bosses have masks, I don’t really understand why these ones don’t. I think there should also be more vanity items in the mod as well
Repost: An adamantite counterpart to the Titanium Railgun.
Why: It doesn't make sense for titanium to have a railgun when adamantine doesn't. It's a bit more variety for rangers who want to use the railgun but had their world generate adamantite and don't want to fish.
For me, adding more weapons on those moments and classes would be good:
More Rogue for Pre Providence
More Rogue for Pre Yharon (Phase 1)
And more Ranged for Endgame
I think of this because Rogue is very dependent of Melee, having lots of weapons with just other version for it, and Ranged on Endgame is really strange, like, tô make one of those you need to kill Yharon eight times
Server suggestion: Add in another emote to the legend to signify that a sent suggestion has been rejected
Reason: It helps to clarify if a debt suggestion has been rejected or is still in consideration. Currently a suggestion that was sent a month ago will still appear to be under consideration.
Add a way for rangers to increase their critical hit multiplier, for example the eye of the golem, an armor setbonus or a new potion.
Rangers are supposed to be the sharpshooter class, having many ways of buffing their crit chance, adding a way for them to increase their crit multiplier makes these buffs more effective, and the ranger class as a whole becomes more unique.
Post-SCal Potion
Greatly increases overall DPS and armor penetration.
Greatly decreases your defense.
Sold by the Drunk Princess NPC after Supreme Calamitas is defeated.
Add a config file option for enabling the old Brimstone Crags Generation upon world creation.
Another Quality of Life one. Alot of the older players miss the older Generation of the Brimstone Crags. Plus, some of the newer player may not know what the older generation was for the Crags. Adding this would not only spark that nice nostalgia for the older players, it'll also introduce the newer players to some of Calamity's older history.
Picture below for reference.
Add some alternative way (craft/purchase/drop) to obtain Shoe Spikes and Climbing Claws, other than looking for chests. Can be annoying to have to look for them later in the game for Statis Belt.
Make the bars placeable.
Why: Why not? The vanilla bars can be placed, and if the Calamity bars could be placed they could be nice decorations.
(or maybe they are placeable and my game is just broken because the wiki says you can place the bars but i can't)
make the bars placeable simply because it would make them line up with the vnilla bars in my magic storage
A weapon that does classless damage but integrates features from weapons from each class.
Ex. A sword that swings (melee) and throws out another sword (rougue) that stops in the air, points at an enemy, and shoots (summoner) bullets that consume ammo (ranged) with the initial swing consuming mana (magic).
Reason: It'd be rad.
remove
since i asked what it was used for in #general-talk general and apparently it has no use
A D.C.U. (Drill Contaiment Unit) Upgrade or Alternative that allows you to switch modules with a hotkey.
Default Module: Current DCU.
Blocks Module: Only mine foreground blocks.
Walls Module: Only mine... Well, walls.
Maybe add a little better Pickaxe Power to this upgrade/alternative since the current DCU can't mine profaned rock and I want to get rid of that ugly box when I kill Providence.
Change Raider's Talisman and Nanotech
Still with the rogue boost every crit, give the item a capped rogue-only crit boost ( crit cap depending on world progression , Pre-HM 25%
, HM 37,5% , Post ML 50% maybe higher with Nanotech or don't add it)
Why ? Because it's very long to stack espescially in Pre HM because of the low weapons crit-rate.
**Make the Raider's Talisman a Hardmode accessory that requires the Rogue Emblem to craft, and make it part of the Nanotech recipe **
Reason:Its placement really makes no sense; all other classes have a Hardmode accessory that can be upgraded into a post-DoG accessory. Perhaps replace it with another prehardmode accessory for rogue.
Redesign Ravager?
Seriously, this guy looks like a total mess. Its supposed to be some flesh and bnes abomination, but all this brownish stuff, what is that? Steel? But lore says its literally some dead people which were resurrected by necromancers, theres no way they use anything but undead stuff.
Im not saying it looks bad, but maybe flesh and bones guy could have more bones, and also more assymetrical body?
I just really cant think how could it look in real life... Right now it looks like some undead robot...
sorry for bad english
Redesign Brimstone Crag?
I just saw a suggestion above, and oh boy this old design looks fantastic! If it could get an overhaul, i think it would me much more fun to explore! Right now all we have is a lame resprited underworld biome with dangerous as hell enemies and just alot of useless chests...
There could be a big mountain, in the middle of which there would be some, for example, magma rock in the middle, upon breaking which you could spawn the Elemental! I think its not a bad idea because it just doesnt look unique or fun to explore, just really dangerous, also there is no space to fight the boss, so making some volcano thing could potentially turn into a QOL addition to overall cool look
A Darksun-tier Crossbow.
Currently, rangers only have one post-darksun ranged option (onyxia), and only for guns. Additionally, crossbows get little love in calamity, so they could use some representation.
Lower martian probe spawn chance post-ml
Why: They're hella annoying when you're trying to build something like arena for yharon or any of the other bosses
Remove or rework Demonic Pitchfork Currently the weapon is so forgettable most people probably are unaware it exists and it is extremely similar to an existing vanilla weapon, the Unholy Trident. Literally any sort of change to make it have a unique reason to exist and be used (perhaps make it an upgrade to the Unholy Trident), or alternatively, remove it for feeling like an out-of-place relic from the ancient days of the Calamity Mod that doesn't serve a real purpose.
Rename Marnite Rifle Spear to just Marnite Bayonet.
Why: To prevent confusion with the Marnite Spear. Seems weird to call a gun a spear even if the gun does contact damage.
Give friendly red devil local immunity frames. (Demonshade set bonus)
Why? The red devil kinda ruins the "glass cannon" part of Demonshade armor because its i-frames disrupt other i-frames. Without Cosmic Plushie, Auric Tesla armor ends up being better than Demonshade even for offense.
Buff Demonshade
At this point its not worth making as the mod’s final armor. Auric Tesla has more defense, 2 revive abilities, debuff immunity and alot of buffs. This, in my opinion, outshadows the demonshade damage increase and crit cap in most situations, except specific DPS builds. And since there are currently no bosses after Scal, the Auric tesla armor is better for farming enemies and weaker bosses because of, again, better defense and debuff immunity.
By the way, dont nerf Auric pls. SCal would be a nightmare without it...
Add in more unique set bonuses for the original vanilla Hardmode armors (Cobalt, Mythril, Adamantite) and Hallowed armor
As they are right now, these armor sets are completely outclassed in terms of usability thanks to other armor sets being available at the same time (the three ore armor sets are outclassed by their 1.2 counterparts, Hallowed armor being outclassed by Daedalus armor, and their set bonuses being not really much compared to Titanium), as well as being really boring by comperison to Calamity's, or even 1.2's armor sets. Giving them different, more unique set bonuses would give the players more variety and not force them to just use Titanium.
Add a way to craft the emblems dropped by WoF
Why?
WoF is really hard to farm because you have to wait for the guide to spawn, get the summoning item by killing an uncommon enemy (or crafting it), and it's just a 12.5% / 25% drop chance to get the emblem you need. You still need to get a emblem, but you could control the rng that way.
could be something like this:
Change the Spirit Glyph's Iron bars to the Any Iron Bar group instead of Iron/Lead seperate recipes
Why: The group 'Any Iron Bar' is used in every Calamity recipe involving iron/lead except for this single item.
Add an alternate form of obtaining luminite once Moon Lord is defeated and/or add a method of crafting his drops to reduce grinding.
Getting the luminite required for all the recipies the mod adds, as well as gathering all 9 weapon drops can be extremely irritating to grind, so I propose some solutions:
1: Make veins of luminite ore spawn in the world after Moon Lord is defeated, to make the boss no longer the only source of luminite
2: Add a sort of Golem or elemental-based enemy that drops luminite post-ML
3: Reduce the luminite cost for certain recipes in which luminite is not one of the major components, such as the Draedon’s Forge
4: Allow Moon Lord’s drops to be crafted from luminite and/or other ingredients
Add a Crafting recipe for Luminite Bars after ML has been defeated
Recipe: 3 of each Pillar Fragment, A Core of Calamity, and a Phantoplasm at a Ancient Manipulator creates 3 bars of Luminite.
Currently, Moonlord is the only source of Luminite in the game. Plus, the amount he drops isn't even enough to make everything you need before you move on to the next step in progression. Adding this recipe will not only save the player multiple ML fights because he's a bullshit boss. It'd also make farming Luminite Bars much easier for Post-ML content.
To facilitate farming and to fit, lore-wise, temple mobs and Golem should drop essence of sunlight. There’s this whole motif w the Lizhard temple about worshipping the sun, so why don’t the enemies drop the essence corresponding to it? Plus, another source of the essence would be fantastic especially considering how farming it currently involves going into space and hoping harpies don’t override every spawn.
Suggestion: Make Infinity not a detriment. Holding it in your cursor and accidentally misclicking means you have to either do nothing for five minutes or alt-f4. If you're reorganizing chests when you misclick, it's almost guaranteed that you're going to lose a chest's worth of items.
Being a meme isn't an excuse to make the game unplayable. 30 seconds or even a minute would be fine, but five? seriously?
And on today's episode of weird suggestions nobody else would make, I bring you global pierce resist changes.
50% of all piercing damage is still inflicted regardless.
The remaining damage is reduced based on the amount of times the projectile pierces.
If the projectile pierces infinitely, the remaining damage is not inflicted at all, effectively creating a 50% damage reduction.
These are not meant to be definite values and simply stick to what I feel is balanced. If the devs feel the minimum damage should be lowered (e.g. to 33%, another arguably-fair value), then that is fine.
ALTERNATIVELY:
Weapons with piercing have their damage reduced by a percentage, additively, for every time they hit.
❔: Global pierce resist as it currently stands effectively causes a weapon that pierces to deal the same DPS as a weapon that does not if not less, granting most weapons of said tier no practical advantage over other options. This should not be the case, as one of the main enjoyabilities of a game like Terraria is that you can pick amongst a variety of weapons and all of them can work if you do it right. This is not the case if many options are nerfed to the point of having no practical advantage, thus eliminating the purpose of piercing in in the first place. I feel this suggestion's implementation would allow global pierce resist to still function while also granting piercing options a practical advantage over something that does not pierce.
If possible: Make the tooth-like projectiles from the aquatic scourge spawn from each segment and not the middle of the body
Why: It would make the 'teeth' on its body serve some purpose instead of being there just for show
An exclusive theme for Boss Rush Perhaps? I mean, I understand it takes a lot of work to make a completely new theme, I just think it would make the mode just a bit more interesting.
Then again, the chances of this happening are probably very slim
I know that this will probably happen in the future anyway, but in case not. Add more lore or hints towards the upcoming boss, Noxus (aka Goozma). I mean if you read through the game you find a lot about Yharim, and Draedon. but what about Noxus? or even Xeroc. (granted we do have the Xeroc armor and "rock" from boss rush.) But we really do know little about these two entities. Also if you can't right now because your not sure what they really are or their backstory, that's fine too.
Here is my suggestion; make sulphurous sand blocks actually affected by gravity.
Why? well, simply because all the other type of sand blocks are affected by gravity so it doesnt really make sense to have these not be affected.
make the sandgun be able to shoot Astral sand
just for consistency
While you're at it, why not make sulphurous sand a valid sandgun ammo too?
Have the cyborg sell an item post Martian madness that "jams" Martian probes making them no longer spawn. The item can be used a second time to unjam and enable madness probes to spawn. The reason is that nobody wants to fight an event that takes a long time and gives you nothing useful with a random chance to spawn.
Make the mode changes (Revengeance, Death Mode, Defiled Rune) have a lower use time as a Quality of Life change, because as it currently is you have to wait each time you, for example, use the defiled rune to open treasure bags because you have to wait until you can put the item back in your inventory.
I think it would be fun if the 3 jellys (Mana Jelly, Life Jelly, and Vital Jelly) were placeable decorations in addition to being accessories
Phase 1 Ravager revamped:
Ravager would not jump as often (about 3-4 times per minute)
Distance between flame pillars should be increased to about 20 block from character
Pillars would shoot blue fireballs in a position above player so they would rain down on them
Instead of throwing entire rock pillars, Ravager would spawn few rock clumps (Like Earth Elemental) from both sides of player
When head is defeated, it would circle around player at moderate speed, sometimes throwing 2 fireball, each one 20 degrees apart from head
When hands are defeated, Ravager would gain ability to spawn fireballs from its sides (just like it does now)
When legs are defeated, Ravager would leap more often (about twice as often)
Rev: When head is down, Ravager would spawn few rocks moving away from its body in a circular motion (much like Megaman's Rock attack)
Death: Rock pillars would be spawned 50 block above flame pillars, and wait few seconds. After that, they would explode into sharpnels (like Cryogen's bombs)
If the player would go more than 30 block above or 70 block away from Ravager, it would make a loud screech and throw numerous rocks in a spread, every rock dealing over 300 damage. This would repeat after one second, if player would still be away. Ravager would also gain 50% damage resisance until player goes back to it.
Why? Let me tell you why. Ravager is simply just Golem on steroids, with some fancy attacks, which are actually really easy to cheese. Calamity is known for its memorable fight, but Ravager is... well, forgetable due to reason above.
I completely understand that it might me difficult to make this change into the mod, and it is very unlikely, but currently Ravager doesn't really fit in its theme. Just a minecart, a set of wings, or dashing accesory make fight basicly trivial, even on Deatmode.
New stuff for Amidias and Permafrost
As you guys know, these NPCs are really important in this mod's lore. But ingame, they aren't needed at all after accomplishing certain milestones. So, here I represent you some new things that can make Amidias and Permafrost more useful and you can talk to them as much as you talk to Nurse and Goblin Tinkerer.
Changes for Amidias:
- Amidias should sell new weapons and accessories after beating Giant Clam in Hardmode and Moon Lord; and sell Essences of Chaos and Sunlight (25 silver per essence) after beating Cloneamitas.
- Amidias' Blessing buff should be reworked: The buff's duration should be reduced by 1 minute every time you get hit. (1 minutes and 30 seconds for Revengeance+)
- New help quotes for Amidias. (Like when you enter Hardmode, he says that you should go back to Sunken Sea to challenge Giant Clam and get essences to make stronger gear.)
Changes for Permafrost:
- Permafrost should sell new weapons and accessories after beating Cloneamitas, Providence and DoG. He should also sell Essences of Eleum (will cost 25 silver per essence) after beating Cloneamitas.
- He should sell Warmth Potions by default for 2 gold and maybe Frost Barrier. (after Plantera)
- He also should sell Cryonic Bars for 1 gold each. (After Plantera, for Bars of Life)
Why? Because these NPCs need more use for Hardmode and post ML. And after buying their stuff, they just move in and exist. No more purpose whatsoever.
Make helms out of chlorophyte for summoner and rogue
no reason for those two classes to not have appropiate gear for plantera
Going off the last suggestion, I think there should be summoner and rogue options for all the vanilla armors with melee, ranged, and magic options. Maybe also make Frost armor affect Rogue as well
Allow music boxes to be wire controllable like the vanilla boxes?
Add a Siren & Leviathan summon, because grinding for the Community is very tedious currently as you need to get the ??? to spawn each time, and although zerg makes it spawn quick you have to deal with the other enemies first then before killing the ??? which you might still do too early accidentally.
It doesn't nessecairily have to be even a craftable thing, just something from a NPC would work, after having killed the boss(es).
A small change to ML: Make moon lord's little eyes' deathrays more dodgeable. If you are a fair distance away from the eyes you cannot see it coming, and it is so fast that you cannot react to it most of the times.
Cosmilite Ore
Why? You end up farming DoG quite a bit for cosmilite, and while it isn't too big an issue, the first few fights can be annoying because of how long it takes to kill him. My suggestion is a cosmilite ore that can spawn underground (or maybe in planetoids?) This ore would spawn each time you kill DoG, so only a bit each kill, but every kill would add more, a bit like the hardmode ores with the altars.
Builders no longer have access to a "smooth" looking profaned crystal option for their build. Re-implement the old texture as a "smooth" variant you can craft regular profaned crystals into/from. (Smooth and rough variants of blocks are, after all, a time-honored tradition, and you already have the sheet!)
Suggestion: Remove the Providence death box.
Why?: If I recall correctly, the original reason for the box existing was so that the items dropped from her wouldn't die in lava. Now, her items are internally a red rarity, meaning they cannot be destroyed by lava, and removing the box is more of a nuisance than anything else.
Alternatively: Make the box smaller, to compensate for the "nuisance" comment above/address the potential issue of items being hidden.
Made Moon Lord drop 2x more luminite.
The amount it drops is little, and intended to be used to craft vanilla stuff. It is definetely not enough for calamity.
Alternatively, make Moon Lord drop 1.5x more luminite in Revengeance and Deathmode
Reason:The Revengeance/deathmode Moon Lord fights can be really long and hard, so the player should receive a bit more of a reward in these difficulties.
Another suggestion: Add in biome chests in the Dungeon for Calamity biomes
Reason: Biome chests are kinda looked over
Change the summoning item of SCal.
Reason: Since SCal will turn to human in the future, I think it is better to change SCal's summoning item from eye to some sort of magical scroll or sigil. It should be called "Sigil/Scroll of Extinction".
Suggestion: Create a page on Wiki with the Item/Tile Internal/File names.
Reason: Since this Mod is very known, some people make others Mods compatible with him, so this helps a lot to create a cross content.
resuggestion
Buff daybreak
As of now daybreak is considerably weak for its tier and is outdone by many other weapons. Its not very viable for crowd control, moonlord, or multiple targets at once. I suggest a plain base damage buff to it to at least make it viable for its tier.
Have duke fishrons lore item inflict the "wet" debuff when using it.
This way the lore item can help maximize the effect of the shrimpy truffle and give more incentive to use the mount.
Have Calamitas spawn her 2nd brother (Catastrophe) at 50% of her HP and her Soul Seekers at 40% of her HP
Why? When Calamitas spawns her Soul Seekers, you'd usually try to target down the Seekers in order to make the fight somewhat easier. However, the problem with this is Calamitas sometimes get caught between your shots, meaning that enough damage would lead to her spawning Catastrophe while the Seekers are still alive, making the fight even more difficult because you'd have to deal with Catastrophe's charges and fireballs alongside the Life Seekers. Without a good AoE weapon, you'd usually have to deal with both him and the Seekers.
If Catastrophe spawns before the Seekers instead of after, it'd separate the 2 parts of the fight instead of combining both when you don't have a suitable weapon.
*Give all NPCs more Calamity-exclusive quotes and dialogue.
Why: It would really add to their character and show how the existence of a place really makes them change their mood.
Some examples of changes/additions to their dialogue would be:
-If an NPC is moved to a Calamity-exclusive biome(Sunken/Sulphurous Sea, Brimstone Crags, Astral Infection)
-If an NPC is moved to a biome after the defeat of a boss(Hallow/Underworld post-ML, Jungle post-Golem, Underground Tundra post-Cryogen)
-More quotes that have to do with Calamity NPCs or other NPCs post-x boss
Just thought that this would add to the personalities of the NPCs.
Remove lifesteal immunity from Providence, the Profaned Goddess
A while back, the canGhostHeal variable was set to false with the intention of nerfing lifesteal. However, in the long run, it actually limits player options. The only relevant lifesteal weapon of the tier is Gilded Proboscis and having Providence immune to it essentially removes its entire niche. In the case it remains too powerful, the lifesteal can be nerfed.
Another major issue with this is that it majorly nerfs Nebula armor by preventing the spawning of boosters. Boosters make up the entirety of Nebula armor's niche and removing those essentially nerfs the armor to the ground making Ataxia and Spectre more viable options. (Not to mention that the boosters are already nerfed for balance purposes).
I think this change be beneficial to balance as right now, both Gilded Proboscis and Nebula armor are near worthless for their tiers.
I know there's a lamia vanity set, but it'd be cool to see a Siren's Heart-like item to turn the user into a lamia (regular lamiae are more detailed and I might need to get into modding to make it a thing), with or without stat bonuses, and maybe accessories that turn you into other monster people, like a medusa.
Add a mod config option to enable the devourer of gods sentinel phase after he has already been killed.
While having the DoG fight be shorter after he has been killed once does make farming easier, it also can be a bit of a pain when you are trying to do a challenge (such as redoing him in Armageddon). Because you have to create a new world and arena every time you want to redo the full fight. A config option, possibly called DoGSentinelsAfterFirstKill, and defaulting to false, would both make farming easier and allow preparing for challenge refights less time consuming, depending on the preference of the player.
Make rogue stealth have different colours depending on what armor you're using.
I.E Wearing Victide armor will make you slowly turn dark blue, and Daedalous will make you go purple/white.
Why? Cosmetic purposes, it's kinda annoying to see a gilded, shining armor like Auric Tesla slowly degrade to a dark red color instead of a gold-ish one.
Add more range to Paladin's Hammer, and True Paladin's Hammer's Rogue variants.
I'm not entirely sure what the exact compensation is, I've been told they have increased dps?
Either way, I think some form of Rogue equivalent to Melee Speed should be added to these weapons, as, at least in my experience with the true paladin's hammer, it is rather lackluster.
It has great damage, but pitiful range, which effectively turns Rogue into a ticking time bomb against bosses unless you're INSANELY careful and play super super well. I do not think it needs the same melee speed that melee gains, but it needs some kind of boost in order to be more effective, as Rogue is severely lacking in range around mid-late hardmode.
I should specify that i don't want TPH to be buffed, as I think the dps it has now makes sense for the range, rather I would like it to have a range increase and a slight damage decrease depending on the range buff
Make it so the polterghasts that the main one summons have a map icon as well. Why? Because it whould be nice to see where it is on the map.
Maybe at the sulpheric sea add some exclusive fish? it feels pretty bland, maybe to make some special potions or weapon fish . or just fishing up fish bones to add to it
Make a config that automatically disables the calamity boss health bar, not just make it a hotkey. This would be beneficial for people who would rather use a different health bar mod, over the calamity boss health bar.
Give Sepulcher's head a map icon
There are several reasons why Sepulcher should have some way to be found other than seeing him on screen:
- Quite random spawn points of Sepulcher
- His diagonal darts that last on screen for a while and can ambush you from any direction (see first reason)
- Sepulcher can now block projectiles which may protect hearts from most attacks and significally raise the length of Sepulcher phase
Map icon for a Sepulcher head will give a player a rough estimate on where to expect the Sepulcher, and thus a considerable option to counter all these situations.
resuggestion:
Calamity Fishing Expansion/Rework
- calamity exclusive fishing items such as calamity biome crates such as an abyssal crate, which can serve as a means to get abyss-exclusive items in the same way dungeon crates provide dungeon-exclusive items
- biome crates from their corresponding biomes (ice, skyware, and shadow) drop corresponding essences
- Exclusive sulphuric sea drops moved to crates instead of the current system based on fishing power
why:
Fishing needs love; calamity adds very little to fishing which seems unfair, considering that it is an equally viable means of farming for certain resources; this would also add alternative methods to acquire exclusive items without having to create a new world. Moreover, the current system for the item drops you can fish from the sulphuric sea makes it so that fishing for all the items you can get is tedious and impractical due to requiring specific fishing power thresholds.
Clarify that Flasks also affect Rogue Weapon via the items' tooltip
As of now, it is only given that flasks affect rogue weapons in the tooltip of the buff itself and not the item. This hides from the players who play rogue and believe flasks do nothing when they can see that it works when they consume the flasks.
Giving a tooltip will make sure more players (especially those who main rogue) know of this mechanic.
Make Ravager drop down on when on platforms
Right now it is really easy to just cheese Ravaged by spawning him on top of a platform to make it that the rock pillars get destroyed upon touching the ground and you overall have less to worry about dodging.
By making him drop through platforms ravager will always be below you removing this cheese strat.
Add Calamity-related flasks to the mod
Reason: It would help expand this underappreciated part of the mod, as there isn't even a flasks page on the official wiki. It makes this part of the mod feel less expanded than other parts. Some flask examples are:
-Flask of Brimstone(inflicts brimstone flames)
-Flask of Sickness(inflicts plague)
-Holy flask(inflicts holy fire)
-God killer flask(inflicts God Slayer Inferno)
Etc
Make Lead Core easier to obtain / craftable or make the Silva Armour easier to craft
As of now, it is difficult to obtain the silva armour due to the rarity of the lead core.
Astral furniture
Reason: there's cosmilite furniture, plague furniture, silva furniture, uelibloom furniture, why not astral furniture
longer opportunity for the "good" bonus on adrenaline
reason: most bosses have immune times and 'cocoon' phases where they take 1-2 damage and you cant use adrenaline without it being a waste. maybe make it instead of 5 seconds maybe like 8 seconds
this would be a good change to be more rewarding for going 25 seconds with taking no hits and just be more satisfying, it enrages me when i hear the audio cue for adrenaline's damage drop
Have the Brimstone Monster orb enemies despawn when SCal reaches her 1% idle phase
Reason: After enduring the stressful fight beforehand, who wouldn’t want to take a breather and read her final text without worrying about more damage?
polterghast drop 20 - 30 phantoplasm
reason: imagine you want to make bloodflare armor so you have to make blood core but you dont have enough phantoplasm (cuz you spent 100 to make necro) so you have to farm phantoplasm again which is waste of time
Have the Carnage (rare variant of Bloody Edge) heal the player a small amount on enemy kill, and to compensate reduce the projectile heal.
This is so the heal has some effect outside of large groups of enemies like Old Ones Army and Blood Moons, and the projectiles often miss if an enemy isn’t in near vicinity.
Make the Dryad able to spawn after defeating Desert Scourge OR force her to spawn on DS' death.
Reason: Rather self-explanatory. Dryad is supposed to come by after beating a boss, and Desert Scourge IS a boss.
Reduce the DR Providence has during Holy Ray attack from 90% to 25%.
Why? The amount of times Providence has 90% DR during the fight (from cocoons and Holy Ray attack) feels a bit too much. Also, it doesn't make sense since she isn't cocooned in a shell. However, she should still have some DR during Holy Ray phase since she's a bit more vulnerable than usual.
Idea: Rename Fabsol's Vodka to Cirrus' Vodka or Cirrus' Brew as well as adding flavor text about being able for Drunk Princess to move in with it in the inventory.
Why?: A more appropriate name for such, I have no complaints about the creator name drop but I think the larger reason for this change would be to differenciate the name from the Fabsol item, which is a mount and not a consumable. The flavor text would be to know that you can get an npc from holding it instead of assuming or using the wiki.
Flavor text examples:
"Someone might want this back, best to keep it close."
"May attract magical individuals."
Change the name of Cosmolight
Reason: Having an item called Cosmolight that's entirely unrelated to Cosmilite is a bit confusing. Just change Cosmolight's name to something else, easy fix. My suggestion for a new name would be Chronolight.
Have Calamitas' Brothers have their own healthbar rather than sharing the same healthbar as Calamitas
This doesn't seem to be that useful back when they had little health in exchange for them to be spawned like 3-5 times.
Now, their HPs are pretty beefy that it is 1/3 of phase 2 Calamitas' hp. It may be worth knowing then how much hp the bros have left in this case rather than them sharing the same healthbar as Calamitas and guessing how much hp they got left.
Skeletron Deathmode changes
-Hands stay closer to the player when not attacking, and will attack while the head is spinning. When the head is spinning the hands will retract to be closer to the head.
-If one hand reaches 25% hp and the other hand is not at 25% hp yet, that hand will turn invincible until both hands are at 25% hp
-Skeletron will gain a speed boost if the player is above him and attempt to stay above the player, in order to keep the player below the head at all times
-When the hands charge at the player, they leave bone projectiles that linger in the air for 5 seconds
Reason: Currently, the deathmode Skeletron bossfight feels like a buffed version of the Revengeance fight instead of its own unique fight with more interesting mechanics. Changing the fight mechanics would make it feel a bit more intense and also force the player to adopt new strategies for the boss, making the fight more unique. and also prevent circle strats
Skeletron Prime AI Rework in Rev+
- Prime now has different “phases”, similar to Brimstone Elemental.
Phase 1: prime follows the player in a similar way to Cryogen. His laser arm and rocket arm are the only ones that can damage the player, but the other two arms become invincible for the time being. These arms shoot faster. Lasts about 7 seconds.
Phase 2: Prime tries to ram you with his melee arms, his movement becomes slightly more aggressive but not in the same way as his current movement works. The other two arms become invincible. Melee arms might need damage buffs, depending on how well they perform. Lasts about 7 seconds.
These two phases alternate during the fight.
Phase 3 (Only happens when all of his arms are down) Every x seconds or so he'd stop chasing you and stay still for a bit, shooting his skull projectiles (think Siren, but without the lightning fast movement). He then charges at you quickly once and then shooting a ring of metal spikes outwards at the end of the dash, before resuming his chase. This process repeats.
- His head does not deal contact damage and is invincible in Phase 1 and 2.
- Arms that are invincible have no contact damage.
- Buff head HP value by a bit, lower arm HP values by a bit.
At the moment Skele Prime has a really awkward AI, his attacks clash too much against each other and isn’t super fun to fight against. This should hopefully allow the fight to focus on a few mechanics at a time instead of doing everything at the same time and overwhelming the player.
Make an iten similiar to "Draedon's Remote", but instead of summoning the mechanical Bosses, summon the Sentinels of the Scourge all at once.
Why? Well, I think that the Sentinels have almost the same purpouse as the Mechanical Bosses: be summoned to summon an stronger Boss and get some equipment, and will be funny to challenge all the three at once.
Also, this iten wouldn't be obtainable until all the three have be defeated at once.
And add some reward for defeating the Mechanical Bosses summoned by the Dradeon's Remote and the summoner iten of the Sentinels
Item price changes
mainly for items who have a rarer variant
like scourge of desert>dune hopper
they both sell for 40silver one is more rarer in the other and its incredible better and stronger it should sell for more then its more common variant.
Heres a quick one for you lads, a supreme calamitas trophy thats bigger and better looking than the other one so you can have this massive thing mounted on your wall in your house saying "I defeated this shit"
Add a new weapon in Crystalline line. Obtainable in mid-late PreHardmode. OR change Prismalline to be obtainable post Desert Scourge. OR buff Crystalline damage.
Reason? There is a humongous gap between two items, and while Crystalline is fun weapon to use, on certain challenges (such as Death+ Armageddon+ Defiled+ 10xBossHealth) it is not viable as much as it should be.
Alternatively: make the rock placeable
so that you can show off your boss rush trophy without losing it due to item frame bugs
Another option to Seraph's suggestion would be to craft the boss rush trophy with the rock and an item frame. This would let you have all your trophies in one place without having to deal with any alternate placement methods for trophies
Have the "BossHealthPercentageBoost" config also apply to any "boss servants" in the fight such as Soul Seekers, Brimstone Hearts, etc.
Why? They're a part of the fight too, so increasing/decreasing the value of the config should also affect other parts of the fight as well. This won't count boss servants that keep respawning such as Leviathan's paraseas, Aquatic Abberations, and Plaguebringers from PBG fight though.
Add in Calamity-related Biome mimics
Reason: Again, adding more to an unexpanded part of the mod.
Some examples:
Brimstone mimic
Astral mimic(see above suggestions)
Profaned mimic
Abyssal mimic
I'm currently out of suggestions but this just came into my head:
Try making accessories that can boost Adrenaline related stuff. Since there are accessories that can boost Rage related stats such as the Draedon's Heart. I feel like Adrenaline's effects should be affected by more than just boosters like the Mushroom Plasma Root. (Examples: An accessory that can slow down the Burnout mechanic & an accessory that grants increased stats upon the adrenaline bar being full but will expire during burnout). Also this has a potential to add up the fun when playing Revengeance and Death Mode.
When you ask the dryad to check the status of your world, put the astral infection there as well
This will make it easier for people who want to clean their world (Like me) do so
Add a recipe for the paintball gun, possibly pre-hardmode, as if one wanted to use the speed blaster/elemental blaster, they might have to kill several painters to obtain the paintball gun. This change would just speed up the crafting of the elemental blaster/speed blaster.
Make the occasional brimstone flame effects of the Gehenna and Void of Extinction toggleable with accessory visibility.
Add Rogue alternatives for vanilla Boomerang and knife type melee weapons
Also, I think that for weapons with both a melee and rogue variant, you should be able to craft them into each other (for example, you should be able to craft a Melee Seashell Boomerang into a Rogue Seashell Boomerang and vice versa)
Make climbing claws / shoe spikes crafteable like the aglet
Its tiresome to rely on rng to craft a ninja belt which is used in further recipes
Add a recipe for the Obsidian Rose.
It is part of the Void of Extinction recipe, a fairly used accessory. Both Gehenna and Void of Calamity drop from their respective bosses, no issues there. But while farming for Obsidian Rose, I spent half an hour with a zerg potion and never got one, since the mob slots were taken by a lot of the Hardmode hell enemies. Its understandable that it can be found in the Brimstone Crags, but so is the Lava Charm which is also craftable. I see no reason NOT to give Obsidian Rose a recipe.
Here's a doozy
Japanese Translation of the Calamity Mod
Reason: I have seen and noticed plenty of people from Japan making fanart or even talking about the Calamity mod. Whether it comes to Fanart and stuff. I feel like it could make the mod more appealing if there was a Japanese translation or if someone forms a Japanese Translation team for Calamity.
make it so that either asgardian aegis is made at the ancient manipulator or the elysian tracers are made at draedon's forge because both are at the same progression point in the game based on materials, and it doesnt make much sense for them to not be made at the same station
idk if its possible, but, theres any chance to create an item to improve NPCs HP? maybe a drop from boss or mid-game craft? the new NPCs have 5k+ HP, nurse for exemple have less than 300, the original npcs can't survive to any attack
A Cuddlefish pet of some sorts, possibly dropped by Eidolon Wyrms or other Abyssal creatures, or maybe obtainable from Abyss Shadow Chests
Reason: Just another small nod to Subnautica
Suggestion: Have the Perforator/Hive Cysts emit light. I was playing Calamity for the first time with some friends. One of them accidentally killed a Perforator Cyst because it was at night, and he couldn't see it. We were woefully underprepared, so The Perforators spawn camped us for several minutes until we finally all died at once, making it despawn. This incident nearly convinced my friends to uninstall the mod and start over without it.
Allow to craft/buy putrid scent and flesh knuckles. As I can see a lot of exclusive for crimson/corruption items are available from a single world (worm scarf, floating island with chest, Brain of Confusion) except this, they drop from corrupted mimics and you can't alter what you can get, if your evil was crimson you will get knuckles no matter in what biome you have encounter mimic. Not sure about knuckles, but scent is a useful accessory which I use during my playthrough.
Post Darksun spears:
Currently, there are no post Darksun spears and they are viable until Pre-Darksun Yharon. Adding those spears can make open up the road to Calamity Spear Playthroughs.
Make Traps like Geyser and Dart (and their Jungle Variants) craftable.
Why: As someone who likes building intricate traps, it pains me when you scour the world and only find 1 or 2 of a trap you're trying to build with. (Specifically, Flame Trap and Geyser which have really low chances to spawn in their respective areas.) And as such, you have to load a new world and you'd have to scour that world again, over and over.
Add Armageddon to the Starter Bag.
Why? Much like the reason Death and Defiled Rune were added in the Starter Bag, travelling all the way into the Corruption or Crimson for a Demon/Crimson Altar to craft it is really annoying, especially in the first few minutes of starting the game. You also start with a spawn for the King Slime, so Armageddon still has its use even in the first hour of starting a new world if anybody is willing to kill this pathetic slime (He's easy to cheese) for bags of goodies.
Give Terra Shiv a new effect to compensate for it only being able to shoot left/right.
Ideas for effects
- Upon impact with an enemy, the projectile will leave an explosion, similar to Solar Eruption explosions, to get a few extra hits off the enemy.
- It gains the Influx Waver effect.
Why? There’s really no variation between the Terra melee weapons, so giving the Terra Shiv some kind of effect instead of a flat damage boost should make it different enough from the rest. If needed, Terra Edge could also gain a new effect.
Make the Eidolion Worm(Adult) drop something special like a mini eidolion worm pet
Reason: the dungeon guardian has one so why cant the eidolion have one too?
Ways to spawn in biomes post world gen eg: Brimstone crags, planetoids, abyss and astral biome if one doesn't spawn after WoF.
Reason: Having the option to do so if you don't get one by accident would be a very nice option.
Add an elemental post ML and pre Providence yoyo.
Currently, there is only one yoyo available at that tier, and it is 1. vanilla (ew) and 2. not very good against providence. It takes almost the entire 15 minute day just to kill her with it. I feel like an elemental yoyo could really fit in with the other elemental weapons.
Add a Post-Hive Mind/Perforators or Post-Slime God sentry weapon.
Why? Because summoners have some trouble in pre-HM as most summons are inefficient. Maybe adding a pre-HM sentry can increase the damage output of summoners and make their lives easier.
I personally love the Gaze of Crysthamyr item and the other mounts added by calamity so this is partially me saying that they look great but also requesting/suggesting adding more mounts, perhaps some with unique abilities such as Medium Rare Steak ’s baby dragon having the ability to spit fire
Make Determination Breaker craftable at Demon Altar with no ingredients, much like other challenge items. Also, make it a toggable item, like Defiled Rune and such, instead of accesory.
You may also rename it to something like Lesser Armageddon.
Why: It's simply frustrating that you need to beat Skeletron (at best, sometimes other bosses just to stand a chance) just to get a challenge item. There is simply no point. This item is basically godsent when you are in a need of practising dodge against bosses without instant death penalty (huge Crabulon hitboxes, talking about you right here) to know some bosses better. Putting it post Skeletron was a nice idea back when we had Prepare to Die/Cry modes, but now it's just pointless, and by the time you get to the item, you have died to bosses enough times to know their patterns inside out.
Post yharon or post draedon wings, that dont have extreme acceleration like the cel. Tracers. Reason: we dont really have an option but to use these wings and some people dont like them cuz of the acceleration, let there be an alternative to the cel.tracers.
Spikecrag needs a nerf since old ones army armors + Spikecrag can deal 40k dps easily while the other people I'm playing with can only deal up to about 3k DPS. (I could kill duke fishron in about 20 seconds while it took 5 minutes to beat it without spikecrag)
Rebalance the Tarragon/Auric summoner set bonuses. The current set bonuses cause a large majority of minions that require extra slots/less slots to just completely dissapear and have to be resummoned again. This makes fighting bosses incredibly tedious due to damage buffs from different accessories/potions completely going away and the simple fact that resummoning minions during a boss can cost you the battle. A suggested change would be to replace the set bonus with one that gives minions a certain damage boost until you lose HP, similar to how Rage and Adrenaline boost your damage for a limited time, or how the surface shrine's accessory's effect wears off if you move/take off the accessory.
Change the name of the Marnite Obliterator. Obliterator is a way over the top word to use for a pre hardmode drill. Call it the Marnite Drill or Marnite Excavator.
Perforators Rework Ideas:
Why? Because Perforators need some more action and challenge during their battles. Since with a ripper, you can easily chop off the Hive and only the Large worm is mostly challenge you. So, I am gonna add some unique mechanics for Expert+ difficulties.
General Changes:
- Hive's projectiles will glow if fought nighttime.
Expert Changes:
- Perforator Hive now gains 99% DR when any of the perforator worms are alive. Its immunity when Large Perforator is alive still remains.
- Perforator worms will no longer stick to the ground if Hive is positioned higher.
Revengeance Changes:
- Perforator Hive's projectiles will no longer blocked by solid blocks and walls.
- When a Perforator worm is alive, Hive will shoot its projectiles slower. When the worm is defeated, Hive will shoot its projectiles faster than its normal speed for 5 seconds. Then, it will return back to its normal speed.
- Perforator worms will now often chase the player.
- When Large Perforator is alive, Hive will enrage, and shoot 3 waves for ichor blood, then 5 waves of burning blood within delayed gaps of 2 seconds each wave. (It will shoot these waves every 2 seconds.) This pattern remains until Large Perforator is defeated.
- When Large Perforator is defeated, Hive will return back to its old pattern but will shoot projectiles faster like when the other worms were defeated for 15 seconds, then it will slow down until Hive is defeated.
Deathmode Changes:
- The slowing of Hive's projectiles while the worm(s) are alive is decreased.
- The speed boost of Hive's projectiles when worms are defeated will last for 8 seconds.
- The delayed gap when Hive's enraged projectile pattern occurs is reduced to 1 second each wave.
- The final speed boost lasts 20 seconds, but Hive's projectiles no longer slow down.
Add in Calamity-only traps to the game
Reason: Traps are sorely overlooked, and by the time you've beaten Providence they aren't even dangerous anymore. I would suggest adding in traps to the Brimstone Crags and the Abyss, as well as adding in Plague traps in the jungle that activate once the player is post-Plantera.
Move Barracuda Gun to later in progression Recently, weapons like the Baleful Harvester and Galactus Blade have been moved in progression so they aren't just an immediate upgrade to a weapon in the same tier, and Barracuda Gun meets the same requirements. In it's current state its both weak and rather forgettable, but moving it to Post-Golem or later and buffing it at the same time could mean people using it more.
Make an upgrade of some sort for the Magic Dagger. As it stands, the item is totally worthless after Plantera has been defeated. Giving it an upgrade, if only a Post-Plantera upgrade, would encourage people to use it far more than currently.
In multiplayer after a boss fight a chat message should display how much damage person did to the boss.
diamond coins
you get them automatically when you pick up 100 platinum and they work as coin gun ammunition
because having a billion stacks of plat lying around takes up too much inventory tbh, not to mention reforges get hella expensive
Wireless Lore Activator
Craft: 5 Soul of Light + 5 Soul of Night @ Tier 2 Anvil
While you have this item in the inventory, you can put all the lore items in piggy bank/safe/defender's forge and they still give effects.
Why: They take so much inventory space.
remove nightmare fuel/endothermic energy from recipes for: draedon's forge, "pure cosmilite" weapons, and godslayer armour.
increase nightmare fuel/endothermic energy drop rates
reasons for above: avoid making the player farm seasonal/score based events heavily, and allow quick access to cosmilite gear
Make it so that after defeating cryogen, aquatic scourge, and brimstone elemental, reapers and mothrons can spawn during the solar eclipse. The three bosses drop souls and are supposed to be “variants” of the mech bosses, so I think it would make sense to have them activate mothron spawning. Broken hero swords are practically a requirement for the melee class.
change the true shadow scale's name/look
Why?
Well, because crimson gets a brand new material that isn't just called "true flesh sample" and i personally hate it considering that you could do so much with the hive mind's look and come up with a better item
Now that the mechanical bosses have become more of a challenge with the new AI , would it be possible to do some tweaks to the hallowed armourset? Like, the armour was pretty rubbish to begin with, and now with the increased difficulty of the mech bosses, it feels even more pointless and not rewarding at all. Like you can just ignore the armour completely and just go for chlorophyte or deadalus armour right away, reducing the hallowed set to just ... "clutter" (The bars essentially become crafting materials for just weapons and tools, which is odd given that it gives the mech bosses their "resilience". Their bodies are likely made of the stuff).
Like I don't expect the armour getting crazy set effects like the calamity ones, but some tweaking to the stats and maybe a new effect or two would've been nice. It would at least be a suitable upgrade until you can get your hands on some chlorophyte. Alternatively the hallowed armours could be made more unique, instead of just making them a 3 second upgrade before you get chlorophyte sets. How this last part would've been done though, I have no idea....just a thought.
If this has been suggested before, I apologize for cluttering the chat with redundant suggestions.
Make all Pillar enemies drop matching Lunar Fragments
(25% chance on normal, 33% chance on Expert)
Why?
Farming the pillars is abhorrent -- the worst part about it being that you have to cycle through the whole event just to get some fragments. Sure, Astrum Deus himself drops fragments, but what if you want to fight him with specific fragment weapons and you don't have enough?
This will also let you Zerg/Chaos Candle farm the pillars if you're suicidal or for later-game fragment farming instead of spam killing bosses.
Make Astral Ore blocks inflict the Astral Infection debuff on contact.
Why? Well, logically, it's the source of the infection, and meteorite needed a special accessory to walk on it safely, so why not extend that to astral ore? It's a pretty damn inert block as is.
It would be a nice idea if they put some variants, it doesn't have to be much, like an item that increases your damage if you only play with yoyo, for example 20% more damage on yoyos, or for example on magician 20% more damage to guns mages (I think this attracts more people because it would open up an expansive possibility about classes in general, and I think it would be good for advertising on mod's youtube in general, for example OMG concludes the entire calamity only on yo-yo, or new build yoyobang , one more example, how to play with yoyo's build only, I took the example of yoyo because I'm inspired by it hahaha but it can be with all classes just like I mentioned from the mage (gun mage)
Boss Rush Bindings cosmetic effects
Immunity Frame Curse: Makes the player glow a little as a light tint;
Dash Curse: Visually shows the player a red electric effect, hinting they can't dash;
Health Curse: Tints purple your healthbar, showing two cursed little red glowing eyes on each heart;
Xeroc's Curse: Tints the bosses red and whatever it already does (probably buff them and it's already there, I put it for completeness)
Accessories Curse: Same electric effect as the dash one but purpl-ish.
Better/Ambient Rage/Adrenaline
Adrenaline fills more slowly when affected by "Cold debuffs", and faster when affected by on fire or warmth
Rage fills with DoT
These stats do more than just providing rippers: Being at high rage increases damage and regen, but lowers defense and crit chance
Adrenaline increases move speed
Add an item to reduce rage
WHY?
These stats feel a little bland and inflexible, especially when compared to the old stress mechanic.
Spicing them up with stat changes, and a little ambience would go a long way
Put all the minions from Profaned soul artifact in one buff
:why:: Three buff slots is a lot; heart of the elementals already combined buffs to save slots, so why shouldnt this too?
I feel the need for more banananigans in general life so here are just a few fun items. the bananarang is great so here are just a few fun ideas.
A banana peel cape.
A banana gun
A banana cannon(or as i call it a banannon)
Banana yoyos, wands, all sorts of just general fun things that may or may not be based on a mildly radioactive potassium rich fruit. possibly with a gimmic that is just fun to toy around with
Why is there such an immediate need for bananas?
A: that question isnt a lot of fun, a much more fun question is why not
B: It fits a theme that is present in the vanilla game(that of general wierd and wonderful weapons) that I think has a lot of potential to expand upon. maybe not a mainstay of a terrarians arsenal (however their diets may be another story)
Edit: I find this idea quite a-peel-ing
Make it so minions can't target the sharks in phase 3 Duke / Make the sharks on phase 3 invincible and untargetable
Seriously, summons have a hard enough time hitting phase 3 duke without considering the fact they're all getting constantly distracted by the sharks. The target feature doesn't seem to work on it either because he constantly goes from vulnerable to invulnerable.
Make the True Ark of the Ancients be available post-Golem instead of post Plantera/Calamitas
Reason: The original Ark is available after defeating the Mech bosses, and the next bosses most people fight afterwards(if following the normal progression) are Plantera and Calamitas. This is actually quite a small gap in progression compared to the large amount of bosses between Plantera and Moon Lord to get the Ark of the Elements. In exchange for moving up a tier, I would suggest buffing the weapon slightly.
give the retinazer's cone rockets in revengance / death a more primitive (or less homing) homing mechanic.
the rockets right now are too difficult to avoid and in death mod getting hit by one can render you screwed in one attack later.
if you were to nerf the lock on homing to one like the skeletron skulls or such, it would make fighting retinazer way more fun. (besides of course spaz even being a boss at all lol)
also, nerf piggy's money drop
i made a flat area for a big base while playing (note that a big flat area increases the area where mobs are allowed to spawn, and thus allow for farming/learning that pigs are a source of immeasurable wealth, and i should kill any pig i see to get $100), and i learned that piggys spawn like way too often for the 15 gold they drop to be fair.
it doesn't attack back, has barely any defense, and is just way too much money for the early game.
Create an UPGRADED YOYO BAG that extends all yoyo's maximum distance even further.
REASON: I feel like there's no love for yoyos in the Calamity Mod. All these fancy swords and homing projectiles, but only a small handful of yoyos. As it is, yoyo reach is not long enough. Yoyos are USELESS against Supreme Calamitas. You know that part where he summons his brothers and they stay outside of the range of ANY yoyo? That part is game-breaking for yoyo users. Changing the individual stats on each yoyo is nice, but due to better compatibility with vanilla yoyos (and other custom yoyos), it may be better to instead create an accessory that boosts yoyo's max range. Plus, I don't believe any mods out there feature an item like this. Could someone on the Calamity team make an UPGRADED YOYO BAG that does just that?
Change the colour of the Destroyer's lights to blue and green when he switches to the respective laser type
New update made it that Destroyer only fires red lasers at 100-66% hp, blue (freeze) lasers at 66-33% hp, and green (homing) lasers at 33-0% hp. If the lights that are in Destroyer's body segments will change the colour as well, it would be an amazing detail and solid visual variety. Also it subtly hints player that the Destroyer now will fire different laser barrages.
Add in Astral Critters to the Astral Biome
Reason: According to the lore and supported by the variety of Astral enemies, the Astral biome is supposed to 'astralify' and corrupt everything it comes in contact with, so any critters that were around when the meteor crashed should also become astralified and turn into Astral critters.
Suggestion: Astral snow block
Reason? Well the image speaks of itself. there is not a lot of interaction in the snow biome.
To coincide with Metarex's suggestion, add red, purple, and pink snow blocks
Why?: Same as the above suggestion: Hallow, Crimson, and Corruption have no snow block, only ice.
make pirate invasion more interesting
right now it's really boring, and flying dutchman is super easy. it would be nice if it had another boss at the very end of the event, and maybe more enemy variety. as of rn, it's just an event that everyone forgets about because the loot sucks and the gameplay sucks.
Buff the rogue consumable weapons made from the early HM ores. Why? Their damage is very low in comparison to the cryogen loot like ice stars and icebreakers, but even the weapons made from the HM ores aren't interesting enough. Maybe consider giving them either extra pierce, velocity, or even ricochet off more enemies to give them more variety and not just more damage.
Buff Quagmire, Reaver Mage, and Reaver Summoner
How: Make the spore clouds a custom projectile that ignores immunity frames
Why: Quagmire is outclassed by other options like Oblivion or the EoC.
Reaver Mage and Summoner are overshadowed by vanilla sets like Spectre and Spooky.
This largely stems from the fact that the spore projectiles don't ignore immunity frames.
since we are tiering weapons and balancing them out based on the progression stage you can get them ( i dont know why it is done now of all the times ) , shouldnt we ideally include vanilla weapons on that tier list and balance them acordingly alongside calamity ones, so calamity weapons dont automatically replace all vanilla armory in 98% of the situations?
Make BoC and EoW drop Bloodletting Essence and Fetid Essence respectivly in HM
Why this should be added: Farming these essences can be a bit of a pain, especially in corruption worlds since you need them to make Blood Relics. This would fix that and it would go well with how Perfs drop ichor and Hive mind drops Cursed Flames in HM respectivly.
Let the Lunar pillars drop more Fragments
Why? At the moment it's pretty much no suprise to farm Astrum Deus/Astrum Aureus (Post ML) for Lunar fragments. Now, As reward for struggling with the Pillars you get way more Fragments than normally to reward the player for spending more time into farming.
Rogue Versions of the helmets crafted from hardmode bars (Cobalt, Mythril, Adamantite, Palladium, Orichalcum, Titanium, Hallowed and Chlorophyte) and add a unique set bonus for them.
This gives rogue players more of an option in terms of armor sets since Daedalus Armor is the only armor set that allows the players to progress through early to mid hardmode.
Allow toggling of The Amalgam's Fungal Clump minion via accessory visibility. I know myself and several others find the minion annoying, it does very little for you unless you are a summoner that can receive the full damage in Rev+, it would just be nice to have the option to disable it.
Could possibly also offer a small boost to stats if toggled off, i.e. Heart of the Elements, however this is not necessary at all.
Buff Crabulon after defeating either Plantera or Calamitas but make them drop Shroomite Bars upon death. (Resuggestion)
Since mushrooms are rather difficult to farm, making enough shroomite bars to make its gear would be very time consuming. So making Crabulon drop shroomite would be more convenient.
Make all legendary items have a 20% drop ratio if criteria is met:
- Deathmode is active
- Armageddon and Defiled Runes are active
- Bosses have at least 400% health boost (resulting in bosses having 5 or more times their regular health)
Why? 10x boss health + Armageddon + Defiled + Deathmode is a fun challenge, but it becomes really tedious when you really need that SHPC or Malachite. This would improve this a bit.
Give Elysian Wings a new function, such as hovering, to make them more unique from Tarragon Wings.
Reason: As of the current update, Tarragon Wings have a higher flight time, about half a second more than Elysian Wings, as well as being easier to obtain, which makes them better in every way. I don't think that's okay, because Elysian Wings are a drop from Providence, a major post-Moon lord boss, while Tarragon Wings are just crafted. I think a drop from Providence should be comparable to a craftable item that is available right after, rather than being worse, especially since Elysian Wings eventually lead on to Elysian Tracers and Celestial Tracers, and the fact that there's almost no reason to use Elysian wings, since Tarragon Wings are immediately accessible right after you get Elysian Wings.
Reduce the cost of Blood Orbs for the Stink and Love Potions.
Seeing as these potions are entirely cosmetic/novelty, would you really want to spend the 10 orbs required on a buff that runs out in seconds and does nothing or actually useful potions like Ironskin and Endurance?
Make Music boxes wire-able!
I want to make a playlist in-game using wires. I made the setup already using timers and such, but I just found out Calamity Music Boxes are not wire-able. :(
Also, please complete the set of music boxes. There are some that are missing like the other versions of the Servants of DoG. Only Void's exists.
make angry dog spawn more often they actually never spawn
Let the Nebula Pillar Drop Meld Blobs/Bars
Why? Simply becouse farming for blobs from the Nebula enemies is a huge pain. Plus the meld stuff fits with the Nebula pillar due to its enemies dropping Meld blobs.
Nerf Eidolon Wyrm's echolocation
Why? Even with all the gear necessary for full stealth in the abyss + anechoic coating Wyrms will still go directly at you no matter how far you are, which makes farming late-game abyss really frustrating even if you do what you're supossed to do and not get detected
Make Barracuda Gun spew damaging blood droplets from whatever enemies it's attached to.
Why: It would fit with the theme of being torn apart by a savage fish, and would make it less shit, because let's be real, it's pretty lackluster right now.
Make a legendary summoner staff/weapon
All the other classes get one, it couldn't be too hard to find a boss to make a drop a really rare item.
Or of course, if it requires it, donating and asking the devs to make a summoner legendary item would be fine by me...
How many times has astral furniture been recommended again?
Buff Terratomere to Post ML / Pre-Providence tier. Why? Terratomere has always been one of the strongest HM weapons in the game for good reasons; it shoots several homing projectiles that inflict Ichor, hitting enemies with the blade heals you, and it deals high damage, especially if it can be boosted even further with the Evergreen Gin from Cirrus. Right now this weapon can be made the moment you make the Xeroc Greatsword which deals less damage and inflicts Cursed Inferno, which reduces DR less than Ichor does. Not only that, but Ichor also lowers the enemy's defense by 20, and Cursed inferno doesn't have that effect. The point is that moving the Terratomere up a tier gives a reason for the Xeroc Greatsword to be used.
Rev+ Golem Rework
Phase 1 plays out largely the same. The only major difference is Golem now shoots lasers from the very beginning of the fight. (This could be Death exclusive.)
Phase 2 is where most of the new stuff is. Every few seconds, a "Golem Soul" projectile will jump between the Head and Body, shooting out Ancient Fire projectiles as it goes. Whichever part the Soul is inside becomes vulnerable, forcing the player to alternate targets. When one of the two is destroyed, a 3rd phase begins.
If the Head is killed last, it will begin moving much faster, shooting lasers and fireballs much more frequently, and firing a Martian Saucer-like death ray downwards.
If the Body is killed last, it will begin to jump much faster, higher, and less predictably. Both Fists will respawn and be invulnerable for the rest of the fight, and will attack much faster. It will also shoot a death ray identical to the one the Head shoots upward.
On Death Mode, the Soul will switch hosts much more randomly, and shoot larger volleys of Ancient Fire whenever it does. These will also now inflict Holy Flames.
If you want to be extra sadistic, when one part us killed, it will continue to exist and become invulnerable; but the remaining part would still enrage (or even both could enrage).
❔ : A lot of the vanilla bosses are getting Rev+ reworks, and I heard Golem was on the list. Wanted to come up with a unique mechanic for it to make it... actually really challenging. The fire inflicting Holy Flames on DM is also a nice callback to what little bit of lore it has (old Prov lore said it was built using Profaned energy).
Add an additional effect to the astral armor for summoners.
Despite the fact that it gives you 3 max minions, and general buffs that could make it more helpful than ataxia, it just isn't worth it because minions can't hit crits, meaning that it is just lost on a summoner. It is a tier above ataxia, let it be better for all classes as it is an all class armor...
Today's episode of weird suggestions nobody cares about:
Give the Valor a mild base damage buff and some sort of projectile when enemies are near --- for example, a bone that arcs slightly before falling or a very small phantom shot thing.
❔
I'll say it because nobody else will: the Valor, as it is right now, sucks. Despite being a post-Skeletron weapon obtained from braving the depths of the Dungeon, it's...honestly really underwhelming and furthermore does not craft into anything after the fact, allowing many other throws around the same point such as the arguably-easier-to-obtain Cascade to outclass it --- in fact, the Air Spinner and Aorta can even outclass it if given the light of day. Giving the weapon some higher damage and a projectile would make it a worthwhile investment and allow some use of it instead of just rushing Cascade and not looking back.
Make rev+ add onto boss AI instead of completely replace it
:why:: completely replacing the AI means that all other modes that edit boss AI are overridden, so you can only experience calamity difficulty modes or other modded ones at the same time.
Suggestion: Make summons do 25% extra damage while underground and holding a pickaxe instead of just the regular 10% bonus.
Why: Maybe it’s just a personal thing, but I feel like many times that I’m trying to mine (especially early game or early hardmode) I get absolutely massacred by enemies. Furthermore, if I’m digging out an arena in say, hell or the jungle (for WoF or Plantera respectively) I’m much more focused on the arena than the enemies. To prevent this being used to fight bosses, make the 25% the regular 10% while a boss is alive. I’m not sure if the “while holding a pickaxe” is too restrictive, but if so, just drop that part so it’s just 25% bonus while underground.
Add Lunar pillar boss health bars
Somewhat self-explanitory, as the pillars still are considered bosses and it's useful to know how many enemies are remaining when fighting them.
Gills potion should last for 4 minutes
Reason: When you are under the sea and you want to farm or search for chests or even if you are in the sunken sea and you want to explore some stuff,the gills potion lasts for a minimum time and the player has to consume over and over potions.
So in my opinion, gills potion should last about a bit more time.
Normalize sprite holding positions for ranged weapons
many launchers, guns, etc. are held by the player from completely nonsensical locations during firing - usually the very end of the stock, or at least a part of the weapon decidedly not the grip
the hive, havoc's breath, archerfish, storm surge, scorpio, slag magnum, arbalest, raider's glory, skullmasher, meowthrower, blight spewer, marnite rifle spear, firestorm cannon, astral blaster and mineral blaster are a few of the examples
this effect is massively jarring once you realize it exists. i recommend having these weapons be actually wielded from their proper grips.
Today's episode of weird suggestions:
Buff the spawn rate of Atlases after the Lunatic Cultist is defeated, as a QoL thing with Astrum Deus.
❔
Summoning Deuces...well, pre-Deuces is a nightmare because lemme tell you, these things do NOT like to spawn. Even with a Zerg Potion or one of Reduced Grinding's Chaos Potions active, it can take upwards of a minute just to find one Atlas, let alone finding three for the full ritual. Buffing the spawn rate after Dr. LT (and perhaps lowering it back ever so slightly post-Deuces?) would help with allowing the boss to be fought in a less aggravating manner once it's available to the player.
On a similar note, allow single Dues worms to spawn semi-commonly in the Astral Infection post-ML or post-Providence. Ones spawned in this way would drop small amounts of Lunar Fragments; either around 8-10 of a single kind or 1-3 of multiple kinds.
❔ : This would make for an easier way to grind for Fragments later-game, as well as make the Infection more of a threat at that stage with what's, for all intents and purposes, a new mini-boss.
Repost because Traps. (Old one didn't get enough votes.)
Make Traps like Geyser and Dart Trap (and their Jungle Variants) craftable.
Why: As someone who likes building intricate traps, it's very painful when you scour the world and only find 1 or 2 of a trap you're trying to build with. (Specifically, Flame Trap which has abysmally low chances to spawn in Temple.)
On a similar note:
Make unique Calamity Based Traps.
Stuff like Profaned Traps, Plague Traps, or a Godslayer Trap would be super cool to use, and the effects would be super nice, especially since traps become so non-threatening post-Provi.
Make the Luminous amulet part of the abyssal diving gear recipe, and thus give it the benefits of that effect.
Reason: the abyss is already super dangerous so you really need all your accesorys ready for combat. to explore the deeper levels of the abyss, you need a luminous/abyssal amulet to be able to see things. This also means you have to waste a precious accesory slot for it, but if it was added into the diving suit then it would make life that little bit easier in the abyss by letting you see and giving you that extra slot.
Cryogen drops Essence of Eleum. Brimstone Elemental and Calamitas drop Essence of Chaos.
A boss (of similar progression/theme) should drop Essence of Sunlight.
Perhaps the Aquatic Scourge. Although the boss isn't sky/space-themed, it's encountered at a similar state of progression as the other two.
Another potential option could be the Golem and other temple mobs. It's past the alt-mech stage, but themed towards the sun.
to be able to plant and grow trees in the astral infection
Realm Ravager needs a serious nerf.
Ravager is an easy boss. We all know that. But this thing can easily get through all other bosses before Providence. You can get it right after Golem. Damage is okay, but attack speed is too high. Easy 10k dps pre-cultist to one target. Ranger is too balanced.
Make the Deific Amulet also provide life regen like the Band of Regen or just replace the Charm of Myths with the Philosopher's Stone in the crafting recipe
Why: Even though the Charm of Myths is needed for the Deific Amulet, it doesn't retain the life regen whatsoever. Having to make the Charm of Myths for the amulet even though it only has the effect of the Philosopher's Stone is awkward.
please please PLEASE buff the drataliornus. I know it's a high risk/reward weapon, but the right click is out matched by the heavenly gate, and the windup time for the left click is a tad bit to slow.
A big improvement suggestion about the Sulfuric Sea items
Why:
The Sulfuric Sea feels unfinished and recycled. Despite it’s lore and monsters, most items are recycled from the normal sea/other places. The sulfuric sea is completely overshadowed by the Abyss, and I did the math - The Sulfuric Sea has 18 unique items (not including tiles) not from the normal ocean and vanilla terraria, of which THREE are unique for the Sulfuric Sea (Trash Can[5%]Lead Core[10%], Sulfuric Acid Cannon[33.33%]) of which all are not guaranteed drops as well as not being necessary to be good at game. All other items are things you get in the Abyss or are for the Abyss, which kinda makes it seem like the S.S. is just some biome you begrudgingly go through to get to the infinitely better Abyss.
Improvements to be made:
A Sulfuric-Sea weapon set and armor set, both Pre-HM and HM should be added, hopefully with the inclusion of a biome-specific material akin to something like “Dirtied Scale” or “Anti Acid Scale” for Pre-HM... and since there is an entire HM boss dedicated to the Sulfuric Sea there should be some post-mech boss material like “Evolution Scales”. These are just ideas but it would add a bit more use to the biome instead of it being that one annoying acidic place you have to go through before you get to the Abyss.
Another part of this suggestion is to add biome-specific items that are found in a Sulfuric Sea chest(Ocean Chest replacement) as well as maybe some sort of underwater flora.
THIS SUGGESTION IS NOT TO REWORK THE HM BOSS, THE AQUATIC SCOURGE IS FINE AS IT IS
Add ice planetoids.
why?
we have a planetoid of almost all the biomes
But no ice biome. hallow is understandable, and ocean
but ice? it could have a ice chest and maybe boreal trees
Or add some planetoid exclusive items? (Other then exodus ore) like how floating islands have the starfury, maybe mobs, or even a little dungeon? maybe a boss that can only be fought on planetoids? and exoduium doesnt really have a use, maybe add some more stuff to it?
Add more of an incentive to go to planetoids in hardmode
Reason: The planetoids are really lackluster in hardmode. In prehardmode you can find life crystals and gems, as well as farm harpies for the feathers to get Aerospec stuff. Post-Moon Lord, you can get Exodium ore for the soul artifacts, and You also have to fight Storm Weaver in space. However in hardmode there is no real addition to the planetoids. Aside from farming souls of flight and essence of sunlight, there is no real incentive to go to space.
I would suggest adding more drops to the planetoids, or perhaps even adding in Brimstone/Astral planetoids that can only be accessed in Hardmode.
Skeletron Prime head should spin while it's doing the circle attack.
Why? It looks a bit weird with the head stationary. The spinning head should feel more natural and make it feel more dangerous.
Dragon Rage (the Yharon sword that shoots the energy waves) should probably get some kind of hefty damage buff, as it has been a mediocre option for P2 Yharon, having comparable damage to options from the tier prior. Now, after all of the darksun-tier melee weapons receiving significant buffs (Emp Knives, SotC, Blahsword), it is even more irrelevant and lacks any proper use. Burning Sky, Phoenix Flame Barrage, and Dragon's Breath are similarly mediocre, but not quite as useless as the current Dragon Rage is.
Buff Deathwind
Reason: For a drop from DoG it's pretty weak, especially when compared to other DoG drops like Excelsus and The Obliterator. I would suggest giving it homing properties when using wooden arrows, or giving it a slight damage buff.
Add a sound to the Scorn Eater's leap attack
When making a hallow arena for Profaned bosses early post-ml this thing scares the heck out of you. High damage and mobility that is hard to pick up if it spawns just off-screen. It doesn't need to be super loud but would just make it less of a scare (i sound wimpy but whatever).
Suggestion: Give Grax an increased range
Reason: It’s the most late game hamaxe, yet it only has the basic tool range. Essentially all Calamity tools in hardmode have at least a +1 (Or more) range, so I think it would make sense to add it Grax.
Add a few galactica singularities into the disseminator then buff it to be equal to Onyx Chain Blaster
OCB is just all the way better than disseminator, but it takes 2 guns and luminite to craft while disseminator only needs conclave crossfire and luminite, so adding something to recipe then buffing disseminator would make it be useable instead of OCB without making it better than OCB because its easier to make
Note: Singularities are the only material i (and a few other people) could think of that would make sense with the weapon
Repost after the x-ish time.
Make Determination breaker toggable than being an accessory.
People who likes challenges (like me) would honestly love that and it would save an accessory slot for other accessories.
Using determination breaker at this point is kinda useless because you lose an accessory slot for more challenge making a full playthrough almost impossible to do.
Allow Piggies, Baby Ghost Bells, and Sea Minnow critters to be caught with a bug net and put in a terrarium.
Dark Red, Dark Yellow, Omega Dark Blue and Dark Teal solutions
Usage: Convert blocks into the appropriate biome via the Clenteminator.
Dark red - brimstone biome
Dark yellow - sulphur sea
Omega Dark blue - abyss
Dark teal - sunken sea
Reason: Because of the way Calamity generates worlds, some biomes(such as the brimstone crags) may be smaller than usual for the world size. There also should be a way to expand these biomes, much like you can with vanilla biomes.
Add an Astral Monolith furniture set and allow Astral Monolith Walls to be painted
Reason: QoL. The Astral Monolith is a cool looking wood and could really use it's own furniture and maybe even sword+armor set (Not necessary). It's a wood that just kinda exists out of the Astral Infection biome so maybe adding tables, chairs, lights, and a door from it could help people care about it more. Also it would be nice to add some color to the wall tile (Builder talking here).
Increase the sell price for Rare Item Variants
Right now, for a rare item, the prices are underwhelming— rare things should be more valuable, and the fact that the sell price for RIVs is the same as the regular item undermines that concept. These items are hard-to-get and should be worth something more to sell.
This is a really weird suggestion, but it is to make drills a bit more relevant.
How about making pickaxes mine biome specific stuff like mud, ice and sand faster but drills mine stone and dirt faster. It would make a lot more sense than just pickaxes being superior.
(This only applies to pickaxes with drill counterparts)
Make Polterghast/Sentinels not be able to spawn/be spawned until Providence has been defeated.
-Due to Polterghast being able to spawn/be spawned right after Moon Lord, players can easily take it out with the new weapons obtained, therefore breaking the progression and giving players a massive weapon advantage.
-Being able to kill the Sentinels and Polterghast before Providence allows players to completely skip Providence and go for DoG, breaking progression once again.
Add "Nerfing items, that can be obtained early because of non-linearity" and "Removal of non-linearity" to Do not suggest document
Reason: guys who suggest that, generally doesn't understand reasons and idea of non-linearity and says "nerf that item because I can obtain them before intended bosses" and "make Eidolon tablet post-Golem because you should not fight Cultist before Golem".
Server Suggestion: add an emote for the "ech" cat, similar to the one in fargo's server (https://cdn.discordapp.com/attachments/603653647729033247/616509144010326017/ech.png)
Reason: it's more a popular request thing then any actual reason, but many users have expressed desire to use such an emote in this server. the nitro boosts have given the server many extra emote slots, so it shouldn't be much of a problem to add
Suggestion: Have the small mobs that are summoned after Desert Scourge is defeated be made of one mob instead the standard many in a line so that the mob cap is harder to reach so scourge doesn't spawn like this.
Have the dried seekers spawned by the Scourge burrow underground and despawn when the boss is defeated.
Reason: It would make collecting the treasure bag and other loot much easier, as a QOL thing.
This suggestion was inspired by the one posted by @tall sail above.
If Thorium is installed, allow gem planetoids to generate with opal or onyx, and add 2 new types of gem crawlers for the aforementioned thorium gems (which would only spawn with thorium enabled). You guys have already done some cross-mod content together, so I feel this could be a nice addition to help the game feel more complete when played together.
Make Burden Breaker craftable again, and not locked behind revengeance mode.
Reason: What's the point? Burden Breaker just lets you move around the surface faster, you can't even use them in boss fights. It isn't broken or OP, and locking it behind something as tedious as HM DG or Enraged Skeleton Prime for something that doesn't even help you in battle is ridiculous. And it's (basically) locked behind rev+? Why??
All it does is let you move around the surface much quicker, and it doesn't work in boss fights. Why does that need to be locked behind HM DG/Rev+ Skeletron Prime? That isn't overpowered.
Make minibosses in the same style as the Armored Digger based after the Twins and Skeletron Prime, that can also drop Draedon's remote.
Reason: It actually makes a bit of sense to have the remote be dropped by mech boss variants, as the Armored Digger is basically a variant of the Destroyer. As such, there should be variants for The Twins and the Prime.
Also, Make vanilla summon weapons have autoswing
Reason: Improves the QOL for summoners, not having to constantly click all the time when resummoning. Calamity summons already get autoswing, so its only fair that vanilla ones should too.
Today's episode of weird suggestions nobody cares about:
Let's talk about the Burden Breaker.
If you're a normal player, you probably love this thing.
If you're a Calamity dev, you probably hate this thing.
You love it because you can yeet around the world at mach 29 at the press of jump and right or left.
You hate it because it nullifies the purpose of even adding every other movement option available anywhere else in the game outside of boss fighting.
So how do you obtain it? A Hardmode Dungeon Guardian in any difficulty (ech) or...enraged Skeletron Prime in Rev+.
That's. Something.
So allow me to present to you an idea: an adjustment to Draedon's Remote.
Draedon's Remote, for those unaware, is a summoning item that calls in buffed variants of the Mechanical Bosses. While the triple threat can certainly pose a challenge and somehow be fun to people, there's really no point to even using it right now, which makes it feel like just inventory clutter.
The solution, thereby, is simple.
The suggestion, broken down:
- Draedon's Remote now summons variants of the Mechanical Bosses that are either 1) buffed depending on the latest boss the player has defeated in progression or b) DPS-capped to prevent melting them with gear FAR past the intended progression point.
- The Mechs can have some minor AI changes if need be to allow their attacks to not clash too terribly heavily, although the player will still need to stay on their toes and change who they're targeting at times!
- Defeating the buffed Mechs summoned by the Remote, alongside the usual Mech Boss loot, rewards the player with the Burden Breaker.
❔
I'll be Frank with you, and I dunno who the hell Frank is. The Burden Breaker, for what it is, is obtainable entirely too early on and somehow it feels almost too easy. One can easily defeat WoF without post-Skeletron gear (it's not recommended, but it's doable), and Rev+ Prime when enraged? That's easily exploitable by just waiting at low health for sunrise! To lock the Burden Breaker behind a challenging trio of opponents that scale with the player would help to it make much more meaningful to obtain it and grant a reason for the accessory to be as absurdly powerful as it is.
Add buff icon for Elysian aegis bonus
This is just to alert the player when it's active as there is no real way to tell other than your slow horizontal speed when flying. It may also slip out of their mind as to which key enables it and could lead to an annoyance.
How about the mourningstar being moved to post-providence. Since no one uses it because the cosmic discharge is the exact same thing but way better, it would be nice to move it to post provi and obviously nerf it a bit. If you move it post DoG, range would be an issue but if post provi it can be used for sentinels and polter because both are relatively close range and lacking in melee options. Also I would still like to keep the swing speed being faster, this is not neccessary but I personally would like it.
Add more Pre-Yharon uses for Effulgent Feathers
Now, I'm not saying move Silva armor down or anything, but it would be nice to see some other use for the item before late Post-ml as you only really use them for the egg and silva set. I know they added the cocktail glove but another item or two would be nice to see.
Make the Angler Tackle Bag drop from the Desert Scourge post-Skeletron instead of in general.
Reason: Right now, the ATB can be obtained at the same time as its components...which makes them worthless in the drop pool. Why farm for the ingredients for the combination accessory if you can just kill DS again until you get the damn thing as a whole?
I would like there to be a config option to make the Astral Infection spread, but I have no idea if that's planned or if it's extremely difficult
Reason : A config option , likely disabled by default, means it is up to the player whether or not the Astral Infection will spread within their worlds, and adds another biome to keep in check - additionally, the Astral Meteors may land in a location where not many Astral tiles form (such as floating islands and planetoids, and possibly the jungle), making it more difficult to obtain items dropped from Astral enemies.
Reposting, it was never intended to be a chain suggestion, that was a coincidence! Because the burden breaker is now being moved behind very hard challenges that you can be locked out of or not be able to do because of difficulty, give the frostspark boots and all it’s upgrades a boost to max run speed and regular movement speed, for better transportation. I’d suggest between 20% and 50% more than current amounts, maybe increasing with each upgrade. Alternatively, I’d make some mounts easier to get for transport.
Braelor's Infuse
Post-ML debuff
Inflicts by Uelibloom weapons instead of Cursed Inferno
Tooltip: You feel squeezed...
Deal continuous damage, which increases with victim's HP lost, and add a proportional life regeneration to weapon's owner.
Reason: Cursed Inferno in post-ML stage are incredible weak, and don't much fit for a weapons from organic barks. Why book from greatwood leafs shoots leafs that burns target with cursed fire?
Only allow polterghast's clone to speed up while it's alive.
During Phase three, the clone is supposed to be very aggressive while it's alive, and Necroplasm stays behind it. In game the two switch their AI around randomly and the clone becomes the passive one. If it were to stay aggressive while it's alive it would make more sense than them switching their movement.
Make it so moon lord doesnt take 20 years to spawn in.
When your farming for the infinity or grand dad, you get a 2.5% drop chance every 2 or so minute
Edit: he should take 2 minutes if you have not killed him yet.
Add more ways to obtain Music Boxes
Currently the only way to obtain Calamity music boxes is by equipping one during a boss fight and waiting anytime between a second and a year for it to record. I propose several ways to make obtaining them easier:
-
Make all music boxes craftable, most likely from Biome drops for Biome music and boss drops for boss music
-
Make music boxes drop from their respective bosses or enemies in their respective Biome.
-
Add an NPC that sells the music boxes, similarly to the Musician from the Alchemist Mod
One of the problems in the Calamity Mod is how Astrum Deus spawns. You have to kill three Atlases. The endless grinding will kill the player anyway. Another problem is that the player must be in the infection to summon Astrum Deus. What if the meteor landed in a snow biome? Only the ice would be infected. Another problem others face with is location. There are some people who plant their arena near their spawn point. If the meteor was far away, it would take immense struggle just to get to that arena.
Instead, after the Cultist has been defeated, it should say "The astral automaton strengthens from the lunar energy...". If the player fights Aureus again after the message appears, it would drop the Starcore.
Simple balance suggestion: add a config option to disable stat caps so that other mods can decide game balance and difficulty
Much like Siren and Leviathan, have the Aquatic Scourge drop a variant of the IOU an Item that can be combined with Souls of Sight to craft AS drops.
Reason: The Aquatic Scourge can be fought at any point in the game, much like Siren and Leviathan, but is intended to be fought in hardmode. It doesnt make sense that the Siren/Levi drop the IOU an item that can be used to make their drops, while the Aqua Scourge doesn't drop something similar.
Suggestion: Add Astral Infection to the Starfleet projectiles
Why?: The Star Cannon EX, a material to Starfleet, has the debuff, but not Starfleet itself? Consistency purposes.
Yharon should not drop Terminus so that it can only be obtained from the Abyss. This way acually making your way to the bottom of the Abyss would be a great achievement that will reward you with something that can only be obtained this way. I understand why Yharon drops it but maybe make togglable in the config or something.
Make the Calamity Slimes susceptible to the effects of the Royal Gel
Most of the Calamity slimes are invulnerable to the Royal Gel, which is quite annoying, considering the early player is at the mercy of Wulfrum Slimes which aren’t dangerous but just annoying. This will also affect most other slimes, but this is conditional.
Ebonian/Crimulan Blight slimes are only affected once the Slime God has been defeated for the first time.
The Royal Gel becomes useless as soon as the player enters Hardmode, so to give it a more interesting use, make it so that Ore slimes remain hostile until the player has equipped a full set of their ore’s respective armour at least once. After that, they become passive if the player is wearing the Royal Gel
Make it so the damage reduction of the main apoth head does only 33% less damage as opposed to 66% versus scal and brothers
Why:as I heard, the apoth damage nerf was added when apoth was still pre scal, and considering post scal weapons are supposed to make scal muuuch easier, I'd say the DR gets lowered or even removed
Make Yharon check to see if the Abyss chest has been generated and only drop the Terminus if the abyss chest never generated.
Reason: Because in some occasions one would gain the Terminus before defeating Yharon and then we have more than one of some mystical artifact there was only supposed to be one of.
Suggestion: Add a flamethrower made from solar fragments
Reason: as far as I know, no Solar flamethrowers have been added. Also, serves as an Early - Post ML Flamethrower, that's easier to get than Elemental flamethrower
Make Provi drop a flamethrower/add a flamethrower made with divine geode
❔ : The space between the Elemental Eruption and the Cleansing Blaze is a little too big when taking viability into account, flamethrowers could use some more love, plus, it fits thematically.
Finish the Lunar Upgrade set
Description
Yeah, you know the mediocre Mourningstar and the fabulous Phangasm, along with the dual choices of SoTC and Empyrean knives as proper weapons within the mod. But while they duly represent their respective factions, I believe we're missing two of the current five. Namely Stardust and Nebula. Is this due to the overall mediocrity of Nebula? The spaghetti code of Stardust? Or is it due to the overall superiority of Solar, Vortex, and Meld?
Why?
An upgrade of their respective weapon should be implemented not only for balancing out the tier set, but also for weapon variety at around that point. For heavens sake, two of summoning's recommended weapons are from the last tier entirely. And two of magic's recommended items are patreon weapons, which isn't to stick it to them, but if the patrons see that as an open slot to improve variety for viable weapons, there might be something a bit lacking.
In fact, I'm wondering how Ranger and Melee got their respective lunar factions in, being both fairly bloated classes, while mage and summoner are left in the dust. The upgrades for the Stardust and Nebula faction should remedy the problem of variety and faction balance if implemented.
small qol change to the MOAB: add the ability to toggle the double jumps with the wings' visibility, with the wings getting a slight boost to flight time when not visible
add some config option to toggle the blur of rogue stealth
WHY? For somebody like me, a youtuber who plays rogue but likes to use characters for profile pic, taking a good screenshot when you have rogue stealth is a pain in the butt. it also is a bit buggy/annoying in multiplayer
A Damage over Time debuff Rework 
or DoTs for short
So, currently if a debuff doesn't reduce defence or DR then said debuff is pretty much a waste of time, hurting both fps and the potential to have more variety without actually adding anything.
Stuff like God Slayer Inferno dealing 250 dps, or Nightwither dealing 200, Plague dealing 100, Holy Flames dealing 50, and so on are unacceptably low amounts of damage for when you can inflict them.
And as for potential, DoTs aren't affected by any damage or crit boosts but ignore defence and DR, allowing for finer-tuned balancing.
They have lingering damage, giving some strategy potential such as using a debuff weapon during the many cocoon phases, or hitting boss minions for the debuff and switching to a different weapon to keep up pressure on the boss, killing the minions slower but rewarding skillful play that adapts to new situations by increasing total dps.
Finally, they are amazing for weapons centered around crowd control and just general non-boss enemy clearing, the balancing factor being of course tile ignoring and pierce.
I propose an across the board rebalance, and a big one at that.
By buffing the dps of DoTs massively, nerfing the amount of debuffs given by certain late-stage items, reducing the overall damage of the section of weapons centered around debuff dps, and removing most DoT immunities from bosses that aren't worms, DoTs would not only become relevant, but could take a fairly hefty spot in the metagame of calamity.
And yes, it would take a great deal of effort, but I believe it would greatly enhance the quality of the whole mod.
Remember Draedon's remote? Yes, it summons All three Mech bosses!
How about add a way where a player can summon the Void, DoG, Signus and Weaver all at the same time?
Reason: For fun!
Have Providence's crystal stop shooting while at least two out of three guardians are alive, and while Providence is charging her Holy Ray laser.
Providence's crystal shoots pretty often, restricting you and sometimes other attacks clash, forcing you to use Rod of Discord to escape. The attack feels less of a "sentry" and more of an actual attack that just crowds you over most of the fight. The reason the crystal should stop shooting during those parts is because the crystal can really clash with Providence's Holy Ray attack and the Guardians.
Pre-HM Ranger accessory
Melee have Feral Claws.
Mage have Mana Flower and Magic Cuffs.
Summoner have Spirit Glyph.
Rogue have Raider's Talisman.
Ranger have nothing but universal accessories.
Reason: consistency and variety. Ranger are strong, but doesn't have so much class-specific accessories compared to other classes.
small qol change to the statis' ninja belt and belt of curses: allow the dash to be toggled with visibility because a dash isnt always wanted and it has higher priority than some of the other dashes
Buff survivability of vanilla NPCs
How it works: Vanilla NPCs have 250 HP. Taking a hit from a boss up to Moon Lord is typically not fatal, although repeated hits tend to be fatal. The problem is that post-Moon Lord bosses and buffed events (post-Providence Pumpkin Moon, etc) are extremely fatal to all vanilla NPCs. Even if the event is fought away from town, spawning in town will immediately spawn Pumpkings (Pumpking is the most egregious killer of town NPCs) near the town. Doing a Frost Moon, for example, anywhere close to town is almost guaranteed to end in at least one NPC casualty, if not most of them. This problem is exacerbated on Expert and harder modes). Buffing NPC HP after the death of Moon Lord, or giving them some boss-specific defense to post-ML bosses and events would help prevent massacres when the events are fought in arenas near town.
Why it should be added: NPCs should not be invincible, but they should be able to take a stray hit or two from a boss or event without immediately dying. As it is, there is too much preparation required to keep a buffed Mothron from annihilating your NPC population. A small QOL update would work wonders in reducing aggravation, but doesn't break the boss fights and events. If theNurse is a concern, buff everyone else except her and maybe Dryad for balance issues. Losing 2 townspeople is a lot less aggravating than losing 20.
Make the flight time/height tooltip on wings change accordingly to buffs/debuffs that increase or decrease the flight time/height respectively.
Why should this change be implemented? I like how all Vanilla and Calamity wings' tooltips display the flight times and the height in tiles, but the later you progress the more confusing flight time and height can be, since bosses like Ravager, Providence, and SCal inflict debuffs that heavily reduce your flight. Not only that, but several Calamity buffs and accessories increase flight time (Soaring Potion, Carribean Rum, Weightless Candle, Harpy Ring).
Damage and Crit Chance shown on weapons get updated automatically from buffs, accessories, and armor, but I feel like the same should be said about the flight time of wings.
Recall Potions in the Starter Bag
Why exactly? Easy way to get back home at the end of your first mining trip.
Add a blizzard post-plantera material. Why: After you kill plantera, the sandstorm adds the great sand shark miniboss, which drops a material for weapon upgrades, the grand scale. Why not the blizzard, after plantera, have a new miniboss that drops a upgrade material for frost-themed weapons?
Add Eye of Cthulhu (weapon) to the recipe for azathoth
WHY? Both Cthulhu and Azathoth are deities in the Cthulhu mythos, and I think it would make sense to add EoC to the final yoyo. Also adds a use for a yoyo you get a ton of.
*Give bosses that dont already have trophies, well... trophies (e.g. Aquatic Scourge, profaned Guardians, Scal)
Why? Well, they're all considered bosses so why not give them trophies? Also, in the case of Profaned guardians, being to Providence like what the Sentinels of the Devourer are to the Devourer Of Gods (Sentinels/Lesser minions that serve a greater power) and with the Devourers Sentinels having trophies, why not the guardians? And since desert scourge and erveyr other boss hasd a trophy why cant Aquatic Scourge? Or Scal
My backing up for my point is weak ik
Buff Radiant Star
When all Astral weapons was buffed because of move to post-Cultist, Radiant Star stays unchanged, which have left huge hole in weapon's viability. On that point of progression RS feels pretty weak because of post-Golem rogue weapons.
Calamity Wiki idea:
Add multiple Languages to the Wiki and decide which one you'd like to use
Why? A lot of Calamity aren't THAT good with the English language and reading might be a problem for them, If we add more languages, A lot more people from around the world might join in due to being able to read a person's own language.
How would this be possible? Simple, Let people from the community help and ask permission to a wiki distributor/Dev and submit your pages in a folder and show it to a Dev/Wiki Distributor.
This idea would simply make the Mod Wiki way more useful and easier to use for most people.
Give the Drunk Princess some Varied Vocabulary to use on the Deaths dialogue
The Drunk Princess is one of the only NPCs (if not the only one) in the entire mod which has one specific dialogue which never changes. I think adding some varied dialogue with some drunk phrases (or seemingly intoxicated speech) would add to the NPC's depth of character. Also not seeing '<player> has failed x times' would be nice
Can We get a Recipe for cross necklace
I want this To be a recipe because i hated having to grind for the cross necklace even with zerg because it would never drop from mimics
Rework Defiled Rune - idea.
Instead of giving player a flat 5% chance to drop specific items, Defiled Rune would now increase drop rate by certain percentage with each mob kill, until said item drops (or the chance reaches a certain cap) and then drop it back to original value. If player leaves world or deactivates and activate DR again, all bonuses would be lost.
For example: Rod of Discord has a drop chance of 0.2%. Each Chaos Elemental kill would increase that chance by 0.4%.
To justify: Pumpkin Moon uses similar mechanic. It might be tricky to implement, but devs have proven to be amazing.
Why? While 5% might seem like much, RNG sucks alot. Some enemies are extremly tedious to find (such as Chaos/Cosmic Elementals), and even after killing 100 of them, chances are that item will not drop. Defiled Rune is supposed to reduce grinding (which it does), but this mechanic would allow player to guarantee drop chance at some point (provided they do not exit the world).