#suggestions-voting
1 messages · Page 31 of 1
Change the asgard's valor tooltip from "grants an improved holy flame dash" to "grants a holy flame dash"
WHY? Asgard's valor is the lowest tier item to provide a holy flame dash, so what is it improved over?
This tooltip is also confusing, when I first saw it, I spent like half an hour looking for a nonexistent lesser holy flame dash
Add a visual indicator for the top of Yharon's "Arena", above which he enrages
Reason: There is currently no way of knowing where Yharon's safe arena ends, especially as it fluctuates between modes. One second, you can be just fine, then the next be hit for 3000 damage because you went above enrage height without knowing it.
Even if you build your arena to indicate it, if you change modes then the enrage height changes, making the arena invalid.
A visual indicator, such as a line of multicoloured fire dust, some fireballs that move back and forth (similar to the circular arena lunatic cultist gets when fargo's is installed and masomode is active) or making the border infernados end at enrage height, would fix this issue by allowing the player to see exactly where the arena ends.
This is a resuggestion of an old suggestion I made
Make it a blood moon automatically everytime it swaps to night in boss rush and when boss rush is started when it's night.
Why this should be added: Well, Xeroc is commentating boss rush, which means Xeroc is watching you, who is on Terraria, and the blood moon is the main sign that Xeroc is peeping on the world, and yet the main sign of them watching isn't happening when it is most clear that they are watching? Having a blood moon happen would fix this inconsistancy.
Tl;DR: Lore consistancy
Make the Arid Artifact Disable sandstorms as well as Enable them.
Why:
The desert is a great open area for making a fast and convenient boss arena which works for a lot of bosses (DS, EoC, SG, Mechs, Calamitas, Providence, etc...), but sometimes a sandstorm just comes by and ruins it either mid-fight or even before the fight even begins, with no way to make it go away.
Add in more content to the Blizzard event post-Cryogen
Reason: The blizzard is quite lackluster and lacking compared to the sandstorm. Since Cryogenic is an ice-themed boss it would make sense to add more blizzard content after defeating it.
There's a suggestion here dw I just wanted to preface it with a small anecdote
My favorite part of games like Hollow Knight is rewarding the player for thinking outside the box and beating things that are much too difficult for the current tier of skill or equipment. This brings me to my suggestion;
Make Levi and AS drop their normal drops, regardless of tier or world status.
Why?
At first you may think "Why this is so stupidly broken you would get overpowered items yadda yadda" but in my opinion, and the opinion of others, the player should undoubtedly be rewarded if they manage to beat AS or even Levi out of tier. If they try and try and finally succeed, open the treasure bag and see nothing but an IOU, wouldn't that be disheartening and unfair? Rewards are a key part of why we do things, so why take the reward out of the insurmountable task of defeating Levi or AS in Pre-HM. After all, what's the point of making them spawn in Pre-HM if there is no reward.
Make a pre-Hardmode potion that would work just like Penumbra Potion, but with lesser duration.
Alternatively, make a potion that would work like Penumbra Potion, but during daytime only.
Also a tweak to rogue stealth: Make it reduce by 10% of its max whenever you take damage (So, if you have full stealth and get hit, it drops to 90, thus making you less obscure)
Reason: Rather QoL, but it would be nice to be able to regain rogue stealth during all boss fights.
Second change along with first one would be a way to reward player slightly for surviving without being hit.
Suggestion: Instead of having messier, more clustered projectile walls, rev+ dog should have just plain faster walls instead. Death dog could have them be even faster.
Why: The cluttery disorganized walls easily cheese you if there’s no valid openings down low (blue sky mode) or up high (violet sky mode), which makes the fight unfair in most scenarios. I’d rather have to rely on my reflexes than chance.
Suggestion: Horizontally flip the Norfleet’s sprite.
Reason: the player currently holds it backwards lol
Revised Suggestion: Apparently it’s backwards to avoid copyright strikes, as I’ve been told. Instead, it could potentially be resprited as a longer, orange variant of Starmada with the proportions of a musket.
Reason: Making it more closely resemble its common counterpart would help it to be consistent with things like The Reaper, The Transformer, etc. without tampering with the basic features of its appearance.
Sepulcher needs less darts.
Reason:
I think sepulcher (i think thats his name) should be nerfed for the first time he spawns, and then the same way he is now for the second time he spawns. Sepulcher spawns way to many of those dart thingies to be at the start in my opinion.
Suggestion: Make the Brimstone Crags biome hold more useful stuff relative to parts of the game.
Reason: The Crags feel more or less "underwhelming" they're almost useless to go to Pre-Hardmode (maybe add like 2 weapons for the enemies to drop or something.) And since the mod seems to be based off of Brimstone, SCal is quite literally a Brimstone being.
Once you enter hardmode, the biome is useful, but once Post-Moonlord begins, there's no use to even going there. I suggest maybe adding 2-4 enemies that spawn when ML is killed, and maybe give these enemies items that can be dropped as well.
Another thing that could possibly be done is some loot after Astreum Dues (for the moonlord fight, maybe Stardust + Brimstone = something cool, or for Providence, a new block generates allowing something to be combined with Brimstone stuff.
Ive never suggested anything so sorry if this is bad, lol
Server Suggestion: Add more info to how warns and mutes work
Reason: The rules page on the server currently discusses warns and mutes in response to (among other things) spamming, memeing and being disruptive. But certain characteristics about how warns and mutes work (whether or not warns expire after a set time, or when a mod takes it off for example) are not stated. If additional data on warns and mutes was added, it would lead to people being less confused about the rules in general, as well as the circumstances of their warn/mute in the event they get warned/muted.
**Note: **this is meant in a general sense, like adding "warns expire after one month" or "warns last until a moderator has decided you do not require it anymore" to the rules channel. not keeping track of specific warns, as that would be closer to public shaming
Add a consumable item that permanently extends the player’s inventory
This would work in a similar fashion to the Celestial Onion, and could perhaps also become a revengeance+ boss drop.
Reason: Post ML is a very dependent time for inventory management, and sometimes the drops are over the free slots, which could potentially cause a lot of problems. This item, similar to the extra accessory slot, can help some manage their inventory better.
Give Spaz his expert charges back in Rev+ before entering the new phases.
-After the changes, I noticed that Spaz's charges were slower than his expert ones in Rev+ before entering his new phases, which shouldn't be the case in such a high difficulty. Now they resemble the normal mode charges.
Add an item that can be made into any level counters into a starter bag
Reason: This could help focusing a bit more on certain class a person would play as, something like "seeing your own level and experience" shouldn't be available only after half-way through earlymode either, behind a relatively annoying event and hoping to get goblin tinkerer as early as possible at that. If a person would like to change classes and get another level counter, that point would be perfect aswell.
Calamity-only achievements
Allow me to explain myself in a bit of detail here.
Calamity is pretty well-known for greatly expanding the amount of content offered in Terraria by installing the mod. It adds 2 new difficulties, 5 new biomes, an entirely new damage class, QOL recipes for uncraftable vanilla items, and 22 new bosses - 8 of which are fought after defeating Moon Lord. The mod has insane levels of content, and is so large that it had to be split into the main mod and a music mod. However, there is somehting quite visibly lacking in Calamity, and that is the addition of modded achievements.
What is it about achievements you might say? Well, achievements are meant to reward the player for doing one of many things in vanilla. Many achievements are obtained through defeating a boss, but there are other fun achievements, such as Vehicular Manslaughter and Sword of the Hero, that you achieve through normal, non-boss-related gameplay. Calamity needs to have achievements like these. The mod has so much content available that it is easy to add in these sorts of achievements. As a result, I think that it should be a part of Calamity to add in its own achievements to the game.
Make the Cryogen enrage a bit more noticeable/obvious, and add in some sort of indicator such as a status message indicating cryogen is enraged
Reason: The current Cryogen enrage isn't that obvious, and the player leaving the snow biome only makes him faster. For an enrage, that doesn't really do much to increase the difficulty, compared to the plantera/duke fishron enraged states. Here's what i suggest:
When Cryogen is enraged, the player will recieve a status message saying something along the lines of "The ice fortress doesn't like the warm weather!"
-All debuffs inflicted by Cryogen(Frozen, chilled, and frostbite) will last for twice as long.
-Cryogen will gain a second shield of ice that the player will need to break before breaking the initial shield. This shield will regenerate over time, except for when cryogen derps out.
-When Cryogen derps out, his contact damage will increase.
Small qol change: reduce the amount of light from the plague hive and/or make it so that toggling visibility gets rid of the light because the sheer amount of light that the thing emits is a bit crazy and can be hard on the eyes
Slight Polterghast Phase 3 Changes: increase the time taken for Polterghast to summon another clone of itself from 10 to 20 seconds but increase the clone's HP by 30% to compensate. Polterghast in Phase 3 would be a pain if you only have 10 seconds to damage it properly, especially in Death Mode .
Add in status text to indicate that a boss has enraged
Reason: Especially for new players who don't spend all their time reading the wiki, boss enrages may be either a bit too subtle(Yharon, Cryogen) or extremely obvious (AS, Duke fishron) and they might not have an idea as to why. Here are some status text suggestions I made as an example:
"The Brimstone Elemental doesn't feel comfortable with you leaving her domain."
"Storm Weaver would prefer you stay in space for this fight."
"Providence won't let you escape the Underworld or hallow if you want to defeat her!"
Buff Golem
Why: Every playthrough of calamity that i do, i always battle golem first than astrum aureus and leviathan. He is really easy compared to the others, even in death mode
Add in a legendary summoner weapon
this is a repost of one of my old suggestions
summmoner doesn't have one yada yada blah blah blah...
but i will add on to maybe make the legendary drop from the twins or prime (i dont think they have one)
make the toxic clouds of the aquatic scourge more visible
Change the name of the small worms in the Astrum Deus fight to 'Astrum Dominius" (lord of the stars)
Reason: It makes sense that there would be only one main star god and he would be surrounded and protected by his supporters, doesn't it? I feel that this would make more sense according to the lore as well.
When Armagheddon is enabled, Make all non-boss enemies despawn/be instakilled when a boss is summoned
Why? Sometimes you wanna farm for treasure bags such as Desers Scourge and suddenly you get attacked by a small slime or Demon eye that you didnt even see in the first place. It's really annoying to deal with.
make every non-boss/boss/projectile disappear with arma on
make dune hopper produce terraria boing sound when it bounces
Reason: it... bounces, so it only makes sense
Customisable Calamity Boss HP / Rage/Adrenaline Bars
For quite a while people have argued and complained about the appearance of Boss and Rage/Adrenaline bars. To remedy this, add a feature in settings or collectable consumable items which can toggle the appearance of Rage/Adrenaline and/or the Boss Health bar(s) between nostalgic appearances and newly made ones.
Items could be a rare drop or purchased from an NPC (I.e. Amidias, whose shop is rather empty or the Wizard)
Why? Giving users customisation options helps finish the mod and less people will complain about how those bars look
Change the Halibut Cannon drop chance from Juvinile Eidolon Wyrms (or another abyssal miniboss) to a larger chance (such as 5-10%) after Polterghast is defeated (keeping it's old drop chance pre polterghast), and slightly nerf it's post moon lord damage if required
Reason: The halibut cannon is currently nothing but a nigh unobtainable meme weapon. That's great and all, but by post-polter/pre-DoG tier, the rest of the weapons have caught up to it's power level. The halibut cannon is currently the best ranged option for the Devourer of gods, the other option: The Seadragon, falls flat when compared to the options for mage and rogue (dark spark and valediction). If the halibut cannon was made more easily obtainable post polterghast, it could pull double duty. Both as a fun meme weapon if you get it before it's point in progression, and a balanced DoG option if you get it at it's proper point in progression.
Note: it should still have the extremely small drop chance and scaling pre polterghast, as removing these will remove the meme factor from the weapon
Nerf Terrarian damage but have it ignore more i-frames.
Why? Most of what makes the Terrarian good is the projectiles it shoots, but that usually gets ruined by i-frames. This change should make it more cooler to use, and may improve it a bit.
🎊 Pharaoh's Curse no more! 🎊
Since the days that the elusive pyramid was introduced, many have searched for it's treasure, just below the sands of the dangerous desert. But one must be careful, even when in it's innermost sanctum, for a sudden curse could grip them. Instead of two massively viable Prehardmode items, they got something that would make even the most vile of people grimace, a vanity set.
Dun Dun Dun 
Anywho, Calamity has altered the game in drastic measures, such as making usually hard to find items easy to get, and reworking previous vanity sets for combat uses. Most of these changes are to help the player out in whatever playthrough they might do, so I suggest changing the useless Pharaohs mask and Robe, into a summoner set. As an idea for the set's gimmick, it should promote the use of it's related weapon, the Sun Spirit Staff, so I suggest allowing for a buffed effect to all fire-related summon weapons (To allow for the imp staff should it be obtained early). But this shouldn't be exclusive to rng, which Calamity has allowed crafting for, so I suggest being able to craft it, but it should be expensive as a result.
Why: Summoner was arguably the second most neglected class in vanilla, as not even the first viable weapon was a guarantee, in fact, it's one of the rarest items in the game. Only until the much later Queen Bee would they get their own special armor, and a mediocre weapon
. With the mod, it looks slightly better for the poor class, as it gets Victide right out of the gate. Unfortunately, it shares this with the rest of the classes, and the Wulfrum set before it isn't exactly something to use on bosses. So as a summary, it serves as the starting armor Summoner never had.
Increase adrenaline burnout time during Supreme Calamitas fight
Considering that the time to get adrenaline is changed during the fight to make it longer, it sucks when you avoid damage for that long, then get a boost that is half as good because you got it just before a bullet hell. The minimum boost is somewhat decent, but it feels less rewarding to use.
Let Astrum Aureus drop an Astral Key to open the Astral Chest in the dungeon
Why? Right now, You open the chest only with your hand which doesnt seem really realistic. If a key would open the chest, it would fit the dungeon a bit more, like the other biome chests.
Add the roar of Reaper Shark when Polterghast is defeated to alert the Post-Polterghast Abyss content's existence
Reason: Since defeating Plantera and Cloneamitas grants access to post-Plantera Abyss materials and it is alerted with a scream of Eidolon Wyrm, why don't we do the same to Post-Polterghast Abyss, but with Reaper Shark's roar?
Suggestion:
**Give Heavenly Gale a Tornado Cap of about 4 - 5 **
-The heavenly gale is a cool weapon don't get me wrong, but it's laggy as heck. This may sound like a personal problem, but I genuinely believe the weapon would be more accessible to everyone if it was given a tornado cap, so that more people could use it and not lose all their frames xdxd.
Suggestion:
Add a wulfrum themed miniboss. The current wulfrum content is only just a few weapons and tools, armor, and enemies. Maybe add a surface miniboss (drone or smth). The miniboss could server as the origin of the drones and slimes
Make the missiles fired during the PBG's Plague Nuke Barrage have slight homing properties/leave a lingering cloud of damaging plague
Reason: The Plague Nuke Barrage is really underwhelming (unless you're horrible at dodging). Adding homing/lingering effects to the nukes would make them more of a threat, and something to actually take care of.
And while on the topic of the PBG, Make the Alchemical Flask only available after the PBG has been defeated.
Reason: Consistency across debuffs. Abbadon, the accessory allowing you to be immune to Brimstone flames, drops from the Brimstone Elemental. In the same way, the alchemical Flask should be a post-PBG drop, maybe sold by the Witch Doctor along with the Abombination.
Can we have more summoning weapons? There's barely any when you compare it to the other classes.
Can we have a vanity set/accessory (think siren's heart) that allows us to look like draedon's art? Is that possible? It's such a cool design and could be vanity only as well.
Frost Barrier crafting recipe
Reason: farming can be tedious and imo it's a simple item that could be crafted with 15 essence of eleum or something
Let the Onyx Excavator mount drill through dungeon bricks once Skeletron is defeated. It seems logical since that type of mechanic is already used for many other blocks.
Add in Astral Zombies to the Astral Infection at night
Reason: Consistency. The Astral Infection is able to convert organic and inorganic things, even robots, but can't convert zombies?
New types of ammo for darts
Why?: I feel there is alot of things the mod can do with darts and its related weapons, and it is one of the more underappreciated types of weaponry (below Launchers). The lack of variety vanilla adds and that every other ranged weapon type is an upgrade compared to them is pretty saddening.
ability to use the onyx excavator diagonally
reason: its much more convenient if you could dig at an angle instead of just horizontally
A loot shrine locator
Why?
The current loot shrines are hard to find. I know that's the point, however its a pain to find one when you no longer benefit from them. Add a locator about after Plantera, but before the pillars so you can still make use of the items
In rev+ at 30% health have the lunatic cultist spawn an invulnerable dragon, the cultist is far too easy at the moment and this would add some challenge to a boss that feels quite neglected.
Witch Doctor :
- Requires a Jungle home or Pygmy Staff to be able to purchase its exclusive summoner gear, Leaf Wings.
- Bewitching Table, which can be found in Dungeon, requires Wizard to spawn to be buyable.
Changes : - Requires Plantera to be defeated to access its summoner gear.
- No special conditions for Leaf Wings.
- Bewitching Table is available at all times.
Reasons :
- A QoL change for people who want to avoid building a house in the Jungle specifically for this one NPC who we will never interact with again.
- If you don't get Pygmy Staff from your first few bag drops, it's continuous farming from bad RNG. Grinding Plant is not fun.
Golem: make him summon 2-3 boulders from the ceiling (not actual ones or else the dmg will be too high) everytime he lands on the ground after a jump, if enraged make him summon 5 actual boulders from the sky in addition to the previous attack
Reason: An attempt to make him more challenging and an actual boss
Remove the Brimstone Monsters at the end of the Supreme Calamitas fight when you hit the 1% HP mark
Why? There is no point in having them at the end. It would be more useful to remove them or slow them down a lot due to SCal telling the player a list of dialogue. This way the player can rest after the hell they've been through and read the Dialogue carefully.
Now, This would indeed sound cheap, So keep the monsters still in Death Mode for the challenge and still have the player have to pay attention to their surroundings.
let Gypsy Powder be sold by the Witch Doctor or Dryad once Golem is defeated
Why? To put it simple, Gypsy powder is a very rare drop from Moths That spawn in the Jungle Very rarely. Because of this, Accessories like the Ambrosial Ampoule and the Sponge are also harder to obtain. If we could get it from NPCs it would save the player a lot more time for a mediocre accessory that you later need in your playthrough. And due to balancing purposes, It would only be obtainable after Golem has been defeated as you will be able to use the powder to make the Ambrosial Ampoule and directly mine Chaotic ore faster and less frustrating and time consuming, and because Moths are even RARER after Golem due to Infected Mobs spawning at this moment of the game.
Make boss’ lore items drop in Boss Rush mode if they’ve already been obtained (perhaps only for softcore characters) if the Defiled Rune is active.
Reason: Allows the player to reacquire the item(s) without making a new world (this would just be a QoL change if it were restricted to softcore characters); requiring the Defiled Rune to be active could be a simple way to address the issue of excess drops (and if all of this were to apply to normalcore characters, it would also serve to make reacquisition more difficult for the sake of retaining the risk factor of bringing them along).
Server suggestion: Change the name of this channel to "#suggestions-voting-read-pins", like with #help-advice-read-pins and #bugs-read-pins .
Reason: It would show that the channel has pins that need to be read, which doesnt show right now. Also for consistency purposes with the aforementioned channels.
Have bosses killed in Normal Armageddon mode drop different Treasure Bags that don't include their Expert-exclusive drops
❔ : As it stands, you can get every boss's Expert+ drop in Normal mode with Armageddon, which on top of being a little cheaty imo, makes Expert almost entirely pointless; just a gateway mode to Rev+
Doing this would allow those Expert+ items to stay in Expert+ as intended
Prevent the Mighty Wind debuff from being inflicted on the player.
We all know how annoying this debuff is. It pushes you slightly in a direction forever until you die or the sandstorm stops. There is a few problems with this:
- When inflicted with this debuff, it can feel sluggish to move in a direction.
- It messes with horizontal acceleration, which until Post-ML or if you're spamming dashes, can make or break you in hectic combat.
-It doesn't "add" anything to the game.
Solutions to this windy problem
1. As ChaoSpiritZ said a while back, simply making the Arid Artifact also disable the sandstorm if used would work nicely.
2. Make knockback-immunity also block the effects of Mighty Wind.
Ideally, give it the same treatment as the Chilled debuff.
Have a config option for the old brimstone crag to generate instead of the new one
Why?
I just dont think the new brimstone crag is as impressive as the old one and it gives the option with people with faster computers to have that option
The whole point of it getting removed was it took to long to generate, so having this option would be saying, "hey, you want cooler world gen? It will take longer to generate but its cool as heck!"
__Change the item found in the Hell Shrine. Inturn, have the Murasama drop from demons after the Devourer of Gods is defeated in Rev+. Make it have a low drop chance, and don't id or powerlock it. __
While yes, having an overpowered weapon that can kill Deathmode Yharon in a single adrenaline being found in hell is understandable. Its a weapon that can be found pre-boss and can't be used until after Yharon. Seriously, who would use the Murasama for Scal, it makes no sense! Having the item drop so late into the game after Yharon is just stupid and the range of it is way too small to be used properly. Changing the Hell Shrine to a different item will keep the excitement and that sense of accomplishment while also giving the player an item that they won't use.
Lunatic Cultist Revamp for Rev+
As of now, LC is just an easy boss if you can constantly pinpoint the real LC between his illusions.
You know how he's buffed by all the pillars but only uses half of their attacks and only when he's dead they spawn? Good.
I have a few suggestions, but you could say that this suggestion was a mixed general idea.
Have him do something with pillars a little differently than Fargo's, and have him spawn more pillar attacks, since there's already a solar rain for Solar and a stardust attack for Stardust:
-For Vortex, The lightning portals from the vortex pillar, have him spawn like 3 of them at a time but rarely
-For Nebula, you can either give his Dooms the suckler blinding debuff, have him spawn 2-3 sucklers rarely that have low hp or simply have him use the evolution beasts homing attacks but have the homing slightly reduced similar to the Destroyer's green beam.
Alternatively, for Nebula he could move closer to you and like the Nebula Floaters, shoot a fast laser at you to add tension to the fight and a more dodgeable element, while keeping distant from him at times.
I will keep updating this with more ideas from everyone else, this is not just my suggestion.
Enable Band of Regeneration, Shoe Spikes, Climbing Claws, etc. to be bought or made craftable.
Band of Regen is used not once, but TWICE in High-tier calamity accessories and is a pretty rare drop considering the large loot table for underground and cavern chest drops. Shoe Spikes and Climbing Claws are different, you always find one them and can't find the other no matter what you do. Making these craftable or buyable will reduce farming and keep consistency with vanilla changes in calamity.
Cryogen should make a less ear-grating hit sound (like the "tik" sound when you hit a granite elemental). I like the cryogen fight and the soundtrack SLAPS but it's ruined by the constant tinnitus from hitting it.
Make Profaned enemies not spawn in the Brimstone Crags
Reason: It doesnt make sense for profanely holy creatures to spawn in a place of absolute hell. plus, they dont fit in with the brimstone theme and their existence can also lead to less brimstone monster spawns.
Make the Bobbit Worm actually drag the player into their mouth when hit by it(kinda like the WoF tongue), but nerf its damage/health a bit
Reason: It makes literally zero sense for the worm to just damage the player in an almost sneak attack fashion, solely for the purpose of damaging it. This would be extremely lethal given its damage and debuffs, so maybe compensate by nerfing its damage/health a bit since you can't RoD out. It would also be a bit more like IRL bobbit worms.
**Make the Evil Island check for floating islands just like Plantoids. **
Why? Evil Islands can cause some issues with worldgen. Even though they are minor, it wouldn't hurt anyone for adding this change, it would only benefit the mod.
Nerf the Potent Phantom Spirit Shot
It’s way too overpowered. I always get destroyed by it and it’s super annoying. The Phantom Spirits are already strong enough and it’s super annoying to have them shoot a projectile that’s barely even invisible. Maybe the damage can be nerfed by 25 to 50 damage?
Add Plaguebringer Goliath Armour
Why?
The Plaguebringer Goliath is a really cool boss.
Thematically a robot queen bee is really cool.
the black and green colour palate is really nice
But i feel that i tend to overlook him(however i cant speak for others)
I feel an armour set would make him more memorable
Armour options are rather wide, one that i like is an evolution to the bee set.(maybe make summons deal the plaguebringer poison or summon mecha bees, but these are just ideas)
Allow movement speed buffs to actually buff most running boots.
Why? Currently, movement speed buffs don't affect Angel Treads+, giving players no reason to go for movement speed modifiers on their accessories, limits their choices a bit, and makes you move incredibly slow in most post-ML fights, forcing you to rely on RoD and dashing to get most of your movements.
give brimmy, calamitas, and ravager some new abilities after providence is killed in death
mainly so they can be more than just stat buff memez
Allow Music Boxes to work even when used in a vanity accessory slot, or add an extra slot dedicated to Music Boxes.
Why? In my opinion having the possibility of having a different background music playing is neat, but having it bound to an useful accessory slot or to a set area of blocks is quite bugging.
Add "Chaining suggestions" to the "Dont's" list
Reason: It'll get your suggestion removed if you chain a suggestion(add on to a prior one not posted by you), so it should be in the doc.
An alternate way to get Astral bars since having 10 worms on the screen is absolutely brutal to some peoples FPS (like mine)
Buff the Hornet Staff, so it wouldn't suck against WoF.
Reason? Simple combination of Hornets and Imps cause decent debuffs on enemies, but against WoF, Hornets deal below 5 damage each strike. When WoF has 20k health in Deathmode, then summoners have bad time.
make hive cyst or perf cyst have greatly increased health once the player enters hardmode, this is as to not accidentaly summon the hive.
Make Dryad sell both Teratoma and Bloody Worm Food once Hive Mind/Perforators have been defeated, to allow the other to be summoned much More easily
Add an obtainable crafting station that allows you to craft Demon/Crimson altar recipes, likely to be obtainable sometime in early hardmode, after you’ve likely destroyed most if not all of the naturally spawned altars
Add a new weapon in Crystalline line. Obtainable post-Eater of Worlds/Brain of Cthulu.
In addition to this, buff Prismalline and Radiant Star slightly.
Why? Crystalline is really fun and good weapon, but only viable up to Hive Mind/ Perforators at best. You have to wait through (or suffer through) few more boss fights before getting Prismalline, which on top of homing capabilities gains nearly nothing. It's hardly even damaging Cryogen and Mech Bosses unless you go full-out damage.
Changes to Summoner Tarragon and Bloodflare Armors :
- Replace the HP based mechanics with a chance for minions to do critical hits
Reason :
- Buggy, loss in minion slots could lead to an entire minion disappearing (Mechworm)
- The buffs when you are above or below a certain HP threshold are easily lost as Post ML fights generally do a lot of damage, negating its effects.
https://docs.google.com/document/d/1cLOxHSsICK86CFKripTFmdNt3Sh2_qhZ7rtW1jsKdIY/edit?usp=sharing
**Add in a new emote to the legend: ⏲ **
This emote would signify that a suggestion has been accepted and will be implemented, but that the suggestion has not been fully implemented yet. Kind of like an "in progress" emote.
Reason: Many suggestions may be approved but then forgotten/buried by others(as stated by Sors https://discordapp.com/channels/225030931008847874/465195069406707722/619710361708527637). This would allow users to know if a suggestion will be implemented instead of waiting weeks or months for the 🏁 or 🚫.
The Bloodflare summoner set’s mines were a cool idea, but one that falls short. Does anyone really, really use them? Not only that, but they fall short as a spectacle, and don’t feel like they’re doing much, which is an important part of the experience. I propose that the mines instead deal constant contact damage while they overlap an enemy, turning it into an orbital, and that their speed be controllable, either being linked to player movement, or perhaps making use of the armor set bonus key — hell, the distance could be set by using the bonus key with cursor distance determining the radius. Optionally, effective use of these mines could provide a bonus of some sort too if they are used skillfully and deal enough damage in a certain timeframe (extra mines, extra damage, exploding on hitting the threshold, etc).
Suggestion:
Make the Fishron mount gain the speed boost during the rain.
I really don't know why this isn't a thing already.
Rename Slag Magnum to Slagnum
Reason: I mean...is there really any reason it shouldn’t? It does fit it a bit more with its theme (and makes it a more of a pun). Also, it sorta rolls across the tongue better.
Make the Brimstone Crag biome expand to the far left hand side until the border of the world
REASON:
Believe it or not, you can make Brimstone furniture, AND I LOVE IT
I even made a base in the brimstone crag using the brimstone smooth blocks and furniture
But the downside is that the Cfag is actually quite a small biome compared to the sunken sea and the abyss
Maybe have the biome at the end of the map where is normally spawns but have it continuesly expand to the border instead of making it a small biome
I would love to be able to rebuild the brimstone civilization, AND, if so maybe update the look of the biome, you are able to create a Ancient version of the brimstone furniture, which is also cool, but i didnt use it since the ashen version looks better and is fixed
The biome could look extra interesting to have the ancient furniture placed in the crag houses that spawns, giving more of a look of an ancient
civilization and add more to the lore.
So an over all update to the biome could be nice, cause when constructing the base i realise i was chipping away more from the biome than actually what i was adding
And, a ashen toilet would be nice, thank you
make plaguebringer sprite not 4x4
Why: Because it's inconsistent with the rest of the mod
Add in sprites related to different boss attacks
What I mean: Basically, resprite/add different sprites to bosses to show(albeit subtly) what sorts of attacks they might do. For example, when Providence fires her holy ray, the crystal in her sprite(i assume thats where the ray comes from) should light up. This is already the case with some bosses(Siren/Levi, Astrum Deus, etc) so there should be consistency with the rest. Some more examples:
-The Main and Rock profaned guardians should have some sorts of spikes on their sprites(since they fire the holy spears).
-The PBG should have rocket launchers on its underside, since that's where the plague homing missiles are launched from.
Vanilla mini-bosses Revengeance+ changes
Wyverns
- Moves slightly faster
- Grants immunity to debuffs that slow them down
- Shoots fireballs at you, which has slight movement prediction
Ice Golems
- Lasers ignore blocks
- Ignores blocks when shooting lasers (They still shoot you whether a block is in-between)
- Shoots accurately but has predict aim (like ML bolts)
Sand Elementals
- Shoots four sandnadoes instead of three
(Not much needs to change, as they're already quite strong)
Moths
- Can move through blocks
(They pose no threat at all, but isn't that significant of a mini-boss)
Why should these changes happen?
Right now, vanilla mini-bosses are a bit too easy and don't feel like mini-bosses anymore besides the high health. These changes should make them more harder to fight, giving back the role of mini-bosses to them.
Pirate should sell the pirate map once he arrives as a town NPC. Reason for the change is it makes a lot more sense for the pirate to sell the summon giving more use to the Pirate NPC
I think there should be more verity though out the Goblin Invasion like possibly more enemies or a mounted enemy like a bull or something, like the ravenger from Minecraft 1.14. I would like to see this in a update soon. Maybe I can ram thru doors and other things blocking its way. It could be like a mini boss. Like it could drop something for Summoners, to help carry them instead of the ice clasps. It could also spawn in hard-mode to increase difficulty, because most of the time the hard-mode update to goblins Ie. the summoner has been just a bit weaker and very easy.
Change the desc of the Elemental Axe to remove the "1 minute duration", bcs they act like normal minions
On today's episode of--
Trinket of Chi
'A serene, peaceful energy resonates and builds within this relic'
While standing still and not attacking, you build up extra power, slowly increasing your immediate crit chance
For each X seconds total, your next +1 attack is guaranteed to crit and release a small explosion of energy
This buff does not deactivate until you attack enough times or die
If you are not holding a weapon, the buff instead makes you take X% less damage from all sources, multiplicatively, for each X seconds total
This buff loses X stacks every time you are hit, and lasts until lost by getting hit or dying
❔
Yeah, I got right into this one because it needs to happen, or at least something needs to happen. I'm going to be straight to the point: the Trinket of Chi is currently borderline meme-tier. The accessory is nice on paper, but when applied to the nature of Terraria where one must always stay on the move and on the attack, its effect becomes virtually pointless. This rework aims to grant it more of a practical purpose, rewarding patience with great power or great resilience, and allowing it to be more of a useful accessory to have given the quite valuable nature of the other shrine items.
Suggestion: Give a unique attack to the calamity slime enemies (except wulfrum and aero slimes)
Why?: They are generally really bland and easy to deal with, especially later in the game, like with the bloom slimes, who can really easily be avoided for something after defeating Providence.
Make Ataxia ore only be mineable post-Ravager
Reason: The current spacing and balancing between the previous Calamity set(Reaver) and the Ataxia one is really bad. Currently, Reaver armor is only useful for two bosses: Siren/Levi and Aureus. After defeating them, the next boss is Golem and then Ataxia can carry you until the post-ML phase. Moving Ataxia up a boss or two would allow the Reaver set to actually have some usefulness. At the same time, Reaver could get a slight buff due to having to be used for more bosses.
Asphalt platforms.
Reason:asphalt is very useful but not many people use it bc its a solid block so you can only use it at the bottom layers of arenas
Change some ranged weapons.
Each class in Terraria has it's own unique mechanics. The ranger class relies on using combinations of ammo and weapon to get the effect you want. Unfortunately, there are weapons in the Calamity mod that go against this. Take, for example, the Soma Prime. When used, it will fire a High Velocity Bullet regardless of what bullet type is used. The Heavenly Gale will fire volleys of Exo Arrows, once again regardless of what arrow is used.
I propose that this should be changed.
There are two potential ways to do this, and both are incredibly easy to implement.
- Modify the stats/characteristics of projectiles. This could be done by increasing pierce, making the projectile last longer, or make it travel through walls.
- Add additional projectiles besides the normal ammo type projectile. similarly to what the Vortex Beater does.
These both would keep the mechanics of the ranger class completely intact, while still allowing each weapon to be more interesting and unique.
Make the terminus rune give a bloodmoon visual.
Lorewise the bloodmoon is the effect of Xeroc's gaze. If you use the terminus rune you would likely get his attention.
On today's episode of weird suggestions, I bring you some slight adjustments to world evil debuffs.
Cursed Inferno - much higher/more meaningful DoT when inflicted on an enemy, Rev+ DR cut increased from 20% to 25%
Ichor - defense cut decreased slightly, Rev+ DR cut decreased from 25% to 20%
❔
A simple reason for a simple sugg: Ichor is better than Cursed Inferno in all departments and there's no real reason to use Cursed Inferno when Ichor is right there for the taking. The two should have a bit more balance, a bit more to make them alternatives with different focuses rather than just a useless debuff and a busted one. That's all.
Add a config option that enables/disables afterimages.
Why? Afterimages has the potential to lag a low-end computer, and while it's disabled on Retro/Trippy lighting, there should still be an option to disable it for Color/White lighting too. What should be done is: have afterimages be on for all lighting options, and the config can enable/disable it for all four.
Perhaps as a bonus, separate the config option into two: weapon afterimages and enemy/boss afterimages.
Have the Depth Blade drop from basic enemies in the Abyss rather than Sharks. In turn, buff the Depth Blade to Post-Skeletron levels.
The Depth Blade is a pre-boss item weapon that is obtained from Sharks. Even statue spawned Sharks can drop the Depth Blade, which is not right. The debuff inflicted by the Depth Blade can easily kill Eye of Cthulhu and King Slime in just a few seconds, which is way too strong for a pre-boss melee weapon. Plus, having a sword called the "Depth Blade" dropping from Sharks instead of enemies in the Abyss just isn't fitting enough.
Phaseblade/saber Upgrade
Make Phaseblades do more damage the rarer the gem is, up to 41 for Diamond.
Same for Phasesabers, except up to 81 damage.
Also increase the range slightly for both.
Why? The thing they're based off of can destroy planets at their weakest. They've got to be at least somewhat strong. And also, it doesn't make sense that something made out of Amethyst is equal to something made out of Diamond.
Visiual Change to DoG
I honestly think it would be super interesting if phase two Devourer of Gods would rip a hole into another dimension and go through it when he does the laser walls. This would replace him just kinda fading away and doing nothing. Then, when he returns, a new hole would be ripped open and he would emerge out of it. It wouldn't change the fight much, but it would make it look amazing.
Maybe get rid of all melee weapons that have a rouge counter part :P? It just makes melee look a lot more op, considering that it has BOTH melee and rouge weapons. Was just an idea
Make starcore available pre-Astrum Deus
After losing a couple of times to him it gets really annoying having to kill 3 atlases again just to summon it when you could just make the summon item and summon him whenever.
Have the player given a reward for fully purifying the world of evil
The Dryad wants the world clensed
But gives you nothing in return
This change would grant the player an ultimate item like immortality or a super accessory
Reason: Cleansing the world, especially in calamity, might be the toughest thing the player can do
Maybe you have to light up the abyss so its pure, purification solution works on astral corrupted blocks and sulpheric sand, and removing the brimstone biome to bring peace to the underworld
The dryad, doing nothing but stand around, can actually reward the player for these efforts
And in my opinion, make Calamity alot more special with this feature
Buff Excelsus.
Why? It currently isn't a viable option for the next boss, unlike most boss drops.
Server Suggestion:
Make the server have a Slowdown Timer.
Why? It would prevent convo's from being drowned out, or someone being overwhelmed with responses.
Irradiated Rain expansion
The Irradiated rain is currently super boring. It literally gives you a debuff and spawns like one new enemy, which you don't even need until Yharon deems you unworthy. Adding more stuff to it would make it a bit more noticeable and/or useful.
Increase Ceaseless Void's turning speed in the boss rush
This fight in the boss rush is quite annoying to deal with due to cv's crazy speeds, and it ending up ages away from you, slowly turning around and coming back to do the same thing again. This also causes many of the dark energies to end up far away, and trying to find them has you facing an army of lasers and orbs. Having cv being able to stay closer to the player would make it less annoying to deal with.
Add an Indicator that tells the player if Armageddon Or Defiled Rune is Active
Why?
If you want to attemp a boss or test something but forgot you have a certain effect enabled, It will screw up the fight and preperation you worked on such as potions.
Here's an example:
You are finally ready to take on Yharon. You've got all your potions and other Consumables. But you forgot to turn off Armageddon when you were farming Desert Scourge for Money. Now you are screwed as you're fighting Yharon and will die instantly and waste all your consumables.
I know there is a message that appears when you use one of the items that tells you if you enabled/disabled it. But this is merely a message and is easily forgotten. It would be better to have an indicator that is always there for you to tell you if you've turned something on or off.
Make Hermit's Box heal to full HP even after 500 HP
Not sure if its a bug or not, but whenever you respawn and have more than 500 HP, Hermit's Box doesn't heal to max HP despite it's tooltip. I would recommend either changing the tooltip or making it heal full HP after 500.
Improve Stealth Effect cosmetic
Currently, when you have some stealth bonuses such as from rogue Auric armor, only the armor goes transparent and not the player, letting you see the basic player model underneath. This doesn't look good with your armor in a lot of cases. I recommend changing the cosmetic so that you can see directly through the armor without seeing the player inside, or in other words, simply make the regular non-stealth model transparent during stealth.
when a bunny enters water in astral biome, it becomes an infected bunny, which attacks you. also when it dies it drops a good quantity of cash. reason: because it would be cool and would add a tiny bit of depth to the biome, in general calamity doesnt exactly pay attention to the details like vannila does, and i think doing a bit of that too can spice up the mod good
An idea for a structure: Daedalus' Lab
Reason: Calamity has a deep lore in every aspect of the game. It even has unique lore for the Vanilla stuff as well. But there are some lore pieces that include people that are either dead or disappeared. Daedalus, is one of them. He and his lab would be a great addition to the mod, but as a wreckage. Maybe like a main chamber and 1-3 smaller chambers. (Depends on the world size.) The main chamber contains a chest which includes a journal for Daedalus' work. That journal can talk about how did he make Daedalus Armor, how did he work on with technological arms and helped other people, this can add some storyline value to this mod, trust me.
To access the lab, you have to be on Hardmode and make a key-like item. The lab's wreckages will be sealed with Cryonic power, so this means Cryogen has to be beaten to make it accessible. And additionally, there might be a couple of chests that can contain Cryonic Bars or Ore, and torn blueprints of weapons that Daedalus worked on before the assault and they can be turned into great weapons with the help of someone dealing with technology.
Well, adding some small areas or small additions that are related to lores can be great sometimes. Maybe, the lore can make us know about Yharim and his henchmen more.
Wall of Flesh Drops Emblem based of Final Hit Received
A subtle one that I've yet to see(though I feel this seems odd to implement). I feel like the WoF is 100% too random with it's drops, and should only drop the Emblem relative to the last attack damage type that was given to it, or that dealt the most damage.
Example, dealing damage with a melee weapon, the Warrior Emblem drops, or dealing damage with a magic weapon, the Mage Emblem drops. Or if it's based on % dealt from all hits, the respective emblem drops. 36% of all damage was melee and the other 64% was magic, the Mage Emblem drops.
DoT's shouldn't change the type that will drop such as the Lionfish's Venom or any other debuff DoT that is applied. Hitting WoF with a Lionfish then switching over to a Bow or Gun and hitting WoF again which the DoT debuff is still active, the DoT shouldn't change the type from Range to Rogue.
Example: Player hits WoF with Lionfish and hits max stacks on WoF. Player switches to Boomstick and deals damage with Range while DoT is still active. The Damage should not switch from Range to Rogue. The DoT should not affect the percentage outcome.
Classless weapons and any DoT effect shouldn't change the type of emblem that initially drops either, such as the Lunic Eye or the Lionfish's Venom. The Emblem should remain %100 random on death until a Class weapon has given damage to the Wall of Flesh.
server suggestion: add a symbol indicating that the suggestion was denied as it is, but was implemented in some modified way/ inspired something else
new suggestion: even tho calamitas lore does same thing
make a new item to make EVERYTHING one shot you
why? im so damn masochistic i need this... plus the calamitas lor is boring at best
it would be like 1 hp mode
Pretty sure someone already mentioned this but Angelic Shotgun needs a much higher price. Takes me an average of 1 gold 20 silver to do a single reforge.
Add "Chaining suggestions" to the "Dont's" list
Reason: It'll get your suggestion removed if you chain a suggestion(add on to a prior one not posted by you), so it should be in the doc.
Add: When fighting a boss, give the rewards of Armageddon if you defeat it without getting hit, even if you don't have Armageddon active.
Reason: It could give a reward for nohitting a boss without dieing instantly and still giving you a chance to beat the boss.
Have the Wulfrum Drone use the “metal” hurt sound instead of the “organic” hurt sound.
The reasoning behind this is that the Wulfrum Drone seems to be a robot, and would make more sense with the metal hurt sound.
Nerf Greatbow of Turmoil
This bow, with holy arrows, has higher damage per second than Phantasm AND Monsoon despite being obtained only after Golem. This causes great misbalance in the tiers and ruins the point of upgrading weapons in this time space. I would suggest giving it a fire rate reduction or a damage reduction.
I think it'd be pretty cool if there was an item/option/command/texture pack that made the bosses use their original sprites.
Reason: It'd be a nice nod to the mod's origins and for some reason makes me nostalgic even though I've never played the mod with the old sprites.
Make the Phase 1 Storm weaver map icon look like Phase 1 instead of Phase 2.
Why: For consistency. Hive Mind has 2 different icons and the visual changes between phases are far less for that boss.
(I enjoy prefacing my suggestions, if you would like to skip it, disregard the italicized text.)
When I first defeated WoF and entered hardmode, I was excited to see I could ditch my old pickaxe, axe, and hammer and make a drill, a chainsaw, and a jackhammer, a much cooler upgrade. I eventually learned why the manual tools are better, but the mechanical tools still hold a very special place in my heart, as the hearts of others. With that, my suggestion:)
Add drills, chainsaws, and jackhammers throughout hardmode and post-ML
I believe Cryonic, Perennial, Chaotic, Astral, and Uelibloom should all have mechanical variants of their tools. Tools are a very crucial part of Terraria and some people enjoy the mechanical tools rather than picks, hammers, and axes.
Why?
It would make it so there is more than one drill in Calamity (the Marnite Obliterator is dumb), would match the vanilla tools, and could add some variety to Calamity tools. Besides, who doesn't want to carry around a chainsaw, chainsaws are awesome.
(Sorry for the brief suggestion compared to the preface, it's a pretty self explanatory suggestion)
Add turret items after Energy Staff
Currently, the mod lacks any type of turret weapon after Energy Staff. This cuts the line of weapons short, and frankly, isn’t practical or consistent. Also, due to the lack of a legendary summoner weapon, an implementation of new turrets could fulfill this task.
Add background lore for the legendary items
Adding lore for these items would also spice up the game, as the player would know more. Also, due to the name “legendary item”, these items should undoubtedly have some type of backstory to them.
Give Drill Containment Unit the ability to mine any post-ML blocks.
Right now, the DCU gets stopped short by any post-ML block that requires Gallant Pickaxe to mine. All blocks should be mineable by DCU, except have Uelibloom Ore only be mineable with the DCU post-Polterghast and Auric Ore mineable post-SCal, just so the DCU can keep it's purpose of general mining, and the pickaxes stay useful.
Buff the Sky Glaze
Now, its a cool idea and a neat design for a weapon but, for a Pre-Boss weapon not even going past 100 dps with a full damage mage build is sad. With Revengence mode Adrenaline this weapon only hits a sad 250 dps and 500 in Death mode. Its useless and is a rare drop which makes basically any weapon better than it. Its a forgotten weapon and requires a buff cause those numbers for dps is just sad, even for a Calamity weapon.
Make Spike Balls (Dungeon enemy) disappear if the block they're connected to is destroyed.
Why? There's no counter to them at all besides going super far away to get them to despawn. They should have a counter of some sort for an invincible enemy. While they're easy to avoid in a normal Dungeon plundering, they're excessively annoying when you're fighting a boss like Polterghast, since they're stubborn with despawning. It becomes a big deal when they ensure you never get Adrenaline
Make Rev+ World Gen Options
To start, it can be pretty annoying if you’re in multiplayer and everyone starts spamming the different items. Especially, if some hilarious clown wants to do it during boss fights. It would also prevent people from being cheap and toggling the different modes in say expert just to get some really good reveangence mode item and switch back. Reveangence mode items are for their own runs, not expert runs. You can’t toggle expert mode, so why should you be able to toggle rev and death?
World-Gen idea: Calamitas’ home(based on her lore)
Location: Surface Mountains (In between the jungle and the ocean)
I feel like the mod could provide the players with better playthroughs if there are structures relating to the lore itself. Here, I am suggesting the former home of Calamitas to add more depth to her story and the origins of her power. I would suggest that the structures looked like they were abandoned since she had left her home ever since her family was crucified and also there are going to be chests containing dark magic related stuff as well. However, these items can be accessible if Calamitas Clone is defeated and there would be one chest that could be unlocked if Supreme Calamitas is defeated.
Here are the complete details of the structures:
-Abandoned cave homes containing chests for loot
-Four old-looking crucifixes (the crosses her family were nailed to)
-A shrine containing a chest with the Post-SCal loot I mentioned before
-Burnt grounds (due to Calamitas being enraged after her family’s death)
Fungcrab: New enemy for the Mushroom biome, it walks around very slowly and rarely jumps at the player, along with summoning mushroom spores similar to that of Crabulon.
Drops: I would recommend it drop glowing mushrooms and mushroom grass seeds, so that it can help players make an artificial mushroom biome to fight Crabulon if necessary.
Lore: The Crabulon lore mentioned lots of crabs fled to the caves and mushroom biomes after Calamitas purge of the ocean, so these guys can just be smaller crabs that were infested by the mushroom biome
Brimstone Crag Enemies: Upon the world entering Hardmode, these guys should recieve stat-buffs to put them on par with other hardmode enemies. Currently they're very easy kills in Pre-Hardmode, and even easier in Hardmode.
Also, buff them a little more Post-Providence. Currently they're weaker than the Profaned Enemies despite their buff coming after these guys can be found, so it doesn't make since that it should be so weak in comparison to the Profaned Enemies
Make it so the Guardians summoned by Providence drop hearts when you kill them in normal and expert
Make a submarine mount that you get from the Abyss shrine instead of Terminus. Basically, change the loot of the Abyss shrine to a submarine mount that allows you to traverse the abyss
Please make the Amalgam worth using:
I don't think Yharim's Pet gets confused while charging at you.
I don't think people make their Yharon arena an aquarium.
I don't think people make their Yharon arena a lavabath.
I don't think the Fungal Clump can keep up with a dragon.
I don't think shaderain and brimstone fireballs will add much damage.
I think the Void of Calamity is just as worthy of using.
make polterghast clone drop some phantoplasm why: because it doesn't drop anything making it drop some phantoplasm should make it more worth to kill it instead of just being something useless on your way that gives necroplasm more defense.
MAKE 👏 DRATALIORNUS 👏 USABLE (by buffing damage and removing backfire debuff)
nobody uses it. if you get hit, you lose the charge and get crippled, and yet you can use AotC and exoblade which has more damage with no punishment. yeah its supposed to be a high iq big brain player weapon but its so obscenely hard to get its full power (which is barely even noteworthy btw) and so easy to lose it at any point (not to mention the obscene apoth-tier recipe) that its not worth it. not worth crafting. not worth using. AT BEST, its a sidegrade to heavenly gale, the weapon on the same tier drataliornus is MADE FROM. buff the damage and remove backfire
Make Signus enrage when fought outside of the Underworld
Reason: Consistency with the other two sentinels. Ceaseless Void and Storm Weaver both enrage when fought outside of their respective areas, so it's not really consistent and/or fair to poor Signus that he can't do the same.
Add a Pre-Boss Flamethrower. (Or at least one from King Slime, if not pre-boss)
Reason: Flamethrowers are an underutilised weapon class, and currently the earliest you can get one is after The Hive Mind, about halfway into pre-hm. Adding one before that will greatly increase the overall diversity of ranger options, and make a flamethrower-only run possible.
Make the bubbles in the Sunken Sea compatible with Thorium's Bubble Magnet
❔ : It makes sense considering they're basically the same as the ones in the Aquatic Depths, plus it makes things easier for people playing with both mods
Rework Twins Lore Item
As of now, the Twins lore item is quite useless, as the invisibility at night is nothing but a visual affect, giving a rather low amount of bonuses compared to other lore items at this time, especially compared to Destroyer's. This heavily ruins the point of the twins, as it can be skipped by doing the far easier and more rewarding Aquatic Scourge, thus undermining the boss. I would recommend giving the item a different bonus related to the eye.
Give Rage and Adrenaline a smoother animation.
Apparently there was an old feature where you could preserve some rage and adrenaline by right-clicking the buff during the middle of usage to save some power, and hence the reason for only a few frames of movement. But now that that's gone, the bars should have a more smoother animation.
Rework SCal for multiplayer
I spent a month straight in Rev trying to beat SCal and my friend and I on our work killed her in about 4 attempts. I feel like she wasn't designed for multiplayer, and I suggest to make her maybe target each player instead of lock on to one? Or something to make her a little more challenging in multiplayer.
Add a feedback effect animation for when the Wind Blade projectiles hit obstacles.
Most other projectile weapons have some sort of "collision" particle effect to indicate that the projectile has hit a dead end. The Wind Blade cyclones just vanish on contact with walls and you cannot even tell the sword is working if you are grappled to a wall and swinging away from it.
Sorry for such a minor suggestion. It is just kind of bugging me and I reckon it sticks out from other weapons in a bad way because of it.
Dragon Egg :
Rename the Dragon Egg (to summon Yharon) into Jungle Dragon Egg, or True Dragon Egg, or whatever, to avoid confusions with the vanilla item Dragon Egg, dropped by Dark Mages during the OOA event
Disable the Holy Flames immunity of the Asgard's Valor, and move it to the Elysian Aegis
Reason: The Elysian Aegis is directly dropped by Providence, and it does not have immunity to holy flames, despite directly being dropped by a boss related to the fire. The Asgard's Valor also has nothing in its crafting recipe related to holy flames, so it doesn't make much sense that it gives you immunity to it.
Add in Calamity-related fire blocks
Reason: It really doesn't make sense that Calamity has no living fire blocks, despite having so many flame debuffs. 
Add a post-skeletron upgrade of the Sky Glaze that can be crafted or dropped by skeletons in the dungeon. Why? Sky Glaze is a fun weapon i use often at the start of a playthrough, but due to the lackluster damage it becomes underpowered after a couple of bosses.
Buff Queen Bee Enrage
Why? Simple. Right now, Queen bee can be fought anywhere you want. (Not looking at summoning her) And It's kind of boring like this. In exchange, Have Queen bee charge Faster and make her shoot HOMING stingers so people get puished for trying to fight Queen bee Outside of the Jungle. After all, Queen bee IS a Jungle Themed boss.
Make the Pulse Bow also obtainable without Travelling Merchant
Why?
The travelling merchants items can be obtained differently in calamity already
Like how some can be crafted or some can be obtained (eg. Gatligator from mob in abyss)
But the pulse bow has to bare the burden of being the weapon that can only be obtained from the travelling merchant
Personal reason?
Its the last thing i need to make the Sharpshooters soul and i cant be bothered to face rng
Lifesteal Indicator
A small indicator which would relay stats regarding terraria’s Lifesteal mechanics (which are altered by calamity to be substantial).
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)
Here’s what the lifesteal mechanics are all about in calamity:
https://calamitymod.gamepedia.com/Lifesteal
Add some combination of Hand Warmer and Pocket Mirror to the Ankh Charm's recipe
Why? It's kinda inconsistent that Ankh Charm basically gathers every debuff preventing accessory into one... except for the two mentioned above 
"How would you get the Hand Warmer though? It's a Christmas only item." Well, in that case, have the Frost Legion 1. Drop the Hand Warmer, and 2. Have the summon be craftable in Hardmode. It makes the Frost Legion somewhat useful and allows the Hand Warmer to be obtained at any time. Hits two birds with one stone.
Make Wyverns count as minibosses for the Calamity Health Bar.
Shouldn't be hard to do and I'd say they're on the same tier as some of the other vanilla enemies that were made minibosses like the biome Mimics, the Goblin Summoner and the Sand Elemental.
Make voidstone slab wall contrast more with the tile
A small visual change but the wall seems just a bit too bright like the tile and would contrast better if it was a tad darker
Add Rage Hair Dye and Adrenaline Hair Dye
Both are bought from the stylist in Revengeance mode, and work like Mana Hair Dye, except for their respective stats instead of mana.
Have the Defensive Guardian Buff Providence's DR and Offensive Guardian Buff her Attack DMG
Why? The Profaned Guardians don't seem much of a threat as Providence just spawns them as meat shields. If both Guardians got buffed like this, It would be just as powerfull and balanced at the Healing Guardian as the Healer is the only one that actually SUPPORTS Providence.
Remove the Healthbar from Mimics until they have been attacked.
If there is a healthbar for the mimic then you know its nearby. The healthbar has further range than the lifeform analyzer and it can be op in ceritan ways
Give the Sentinels of the Devourer their own treasure bags.
Without referencing the wiki, there is no way for a player on expert+ to know that the Sentinels are able to drop anything more than the materials needed to craft the Cosmic Worm unless someone tells them or the Sentinel drops it.
Not only is the lack of treasure bag confusing— as these are bosses in their own right— the lack of a treasure bag for them feels inconsistent. Other bosses have treasure bags in expert+, so the lack of a treasure bag for the Sentinels is very noticeable.
Treasure bags also help out with grinding via Armageddon, especially considering that the Sentinels drop Rare Item Variants and needed crafting materials for weapons such as The Evolution and Dark Spark, respectively.
Have Cosmic Discharge inflict nightwither instead of frostburn
Nightwither is an underused debuff and this would be another weapon to utilize it, inflicting it would fit thematically, and frostburn at that tier doesn't really make sense. Also considering Solar eruption already inflicts daybreak which is essentially the opposite of nightwither.
Make Ornate Shield not useless
Why? Because currently the bonuses it gives are negligble, what are you going to get with six defense? At the moment the ornate shield only exists for crafting filler.
Ideas (obviously not all at once):
-Have damage and critical strike chance increase for 3 seconds upon taking damage.
-Increase life regeneration by 2 or 3
-Getting damaged summons a cluster of homing crystal shards
-Increase maximum hp (should atleast be 25)
If possible, make the dcu cost less bars, but add 3 laser drills to the crafting recipe. Not a whole lot less bars tho. Also buff dcu. It's slow
An upgrade to the Clentaminator.
When you want to keep your world clean, or make a quarentined area for World Evils or Hallow, the good ol' Clentaminator doesn't usually cut it.
I'd guess it would probably be post-Providence to craft, and provide somewhere around 1.5x the normal Clentaminator range.
Edit: Changed wording
Void and Weaver sprite reworks
The current Void and Weaver sprites fit the old DoG sprite and not the new one.
Signus is ok though.
Maybe add rare varients for vanilla game weapons
Change Conference Call to be more different from Conclave Crossfire.
Right now it's just too similar to Conclave Crossfire besides more DPS. An idea would be to replace the bullets raining from the sky with a new set of custom projectiles that go through blocks.
post moonlord grappling hooks
grappling hooks are still needed after ml so why not get some more that have better range and velocity
Nerf Skeletron Prime
There is too much shit happening on screen that makes prime literally unfair, anything can hit you any time and it is extremely difficult to react to these.
Give Plaguebringers and The Plaguebringer Goliath new sprites that are different from eachother to further compensate for the evolution of sprite polish for calamity bosses and to avoid confusion between the two.
Why?: After seeing the new, incredibly made sprite for DoG phase 1 and 2 + Cosmic Guardian, it got me thinking about boss sprites all together and what sprites might need to be remade to fit and compensate for the level of detail and polish of these new boss sprites. While Yharon is an obvious choice, I feel like that would be a bit too demanding, due to how important Yharon is and how much compensation for design would need to be put into remaking his sprite. But something that’s always bothered me was the Plaguebringers and the Plaguebringer Goliath. Their sprites are identical, just colored over and sized down. I feel like this obvious neglect for sprite continuity needs a change, to further update the sprites to present day quality, and to differentiate the Big Mama with the Little ones (To make Plaguebringer Goliath sprite not be just a scaled up plaguebringer and to avoid confusion between the minibosses and the boss itself)
Buff True Excalibur and True Night's Edge,
Why? As it stands, True Weapons suck absolute ass. They need a buff in some way to be viable. I recommend the projectiles pierce, along with either A. A projectile speed buff, or B. They swing faster.
Buff Old One's Army
Rev+ brings new ways to experience the game by making things more difficult in interesting ways. When doing some research on MasoRev+ compatibility, I browsed the gamewiki and some change logs and found little to nothing concerning OOA. After doing a few tests I found OOA has been largely untouched by Rev+. I think it would be a good idea to at least looking into buffing OOA.
Allow Murasama to activate upon DoG’s death instead of Yharon’s.
Reason: Let’s be honest, by the time you kill Kentucky Fried Yharon Murasama has so little niches where it can be fully utilized. Supreme Calamitas is borderline impossible to true melee run and the only other things to use it on is Terminus, where it probably won’t shine that often. Post-DoG, however, would give players a neat weapon option to shred Darksun enemies and Yharon with, even with the high-risk high-reward strat it’s built upon.
Remove DoG's head ignoring most player I-Frames and fix the heads hitbox.
With the new DoG rework, the new sprite, and the new fireball mechanic in phase 2. He's now majorly a fair, intense, and fun fight. However, the only thing that isn't fair is the heads mechanic and the hitbox. This first mechanic being ignoring most I-Frames. Most casual players will be running and without warning, take 3-5 hits from the head for being even next to it. This basically killing a potential DoG victory. The hitbox for the head extents some ways in front of the actual sprite itself. This hitbox problem and adding to the fact of DoG's I-Frame mechanic makes the head a majorly unfair part in the fight.
If you don't believe me, try it yourself.
Change the recipe of Terratomere by replacing 5 Astral Bars with Astral Blade
Reason: I know Terratomere's crafting recipe has been changed recently, but it makes sense to change the Bars in the recipe with another sword. Because it doesn't feel right by making that with 4 swords and some bars.
Have Arms Dealer sell dungeon guns post Golem
Wizard does the same for the dungeon magic weapons and they're both needed for several weapons. It just makes it so you don't have to zerg the dungeon and grind for the weapons.
On today's episode of weird suggestions:
Add some sort of tell for where Skeletron is teleporting in Rev+ when it happens.
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There's no way to determine just where the hell he's going to be after a teleport currently, and it gives him the chance to easily snipe you out of circling or other movement patterns and get in some hits with his head, especially if he happens to be doing his spinning attack when he does it. Considering that Skeletron is the original king of stunlock, you can probably tell why this is a bad thing. Adding some indicator of where he'll be would not only help with mitigating this issue, but also just make the fight overall feel more polished.
Rework the Profaned Guardians to do something different, or just anything, really.
Reason: These things exist for 2 fucking minutes. They only serve one purpose, which gets filled out if you grind Hallow or Hell for five more minutes or if you’re godawful at item management. The fact that their fight is an utter joke in comparison to the rest of the post-ML minibosses and the apparent plan to not even do anything for them does not help. For example, each Guardian could be naturally spawning minibosses in Hallow and Hell that drop pieces of the Profaned Core. I don’t really care what could be planned. Just make them do something. Sorry if I sound aggressive, but I’m really bothered that nothing’s been happening for them.
Add more weapons to summoner’s Sun Spirit Staff line
The line of weapons going from Sun spirit staff to Cosmic immaterializer stretches all the way from Pre-boss to Post-yharon, meaning it goes from the first tier of craftable weapons to the 2nd to last. Now, how many weapons are there in between there? Three in total. The Crystalline line of weapons stretches from wulfrum knives to Celestus, meaning it goes on for just as long as the Sun spirit staff line... yet it has twice as many different weapons (at 6). Remember that the rogue class is 90% calamity.
The idea of a summon that remains with the player at all times in a fixed position is an interesting idea that is used two times (solar god, solar spirit) for summoner weapons in the Calamity mod. Sadly those summons are mostly lacking, so it would be good to have more weapons that use the concept in other interesting ways.
To summarize: Summoner has the shortest long line of weapon, and two of those 3 weapons leave much to be desired. More weapons in the line means more summoner options and a more fleshed out crafting tree leading up to the best summon in the Calamity mod.
more interesting crafting recipes for Post-Dog items
Post-dog crafting recipes, currently, are kind of boring. Most upgrades only go as far as including cosmilite and phantoplasm, with nothing else. Furthermore, its technically unnecessary and forces many players to fight DoG multiple times, adding annoying padding to the playthrough. Although more recent items added via donations have been alleviating this problem slightly, the issue still stands that there are incredibly bland crafting recipes for weapons and accessories like the T-1000, Asgardian aegis and Elysian tracers, Minigun, Phangasm, and Mourningstar, to name only a few.
Adding a few more materials to these items and their crafting trees would make crafting them more interesting, give more use to underrepresented materials, and make the post-dog phase less repetitive.
A few examples:
Mourningstar could have nightmare fuel added to its recipe, seeing as it's a fiery material that would fit thematically for the weapon.
T-1000 could include rainbow brick or rainbow-themed materials in it's recipe.
Core of the Blood God could require bloodstone cores to craft.
Make it so that Charred Ore can be blown up with explosives after all 3 mechs are killed.
Why?
You can mine it once you kill all 3 mech bosses, but you can't blow it up until Plantera? Why not? It's really inconvenient, especially when you're trying to make space in the Crags.
Items Re-Loading After Updates
Had the idea where, if an item would get unloaded for the updates, the mod would then swap out the unloaded item for the newer and more updated one. Like the Lore items becoming unloaded in the update. If the mod detects the unloaded calamity mod lore item, it should be able to swap out the unloaded lore with the new one.
Make the Lore Items Re-Acquirable even after the Death of Said Boss
Why?
Pretty much all bosses drop lore. Most of them drops effect lore for various effects that many players use for aid in various situations. Not everyone keeps them at all times and some might accidentally discard or delete them. Even some updates causes them to be removed from the player's inventory entirely. This causes that player having to make a brand new world in order to get said lore again.
Options I have in mind for this fix...
NPC Lore Merchant
After the very first death of any boss, a new NPC will spawn that can possibly sell this lore to the player at a fee relative to the difficulty of the boss. The NPC only sells the lore based on the deaths of the bosses that the world has registered currently.
Example, the player only killed Eye of Cthulhu, The Slime God and the Wall of Flesh. Only those lore items will be available for purchase.
The NPC when talked to also has a basic Lore tab that can tell you about the lore of any boss that has died. These shouldn't exactly be an item themselves, since they do take up space.
Bosses have a smaller chance to drop the lore item's after first death
Pretty much lower the chances instead of removing them. Dropping them down to a 50% chance to drop would be a casual change, reflecting a chance that the item can be dropped again for farming should the previous one be discarded.
Making that a 100% drop chance even after killing the boss once will result in easier farming, but less rewarding. The chances should drop to 50%, not 0%.
Whichever idea is taken into consideration, I personally prefer to have a NPC to sell the lore, whereas others would prefer to farm the boss for the lore item again. Even so, I feel this one would be one of those few that may need to be looked into.
Reduce the amount of worms for Astrum Deus
I know this sounds stupid, but this is more of a qol suggestion from the perspective of computer performance.
Let me explain.
Now, pretty much all of you know how Astrum Deus’s fight has 10 worms and a lot of moving around quickly. This can pretty quickly diminish people’s FPS. I was thinking that maybe we could remove 2 or 3 worms to combat this, and maybe keep the same amount in death mode.
This doesn’t have to be done, but I would kind of prefer it, because I have a trash pc.
(Maybe they could spawn in waves too)
Fix compatibility of modded items and weapon racks/item frames
Why: It's especially annoying that you can't actually display your modded items, such as the IOU scroll for the memez, so fixing the bug or adding a custom modded item frame will solve that problem.
On today's episode of weird suggestions that in this particular case will probably get me killed:
Move Night's Edge and Bloody Edge to after the Slime God, requiring Purified Gel in their recipes alongside their existing ingredients.
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To grant consistency with the other NE-style weapons (while not identical in requirements relatively, the Lunarian Bow and Night's/Carnage Ray have similar crafting tree types and require Purified Gel to craft), and to give the Muramasa some actual use, as right now you can obtain the Night's or Bloody Edge directly after obtaining the Muramasa with no extra requirements (assuming you've gathered the other three swords by this point, which you likely have), giving it no practical reason to be used over other stronger options available to the player.
Change the Zen Potion to reduce only enemy spawn rates
Yes, we hate enemies, but we also hate it when we can’t find bound npcs or the delicious truffle worms. So if Zen Potion was to only reduce enemy spawns, then we’d be able to find the bound NPCs in the Dungeon easily, as well as catching truffle worms without enemies killing em off first.
Minor Suggestion: Change the tooltip for Heart Of Darkness and Draedon's Heart from "Increases your chance of getting the Heart Attack debuff" to "Increases your chance of getting the Absolute Rage buff".
Add: When fighting a boss, give one extra boss bag if you defeat it without getting hit, even if you don't have Armageddon active.
Reason: It could give a reward for nohitting a boss without dieing instantly and still giving you a chance to beat the boss. Giving a small bonus for no-hitting a boss that you didn't think you could, could incentivise people to get better at the game and reward skill. And people that want the challenge of full arma could still get the extra reward.
Make the Crimson and Corruption Effigies toggleable via right click and/or wires from the Mechanic, like campfires, music boxes and the pillar monoliths.
They have bits that are raised out of them and they could be lowered when they're toggled off and raised and emitting colored light when they're toggled on. This would mean you could toggle them easily when you're doing events and bosses you want them on for and others you don't, especially if you can toggle them via wire.
Buff or Rework the Gladiators Locket.
This is a very, very sad shrine item. While yes it's unique in concept, the damage that the swords do is so pitiful that your better off replacing it with almost anything. It's only use is pot collection as it's abilities to break pots is unmatched for early game. Buffing it's damage/defense or reworking it entirely would make players want to keep it on longer and not want to get rid of it as fast as possible.
Rework Trinket of Chi.
I'm not sure who thought that having an accessory like this was a good idea. However, this is the most useless shrine item. Forcing the player to stand still to gain buffs that are not even that good for the stage in the game you might find it is a little overboard. Having one of the rarest Calamity structures spawn with an item like this is insulting. Most players will either take this and trash/sell it, or just leave it in the chest and not even take it.
Make an extension of the King Amidias NPC
How: Give him some new hardmode weapons or at least, after defeating the giant clam once in hardmode, make King Amidias sell Giant Clam Drops.
Repost because the Rogue update is near-ish and to be the first one to test the new legend 
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.
Have the Gladiator's Locket's swords be toggled based on visibility. Reason: It gets in the way of a ton of things, and you may just want it off and have only the defense.
Give different ores higher sell values depending on the progression stage you get them at
Reason: It's odd that all ores in Calamity sell for the same price regardless of the stage that you get them at.This is inconsistent with Vanilla Terraria, where ores sell for more depending on the progression stage, and also with the bars that the ores are crafted from.
Make Charred Slimes only spawn in the Brimstone Crags
Reason: The slimes literally drop Charred Ore, something found only in the Crags - yet they can spawn anywhere in the Underworld.They would defintely fit in better if they only spawned in the Crags.
Change the Desert Medallion's name to Desert Worm Food
Reason: I can see why it's called a medallion for its sprite used to be a medallion. But now the sprite has changed and based on the lore, the desert scourge wants to eat, so it will make a lot of sense when using this item.
Add : Make bosses guarantee dropping their respective weapon (or class based acessory) based on the last class of damage they where hit with. If they were hit by a classless weapon or by a type calamity doesn't recognize, then it can go back to pure randomness.
Example :
- You kill King Slime with a melee weapon in Normal Mode, because there are no weapons that King Slime drops the drop pool is not changed.
- You kill EoC with a summon weapon in Expert Mode, because EoC doesn't have a rogue weapon nothing changes when you open the treasure bag.
- You kill Desert Scourge with a summon weapon in Normal Mode, Desert Scourge drops athe Seabound Staff and the Seabound Staff is removed from the drop pool, and the possible other items (the ones that would of been given to you) get given to you.
Reason : It can be annoying when you get a weapon that isn't your class and have to refight that boss just to get that weapon.
Brimstone Elemental Revegeance Rework suggestion:
Make the brimlings invulnerable, so it is easier to some weapons and summons to target the boss
Make brimlings spawn at 75%, (1) 50% (1) and 25% (2) (25% is death mode) Health.
Why: For summoners, this boss is really annoying because of the minions target the brimlings, and not the boss itself.
Also for general weapons that has homing projectiles, like kelvin catalyst and prismalline
ROGUE CLASS SUGGESTION
ROGUE STEALTH REWORK
Change how rogue stealth works from "standing still builds up rogue stealth" to "not attacking builds up rogue stealth"
Reason:
I just started playing the rogue class and tbh, it is a very fun class, definitely new and fun to use. But, the class has 1 flaw in it. The actual speciality of the rogue armour, which is the rogue stealth mechanic, is useless/undderated.
The fact that it only builds up when you stand still renders it useless as the only time, tbh, when you stand still in a boss fight, is at the start as you build it up and spawn it in and hit it once with a high damage hit, then it will fade the rogue stealth damage to the base damage of the rogue weapon.
I dont know if the Rogue stealth mechanic will change in the presumed rogue class update, but my suggestion can help improve on it.
Changing it to "Not attacking builds up rogue stealth" would make it more useful and more strategic in its functionality.
Youre fighting a boss, you stop attacking it to build up some stealth for higher dps, then you attack again with a much higher dps and rinse and repeat. Im watching Gungnirs rogue letsplay and not once have i actually seen him use the system as a strategic plan. I think no one uses it or is even mindful of its existence sometimes
Changing it to this would make it a whole lot more useful.
If this suggestion doesnt happen i just want the devs to be mindful of how the rogue stealth system is underrated and not even touched on.
(Edit)
since the comminity has a damage debuff, this is more or less an idea i have pitched in which the devs can see for the upcoming rogue update, so dont @ me
Give King Slime more Drops or Weapons
Why? King Slime is kind of an overlooked boss. It doesnt drop much exept from Slime Saddle. But then again, "Yay. A saddle. All I need". Its just a bit boring. The boss itself seems fine but it's just not really worth fighting him. So exept of leaving him behind in the big trash junk that we know, why not add some items that actually makes you have to defeat King Slime to Continue.
Give Cryogen a longer teleport cooldown.
Cryogen teleports a lot for an early hardmode boss. Sure, while it may be cool at first (no pun intended) it can be annoying when farming it out for the Kelvin Catalyst or even just the Cryo Stone or Regenator.
TL;DR cryo teleport spam bad pls nerf
Make Polterclone in Polterghast's fight spawn at different portions of his health, rather than every 10 seconds or so.
Tbh Polterghast isnt the greatest boss for now, but what makes the fight a lot more annoying is the fact that Polterclone spawns every 10 seconds, making Necroghast gain a boost on his stats while clone is alove
And that tbh gets annoying, because if you are using adrenaline at that moment, you might not use the entire effect/buff because Polterclone spawned and made him have more defense and shit. So instead of bringing his health down to 26%, maybe you got him to 35% because Polterclone spawned
So, making him spawn first at 50% health, then 25%, and maybe 10%, would bring a decent balance into the fight. As he wont spawn at the WORST scenarios, and make you know WHEN he's about to spawn and be prepared for it.
Instead of every 10 seconds having to prepare for a clone that most likely will clap your ass
Not really game-changing or anything, but I think it would be cool if hitting an enemy with the dive attack of the Roxcalibur (and similar items) while in midair should reset the wings timer. Would be pretty nice, and make the dive actually useful more than once every 15 seconds or so.
If the Level Meters could be combined with each other somehow, even if it's late-game, that'd be great. Would make it those of us who mutli-class have a way to get more powerful in every type quicker. They would probably need a nerf to overall increase to stat gains and whatnot.
I am fairly disappointed in the amount of summoner weapons post ML that it results in Elemental Axe, a prior melee weapon to have to turn into a summon weapon. There are a lot of vanilla summon weapons that could be upgraded similar to how certain mage weapons have multiple upgrade choices.
I suggest that some summoner weapons, be it post or pre Plantera, should have upgrades post ML in order to compensate for the lack of summoner weapons.
Add an item that drops from King Slime that Gives Wulfrum items buffs or brand new functions when equip.
Lets face it, Wulfrum items are useless. King slime is a joke to fight. Adding an Accessory like this would actually make Wulfrum actually worth it to grind. With the Accessory on, Wulfrum armor could be a glass cannon armor. Wulfrum weapons given new light and unique and different functions. Having something like this opens up so many different possibilities for Wulfrum items. These are different items that I just threw out there.
I'll start off this suggestion by pointing out that it's not one of my usual brand --- it's a suggestion that, rather than simply by my own opinion and word of mouth, is additionally backed by my own extensive research on the topic with referential frames to match. That bein' said, on today's episode of weird suggestions:
Buff the Sulfuric Acid Cannon, either by increasing its overall damage or making it easier to use by adjusting its bubbles' flight arc or speed.
To be entirely frank, the SAC is not only an incredibly hard weapon to obtain, but also an incredibly difficult one to utilize (as post-Polterghast Abyss items often are) given its unique mechanics, slow projectile flight speed, and overall awkward precision when firing. That being said, its damage output does NOT justify the skill required to use it; despite being a post-Polterghast drop from Maulers, of all things, it is sorely outclassed even with skilled play by both the Seadragon and Daemon's Flame with their respective high-tier ammo types. Granting a buff to it would knock it back into the field of normal play and give Ranger a third viable option to use at the tier the Devourer's normally fought.
For anybody who'd like to see the full-on thesis I wrote on this topic, wherein I've put research conducted by yours truly to back my claim on the SAC's lousy performance, you can look at the link below.
This has been your daily dose of weird suggestions, brought to you by Subclass Man.
https://docs.google.com/document/d/17SErbX-vKXwPANE5S6WTSGOPPw5r7cGaXnTYcd8xoHo/edit?usp=sharing
Make Uelibloom come up as "more valuable" than Life Crystals and Life Fruit on the Metal Detector.
Before I learned of the joys of Astral Armor, I could barely get my hands on any Uelibloom at all and this is one of the reasons why.
Decrease the amount of charge needed to fill Rage as well as its damage boost at the start of the game and have each of the Rage Upgrades increase charge time as well as damage.
Rage is currently underutilized by much of the player base that plays in Rev+ due to how difficult it is to charge in the early stages of the game, while Adrenaline can be charged at any point during a boss fight while in Rev+. Allowing Rage to be used more frequently although a slightly weaker Rage can could encourage players to utilize Rage more instead of just holding onto it for the Absolute Rage buff. Each Rage Upgrade obtained can help to increase the amount of damage Rage can do, while also increasing the amount of time spent on charging in order to prevent cheesing post-ML bosses with an easier to charge Rage.
Make Sulfuric Sand and Eutrophic sand suitable ammos for the sandgun
allow an armor’s set bonus to be read while hovering over a piece of the armor, rather than requiring the whole set to be obtained and worn to see it.
I think this would really help players who are unsure as to whether they should craft a certain armor
Buff the Tundra Leash slightly so it can one-shot zombie eskimos. It currently leaves them with 3 hp after one hit. It's the snow relic, and it takes two hits to kill those eskimos and in that time, you've been hit taking a negligible amount of damage but your speed has been reset.
Make Pink Gel an alternative ammo for flamethrowers, because no one is going to use pink gel for much of anything else anyway. Maybe it would have a trade off such as more damage but lowering some other stat.
x post from #calamity-mod-talk
Give us an upgrade to the Mycoroot to go between it and the Cosmic Kunai in power that's crafted with 20 meld bars.
If there's already something planned for extra rogue options at this level in the game in the next update then don't worry
That kind of weapon has a lot of potential and is fun to use, and there's only 2 variants of it in the game which feels strange compared to the many Paladin's Hammer clones already available. I chose 20 bars because it matches how Xeroc armor takes slightly more meld bars per piece than the respective pillar armors take for their sets in fragments and feel that this weapon should be similar for the 18 fragments the pillar weapons like the Daybreak and the Stardust Dragon Staff that take 18.
On today's episode of weird and honestly moderately-arbitrary suggestions:
Allow the spelunker effect of the Sigil of Calamitas to be toggled with visibility.
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I understand the Chaos Amulet is part of this thing, and the spelunker effect is useful, but some people may not want it on for a variety of reasons (it might bother them, it might mess with the appearance of builds, they might just want a harder time finding ores, idfk). Running by the trend of toggles being with visibility currently, it only seems fair something like this may also be toggled in such a way.
a weird suggestion that won't be implemented lol
Change how rage is built up
Currently, rage is borderline useless, it is built up a tiny bit from taking hits or landing true melee strikes and rises slowly when heart of darkness and/or draedon's heart is equipped. Neither of those build it up enough for it to be possible to build up a full bar of rage in a normal bossfight (outside specifically filling it beforehand or stalling the fight). What i would possibly recommend for changing this is allowing rage to build up killing enemies or from a form of a combo mechanic during boss fights. Every hit on a boss raises the rage bar by an amount that is proportional to the percentage of the boss's HP that is removed by that hit. However, if one goes for a certain period of time (say 5 seconds) without landing a hit on the boss, the rage meter begins decreasing at a constant rate (this only happens when a boss is alive).
While i know this change would likely be a pain to code and won't get in because of it, but implementing this would change a mechanic from being underutilized and forgotten to being very relevant in many different scenarios.
Vanilla Rifle Scope Recipe Addition
Dungeon gets pretty hardcore after a while, and so certain enemies become much more rarer than in vanilla. So how about adding a recipe to add in the Rifle Scope drop from Skeleton Snipers? Then it can be used to craft the Sniper Scope, which then is used for another crafting addition for the Sniper Rifle.
Might kinda be hard to program, but I think that some slimes (such as the Blight Slime, and maybe only in higher difficulties) should be able to latch onto your head like they do to zombies. Would be interesting, and adhere to what slimes are in pop culture and in general. When they attach to your head, they could maybe cause a Confusion-like debuff, but you have no control at all over your character, as in you randomly move even while you press nothing. And do damage, of course.
The slime could possibly be removed by button mashing the movement keys, and the attachment wouldn't be on every hit, but possibly a 5% chance occurence upon contact damage.
An buff or an icon to get some visual cue for armaggedon/defiled toggles
i died countless times to bosses with one of those two toggled because i forgot to toggle them off, so a visual representation would help
Make a craftable hardmode crafting station that mimics the a demon/crimson altar.
Whenever I get into hardmode and want to just fight the Eye of Cthulhu for fun or farming, I have to go all the way across the world for a demon altar because I destroyed most of them to get the hardmode ores. If I'm playing just plain Calamity, then I don't have mods that allow you to make altars.
Move around the effects of the Astral Armor from the individual pieces to the set bonus and vice versa
In case you don't get it yet; it means moving the "Creature, Danger, Treasure and Ore Detection" to the set bonus while "28% increased damage and 21% increased critical strike chance" are distributed to each pieces. Certain part of the set bonus such as the "stars fall on critical hits" should stay as a set bonus, however.
Reason : At first glance, people may view this as a summoner-based or utility-based armor when it actually isn't. Moving the stats around will make the armor less deceiving especially to newer players.
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 underrated in Calamity, and i feel that having more angler quests could give the lil hecker some use add a bit more purpose for the Angler, as he has far less use compared to other vanilla NPCs in Calamity. It would also fit in with some sort of fishing expansion into the mod, which it could definitely use.
REEEEEEEEpost from me
Make Soma Prime less loud
Reason: When you compare it to other weapons, even fast firing guns it is disproportionately louder
maybe something post ml with the sunken sea? its not neccessary but i feel like most of the biome is wadted and u just use it for 5 mins to kill clam 2 times and mine a few sea prisms
Make #Spriting_and_art on public display(no chatting, only watching).
Why: many peeps want to see the old days of that channel.
Remove tooltip fragment "Necrotic blade of Jungle King Yharim" form Tyrant Yharim's Ultisowrd, and move it to True Tyrant's Ultisword.
Why: It would make more sense.
Add a config option to disable vanilla changes for people who don't want them
Remove autofire from the Phoenix Blaster and Venus Magnum, and buff their damage back up/higher than vanilla to compensate
these two guns are characterized entirely by their semi-automatic fire - in calamity, now, the phoenix blaster renders the entire purpose of the minishark obsolete and the megashark, uzi and venus magnum are now identical.
there are plentiful options already for those disliking having to click for each shot, and i see no reason why existing weapons should be stripped of what makes them unique to add to their number. it's also quite strange that a pistol based off a semi-auto pistol and a revolver would fire in full auto.
Make the Deep Sea dumbells less loud when splitting
Reason: EARRAPE
Add a crafting recipe to the climbing claws and the shoe spikes, finding them can take a while.
Make Crystl Crusher's Alt fire also destroy walls
Why this should be added: Seeing as how the alt fire is mean the destroy everything, it would be nice if it also destroyed walls as well so you can wreck more havoc with it, and would make it so that you don't have to spend more than a few minutes destroying walls while attempting to clear a huge area.
Make Hellstone glow.
Reason: It just makes sense.
If possible, make the Gem Crawlers glow when you have a spelunker potion on.
Reason: Flavor, and to make gem hunting slightly easier
Make An Elemental Shiv Upgrade Reason: Shiv Weapons like Night Stabber are funny types of Shortswords. Problem Starts when You are getting Elemental Shiv. You Would use It for Providence and eventually Sentitels but would you use it on SCal or Yharon? Probably Not. My Suggetion is to make sort of upgrade of Shiv for fighting SCal Or Other Post Sentitels Bosses
Make infernadoes have minimap visibility, similar to D.O.G. phase 2
Reason: it's a nice touch & QoL, and players being able to see them w/o standing next to them
Allow Teratoma to be purchased after beating Perforators, and likewise for the Bloody Worm food after Hive Mind (much like Worm Food after BoC/Bloody Spine after EoW).
Reason: It is incredibly hard to find a cyst up on those small evil islands. It's only ever happened to me once. And frankly, it doesn't make sense that you can buy the vanilla evil boss summon but not the modded one.
Give the Mini Desert Scourges Map Icons as well.
It makes sense to give the Mini Desert Scourges separate Map Icons cause.
- While farming Desert Scourge in Armageddon, a Mini Scourge could easily come up from out of the ground and yeet you from existance.
- In Death Mode, the Mini Scourges are a major problem since you can't see where they are or coming from.
- Take Astrum Deus for example, woould the fight be a fun and fair fight if the Mini-Deus's had no Map Icon, no.
- CONSISTENCY
Nerf the kelvin weapon Reason: it is was to easy to get for how strong it is I am currently using it on a deathmode run, it makes farming super easy, and against segmented bosses it does loads of damage, for a early hard mode weapon it takes you almost past moonlord
Buff the Viscera's healing ability because it's not very good at healing compared to the other options at that point in the game.
Remove the picksaw from the Golem Treasure bag if it has a 100% drop chance anyway
Rework/redesign some melee weapons to be weapons in non-melee classes instead
Reason: Melee is a bloated class (especially in the swords department) and this would be a way of removing bloat from melee and adding content to other classes without removing content from the mod altogether. Furthermore, certain melee weapons for all intents and purposes might as well be weapons from other classes.
A prime example of this is the Biome Blade line of weapons, which could in theory be completely reworked to a mage line of weapons rather than being a member of an already bloated section (swords/projectile swords) of the most bloated class in the game, and it wouldn't even change very much. Even regarding the AotC, which could still remain melee even if biome blade were changed to mage, weapons changing class at the end of their crafting tree is already a thing in the mod, with a notable example being elemental axe, which follows a melee crafting tree and then suddenly becomes a summoner weapon.
There are other weapons too which this would make sense for, but I won't list all of them because I want to make sure this comes off as a more generalized suggestion rather than just a handful of specific items to be reworked.
Note: The suggestion here is NOT to change biome blade to mage, and most DEFINITELY is not to get rid of melee projectiles entirely. It is simply to attempt to move some melee weapons into other classes to help ease the amount of disproportionate content in one class versus the others.
When death mode is active then an icon should be right next by the adrenaline bar or the frame of bars (rage and adrenaline) should change colour(dark red or something else)
So the player can always realize that Deathmode is on.
RENAME THIS CHANNEL TO # SUGGESTIONS_READ_PINS
We've had a lot of people suggest things in here, not knowing that there's a document that has rules on what not to suggest, and they don't know about it until after the suggestion is posted and that person gets notified. Renaming the channel would really help save time, and there's really no cons to this change anyways.
Adjust the tile hitbox on wind blade projectiles
Standing with your back to a wall means that the projectile hits the wall
Give Goldplume spear autoswing.
Why? Overall the weapon is fairly weak/underused and tends to be outclassed by other weapons at its tier.
If it gets autoswing it could have slower use time to compensate.
Shine Potion upgrade
Something along the lines of other Calamity powerful potions like Cadance, Omniscience, Yharim's Stimulants, etc.
Visibility is a big concern of Terraria, and sometimes it's quite lacking. Eye of Cthulhu lore helps a lot in that regard, but something more consistent and powerful would surely be welcome for exploration, night bossfights and building
should be less powerful than Sunshine potion from alch though, that's just ugly at this point 
Whenever Skeletron ends his spin attack, he will either teleport and fire his shadowflame(?) projectiles or fire a skull nearly instantly which is extremely challenging to dodge. So, give him a 1-3 second cooldown on using those two moves when he exits his skull spin, since its more of an unfair thing even if you anticipate it, its extremely hard to dodge and not really the type of difficulty for a pre-hardmode boss.
change the color of the sulphuric sea music box. its still the same color of the last version (yellow)
Fix that bug where the AEW teleports to your home alongside you when you recall thus killing all your NPCs and generally makes it impossible to escape from it alive.
nerf or lock onyx excavator behind progression
one of the incentives of pickaxe progression is that each upgrade goes faster, but you can break that linear incentive by just finding the excavator thats faster than basically all the pickaxes in the game
i would lock the key excavator item behind some late hm boss or let the item scale through progression
Unique Content for the Post-ML Blood Moon.
Reason: Honestly, the Blood Moon buff just exists for no reason except muh lore. It was because Blorbs were formerly post-ML, but since they’re now obtainable at any point in the game, the post-ML Blood Moon buff is kinda just...there. There’s no post-ML content for it to convince people to go check it out. Given that the Buffed Moon events (and possibly the Solar Eclipse as well) are planned to get new content, this should too. Otherwise the post-ML buff shouldn’t really exist.
Make it so that if a player in multiplayer dies while a boss is alive, they cannot attack bosses until there are no bosses alive, and all bosses ignore the player.
Reason: So you can’t cheese bosses by having your friend just stay alive while they wait for you to respawn.
Multiplayer Supreme Calamitas adjustments.
Let's face the facts, Scal in multiplayer is hell. I have come up with 2 ways to hopefully make Multiplayer Scal less painful.
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Have the Bullet Hells come from outside of the arena, not around the player. Speed up the Bullets when no players are in a certain radius. To still keep the same Bullet Hell feel, have the Bullets slow down to regular levels when a player is in a certain radius.
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Scal's targeting. Have Scal and the moons that she spawns focus on one player for a certain amount of time. Then, once that amount of time is up, her targeting switches to the other player. Give some sort of indication when Scal's targeting changes and give her a small cooldown between switching targets to prevent cheap hits.
Targeting: There will be a small eye above the player she is currently targeting.
A sound will play when she's switching targets.
These are just ideas to hopefully make multiplayer Scal less painful.
Add a config option to be able to have time pause while a boss is alive
One of the biggest problems i face when playing with increased boss health is that fighting bosses that run away/enrage when the time turns day/night are very difficult to beat in the time given for how much you've decided to increase their health by. However, an alternative could be a multiplier on how slowly time passes while bosses are alive. (Ex. Night is 9 minutes long, if you set the multiplier from 1 (default) to 2, the time would pass twice as slow allowing you 18 minutes of time.)
Many people love to challenge themselves (also just listen to the great boss soundtracks longer) by increasing boss health by ridiculous amounts, but with some bosses the amount of health you can increase it by hardcaps due to maximum dps output within the time given to beat the boss is not possibly high enough without external mods.
Implement a hotkey safety feature for the Crystyl Crusher "Right click" ability. Ive shattered my base numerous times due to opening chests, talking to NPC's. Anything that has to do with a right click, and my pick is accidently in my hand, game over.
On today's episode of "class distinctions are strange as hell and that's part of why I make weird suggestions" suggestions:
Ultimus Cleaver. Two brancing paths to my suggestion here:
- Remove it from the true melee category, and continue to allow it the ability to fire sparks on every swing.
OR ALTERNATIVELY: - Make its sparks only fire on hit, or make it do something specific when it strikes an enemy directly, or just change something so that it makes more sense being classed as true melee.
❔
Calamity as a mod tries rather hard to make a clear distinction between true melee and everything-else melee, and it's why things such as the Fungal Symbiote, Counter Scarf, and Bloodflare melee set bonus exist. This weapon, previously a weapon that was not even swung despite being a sword, is now a projectile sword...whose projectiles fire on every swing...and that is classified as true melee. It completely violates the definition of true melee within the mod and further blurs what can already be argued to be a very thin line between true melee and everything-else melee. To give it more distinction as a true melee sword particularly would not only likely help it stand out as a bit more unique amongst its competition, but also help to clarify the blurred line that divides true melee from all else within Calamity proper.
Add Shine and Night Owl potions and their effects to Potion of Omniscience
Reason: It is a Potion that allows you to see everything, but I think it should increase your light and night vision as well. Not only it helps you to explore easily, it will also combines the 5 most useful potions and spend them at one slot instead of three slots.
Make Goobow's slime shot not consume iframes in short distances
Right now Goobow Slime shots at a short distance consume iframes, making the arrows go through that enemy not doing any damage at all. The only damage registered is the slime shot which does less damage than any of your arrows at pre hm. It becomes quite annoying considering you might want to kill an enemy quick, but the slime shots just do REALLY low damage, and the arrows ignore the enemy because slime shots already consumed those iframes
Making the slimeshots not consume iframes, and letting you hit both the slime shot AND the arrows would make the bow a lot better
An idea about reworking the Perforators a little.
Change it, so Perf Hive would be given +25% damage reduction for every worm alive instead of making it invulnerable when Large Perforator is alive.
When worms are below player, make them able to shoot straight up, rapidly shooting projectiles at player.
Make ALL projectiles shot by them go through walls (Rev+)
For each worm alive, Perforator Hive would slow down its firerate by 10%. To compensate, each worm would be given +25% speed per each other worm alive. (Rev+)
Worms should spawn from Hive and initially would be invincible for ~4 seconds to prevent spawnkills.
Lastly, if the Hive is killed, make all alive worms burrow into the ground and despawn.
Reason for suggestion: Perforators fight is simple and quite cheeseable, even on DAD and 10x boss health. These suggestions would increase the intensivity of fight a bit.
Have Supreme Calamitas’ Monster Orbs despawn during the “Acceptance” phase.
Reason: Why don’t they despawn by now? How the hell am I supposed to read SCal’s dialogue as 4 balls of death are chasing my ass? 
Add a special buff for Ark of The Cosmos when you're in space
Reason: Even tough its name suggests that it's supposed to be a cosmic sword, it doesn't have a special buff in space, which is weird, because nearly all biomes give it some kind of special buff.
Make a non-consumable version of the arid artifact.
Reason: The consumable version is quite expensive to make, requiring 5 Adamantite/Titanium bars and a Forbidden Fragment, and towards the late-hardmode/post-Moon Lord phases it's just tedious to get the bars. The fragments are also kind of a pain, since they only drop from a sandstorm enemy. The ability to summon a sandstorm exists for convenience's sake, but it's not as good when you need to wait for a sandstorm to summon it anyway.
Change rogue stealth cosmetic effect.
Reason: Right now, the rogue stealth effect (for me it's with auric, idk about other armors) makes the armor translucent, showing the player underneath. Making the armor translucent without showing the player (in other words, make the cosmetic just a lowered opacity of the player without stealth) would just look a lot cleaner and cooler. (If the armor shows some of the player model by default, that goes lower opacity as well)
Supreme Calamitas shouldn't be able to leave the red box arena during the fight as she's already hard enough without her just leaving the box when she's vulnerable, becoming unhittable by anything that doesn't pierce through blocks. And this way you can actually do a true melee run with her. However for this S.Cal wil be unable to pass through the barrier but can pass through any blocks which aren't part of the box using a virtual box where the blocks should be. Note: this also applies to cataclysm and catastrophe.
Have there be some sort of indicator whenever you got crit from an enemy in defiled other then just realizing you took more damage.
If it is possible. Make the vivid clarity lasers «fade» smoothly into existance instead of just appearing out of nowhere
Very minor visual change and not something related to gameplay, but i believe that this could make the weapon even more satisfying than it already is.
200iq plays, now in an even smoother and better style!
Targeting Mechanic
Anyone who has played multiplayer in Calamity or just Terraria in general knows that boss targeting is ass. In order to make the targeting less painful and make multiplayer a little more playable, a targeting mehanic should be implemented.
THIS IS JUST AN EXAMPLE: There could be an eye above the player that the boss is targeting. This eye could be visible to all players as to make bosses a little less painful. Bosses switch their targeting every 30 or so seconds. In order to prevent cheap hits, there could be a small amount of time, maybe 2-3 seconds where the boss doesn't attack. As to let players know if the boss is off screen, a sound could play, indicating the targeting change. The bosses AI could revert back to normal if a player disconnects and vise versa.
Allow the #spriting_and_art channel to be seen by all users (but not posted in) as an archive
Reason: While the new place that art and sprites for calamity is posted is the Calamity art server, there are some artworks and concepts that have not been reposted there and remain hidden in spriting and art. Allowing the general server populace to see these posts and artworks will allow the channel to function as an archive of an earlier point in calamity's history.
The Face Melter should play the tunes that the Face Melter it references (the one from Enter the Gungeon) plays. Wouldn't really change anything in functionality, but it would be a nice touch, and a sort of homage to the Face Melter's purpose, which is to melt the faces of enemies with loud and annoying music.
Add a life regeneration effect/tooltip saying so to the Deific amulet
The amulet has charm of myths in it's recipe, yet only inherits the reduced potion cooldown and not the regeneration effect. It may already have the effect so if it does, simply add it to the tooltip
Make SCal have a death animation
Reason: Eh its the final superboss so it would be a good idea to have a death animation (e.g. like eternal crystal when you defeat the Old one's army or something like that)
Please add a music box slot
Reason: This game has awesome music and taking an accessory slot for it isn't very cash money. I want crabulon music 24/7
Add ability to craft the other variant of some weapons that have melee and rogue variants.
Reason: Some of weapons as bosses drops sometimes get the wrong variant and ends up getting considerably less buffs. And rematching those isn't certainly an easy task.
Change the death message for dying to Supreme Calamitas' Abyssal Flames.
Currently it gives the generic "couldn't put the fire out" message which seems strange considering Brimstone Flames, a weaker debuff inflicted by earlier bosses that is similar in lore to Abyssal Flames, has its own special death message added by Calamity: "was consumed by the black flames". Either give Abyssal Flames its own death message or have it use the same one as its predecessor debuff.
Would really like to be able to increase boss damage in config
Change the summoner set bonus for Victide Armor
As of right now it acts like the Sun Spirit Staff in terms of visuals and where the projectiles start, but unlike the Sun Spirit Staff it activates when an enemy is near, but it doesn't have a targeting system. So the small projectiles, of which there are only 3-4, only ever hit on a very rare occasion, and when they do hit they deal 6 damage to blue slimes in expert mode, effectively making this part of the set bonus effectively useless. I like the idea, but I think that it can be reworked to not just be an inferior Sun Spirit Staff while still leaning into the idea of giving you some kind of ocean-based summoner boost.
Make the defeat of Yharon Phase 1 trigger Mothron spawns
As things are right now mechs are required, which means you can not do runs where you skip mechs in favor of alt-mechs. This would fix that.
Make the Hive Mind AI in all modes more similar to its Death AI.
Hive Mind is currently a slog in Revengeance and lower, and suddenly becomes a new boss on Deathmode. That shouldn't be the case, and should be more spread out.
There could be something along the lines of Normal and Expert having 2 out of the 3 attacks, and moves at a slower pace, Revengeance getting all 3 attacks, and Death being the same as right now.
On today's episode of "why do I use off-meta things again?"-inspired weird suggestions:
Make it so that the Calamitas Clone requires her seekers to be defeated to take reasonable damage in Expert+.
❔
Catastrophe is an asshole. He has the ability to spawn in during Clonamitas' seeker phase, which is already annoying as hell to deal with in its own right, and ends up making the fight much more aggravating than it needs to be. While on Normal Mode you have the ability to just keep whaling on Clone anyway because nothing deals particularly high enough damage for you to worry, in Expert+ both Catastrophe and Clonamitas herself deal considerable levels of damage AND you have to focus Catastrophe even if seekers are still present. Given that seekers and Catastrophe are both frustrating to deal with in their own rights, together they make a much more potent threat than is really necessary for a boss at the tier Clone is at. Making this change would allow the seekers to be focused on and defeated prior to Catastrophe barging in, which might make the fight more fair/balanced in this regard.
(Also, consistency. If her brothers gotta get the boot for her to take reasonable damage in Expert+, why don't her seekers? They're a major part of the fight, too.)
make yharim's crystal do not drop dynomites if you use it before you kill yharon
reason: i blowed up my house. Also just make it work like murasama which you cant use it (cant swing)
Astrum Deus rework
The main reason for this rework is because the boss currently consists of entire legions of worms just spamming you with projectiles, which could very much lag lower-end computers. This rework should also make the boss a bit more fun than it currently is, as getting swarmed by 11 worms can get out of hand 
Start of fight
Astrum Deus spawns into the world, bringing 3 small worms with it. The small worms move quickly through the air but cannot change directions quickly. Each worm will gain a special attack as time goes on, and cannot have more than one ability(unless in Deathmode). For the first 'round' of worms, one of them spawns Astral Probes which behave the same as current ones. When the probe-spawning worm dies, another worm gains this ability. Upon all small worms being killed, AD becomes vulnerable and can be damaged until reaching 66%.
Second phase(66-33% health)
AD then spawns 3 more worms into the world. One worm keeps the probe ability, and another one spawns in with the ability to summon mines. These mines will work like the current ones, except that they explode and despawn when the player hits one - and will make other mines within a 5 tile radius explode with them. The mines will also inflict the Astral Infection debuff. Once again, after all small worms are dead, AD becomes vulnerable.
Third phase(33% health to defeat)
Astrum Deus now spawns in the last 5 worms. Two of them gain the previous abilities, and one worm also gains the ability to shoot star projectiles at the player(in the same manner as DoG's old flamethrower attack) All worms move slightly faster and can make turns a bit more easily. This goes on until all small worms are defeated. AD becomes vulnerable, but now starts moving faster the lower it's health gets. AT 33% health, it gains the ability to fire lasers at the player. At 22% health, it starts summoning lots of mines around itself. At 11% health, it can no longer be affected by gravity. This goes on until it is defeated.
Normal: AD does less damage and worms move slower.
Expert: All worms move at the standard pace.
Revengeance: All worms can move faster and deal more damage. Any small worms without any special abilities can also make turns faster when flying.
Death: Fires more astral orbs and all projectiles are faster.
Make Nanites able to be crafted in pre-hardmode
Why? Aren't these supposed to be post-plantera?: They would be, but at a simple flaw: Confusion as a debuff is terrible. Not only that more than half of the enemies in-game are immune to confusion, it doesn't do much anyway. It also has the unfortunate side effect of being pushed back to after Plantera, which is it's own death sentence because both ammos and flasks around and before the tiers outclass anything made from Nanites with no contest.
Okay, so what should the recipe be?: I think it should atleast be after the vanilla evil biome boss has been defeated, with a simple recipe being 1 Shadow Scale, 3 Iron/Lead Bars, and 2 Meteorite Bars for 8 Nanites.
But they're still dead weight, what am I supposed to do then?: Give an alternate recipe to Nano bullets to reflect their change in position. Such a recipe would be 1 Nanite and 15 Musket Balls would create 15 Nano Bullets, therefore they can serve as a viable option by appearing earlier.
Nerf the Polterghast
Why: the Polterghast has a really REALLY difficult fight, for various reasons, like the bullet storm, have to fight it in the dungeon, and others. It is quite a overkill boss, especially in death mode.
Because of these reasons, maybe change the damage and the bullets bouncing speeds, can make a fair fight.
Buff the stardust armor's set bonus; the stardust guardian.
Why: Right now the stardust guardian set bonus is really underwhelming for the point of the game you get the stardust armor at. It doesn't have a noticeable impact like other set bonuses from other armor you get from moon lord, and it is outclassed by the armor obtained from the Old One's Army.
Perhaps in an upcoming update, add a method to spare characters such as the Siren and the Lunatic Cultist in a similar way to how you would spare Calamitas, and possibly have them become town NPCs and/or assist you in later battles
Make shockstorm shuddle post golem or at least post plantera, or make the martian conduit plating only drop post-golem
Reason: it interferes with thorium mod's conduit armor, making it extremely unbalanced due to it being obtained pretty much instantly after hardmode
Lower Arctic Arrow sell price (and possibly that of other crafted consumables). As it stands, you can make 6 Gold per Frigid Bar just from crafting and selling Arctic Arrows.
For the sake of saving inventory space, tack the item grab range increase from WoF’s lore item onto Plantera’s lore item, but make them not stack. Same with those two and Polterghast’s lore item.
can maybe the statigel armor get a new sprite. Because the weapons and tools have a new sprite but the armor doesnt
Add a safety feature to the crystyl crusher's alt attack
Make it so that the attack is toggleable by something along the lines of right-clicking 3 times first, then using the attack, then also right-clicking it 3 times again to disable the alt-attack.
Reason: Crystyl Crusher's alt attack is a very dangerous feature and has caused many accidential base destructions.
Fix "The Transformer's" Tooltip
As of now, the Transformer's Tooltip says "elctrical."
I would recommend changing it to "electrical" rather than "elctrical."
For the slime god, make it so the slime which represents the world evil has more health than the other. It's a small change, but I think that it would just make more sense.
Prevent Hive Blobs from shooting projectiles while Hive Mind is in Phase 2.
I feel like the phase 2 fight is already hectic enough. I don't see a need for nigh-invisible projectiles threatening to snipe you from nowhere while dealing with Dank Hearts, Dank Creepers, Hive Mind himself, and other corruption enemies.
**Disallow Wiki Bot from embedding in channels other than #wiki-lookup **
This way, large walls of text won't form outside of that channel, but people can still bring up the wiki without it being distruptive. Alternatively, completely blocking wiki-bot on channels other than #wiki-lookup could also work, however there times where it would be more convenient to bring the bot up in conversation on one of the calamity topic channels than over to #wiki-lookup.
Move the fishing items from desert scourge and aquatic scourge to sulf sea enemies and make them drop more rarely.
It would encourage people to actually kill them and make the drops more balanced overall.
Add the Royal Gel to the recipe and effects of the Celestial Jewel.
Reason: I really like the Royal Gel effect, and am upset that it doesn't combine into anything in Calamity. Besides that, it wouldn't be overpowered because slimes at that point are just a nuisance rather than an actual threat.
Remove Slime King's Teleportation or Fix it to where it only happens to cheaters
So in my recent playthrough, I've noticed a huge flaw with the boss and that it sometimes likes to teleport randomly ontop of my character. Even though I'm in distance of the Slime King, It gets a unfair kill on me everytime it respawns on top of me. This makes it quite unfun as the Slime King boss is simple as 3 hops and then a giant Hop. I don't think I should be punished for no reason since I'm not fighting it from unreachable distance.
Make it so the judgement of blah heals you for everytime you deal true melee damage. (heal will only be 3 hp. Like the vampire teeth in tconfig exxo avalon)
Make an item that would:
Make the player completely invincible
BUT
Make all enemies drop nothing
Why? Such an item would be godsent when the player is trying to figure out boss movement patterns without having to die repedately to a boss (such as Yharon, Poltherghast, or even Slime God). Removing all drops would prevent anyone from cheesing/exploiting it.
Change the Rage Effect to Invincibility Frames instead of More Damage
Why? Right now, Rage is just a discount Adrenaline for non-bosses and stuff like that and because of this, it's kind of left behind in the dust. So instead of having bonus damage by being hit, Change the effect to Invincibility. This would have the player still have a chance of a comeback against Bosses AND you'd be able to facetank easier if you want to use it along with Adrenaline to Shred Bosses if you use it right. Though to prevent cheesing, Rage would be reset when a boss is spawned but Rage would be filled easier when a boss is aline
My take on Rage Rework:
Rage is not much of a use compared to Adrenaline due to the fact that it is really difficult to fill in the rage bar, especially in early game stages. This can be troublesome for Rev+ since the only thing that players would aim is Adrenaline and to sum things up, Rage is pretty much borderline useless in Armageddon playthroughs since Rage requires getting hit to be filled in(unless the players have prepared a full Rage bar before going to a boss battle but it can only be used once). And also the effects are not that satisfying...it’s just a plain damage boost and Rage could have done more than just boosting damage. So here’s my take on how Rage should be modified in order for it to be as reliable as Adrenaline:
-Nerf the damage slightly and Increase some DR to compensate
-Getting hit once when using Absolute Rage will instead give the player one final blow that deals twice the damage to their enemies instead of the effect neutralized instantly.
-Rage and Wrath potions should be able to fill part of the Rage meter as the potion names suggest it. Profaned Rage and Profaned Wrath potions should be able to do this too but they can fill in the bar at a higher portion.
-When the majority of the rage meter is filled , the player should be granted the Rage and Wrath buffs for a few minutes.
-the Rage bar should fill in according to the number of enemies present and this applies to bosses too but at a higher rate than normal enemies.
Add a special interaction between the Hammush and Fungal Symbiote
Why, exactly? As it is currently, using the two together only makes the mushrooms stack on top of each other. Although it isn't too problematic, it feels a bit disappointing that nothing interesting happens when you mix the two. So what I'd suggest is make one set of mushrooms shoot out further than the other.
Make SCal's weapons droppable in Normal mode rather than just Expert+
Why? I find it very unnecessary for the weapons from SCal to only be dropped in Expert+ worlds when you can already craft them on any difficulty.
Make that your proficiency can't lvl up higher than softcap
It seems strange, especially when you try to do nohit and one of the rules says that you must be at soft capped lvl
Add a way to disable/stop the slime rain event.
Reason: By the time the player gets to about post-golem, almost every slime enemy becomes a minor nuisance. The thing about the slime rain however, is that it is unaffected by the zen potion effects, which makes it a problem especially during building and bossfights. An alternative to this is to instead make slime rain susceptible to the zen potion's effects.
make every vanilla block explodable after its point in progression (e.g. chlorophyte after all 3 mech)
reason: its incredibly annoying to run into a group of non explodable blocks that you HAVE to mine with a pickaxe. for the most part, exploding blocks is much faster and more interesting.
make rocket 1,2,3,4 always available
reason: be honest if you ever need rockets you just stockpile them in a chest or two then use them as needed
there’s no difficulty in using a solar tablet right before night, buying a bunch of rocket 4s, then letting the solar eclipse finish. it’s only a nuisance.
Change the abyss shrine item.
Why: The abyss shrine contains the Terminus, the item that activates bossrush. Since bossrush is only fightable at endgame, and Yharon drops it, why not make a Pre-DoG ID locked acessory.
Make it so that Clonelamitas isn’t as boring as a dentist appointment where the dentist is a witch who is trying to use brimstone magic to send your teeth to hell for eternal suffering.
I don’t care about the poll.
The last time I killed Calamitas a week ago, I felt disappointed about how boring the fight was. It may or may not have something to do with the fact that Calamitas herself only uses two attacks (not including contact damage). She has:
-Lasers: The attack she uses a lot. Can be dodged by walking away from her and flying upwards. She uses this all the time so you kinda have to keep repeating that motion for only the entire fight.
-Exploding Fireballs: Explode. Can be dodged by seeing them and not touching them, which is pretty easy.
Then, there’s the brothers. They’re not too interesting. Catastrophe’s projectiles can hit the player if the player goes underneath him or goes onto the ground. Cataclysm is literally just spazmatism.
So, my request is to add more to Calamitas and her brothers. Give her and the brothers more attacks to make the fight less repetitive.
Add another way to obtain the Water Bolt.
Reason: As it stands right now, Water Bolt is a necessity in crafting one of the best weapons for mages in the game. However, its method of obtainment is rather wonky, as it spawns on Dungeon bookshelves, which means it spawns based purely on chance. This means you can have either a decent supply of Water Bolts...or have RedNG give you the big fat NO. Considering its importance later on, there should be a way of getting it that doesn’t rely on praying to worldgen. Such examples include making it a Wizard product, or making it crafted, like the example below. (Credits to Thomas for the recipe.)
• Spell Tome (1)
• Waterleaf (10)
• Water Candle (3)```
Make the message hinting at Astrum Deus more clear on how to spawn him.
Why this should be added: Since there's no good pointers to him, alot of people get confused able how to spawn Astrum Deus. This message could be changed to be along the lines of, "The Atlases of the star-bourne infection are imbued with a cosmic energy!". Any sort of message like this would work, this is simply an example.
Nerf the Darksun Mothrons SLIGHTY to make Farming for Darkson Fragments a bit more fair
Why? Simple. As of right now, Darksun Mothrons deal HEAVY damage along with SUPER speed. This would be okay. But the Mothrons despawn WAY too quick. Even when a mothron goes off-screen for only a second, they despawn. This really should be fixed becouse you're gonna have to farm these beasts around 20 times for only a decent amount of Darksun Fragments.
Make Mothrons spawn more often during the buffed eclipse. Max alive at once remains at one, however.
This makes the buffed eclipse more challenging and makes farming darksun fragments less of a pain. Everyone wins.
during the revengance mode king slime fight the crown jewel flies above the player so the crown jewel should be gone from the king slime sprite
ik this is kind of dumb but can the bricks on dungeon plantera be different colors corresponding with the dungeon's color
Item that will give huge amount of light in the void.
Reason? For pure fun and testing! I find the fact that you almost can't see anything in the void annoying and i gonna be honest lower abyss and the void are scary. the item that give a light in the void would be super helpfull for example for simple testing or for someone that is scared of deep oceans (like me). If there already is item like that then sorry but i tried going there with infinite light from OP rainbow sword mod, light hack set on 100%, and few other accesories that are supposed to give huge ammount of light and it still was as dark as always.
Rev+ Skeletron Prime seems to be way harder than the other mechanical bosses.
I was able to kill the destroyer and the twins with my normal gear and it was still a challenge, but Skeletron prime destroyed me. First I ran out of time and then it brought in another new attack that killed me after a long fight. I was only able to kill him once I got the SHPC. I think he should be nerfed.
This is just a little idea I had a while back.
Give some bosses a weakness or a special reaction to certain weapons. The weakness wouldn't be too big (like doing double damage) but it should do something noticeable.
For example, using a fire weapon against Cryogen would make it do like 1.0005x more damage but would also make Cryogen spin a little bit, or maybe make it smaller. Another example would be, if a player used an ice weapon against Leviathan, all of its water attacks would turn into ice ones.
Again, the weaknesses/special reactions wouldn't be game-changing, but should be more of a fun easter egg.
A little change to Yharon.
When you get him to 10% health and he deems you unworthy, change things so next day would be guaranteed to be Solar Eclipse.
Why not current day? Imagine getting him to that low health at 6:55 PM. Happened to me as well.
Why at all? Two reasons. First one is rather obvious. You get the message, but in the end if you did not prepare enough you will spend next 20+ minutes with Battle/Zerg potion in Golem room farming for those pesky fragments of Solar Tablet.
Second one: It would be actually cool and might be lore-wise. Yharim wants the player to become "a worthy opponent", so it would make some sense that he would change next day to Solar Eclipse, just for the sole purpose of powering the player up. It's just a thought.
Make the omega blue armor have a debuff telling you abyssal madness is on cooldown.
Every other armor past providence has a debuff telling you how long you have til' the armor's buff recharges(survive hit w/ godslayer)
Had thought about this a handful of times in the past but I think it might improve the playing experience to introduce methods of resummoning minibosses using an item [See: Sandstorm's Core] or some other special methods. [Means of increasing miniboss summons w/o regular enemies, or Deus/ritual style summoning criteria]
Currently the meta for farming minibosses involves Zerg spamming so they're forced to exist without any wait, but this often muddies the experience with needless riffraff taking up all the space around you and making the fights only half about fighting the miniboss. The other half being just keeping away from all the other enemies Zerg spawns.
Incorporating summons for other minibosses, especially ones with rare drops like Cnidrions and Reaver Sharks, would incentivize players to fight them as intended and without necessitating Zerg as much. It would also make the grind slightly less extensive for obtaining certain drops, though that's a bit more contentious.
Change the toxic bubble color from the sulfuric sea to match the new color of the sufluric seawater. (End the pisswater memes for real)
Significantly lower the spawn rates in the 4th layer of the abyss, but increase stats of the enemies to compensate.
The atmosphere and song of the depths of the abyss seem to incite a feeling of loneliness and solitude, while the actual gameplay down there mostly consists of fighting multiple minibosses at all times. This change could more closely link the atmosphere with the gameplay while still keeping the game balanced.
Change the Super Dummy item so when you directly left mouse an existing super dummy, it increases the defense in intervals of 10 and goes back to 0 at, say, 200 defense or something. Also change the name to reflect the defense when you hover over it.
This is pretty much so I don’t have to go fight something with defense to see how good my P90 actually is. (An edit of a previous suggestion that is now lost to the void.)
Make Yharon Soul Fragments float like Souls and Essence items do.
I am really unsure why they don't right now...
Make Moss Hornets drop stingers.
I don't understand why they don't already drop stingers.
Make an Armor Set similar to Auric Tesla but with Bars of Life.
It would be really cool to have an armor set made up of the Daedalus, Reaver and Ataxia Armor similar to that of Auric Tesla
Reduce Sea Prism selling price from 10 silver to anywhere between 10 copper to 1 silver.
Reason: There's GIGANTIC chunks of Sea Prism in sunken sea. And by gigantic I mean ~1000 pieces of it that can be safely blown up straight after killing Desert Scourge. And they're not even that useful either.
An item that prevents aquatic scourge and leviathan from spawning (or making the lore items for ocean and Sulphur sea do so)
because of the fact that you can still encounter both bosses pre-hardmode it can be incredibly hard to grind in the ocean especially with things that incease spawn rates, and the same is for when you are just strong enough or not strong enough in hardmode. annother reason is that when these bosses are alive it prevents other enemies from spawning.
Statues
Statues of calamity enemies that work exactly the same as Slime Statue, Shark Statues etc.
It would add tons of more capabilities
Move Zerg and Zen potions to a stage later in the game and, in their absence, introduce a progression line of spawnrate based potions.
Zerg and Zen are invaluable utility introduced by Calamity and are some of the most powerful items in the game -- and you get them after Skeletron. I know grinding is relevant at all stages of the game and tedious, and the underground jungle can be frustrating, but upping the power of prior spawnrate potions 20 fold is an extreme and overkill solution to the problem.
Even more than that issue, however, is how crippling Zerg in particular is for the design space of Calamity. Many clever or interesting propositions to the mod can immediately and wholly be shot down with the iconic "just use zerg" and never see the light of day. Zerg is an extreme solution to a ton of problems and does way too much for a single item. Zen, to the contrary, completely and entirely removes nearly all environmental threats and drives the world silent.
Items this strong should be reserved for much later in the game. To compensate for their disappearances, adding new potions that scale with progression would achieve a greater sense of growth for the player without entirely taxing them through grinding or otherwise.
Make the BOHLDOHR have a purpose
Suggestions: Exclusive weapons, Exclusive material, more coins, or whatever you can think of.
Why? As of now, the BOHLDOHR has nothing to it, as it's only drop is 3 Gold Coins. As most rare enemies have something to make them worth killing.
Slow down the Perforator Hive’s fire rate or reduce the amount of projectiles shot, while a worm is alive.
The worms are fast, dangerous, and will pretty much always reach you. Combined with the tight rains from the Hive itself, you’re stuck with either running in one direction or tanking everything. This change should make the fight much more fair.
Shattered Sun's Dust Size On impact of any mobs
This is to reduce lag, majority of the fights in normal and in mod game often are found in hoards or waves, multiple bosses to have this issue with to many projectiles on 1 screen + dust effects, reducing the square dust clutter on impact could solve this issue.
Angry Dog Drops: Make the Angry Doggo drop Essence of Eleum after Cryogen has been defeated, so that the buff to it isn't so random.
Cryon Drops: Drops the Frost Barrier instead of the Ice Clasper dropping it, so both the Cryon and Ice clasper have unique drops
Buff/Change both Turtle and Beetle Armor
Why they should be buffed/changed: Both of these armor are basically usless as Turtle Shells take forever to grind and is only good for a single boss, and Beetle Armor is just usless in general since Ataxia Armor better than it and, once again, easier to get. Perhaps boost the defence of both armor by a good amount, or have them give you DR. Perhaps they could also lose the melee bonuses for in general bonuses and make them in genetal damage bonuses to make them like Mollusk Armor, a multiclass tank set.
Rot/tooth balls price are a bit too high and should definitely be lowered to probably around 50 copper because at the current moment, in expert mode the maximum amount of money you can get from one perferator/hive mind is 8 platinum if you craft all the blood samples/true shadow scales into them.
Remove Burnout from Revengence Adrenaline
Currently on revengence, a fully burnt out adrenaline charge increases your damage by only 50% or so, meanwhile a fully burnt out adrenaline charge on death mode increases your damage by approximately 160%. Taking into consideration that a fully charged revengence adrenaline will boost damage by 150%, this means that a death mode adrenaline that’s been fully burnt out will give a greater boost than revengence’s maximum power. The original intention for adrenaline burnout was to prevent phase skipping, however, phase skipping as easily as death mode with revengence adrenaline was never really feasible in the first place. Revengence takes heavy punishment for burnout at the same risk as death mode, and burnout is especially difficult to avoid for later bosses with high defense or immunity phases (Moon lord, providence, yharon, scal), which puts revengence at an even bigger disadvantage. If burnout is removed for only revengence mode adrenaline, it will still provide less benefits than a burnt out death mode adrenaline, but be easier to control, and to not have to deal with a really weak boost for how tricky it can be to build up. Even when combining with rage’s burnout override, the chances of that happening normally are very slim without spending a lot of time to build rage before a fight.
Tone down the chlorophyte bullet particles. Literally unusable with some weapons without making my PC scream. I didn't even know it had a mouth until now.
Shrines are made bigger in size and multiple of them can spawn in the same biome
To make shrine items less grindy for dedicated hunters and hunting Luxor's/Tundra Leash in general is a pain. It's almost like finding a needle in a haystack.
Calamitas Boss rework
Of course, after attempting to alleviate the plight of players who get a zombie-pigmanlike swarm of starborne worms trying to dissect them for anatomy class, why would I not go on a revamp of Clonelamitas? The boss is clearly just a reworked Retinazer, and its concept isn't very original as a result. Given that in the lore, the clones of Calamitas were made as, well, clones, it doesn't make much sense that the clone has entirely different, out-of-whack attacks and AI from the real thing.
** - Rework her attacks to be less Retinazer-like, and do the same for the brothers**. Preferably some sort of inspiration from the Scal fight would be welcome, like how Scal has homing gigablast projectiles that explode into brimstone darts.
- If it's not already a thing, have Clonelamitas' defense and attack speed increase with each phase.
** - Have the life seekers actually heal the clone, come on its in their name.** What's the point of calling them life seekers if they don't even heal the clone?
** - Make the brothers stay closer/further from the player than the clone does.** This would probs add a bit more character to the fight, by having one brother be able to stay further/closer to the player. (It's also a thing in the Scal fight too.)
Expert mode: Calamitas gains 90% DR when her brothers or Soul Seekers are alive.
Revengeance: She attacks more aggressively and is invincible during the brother/soul seeker phases.
Death: Calamitas' attacks deal more damage and inflict Brimstone Flames for longer. Life seekers will heal her faster, and all homing projectiles can home in better.
Give Plantera and Polterghast resistance to true melee weapons
As of today, both fights can be stalled at p1 very easily until adrenaline is ready, Plant can be decimated with either the SubShocker or the Fetid (no), and although the same thing could be done on Polter, the available weapons just won't cut it (no pun intended) before Polter noms you completely.
That would have been the case if it just hadn't happened for 2 of the 4 best armors for true memeing to be available around this stage, the first one being Tarragon armor, what's the set bonus you ask?, well, it's really simple, you gain extra life regen sometimes when hit, obviously this absolute unit of a set bonus will change the tide and trivialize the fight if you do the adren-build strategy (refer to: first paragraph).
It also kinda gives you 75% fucking DR on the press of a button, probably, i don't know.
But after you meme Polter one time, what's next? You obviously won't change armor to farm it since Tarragon is obviously the perfect armor for Polter.
Except for the fact Bloodflare's Blood Frenzy just, exists, giving you a decent a amount some fancy Damage Reduction (Dee arr) and guess what, extra melee stats.
TL;DR Plant and PolPol too ez with true memes, help
Add a new upgrade to the Dangersense Potion that also highlights all hostile projectiles.
This new potion upgrade would not only highlight traps, it would also highlight all enemy projectiles shot (Queen Bee stingers, SCal projectiles, anything) in the same way. It would help players see the hostile projectiles better at a dark place, and it shouldn’t be OP. This potion would replace the Dangersense potion in the Potion of Omniscience recipe.
Just a small server suggestion.
Why not have the nohit roles set-up like so?
Defiled Soul
Dead Inside
Untouchable
Hollow
Defiled Soul
Dead Inside
Untouchable
This way nohitters can have whichever role they choose as their highest, therefore they can be any colour they want.
Probably via asking a mod, just like renaming.
That's all folks. 
Suggestion: Change the death message when Armageddon is active
Because it's somehow being annoying to me when my leg mix up with my head all the time.
Some quotes for example:
Player name get burned by the doom flame.
Player name is judged for hell.
Player name didn't survive the Armageddon.
PS: I don'now if it's already suggested by someone else or if there will be technical problem doing this. It's just something popped in my brain while playing ;D
probably been said before, but visible evidence of Raider's Talisman stacks, because it says about stacks in the item description so maybe have it appear in the buff slot? Because i want to be able to prepare for big boss fights as fully prepared as possble and knowing that im acheiving the full 25% boost would be amazing.
Emotes.
We have 150 slots so we might as well just make use of them.
Suggestions are a variant of :bruh: :ech: and/or :pog:
They're pretty popular and used often.
While we're at Candle tweaks, how about we make it so that the Chaos/Tranquility Candles, the Drunk Princess's Candles, and the Corruption/Crimson Effigies apply their respective buffs constantly, rather than with a speedy refresh rate?
As it is now the refresh is dependent on FPS so if you lag hard enough there will be gaps between the buff running down and it re-applying itself, leading to enemies spawning on off frames or health flickering up and down.
Edit: This is already done by Campfires, Heart Lanterns, Sunflowers, and so on.
Small buff to Amidas' Pendant. It currently feels very underwhelming and like a waste of a slot, especially for a rev+ item. Something like frostburn or crush depth debuff on hit to make it's 'combat' attribute worth while. (I'm aware it's useful for spelunking, but there are other and better ways for that purpose, leaving the pendant niche at best)
Add achievements. (https://forums.terraria.org/index.php?threads/83635/)
Why?
This would add way more fun to Calamity and people who finished the mod would still have stuff to do depending on the achievements. I sure that this will add more fun and an adventurous feel to Calamity
Dev Note
Remember you can add a weak or strong reference.
Brain of Confusion rework.
Why?
In its current state it is utterly useless accessory. In most situations, it doesn't give any advantage even when triggered. Also not helping that fact, that lot of mobs are totally immune to Confusion. Comparing it to its counterpart (Worm Scarf), which even nerfed still does much better job at saving character's life.
There might be some ways of making it better. Like....
- Make it project weak/low range confusion aura around the player.
- Give it a 10% chance to reverse enemy melee attack back to enemy, not hitting the player. Ofc, excluding bosses. (Might sound OP, but solid 10% DR of Worm Scarf is still good).
- Make confusion work to all non-boss enemies. For those whose movement can't be affected, lower their damage a little while they are debuffed.
Add Exodium Slimes that spawn in sky island/planetoid height, and remove their crafting recipe as a result.
Exodium Cluster is currently the only ore that doesnt have a slime counterpart, and it's good to be consistent. And since they'd be renewable this way, their crafting recipe doesnt need to exist anymore.
EDIT: Apparently the wiki lied and Auric ore also doesnt have a slime counterpart. It also isnt already renewable like exodium clusters are, so an Auric Slime is probably a more important thing to add.
Make profaned rock faster to mine
Reason: Everyone hates mining the 80 some profaned rock after killing providence since it takes almost as long as the fight itself with a gallant pickaxe.
Make Hive Mind and the Perforator Hive drop the Aero Stone instead of the Desert Scourge
At this point this is really just a relic of the past and doesnt make much sense in the actual context now that aerialite is unlocked by Perforators and Hive Mind
Its very unintuitive, if youre a new player, you go through the game, want to make Heart of the elements, want to kill Perforators and Hive Mind since thats the most logical connection you can make to get aero stone, these unlock aerialite so it makes sense , then if you didnt look at wiki or asked, you may end up killing 100 perfs or hive minds since you never knew DS dropped it
So, im gonna show my TRUE suggestion (ba dum psst)
Make Cryo Slimes spawn only in underground snow biome.
Right now, they spawn anywhere underground, rather than just the underground snow biome, which doesn't really fit them well.
Nerf the amount of cryonic ores the Cryo Slime drops
Cryo Slimes drop a bit too much cryonic ores, deeming mining a bit redundant. Reducing the amount of ores it drops should make mining them more relevant.
Make herbs drop 5 times more ingredients and or speed them in growth greatly
vanilla farming (the literal kind) sucks, you have to wait days on some plants to yield enough for one or two potions, add that to the fact that calamity improves on adding higher difficulty, and you got yourself half or more the players using some kind of potion seller mod. Calamity already speeded up vastly the process of fishing giving accesories that could stack up to 400 fishing power in the very first boss of the mod, so why not do the same on this overlooked aspect of the game, that way planters and having farms would be a regular thing
Make Calamity Bars Placeable
Seriously, I ended up crafting 15 more victide bars than I needed for my Rouge playthrough, and now I want to do something with them. I think this has probably been suggested before, but I'm gonna post anyways.
Make Supreme Catastrophe and Supreme Cataclysm swap sides on a timer during the Supreme Calamitas brothers phase.
It'd make the fight more interesting and give you a chance to hit them with melee weapons, making the fight - and therefore the entire game as it's the only fight in the game right now like this - possible on a true melee challenge run, even if it'd be very difficult, as you could hit them as they pass by you to swap sides.
Make Armageddon drop x6 times the items instead of 6 bags. Or make arma bosses drop a special bag that drops 6 times more the items
This isnt much of an annoyance, but something that can be "cooler" if you place it on those words idk
Dropping 6 times the items in a single bag rather than 6 bags in armageddon imo sounds a lot more fun to do and managable when farming for stuff
Make an alert that Armageddon is still active when a boss is killed and Armageddon is still active
Or just make an alert to say that Armageddon is still active
I think it would be great, because a lot of people are wasting time when they forget that Armageddon is still active and fighting a boss that they do not want to fight in Armageddon for x reason
On today's episode of things I could probably implement myself but either don't care to, am too busy with other things to, or want to see in the main mod:
Swap the functionalities of Gravitation Potions and the Gravity Globe, allowing the Globe to flip mid-air while forcing the Potion's effect to only work on a tangible surface.
❔
Explain to me again why a pre-boss potion can do what a post-ML Expert-exclusive accessory is supposed to do and can do it better. Go on, I'll wait. 
Would make Grav Globe somewhat relevant, especially combined with the ML lore boost, and would prevent Gravitation Potions from being the end-all be-all for finding Floating Islands or memeing on Mechanical Bosses and other opponents.
So how do we nerf Burden Breaker?
Easy.
Make it a minecart.
Burden Breaker would work perfectly as a minecart that gains speed exponentially. Since you're on a minecart, you actually have to put effort into making railroad systems instead of just walking, and you could also try your luck at jumping with a high speed and see where you end up (and it's even way harder to recover from this if you end up somewhere you dont want to be.) Also Calamity is severely lacking in the Minecart area, so this also would fill that void.
Either replace the bonus slots from the Profaned Soul Artifact set bonus buff with something else or make it so that the bonus slots aren’t removed when hit. It’s just a hassle having to resummon things after getting hit, especially when you have to avoid summoning something too many times because it’ll override a different minion.
A QoL change: make Blood Moon buff the Crimson and Corruption for the duration of the event.
What changes? Make every monster of the theme have much higher speed, knockback resistance, damage and make every one of them have additional 50% damage reduction. (Possibly add new attacks, like Eaters of Souls shooting vile spits at player in pre-HM) Make it also possible, so HM monsters of said themes could spawn in pre-HM, but not drop any loot.
Why? It would be kind of lore wise, considering that during Blood Moon water literally turns blood red, and blood related enemies start spawning. It would make sense that Crimson would be buffed by this. Corruption should be buffed as well for balancing reasons (so Crimson worlds would not suddenly become ridiculously difficult).
Give Frost Armor a permanent Warmth Potion effect.
Currently Frost Armor has universally lower stats compared to Adamantite Armor, and the Frostburn effect doesn't make up for the lost stats. Adding the Warmth Potion effect would make the set bonus be worth the loss in stats, especially since it would help against the Cryogen fight.
Give Turtle Armor Damage Reduction.
Turtle Armor, as it is, sacrifices movement and attack stats for increased defense and the thorns effect. Neither of the benefits are worth the sacrifices honestly, but giving the armor Damage Reduction would give it a unique characteristic that fits it's theme, and also could make it a worthy replacement for Hallowed/Chlorophyte Armor.
When you hover your mouse towards the Astral Chest before Aureus is defeated, show the map icon of Astrum Aureus instead of the chest icon itself
Why? Because new players may not know that the biome chest Calamity adds requires a boss to be defeated instead of the usual key stuff. So, by adding this, everyone can understand the requirements to unlock Astral Chest. After Aureus is defeated, the chest icon should show up so it will indicate that the chest can be opened.
Armor Sets with a minion bonus should be able to be crafted into a Pet Item
Why?
Armor can be used quite often for certain progression points, but rather quickly discarded after picking up brand new armor for progression. Some players may enjoy certain Armor Set bonus minions, such as the Stardust Guardian or one of the many minion bonuses that are shown from Calamity's list of Summoner gear. Some players can get attached to some of the minions due to their design or style, and may not want to exactly switch off of that armor set for favoring that minion.
Being able to craft a pet for a minion that was made from a set bonus should be a fair route for players who want to have the choice to be able to keep that minion as a pet, and as a separate extra use for the deprecated armor.
Any alternate routes for making a Pet?
Sure! If the idea of using the armor as materials is too rough for other various purposes(one massive one being making the high-end armor in Calamity's armor crafting chain), then why not make use of the materials that makes said armor and add a new recipe from those materials and make a pet out of them instead of the armor? This obviously goes for any armor set that spawns a Minion from the set bonus.
Example...
1st option: I want to have a Stardust Guardian pet, but I have no use for the Stardust Armor Set after Providence, though I want to be able to have the minion as a pet itself... Maybe use the armor as materials at a "Bewitching Table" + "Ancient Manipulator"/"Crystal Ball"?
2nd option: Same thing as above... However make use of the Stardust Fragments and the Luminite Bars at an "Ancient Manipulator" or maybe the same station combos mentioned above?
Have either option to have the minion as a pet, but give the player another option for using materials to have the Set Bonus minions, as a pet.
Give Shrines their own unique chest types, and give them extreme priority on the metal detector.
Why? It would make shrines easier to locate across medium or large worlds and would generally help prevent people from having to search for shrines for extended periods of time.
Corrupt/Crimson Effigy at Evil Islands: Since the player can only ever get 1 effigy due to there being only 1 world evil, the player isn't able to get the Alternate World Evils Effigy. I'd suggest that a second, very small island spawns next to the Evil Island which houses the Alternate Evil Islands shrine which can contain the Effigy OR have the effigy itself spawn on this smaller island.
Sun Bat Biome Change: Move the Sun Bat to the Space Biome/Layer, as it's literally a SUN Bat. Also, it resembles the Sunskater in it's palette, it's infliction of Holy Flames onto the player as well as dropping Essence of Sunlight.
Remove random stat boost from Music Box
You get this item at the start of a game, and it's supposed to be a vanity. But it gives you stats sometimes. I started a new playthrough and got a warding one. It makes me use it, but I don't really like the music. You can say that if you dont like it - dont use it! But when you get a good stat boost you just cant throw it away. And why does it give stats in the first place? Its a music box...
I would like to make a suggestion of brick/slab variants of the new blocks added. I found it weird that some of the new blcoks, such as astral stone/sand/dirt, didn't have some form of refined version to use for building.
Make fall damage immunity from wings function properly with mounts: It's kind of weird how even with wings you take fall damage on the slime mount. The only way to negate this is by using the lucky horseshoe or one of its variants. It's a minor complaint but I think having wings should remove all forms of fall damage.
Make the burden breaker craftable again.
It's a very useful mobility item and I just don't understand why the current method of obtaining it was implemented. It doesn't help with combat anyway, it's just a quality of life kind of thing. Right now, I just cheat it in once I would be able to craft it in the older versions.
Add an option to revert the changes to vanilla items. Why? well three reasons. 1 cross mod balance most of the time with the vanilla item changes it often makes vanilla items unbalanced with other mod content and can harm your experience if you play calamity with other mods . 2 adds another difficulty for the player to overcome (at least till moon lord) a vanilla only (referring to weapon dmg/def of items) moon lord calamity death mode playthrough would be really difficult and fun to attempt, and there's a 3rd reason which is more of a personal one but i just love the quality of life improvements calamity adds and would prefer to do a vanilla playthrough with just those active sometimes it can also help players to decide how they want to play with the mod
New pre-ML Rogue-themed fragment. This would be a red-colored fragment, and it would NOT drop from its own pillar. Think about it, if 5 pillars were evenly distributed, where would one of the pillars be? Exactly. It would be at the default spawnpoint, which is where almost every player makes their base. Nobody would want celestial invaders fucking destroying their NPCs. Anyways, these fragments would drop in small amounts from all of the 4 celestial pillars, and they would make 2 different rogue weapons (not gonna go further into details on what the weapons should be, cause nobody cares about detailed weapon suggestions), just like how the other fragments make 2 weapons of their respective class.
Add a chance for post-Yharon Eclipse enemies to drop Darksun Fragments
As it stands, current Darksun farming is solely trying to filter Mothrons out of the swarm that has no purpose but distraction and a few coins. Ideally, the enemies should receive unique drops, but a passable solution would be to make them an alternate source of Darksun Fragments. The chance should be slim enough to keep Mothrons as the main source of material, but it would still help a lot with making Eclipse a bit varied in approach.
Now you could either: focus on murdering tons of weaker enemies, exclusively snipe Mothrons, or handle both types simultaneously
If the total Darksun Fragment income would seem excessive after that buff, shouldn't be a big trouble to reduce current Mothron drop amount a bit
Make the probes spawned by Skeletron Prime deal no contact damage for 1-2 seconds after they spawned
Reason: they can spawn right next to or inside of you
Move all of Desert Scourge's fishing related drops to Aquatic Scourge, but completely remove the cooldown on angler quests.
Because giving the player access to 9/10ths of what's needed to completely break and invalidate most of phm right off the bat is pretty awful, and completely discourages ever actually mining.
Add a config option to toggle the new Jungle Temple generation
Completely removing and replacing something from vanilla, especially related to generation, can be disastrous for any cross-mod compatibility. I thought we learned that from the increased world height that was reverted. Since this isn't as big but can still cause some problems, I propose a config option that's true by default that enables or disables this new jungle temple generation.
Buff Abyssal Tome Damage from 30 to something that would make it viable even outside the WoF fight.
Right now, Abyssal Tome to me seems like a hungry-killer-robot. It seems like that’s the only prominent use it has going for it, despite its most recent change. Outside of killing hungries, Eldritch Tome and Carnage/Night’s Ray seem a little better for the fight in terms of DPS (maybe Abyssal tome pars with the rays but I’ll have to test that). However, outside of WoF, Eldritch tome still shreds enemies, and you get weapons like lazinator that are pretty good. I was easily able to rush relic of ruin thanks to eldritch tome, which meant game over for Abyssal Tome. Basically speaking, Abyssal Tome loses viability at the beginning of hardmode, which I believe can be changed with a damage buff.
Reduce the durability of Profaned Rock a bit.
Providence spawns a ton of the stuff every time she's killed, littering arenas.
Even with Blossom pickaxe + Ambrosial ampoule + mining potion it takes a really long time to get rid off, especially compered to Uelibloom ore for example.
Change Flesh Totem to not have a cooldown and to instead be a percentage-based chance.
Replace it with a 25% chance for contact damage to be reduced by 20%. This gives it a chance to proc more often for the same overall damage reduction but also makes it not completely useless for the other 19 seconds.
Make more weapons/items that inflict the Oiled debuff
When i first heard about this debuff i felt in love with it, "wow a debuff that amplifies the damage from other debuffs that do damage over time, that can have so many interesting synergies"
... Then i realized literally one weapon inflicts this debuff, and its an old's one army sentry at that, aka thats its very much not really given attention or relevance due to the fact old one army is ignored by many
Im not asking for any weapons at a specific tier or anything, hell it could even be an accesory, i would just love if this debuff got a little bit more of love.
make the deep sea dumbells not work with the luxors gift, it deals like 25000 damage and is just stupidly op
A rare crate (1-500) for each biome that contains each respective biomes shrine item
As for me, the shrine items while really good are just not worth the effort of scouring the world for and is incredibly annoying for multiplayer and iirc each world only contains 1 of each type of shrine
Make the mechworm move faster (and make it not break my game)
Why: Yharon is incredibly frustrating as summoner when he just dashes well away from every one of my summons. With a faster mechworm, yharon would be more tolerable as summoner.
Give more significance to the Sunken Seas post moon lord. Reason being that it's one of the biomes added by calamity yet has absolutely no significance after getting Amidias, sea prisms and the one hard mode item you get from the big clam.
add a post-moonlord minecart that can be obtained by beating each sentinel which give a piece of it, similar to the mech-bosses, not really significant but a cool idea.
Make the guide display buffs / de buffs when looking at a recipe. See Undines retribution has a serious debuff of 400 health per second on no armor mobs and it would be nice to see that rather that inflicts X debuff with no stats. Makes it easier for stat nerds 🤓
Inspired by Shucks suggestion, there needs to be and expansion on the whole oil thing, which I have an idea for.
Have there be little pools of oil buried beneath sulphurous sand.
You could get buckets of oil by using a bucket to collect the substance (idk what the physics/properties would be), and these buckets could be used for a buff potion and/or flask, some oil-style golden shower weapon, accessorie(s), and other weapons.
I don't have a good estimate on the difficulty of making a liquid, especially in pools under the sulphurous sand, but as Shucks said, the "Oiled" debuff really is interesting and deserves an expansion. It would be an asset for every class. It doesn't have to be precisely this idea either, but some decent method of expanding the whole concept is the goal.
Make Signus and the Storm Weaver drop more items.
So, here's the problem:
Signus and Storm Weaver only drop weapons, their respective lore, trophies and Super Healing Potions.
For example, a Rogue or Melee weapon for Storm Weaver, and a Mage weapon for Signus.
They should also drop accessories, just how Ceaseless Void does, or vanity items like Storm Weaver's armor and Signus' cloak, cape or whatever you call it.
Make WoF disappear after death.
PLEASE
I have to wait like 4 minutes before my next attempt, it's annoying...
Change how Death Mode random spawns work a bit
I dont know how it exactly works but at the moment in early hardmode when its nighttime at the surface and something is approaching, its always the Destroyer (thats what I experienced at least)
The following would make a bit more sense in my opinion:
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Let the Twins spawn instead of Destroyer, as soon as Twins are dead Destroyer, then Skeletron Prime, then Calamitas since thats the default progression
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or spawn a random one out of these 4
Rename Fabsol's Vodka to Cirrus' Vodka.
Why? I know Cirrus is supposed to represent Fabsol in the mod (according to the wiki), but Fabsol is not the same name as Cirrus. Plus, the fact that this vodka attracts Cirrus, so it totally makes sense for the names of both the vodka and the NPC to be the same for convenience (especially for new players). Speaking of which, you could also add the fact that it attracts Cirrus in the tooltip instead (or do both) if you desire.
Let Imps from the Imp Staff have slighty homing projectiles
Why? Simple. One, They shoot really slow and two, they barely hit its target. It's simply a bit unfair seeing how long bosses take as summoner pre-HM in general.
Buff the Soul of Cryogen.
After the new update that made vanilla/calamity wings give unique bonuses, the Soul of Cryogen is weaker than most of the wings available around its period.
Here are some comparisons(combat wise):
It is considerably worse than demon wings(10% crit and damage) while having the same wing time and mobility;
Butterfly wings is better for mages(+50 mana, 5% decreased mana usage, 10% increased magic damage and 5% increased magic critical strike chance) with higher mobility and wing time;
Bat wings are also better overall(10% increased movement speed and 100% increased jump speed, +20 defense, 15% increased damage, 7% increased critical strike chance and 10% increased movement speed at night), as the bonus given at night will be triggered when fighting against mech bosses and calamitas clone.It also has higher mobility;
Flame wings are better for melee characters(10% increased melee damage and 5% increased melee critical strike chance), and frost wings benefit both ranged and melee(7% increased melee and ranged damage and 3% increased melee and ranged critical strike chance while wearing Frost Armor) whilst also having highest mobility for the period;
Starlight wings have the second best mobility, and also gives a good bonus(5% increased damage and critical strike chance while wearing the Daedalus Armor), which is probably what you are wearing at the time after Cryogen;
The only advantages Soul of Cryogen have over the other wings is 5% pick speed, which is barely noticable, and the frostburn debuff with melee attacks, which at most adds few points of dps not considering most enemies and bosses are immune against it.
Overall, it really deserve a big buff.
Change the mechanics of Adrenaline.
What I mean by this: Yes keep the same thing that it always does, boost damage after not taking damage for a while. What I want to see changed is when your fighting a boss with multiple phases/duplicates of themselves (Hive Mind, Profaned Guardians, Calamitis, Golem, Slime God, etc.) and you kill one "boss segment" of the boss, Adrenaline resets, even without taking damage. Making it so you have to wait however long it'll take for you to get it back. I don't know if there's a way to focus the Adrenaline counter on one specific part of a boss to make sure it doesn't reset without taking damage.
Just some food for thought, found it in my playthroughs recently and it's been kinda bugging me :/
Give the rogue Wulfrum armor the ability to charge rogue stealth
...Come on. It's a rogue armor and the first set of rogue weapons you get requires rogue stealth. Sure, you could skip to victide, but literally every other rogue armor gives stealth. Why not Wulfrum?
Similarly to Revengeance, make an item that you can make for free at a Demon altar that toggles Expert Mode
Make enraged bosses do an indicator to let the players know it got enraged, like a roar sound or a red screen tint
Many new players enter here just to complain about bosses being impossible to beat when they are unknowingly fighting them enraged, as there are no ingame signs of that until you look it up on the wiki
Make an item to disable perforator/hive cysts from spawning
Why: I continually have cysts spawning in my afk farms, halting my progress for the rest of the night.
Buff Fungal Carapace's lingering spore duration
This accessory is quite weak on its own. I got it during pre-hardmode when I made a surface mushroom biome and accidentally killed some Anomura Fungi, so decided to try and see if it had at least some value in pre-hardmode. The spores are powerful for pre-HM but there are very little and they despawn quickly, so it's very rare to hit anything and ends up being mediocre. Using this item in hardmode doesn't even cross my mind unless it's for crafting The Absorber. Therefore, I think a buff could make the item more interesting.
I think that either more spores or longer spore duration would at least make the item worth using in pre-HM while not breaking The Absorber.
Make the Hampick's hammer tool only work with right click
The Hampick is probably the most annoying tool to use, and it's actually a shame since the only decently fast hammer you have at that point besides that is the Pwnhammer, and between these there's a decently sized leap in hammer speed, but the erratic aim between tile/wall makes it almost useless when trying to specifically hammer
I hate the new Zerg Potion/ Chaos Candle
Those two made things easier to farm, but also easier to die (and I'm playing on normal), and I thought was a really cool feature... They don't necessarily need to "return to normal", but I'd still like them to have a 3x or 4x spawn rate bonus. Seriously, +1400% to +50% is a really drastic reduction... Both items are practically useless at their current state, which really disappoints me.
Bullets/Arrows for more stuff n’ things! ...And preferrably more rockets!
Don’t get me wrong- the current ammo gallery is pretty fun- but it could use a bit more filling. Plus, there’s a TON of items in desperate need of more crafting options! Here’s some examples for what some could be like:
•An arrow with some kinda daybreak-esque sticking effect
•A bullet that calculates DR differently
•Just plain something for a rocket
Reason: It’d help to keep certain materials relevant, and to give range players a more customized loadout for their niches.
Add more Rogue and Summoner armor that is easily accessible without having to rely on Calamity armor or having to go out of your way to get equal footing
Example: Add Hallowed Helmets for Summoner and Rogue maybe, same with the HM ores. I find it annoying that I have to either rely on Calamity completely (Rogue) or having to go and make items such as Tiki and Spooky armor as Summoner.
Hi there.
hopefully this is non-specific enough
It's obvious that the zerg/zen nerf has left a lot of people feeling disappointed, however I propose a solution that doesn't touch water candles, battle potions, or zerg potions.
The meta of grinding set by zerg and the extreme fall in the patience of the community because of how brokenly strong zerg was can hopefully be repaired.
However the current mind-numbing nature of grinding in terraria isn't going to be fixed with a zerg nerf, and especially with certain materials, the zerg nerf has removed enjoyment.
This difference is like night and day, going from 30x to +60% is like comparing a bullet to a bicycle, except I'm not going to suggest to buff zerg.
Instead there's another item that I think would work, one that can help with grinding and hopefully engage the player, The Demon Trophy.
This suggestion would make it that after WoF is deleted you can now place the demon trophy anywhere, and with certain arena requirements fulfilled, right click it to bring up a menu of enemies.
This list could have stuff like enemies you've killed with potential "research weapons", or enemies you've killed a certain amount of times, etc.
What matters is the list, you could then pay money or resources to start a rush of the enemy/enemies you want, with them spawning at a heightened rate for a certain period of time.
Having it still work with zerg and so on would be the optimal outcome here.
Rarer enemies would probably still have a lower chance to spawn even with the trophy boost so it's not broken, and If needed drop rates could be messed with, or enemy ai made harder, but in essence it's a way to spawn the enemies you want to fight.
Why?
Somewhat obvious, an engaging but also time-saving way to grind specific items that doesn't bring back an incredibly unbalanced system.
Server suggestion: A way to appeal bans after a certain amount of time has passed (such as 6 months)
DISCLAIMER: i have not been banned.
I am not naming anybody specific here, i have met people who were banned from either this server or the art server a long time (over a year) ago, but have since then changed and matured to the point where if they were to be unbanned they would not cause any trouble. But since bans are permanent those people, who are now upstanding internet citizens, are unable to rejoin the server because they acted like a brainlet a year and a half or something ago. Of course, a moderator would have to read the appeal and decide if they are good enough be unbanned, and if the unbanned person acts like a brainlet again, they could still get banned and the second time it will actually be permanent. However, this would give a second chance to people who have changed and matured drastically and aren't the same person they were at the time of their ban.
If required, those that are unbanned could start with the @warned role for a month as a period of "probation" before they get fully trusted again
Give an item an alt fire similar to the Crystyl Crusher that destroys walls, Walls take to long to destroy in large amounts
This is more for qol than anything.
give wulfrum armor stealth because throwing bricks have stealth strike :Ech:
Change Silva/Auric Tesla magic set bonus.
As it is right now, it gives the player +10% damage when invulnerability time is over. That seems a bit munduane.
I propose to change it to following:
During Silva invulnerability the mana regen would be insanely high (100/sec or so), even when player is currently low on mana/using magic weapons. (This is basically stronger Astral Injection).
Why? There are two reasons for this. First is that a munduane damage increase is... well, munduane. This option would be something unique.
Second one is more closely connected to lore. Silva armor is supposed to have nature support the player. It is literally written in lore of armor: "(...) It is woven with the most pure and powerful form of nature magic, as Silva herself drew from the collective life force of every plant in Terraria during the fabrication of the armor. (...)"
Ability to switch out the wings that you used to make the Tracers (Seraph, Elysian, etc)
Since you initially made them with the required materials + a set of wings, it would be nice to have the tracers retain that wing's stat bonuses, or at least some of them. Maybe a way to switch out the wings used by uncrafting.
Balancing
No armor, accessories, buffs, reforging etc
Solstice Claymore (Pre-Providence)
✨Projectile damage ~ 2000 DPS (1 dummy)
✨Projectile damage ~ 2000 DPS (3 dummies)
✨Debuffs' damage = 50 DPS
Against Providence ~ 1400 DPS
Projectiles can pass through blocks? NO
Homing projectiles? NO
My opinion: Useless
Ark of Elements (Pre-Providence)
✨Projectiles' damage ~ 2200 DPS (1 dummy)
✨Projectiles' damage ~ 3200 DPS (3 dummies)
✨Debuffs' damage = 40 DPS, Defense & DR Reduction, Enemy can't move
Against Providence ~ 1900 DPS
Projectiles can pass through blocks? YES
Homing projectiles? YES
My opinion: Balanced
Devastation (Pre-Providence)
✨Projectiles' damage ~ 4200 DPS (1 dummy)
✨Projectiles' damage ~ 7500 DPS (3 dummies)
✨Debuffs' damage = 4 DPS
Against Providence ~ 2000 DPS
Projectiles can pass through blocks? NO
Homing projectiles? NO
My opinion: Balanced
What do we need? Make Solstice Claymore more interesting
Add a more powerful hammer
Currently, the most powerful hammer is the grax, which is pre-providence. This hammer, while being fast at destroying walls, still takes a considerable amount of time to destroy a lot of walls.
Adding an extremely powerful hammer (or hamaxe) in would help a lot, if it would be about crystyl crusher-level fast.
Post-DoG would be a good time to have one since dev items aren't allowed.
Synthetize Profaned Soul Artifact buffs
As how it is right now it tends to clog the buff limit, maybe make only one buff for the three of them and this buff is replaced by the backfire debuff when the player takes damage.
Argentium instead of wulfrum in silver worlds
Make craftable music boxes for the old/unused Clamity songs that Dokuro does.
(Heaven's Hell-sent Gift, Cosmic Disgust, Threats of the Ocean Floor, and the three interludes.)
Because these are all really good songs and it sucks that they aren't used.
And it wouldn't be too difficult to add them either since the files are much smaller.
Make Hermes Boots recipe more complex (e. g. add Swiftness Potions to it)
Quality of Life recipes are awesome. Especially early in the game, where your character is a bit too sluggish for acceptable gameplay. Hermes Boots is one of such early game crafts, and honestly this one helps personally me (and most other players, pretty sure) a lot, since underground chest loots are completely unreliable in terms of RNG.
However, the catch is, currently you get Hermes Boots a little too easy. A total of having a loom and 70 cobweb to craft a game-defining accessory. Sometimes you don't even reach cavern layer (cobwebs can spawn in lower parts of surface layer) and can already afford mobility that is used on the first half of Pre-Hardmode progression in practically all cases.
Thematically, applying a few Swiftness Potions to a recipe seems to be the most natural solution (backed by Water Walking Boots and Water Walking Potions example). They are not hard to get, especially if you know what you are doing, but that still puts a little breather for the start of the game with its' maybe extremely tedious but unique tempo. Any alternate material that is not too late to be obtained but needs a bit of work to be put in should be neat as well.
Another, albeit less major issue (due to money loopholes being common in calamity design) is that you get a way to transform cobweb, relatively common resource, in tons of money. Each Hermes Boots item sells for 1 gold without a reforge (up to 1.44 with one), and you can craft 14 with a single cobweb stack.
tl;dr: Hermes Boots has too cheap alternate recipe, it should be modified to be slightly later in pre-boss progression
Introduce more environmental crafting recipes and interactions.
You know how you get a bottle of water by using a bottle near water? Isn't that crazy? 
I think it's a pretty underutilized idea in the game. Just imagine what it would be like if you could craft a cloud in a bottle by being near a cloud with a bottle, or a similar effect in a blizzard, sandstorm, etc. What if when parties were active you could craft balloons at a significantly reduced cost at the loom? Getting blood water during the blood moon?
There's a lot of possibilities available with some clever thinking that would reward the player for interacting with certain events and locations on a more personal level. I've only listed crafting ideas here, but there's definitely more to be had from this concept as a whole.
Add an extra line of text in the tooltip of new items from new updates. For example, if an item was added in the V1.4.2.106, this could be included in the item's tooltip, perhaps until a new update is released. This would make it easier for people to find what was added in their latest download without having to refer to this guild or the wiki. Quite a simple Quality of Life change, though I think it would draw attention to new alternatives rather than using the exact same loadout in each new playthrough.
I honestly think that the shield of cthulhu is really underused and I really enjoy that accessorie, so it either could have an upgrade with other accessories or just a little buff.
Lower the volume of the Elemental Blaster and the Onyx Chain Blaster.
Right now, those two are extremely loud, so please make them a little bit quieter
Add more flavorful and interesting ways to summon bosses
It might sound like nitpicking, but flavor is important and Calamity has a lot of lore to back up its bosses. Problem is that 90% of calamity bosses follow the same formula for summoning, a formula that doesn't make full use of the lore. You get an item, then go to some area and use the item. It's simple and effective, and helps when you need to fight the same boss many times. But, is it fun/engaging? Is it unique? How much of an insight do you get into the lore of the boss?
Now, there are still some exceptions, namely Siren and Leviathan, The perforators/The hive mind, Polterghast, and Astrum Deus. Just like vanilla Terraria, these use the environment and enemies around you, at least for the first fight. Mechanics like these (and other gimmicks) are what the other bosses need. Imagine if for Golem, you summoned him by using the temple key anywhere in the world. That's more or less how most Calamity bosses work now and it's no fun.
Add a visible debuff for the Core of the Blood God's cooldown
Because it's unique in that its primary function is based around a timer, but it doesn't have a visible cooldown for its ability like similar items (Counter Scarf, Profaned Soul Artifact, God Slayer armor, etc).
Make Bars of Life Post ML
this has probably been suggested before but they should personally be Post ML. The few weapons Pre ML that use them in their recipes could have it replaced with astral/chaotic, and making bars of life require Phantoplasm/unholy essence.
Add flavor text when a boss is enraged or invincible
Text says all, it's up to the devs to decide what the status message should say.
Nerf the Happy Phantom Spirits
This has probably been asked, but I feel like they just do too much damage and have too much health.
resuggestion
Buff Goldplume Spear
As of now it's not a very viable choice, especially compared to windblade.
Weapons without autoswing tend to hit harder and goldplume doesn't really fit that description. To either make it more interesting/viable I suggest to either give it autoswing, increase its damage, or give it some effect like skyglazes feathers sticking and exploding. These are only ideas. 
Include a config option to play instrumental versions of songs with lyrics.
Let's face it, DM DOKURO is a really good artist, and his songs are extremely well made. However, there are people out there that don't think that Terraria songs should have lyrics. Considering DM posted an instrumental version of Roar of the Jungle Dragon, I would at least be interested in seeing an option for that to replace the lyrical version.
Give some Enemies double damage if hit from above: This is basically the same effect at the Prism Backs, just for more enemies. I'd suggest this be added to the Blinded Angler, Cryo Slime and some/all crawlers (Some Crawlers would include Crystal Crawler, Diamond and Amethyst since they have spikier-crystals unlike the other crawlers.)
Why? It provides a little more diversity to these enemies and will make the player be more careful around them.
Astral Dirt replaces clay: This is just a nice QoL change, since the clay sticks out like a sore thumb in the Astral Underground. Having it be replaced by Astral Dirt would help maintain the primarily purple, orange and blue color palette of this biome without having the pink clay sticking out
Hanging Hives: Small Hives (As in the enemy hive) that grow from the ceilings of the Astral Underground, they function like a Beehive in the jungle. When broken, they can spawn some hivelings
Buff hive/perforator cyst health in hardmode or with progression, it's way too easy to activate them accidentally
Make a recipe with the shield of cthulhu
It's a item that is early pre-hardmode
And i suggest that we should make a recipe about it so it would be combined with the obsidian shield or something like that (coz of the dash which deals dmg) it's the only (I think) item that isn't a material.
Buff the Earthen Pike
Currently, no one really uses this. To buff it/make it more interesting, the fossil shards should have higher velocity (the projectiles only fall when aiming this weapon upwards) and take more time before falling.
The projectiles do ~120 DPS and the true melee (which may not need a buff) does ~400 DPS. The projectiles travel about ~16 blocks before they start to fall.
So a pre-boss flamethrower's in the game now, and while I'm extremely happy for its existence, there's...something that came to my mind recently that's only been reinforced as time goes on, which leads me to today's episode of seemingly-odd things I'd like to see pushed to main:
Add an alternative method of obtaining the Flare Gun, an item currently solely obtainable from Gold Chests underground.
❔
With both the Firestorm Cannon and the recently-introduced Spark Spreader now requiring the Flare Gun to be crafted, it's becoming increasingly odd that such a vital item for two very nice pre-boss ranger weapons would be locked behind some fashion of RNG. While it can be argued it's very unlikely to not have one in your world as the chests these things are in are literally everywhere, it's becoming increasingly necessary for there to be some guaranteed way to obtain it, even though it's not great on its own.
(Furthermore, there's a considerable amount of precedent; Calamity already grants crafting recipes or other alternate methods of obtaining to several other items commonly found in these sorts of chests! Hermes Boots, the Magic and Ice Mirrors, all three Bottle accessories, the Lava Charm...the list goes on!)
Change the message when you are able to mine astral ore.
Currently, it says "The seal of the stars has been broken! You can now mine Astral Ore!". When you beat hive mind/preforator hive it dosen't say "The underground is glittering with cyan light! Aerialite has been generated underground!". If we said "The creattures of the abyss stir... Tenebris will start to generate, and Depth Cells and Lunemyl with drop from certian creatures.", that takes away from the game."It is a small change, but it makes sense to change it.
We could change it to something like "The seal of the stars has broken, weakening the heavenfallen star." I didn't come up with this it was made by Thomas(sniped)
Make a King Slime lore
Why: it's the only boss that doesn't have a special lore.
Effect: Have a jump boost while wearing the Royal Gel.
Make Molten armour immune to lava for a few seconds (its an armour made out of hellstone so it would be ok (i think to add this ability to it))
Can ya'll please add a place able form of the rock so it easier to show it
Change the Shellfish Summoner Staff AI so the shellfish can move around and find their target. Curently they flap around on the ground like fish on land and rarely get in contact with an enemy
Add a recipe for Magic Quiver.
Now that Zerg is gone, getting the magic quiver isn't as simple as just running underground with defiled run and drinking the magical murder juice. Since this item is essential for ranger loadouts in Calamity, I think it makes sense to add a crafting recipe. The defiled grind always felt a little needless for this item anyway.
My suggestion would be an Unlimited Quiver, Fallen Stars, Pixie Dust, and the Light/Night Souls at the Crystal Ball. Not so cheap that it's free, but not insanely grindy either.
Since I think my last suggestion wasn't entirely clear and could have misled some people as to what I was proposing, I made a new one.
Change ranger weapons that always fire the same projectile
The whole point of ranger class is combining different weapons and ammo. Every weapon and each ammo type have their own unique properties, and the player can combine them to get various interesting effects.
However, Calamity adds several weapons that always fire the same projectile no matter what ammo is used.
I propose that these weapons be changed in a way that retains their existing properties without making the ammo type completely irrelevant.
I've just done this exact thing with one of my weapons, and it's extremely easy to implement. Using my method, which involves using a global projectile to change the behavior of the projectile fired by the weapon, almost all of the unique behaviors of the weapon's projectile can be retained while still having all the properties of the ammo type used.
Take the anti-materiel rifle for example. It always fires a high velocity bullet that summons more bullets on a critical hit. However, this bullet inherits none of the behaviors of the ammo used. Chlorophyte bullets? No homing. Meteor shot? No bounce. Using my method, you can keep the gun's critical hit effect while still keeping the properties of the ammo projectile. If this poses a threat to balance, then you can just tweak some stats/behavior of the weapon or ammo. Besides, all of the ammo types don't need to be equally balanced. If one ammo type doesn't do well with one weapon, the player can just use another ammo type.
Changing this also fixes another issue: all the ammo Calamity adds. Why use it if it doesn't change anything? Since so many late-game ranger weapons don't care about ammo, the ammo types added later in the game don't really have much of a reason to be used. My proposal helps solve this problem, since the ammo type will actually have an impact.
Make the Wall of Flesh drop a weapon of the same class that was used to kill it.
Why? Because it is quite a pain if you are doing, for example, a ranger run and he suddenly drops the breaker blade and not the assault rifle.
When the angler is killed by a thrasher, have the angler death message say "[Angler Name] was thrown to the thrashers."
Why: It adds to the joke of Amidias, The Sea King's quote "Meet me at [Name of Angler]'s house at night. We're going to throw him to the Trashers." along with changelog #59.
Make maulers LOUDER
Why: For the intensity of their roar, the volume is a bit too low to fit. Plus, I think we could all do with a little more pantsshittery in our playthroughs...
Why silva stun effect is only for melee class? (even for not true melee, just for all melee weapons). this is unbalanced
First sugg here, but why not some eclipse lore? Particularly from mothron or possibly ml/prov, or maybe an eclipse rare enemy, named like umbra or penumbra or something, talking about the clash of 2 deities in view, and the weird effect it has on the world, warping humans into killers and monstrosities
Also maybe more clear descriptions of the damage for summons, like for the twins staff if the damage is equally split between the eyes ditto for entropys vigil, or for unclassed weapons (namely lunic eye) list where that damage accumulation is coming from, since I've had it raise and lower(somehow???) At points.
Hardmode mounts. At least 2, and maybe the could be unique, like they aren't just ground or flight. Maybe a gliding mount, or an underground mount that goes faster underground
Lunatic cultist's attacks are mostly physical. Considering he is the being holding back to moonlord, he should have immense mental power. He should be able to lessen your perriferial vision/blind you, or give a debuff. He also imho needs to do mental damage too.
Peace Candle = -33% spawn rate
Tranquinity Candle = -40% spawn rate (ok also -60% maximum npc count)
why?
Buff the Laser Machinegun.
As it is right now, it falls behind dps and mana usage to, for example, the Razorpine, which can be obtained right after Plantera.
increase Shadow dragon mount's speed
cuz he is post-darksun mount, he should be faster than now
Remove or adjust class effects of Xeroc armor
Xeroc armor is rogue set, but its set bonus have attacks for all classes. I suggest removing that attacks at all or rework them to activate with various types of rogue weapons, like axes, boomerangs, knifes.
Make adrenaline boost all types of damage including throwing
Why leave throwing out? It's still a thing.
Make wings have special effects on flight time end
With this wings are boring debate and their reworks to add stats, wings could also have special effects such as releasing flares, exploding, etc. once they reach max flight time. This can go very well with some of the armor sets, Ataxia has homing flares so wings could do that too once per finished flight for some extra spice, Astral could cause stars to fly out in all directions and so on.
Give the Solar Eruption a solid buff. Its DPS is only somewhat reliable against rev+ Moon Lord, but the worst part is that the NEBULASH DOES MORE DAMAGE. No joke, I used Nebulash (and Brimlash Buster here and there) to kill Moon Lord as a melee player. It makes no sense to me that a post-Aureus Solar Eruption-style weapon does more damage than the Solar Eruption itself. In other words, not only does Solar Eruption need more power, but the Nebulash needs a little nerf.
Increase the length of the Fulguration Halberd's Spear form.
Reason: It's very short for a hardmode spear and could really use a length increase.
Polterghast Should Be Pink to Represent Phantoplasm
Polterghast is blue which represents Ectoplasm, however even though it may be seen as fitting for the game (being a collection of any kind of [ectoplasmic] tortured spirit in the dungeon) it seems the boss is mainly themed around the Phantom Spirits.
There are several things that are linked to Polterghast that should imply that it is made of phantoplasm instead--being that all of it's weapons, the ectoheart, and affliction are pink as well. The boss also even spawns phantom spirits during it's fight and drops the material when killed. Everything points to the idea that it is made of phantoplasm but is in fact blue which may seem a bit anti-climactic.
Although it is not out of the question that the texture for the boss implies that it is made of both types of spirits, perhaps the Polterghast clone-minion that spawns can remain as blue while the main polterghast/necroplasm is pink. ||[Also on a side note, in my opinion, the polterghast clone could be named ploterplasm to be more unique with the name changes and everything.]||
The texture has remained like this for a while now, so I believe perhaps even a simple color change could be more accurate and help with the atmosphere of the boss itself.
Placeable statues similar to the Lunar Monoliths that mimic the screen effects of various bosses, such as Calamitas, Leviathan, PBG, etc.
I love using the lunar invasion backgrounds in my builds, and while my friend was fighting the Leviathan I noticed that the dark blue screen effect stacked with the lunar monoliths, giving everything a cool, dark feel. Perhaps the statues could be crafted with the corresponding boss materials, or drop directly from the bosses themselves, as I, and many others, would love to use these effects in builds.
New vanity fishing drops in the Underworld, related to Yharim's family
Something along the lines of Burnt Mask for Ignalius and so on, just to be a little darker and poke humor to Yharim
Add pre-HM summoner weapon. anything is good. just add one.
why? summoner need it. i wish it will make by ore...
Rework of consumable early hardmode rogue weapons
Cobalt Kunai
Leaves damaging trail while moving, gain velocity over time. Stealth strike: barrage of kunai that have 100% crit chance.
Palladium Javelin
Sticks to enemy and inflicts stackable Bleeding. Stealth strike: pierces three times and heals hero.
Mythril Knife
Ignores gravity, after short time splits into a magical blasts. Stealth strike: a lot more blasts.
Orichalcum Spiked Gemstone
Sticks to walls and explodes into damaging bubblegum shortly afterwards. Stealth strike: leaves trail of exploding bubbles.
Adamantite Throwing Axe
Spins in air, ignores gravity, loses velocity after time until full stop, disappearing shortly afterwards. Stealth strike: aggressively homes into enemies and have a lot longer deceleration time.
Titanium Shuriken
Ignores gravity, have pretty high velocity, that increases with every pierce. Stealth strike: light piercing beam.
Crystal Piercer
After strike splits into two smaller javelins, that also splits into javelins, that will just pierce enemies. Stealth strike: crystal shards trail, affected by gravity.
Why: mentioned weapons are very boring even after Rogue update. They are just projectiles that have different sizes and abilities to piercing (Orichalcum gemstone have one, but still). Even Throwing Brick or Lead Tomahawk have unique ability. Adding unique abilities to them will increase viability of these weapons.
Tmodloader 11.0 has been out for a while now. Don't you guys think it's about time to move all the config options from the json file to the in-game ModConfig feature? You can even move the show boss health bar toggle from a keybind to a normal config option.
Give the elemental Essences and Cores glowmasks.
Reasoning: It'd look cool.
Make fortune potion that increases drop chances of rare items, but without negative effects like Def Rune does. But also chances will be increased not as much as with Def Rune. Reason: idk, i think it will be just good
make atlas appear on lifeform analyzer lol
Add in more visual effects to Supreme Calamitas' second phase transition, at 40%.
Reason: Right now, the transition for Supreme Calamitas is extremely lame, and not fitting for a boss of such grandeur as her, as right now it's just the same as any other eye boss. Adding things such as red flame particles and cracking parts of her body would make the transition more visually appealing. Once her redesign is live, maybe remove the cracking but keep the red fire, so that it's still clear that she went into her second phase.
Add a Hardmode enemy in Space biome which main purpose is dropping minor amount of Stardust
Currently, the only way for a player to obtain Stardust and craft a summon item for Astrum Aureus is to kill enemies in Astral Infection where the Astral Meteor fell after Wall of Flesh fight. However, in few edge case scenarios you may not have one in the world (e. g. old world version, broken generation), and that basically means locked branch of progression as the only way to get a new meteor is to beat Astrum Aureus.. which can't be summoned without materials from around the meteor.
Of course, there was always "just bring the summon item from the other world/cheat it in" solution, but by far more natural and fitting way could be adding an enemy to a space layer with Stardust drop. This will be still less effective way to farm said Stardust (since it's only 1 enemy out of 5 in the biome), but would add a vital solution to the meteor generation, make space slightly more engaging to check out and fit lore-wise (since astral infection came from the cosmos and may have touched several space creatures)
Design-wise, it may be infested version of existing enemies (harpy, wyvern, sunskeeter(!)) or completely new concept
Make ambient objects for the Abyss.
The bottom layer of The Abyss is pretty bland terrain-wise. It's just a bunch of voidstone. The Sunken Sea has ambient objects and it looks great!
Edit: These are ambient objects https://cdn.discordapp.com/attachments/465195069406707722/641790395650539561/799px-Ambient_objects.png
Allow Sunken Sea background tiles to grow naturally on player-placed navystone
The biome is very aethsetically pleasing, and it's a damn shame that if you want to try and recreate it that you just lose out on all of the wonderful background objects it has to offer.
Make vicious mushrooms craftable
This sounds dumb but if you want to farm BoC or EoW then you have to LIVE off these things
I think it should be made at a bottle with 1 mushroom and 1 deathweed
Large scale bombs that spread certain biomes, or items that spawn in calamity biomes.
Why? Because sometimes people don't want to create a new world to have access to the new biomes in an update. An item that spawns in biomes would be great. Other mods do this such as Ancients awakened.
Voodoo Demons should have a chance to Drop the bladecrest, due to the fact after a mechboss kill it's near impossible to farm for one with the lack of demons and high spawn of the red devils and voodoo demons.
Reason: Demons rarley spawn after a mechboss kill, so if you kell skeleprime and want the cool sword from soul of fright, it's hard to get one of the two base swords anymore
Calamity fishing crates
I think that Calamity should have more crates like normal Terraria has, besides Astral Crates This could provide a way to obtain loot like bars etc, without having to adhere to the normal Calamity progression line. It's also kinda weird that Calamity has Astral Crates but no other crate variants.
Here are some of my own crate suggestions:
Cosmilite Crates: Fished up post-DoG when the player has beaten both the Pumpkin and Frost Moon. Provide Nightmare Fuel and Endothermic Energy, as well as other loot.
Bloodstone Crates: Fished up anywhere post-Ravager, provide Bars of Life and Cores of Calamity/Eleum/Sunlight/Chaos as well as the bars that constitute Bars of Life.
Plague Crates: Fished up post-PBG, provide the player with Plague Cell Canisters, Hivenades, and other plague-related loot.
DISCLAIMER: It's completely up to the devs to decide what gets put into the crates/how they are obtained
Add some sort of indicator of where Providence gives you the Holy Inferno Debuff, like particle aura or a distortion effect outside of her range
Reason for this suggestion: Holy Inferno deals quite the amount of damage, but there's not really any indicator of where she starts to inflict it. Having some sort of visual would help make sure that you're able to tell when you're about to go too far away from her.
All of the classes has their own placable buff, for example summoner (bewitching table) etc. Why do rouge not have one.What if it was giving slight boost to stealth for example. I think thats a preety cool concept 
Add some other way to get the Astral Infenction in your world
Reason: In the past three playthroughs I've done, I didn't have an Astral Infection in my world. That meant I would have to get Stardust and other Astral stuff through cheat sheet. Other people have this same problem. An alternative could be to make some enemy outside of the Infection drop Stardust, making it so you don't have to cheat it in if you don't have the Biome.
Adding Revolver's upgrade
I mean. Even katana got one. And revolver is already useless at such stage where you get it. Maybe give it an upgrade that's viable at some point during progression? I don't really mind about when can you craft it.
Add map icon for adult eidolon wyrm, because it would be nice knowing how far away you are from it so it doesn't despawn
Make some cosmetic changes to the Sulphurous Sea. The water color and Sulphurous Sand look nice, and it could be pushed further.
Small things like a form of Sulphur crust on the Shoreline, Sulphur crystals in the water in place of Coral, and bubbling Heat Vents.
I used items and blocks already in the game to put together a form of visual representation of what I mean, take the literal appearance with a grain of salt
Add a universal voodoo doll that works across all NPCs
Why?: Often there are good reasons to need to kill an NPC, such as a drop, or just to make up room.
A voodoo doll would be very useful for every NPC
Add a non-consumable version of the Celestial Sigil.
The lunar event can get very tedious. And you have to do it to summon the Moon Lord. You get fragments to make the sigil, but you can summon him one more time, two if you’re lucky (and playing on expert!). I think adding a version of sigil that is not consumed when used could make this part of the game much more enjoyable overall.
You should have to do the event multiple times in order to obtain it, but I also think it should be available before defeating the Moon Lord. Currently, the hardest boss in the (vanilla) game is also the hardest to summon. I suck at this boss because summoning it is so hard. Making it easier to summon would give people more practice against the boss. (I know I could use cheat sheet, but that feels kinda like cheating to me.)
This part of the game has always been one of my least favorite, and I think this item could fix it.
Re-implement the perforator worms to spawn from the hive itself instead of spawning offscreen
Why? Wasn't this removed for a reason?: Yes, but I think it would make more logical sense if the worms spawned from the Hive. In game context why the worms spawn from seemingly nowhere is rather confusing.
But how will you fix it?: Making the worms temporarily invulnerable or increasing their dr/defense by insane amounts could prevent cheesing the worms with a piercing weapon. If they cause cheap shots, they should also be unable to directly damage the player for their invulnerability period. Finally, if people will cheese the perforators to make the worms fall below to despawn, they can be coded to fly if they are too far below the player and revert back once they reach a certain distance.
Make the Flesh Totem/Core of the Blood God's contact damage reduction have a visible cooldown (such as a debuff).
Just a QoL change to make it easier to keep track of.
Implement a more streamlined way to obtain Essence of Sunlight during early-hardmode
I've found after post-plantera, I have a much more ample supply of the other two essences (Chaos and Eleum), though with a more sad amount of Essence of Sunlight. One gets Chaos as an added bonus when either creating an arena or mining Charred Ore. You can easily obtain a hefty amount of Eleum when farming Cryogen for the Kelvin Catalyst (If you are melee or rogue; otherwise can be obtained more reliably with a fair space dug out and a couple potions.) But for Essences of Sunlight, there typically isn't a streamlined way to obtain them.
One can argue that boosting your spawn rates, say in space, is one way to get a decent supply. The issue there is that it can be fairly trivial and time consuming. (Also wasteful, if you plan to use potions on top of a water candle. A death in the tricky gravity of space could knock out a few buff potions. Keep in mind that the chaos candle and Zerg have been pushed post-plantera.)
To sum things up, Essences of Sunlight are less common in terms of enemies that carry them. Perhaps if more enemies, like harpies or more desert enemies in hardmode could drop them; it would balance out the mean upon getting the three.
(Sorry for edit, I accidentally forgot to hold shift when breaking lines. A few minor revisions to balance out the demographic. I will not edit anymore, so I'm not shifting the suggestion too much. There have been only two edits in total.)
Make another recipe that uses blighted lens for archery potions.
Archery potions are important because they are used to make Yharim’s Stimulants, but farming lens feel much slower to me than fishing up various potion ingredients with the new fishing rods or making a simple herb farm. Also, currently blighted lens have only one purpose, which is to make a summoning item which you only need one of, since it’s non-consumable. This change would make farming archery potions a bit easier and give use to blighted lens.
Change the ”Cryogen is derping out!” message into something more...um...normal?
Reason: Same reason we changed Devourer of Thots to Cosmic Guardian. 
Make the Burnt Sienna craftable into the terra-cotta but allow it to be dropped as well, to make getting a burnt sienna not go to waste if you farmed for it in prehardmode. Maybe give it a use after that as well?
Give Verium bullets their swaggy and pretty tracer effect back
Add some content to spider caves like new enemies, weapons and crafting materials thar can be obtained there or even a boss or mini-boss.
Spider caves are not rare biome (like granite and marble caves), but it only have content in hardmode, and also there are too less of it: one summoner set, two summoner weapons and two magic weapons (web slinger is absolutely not good actually), and also an almost useless NPC. Granite and marble caves are not useless: they contain cool blocks, unique vanilla underground cabins, calamity shrines with exclusive items and some new enemies. But spider caverns are generated upon world creation and before hardmode they are almost absolutely useless. I think that this biome needs to be improved
Make OOA enemies immune to temporal sadness
This is likely just an oversight, but pretty much every enemy (including Ogres) are vulnerable to this debuff, making it so they can't even make it close to the ECrystal before dying
buff icon for Luxor's green sigil (minion)
An exclusive summon for the wulfrum headgear, the wulfrum probe. It would shoot out five acceleration bullets for 2 bursts. The damage for the acceleration bullets would be 2, 3 if a crit.
This way, the wulfrum headgear would be interesting and fun to use.
Make DoG laser walls only target one player in multiplayer. Otherwise they tend to overlap and make dodging completely impossible
In #info, remove game-and-deaths channel description and add descriptions for #server-announcements, #youtube-videos, and #general-media
Allow Cirrus’ candles to be placed on tables.
Reason: They’re candles. 
add config for disable Death mode random boss spawn.. or something like that
Reason:for fewer unexpected death.
Add a more damaging upgrade to wooden arrows that work with those bows that have special arrow types
Add a hammer that has the same right click ability as a crystyl crusher
Allow Magma Stone to be crafted
Not sure if this has already been suggested or implemented or not, but since this is a component for the Fire Gauntlet and ultimately the Elemental Gauntlet, I feel that making this craftable will simply make every Melee player's life slightly easier. Perhaps it could be crafted from Hellstone and/or Essence of Chaos
Make EoM classless!
Why: It’s supposed to be a variant of Lunic, and it serves a purpose that isn’t very convenient for mages anyway (using mana to restore mana? what‽).
Reduce the opacity of Heavenly Gale’s tornadoes
With the amount of tornadoes Gale spawns, it really obstructs vision, and just a few tornadoes stacking can make that area completely covered. Reducing the opacity of tornadoes should increase visibility for the player.
Change the Feral Bite Debuff
The Feral Bite debuff's randomly inflicted debuffs are often annoying in pre-hardmode and a bit useless in hardmode, due to the ankh charm/ankh shield. I would suggest changing Feral Bite so it decreases the players stats such as defense and damage reduction instead of inflicting random debuffs.
Remove random boss spawns in death mode
Reasons: Can be easily circumvented, avoided, doesn't add anything, and becomes just the biggest annoyance in the game if you're not prepared for a boss, rather than actually difficult. If the player is able to fight the boss, they'll likely already gather resources to craft the summoning item or whatever other means there is to summon it, which by itself is already difficult in Death mode (rather than just annoying). Another big reason of why it's unnecessary and annoying is that, if you're trying to get stronger gear just to fight the boss and have to go deep underground or to either ocean, if the player isn't ready to fight the boss, they'll either die or get the boss to despawn through a few of many ways, either way they'll be reset to their spawn point, just completely wasting their time. If you really want this in the game for some reason, please move it to another mode toggle, or put a toggle option to this feature specifically, for the love of god.
Add attributes to the description of hooks similar to wings
It would just be convenient to know the reach and velocity without having to look it up. If it's already been done with wings, I don't see why it can't be done with hooks.
Add the Moon Lord screen shake effect to the screen in small amounts as the pillars are destroyed, with it increasing in frequency or intensity as you destroy more of them.
Why: I think it would be a neat addition since as you destroy the pillars, the Moon Lord would seem to be getting "closer" until the final one is destroyed. I feel like that makes sense and it would also look cool.
Okay, this would not be easy to program, and for that very reason, stating this suggestion might be pointless. Anyways, my suggestion: make it so that when a boss dies, the damage type it took the most of increases its chances of dropping a weapon of that damage type. For example, if you kill Calamitas using relic of ruin the whole time, you should have a high (NOT 100%) chance of getting Lashes of Chaos. Of course, if you use, say, ONLY a summon weapon against a boss that drops no summon weapons (i.e. Leviathan), then the drop rates of his weapons will remain unchanged. Why this ridiculous-sounding suggestion? Not all bosses are easy claps that you can kill over and over again until you get what you want, especially in Deathmode. It annoys me so much when I finally succeed to kill a boss after many attempts and get a weapon of the wrong class. As much as I love playing calamity, I don't have a ton of time to do so, and it annoys me so much when I'm actually able to play the game, but end up wasting so much time on farming for boss weapon(s) of my class. Real-time example: In a ranger playthrough, I didn't want to miss out on Malevolence, but repeatedly killing PBG to get it took me ONE HOUR. Spending 60 entire minutes staring at my green-shaded screen was one of the most boring and pathetic terraria experiences I've ever had. Sure, getting the weapon after a whole hour is terrible luck, but still, farming for the boss weapon you want generally takes too long, and it somewhat ruins the fun of the game.
Many NPC's like Amidias should have their sprites adjusted for party time, when everyone wears party hats
One ting I think would be really cool is if bosses physically degraded as they take damage. For example, at half health, you could begin to see cracks and dents in the Plaguebringer Goliath’s armor, or one of the Aquatic Scourge’s mandibles could fall off, to give a sense of how badly the player is actually harming them as the fight progresses.
Although I understand if that would be difficult to implement.
Give the old ones army, something new.
It's a very unplayade event and making new items dropping from some of the bosses or maybe even create new ones.
It's a very boring event and adding useful content to it would resurrect it
Give the Devourer of Gods some sort of indicator of when it begins its laser wall phase in Phase Two, like making the background darker/brighter
Reason for this suggestion: In previous versions of the mod, DoG went invincible during laser wall phases, meaning that if you had the Yet Another Boss Health Bar, you could tell when it went into the laser wall phase. However, in later updates DoG became damageable during laser walls, which means that this no longer works. This can lead to the player being caught by surprise when the laser walls start, since there's no indicator when they begin. You could argue that DoG going invisible works as an indicator, but if the player is far away or the boss is off-screen, this may be hard to see. Adding an indicator would help players being more prepared for them.
Nerf the Throwing Brick Damage/Make its recipe more expensive
Why? Simple. Look at it for a second; Its a pre-boss weapon that does a base damage of 20 and can be obtained by litteral Clay. Which is easily found. This does WAY more damage than the Lead Tomahawk and Iron Francisca, Which are (sort of) a tier higher than the Throwing Bricks. This weapon on its own is just way too powerful seeing how easily obtainable it is. Get some clay and Pre-Boss Complete! Nothing else you need!
Make the Jellyfish Necklace craftable!
Why? Simple. The Jellyfish Necklace is a item that you need to craft the Abyssal Diving Suit, that is a fundamental item to explore the Abyss. The Jellyfish Necklace is probably the most annoying one to get from the craft, since it's drop rate is kinda low. To get it easier, you would need to get to the ocean or caves, where you maybe find jellyfishes, and use a Zerg Potion. Since you can only use a Zerg after Plantera/Calamitas, it already make the farm annoying, and if you're playing on Expert +, the Earth Elemental is pretty annoying, taking account you also need to fight all other mobs, but the worse is at the ocean, where you need to use a Zerg to find more jellyfishes, but the "???" keeps spawning, so you need to take care to not kill it, otherwise, you are screwed. Maybe making it craftable would make the crafting tree for the Abyssal Diving Suit much smoother
Suggestion: Rebalance Silva armor
🔥Current version
During the Silva invulnerability effect
Ranged +40% Ranged dmg during this effect
After the Silva invulnerability effect is over
Melee -20% less contact dmg
Magic +10% Magic dmg
Summoner +15% Summon dmg +2 Max minions
Rogue +10% Rogue dmg
🔥My version:
During the Silva invulnerability effect
Melee +20% Melee dmg +40 Defense
Ranged +20% Ranged dmg +20% Bullet velocity
Magic +20% Magic dmg +Extreme mana recovery
Summoner +30% Summon dmg +100% Jump speed +15% Speed
Rogue +20% Rogue dmg +15% Stealth regen when moving
After the Silva invulnerability effect is over
Melee +20% Melee dmg
Ranged +20% Ranged dmg
Magic +20% Magic dmg
Summoner +30% Summon dmg
Rogue +20% Rogue dmg
Remove the invincibility Yharon gains when he transitions between subphases
Once Yharon reaches certain percentages of remaining health during the fight, he will transition to new subphases and change his attacks. When this happens, he stops and turns invincible for a moment as he lets out a roar. This lets the player know what’s going on, and might give them a brief second to breathe. Excluding the transition between his first and second main phases, this happens six times during the full fight.
Problem is that once you have beat him once and acquired the auric tesla set + some exo-tier weapon, the fight becomes much easier. The brief invincibility he gains when moving on from one subphase to another becomes more of an annoyance than anything. It ends up being wasted time when you’re farming him, just like the sentinel phase was in Devourer of Gods’s fight before that was changed.
So, I have a few ideas to change this.
1: Remove the invincibility during the six subphase-transitions.
2: Remove the pause during the transitions entirely after you have won once (The roar would stay, he just wouldn’t stop moving instead)
3: Change the invincibility to high damage reduction.
4: Remove the invincibility during the six subphase transition after you hace won once.
Literally any preHM ranger accessory
Why?: There isn't a single ranger-specific accessory in preHM, which to me feels really weird. Even summoner gets a preHM accessory, and it's craftable. And I of course don't want to make this suggestion boil down to "You figure it out", so how about adding accessories that may solve preHM problems, like low velocity for a handful of weapons, or anything that will make bullets have effects since preHM bullets aren't really interesting anyway.
Make Band of Regeneration craftable
A lot of other accessories can be obtained by crafting like the Aglet or the Cobalt shield or bought like the Band of Starpower so just make it craftable so you don't have to look for it (I spent a lot of time opening chests in the jungle but after opening like 20 i just gave up and created a new world where it took me 10 minutes)
make essence of eleum easier to get since i've started hardmode and i have prehardmode weapons so my next boss is Cryogen and only a few enemies drop Essence of Eleum
also the Earth Elemental comes whilst im trying to grt it and absolutely destroys me.
A tool, hammer specifically, that would function as the crystyl crusher where it would destroy any wall instantly and have the same right click as the crusher but it only would affect walls
Or add a hotkey that could change the function of the crystyl crusher from pickaxe to hammer
Put some sort of Mod configuration to remove the sulfurous sea if desired. I enjoy the abyss but the sulfurous sea can be very tiring,especially to new players. I like building beach front properties and that means i only have one ocean that i can build on and if its crappy terrrain then im cooked.
or make it able to have a biome shift if you destroy enough sulfurous sand?
Make Supreme catastrophe and supreme cataclysm harder
Reason: Right now the brother phase in the Supreme Calamitas fight is the easiest part to regenerate your health and build up adrenaline because her brothers have somewhat easy to dodge attacks for a fight that is notoriously difficult. Especially If Supreme Cataclysm is defeated, the phase gets even easier because of Supreme catastrophe attacks are very easy to dodge, and if you use Rage or adrenaline you could quickly destroy them both.
Have cranium smasher's exploding disks be fired on stealth strikes
Reason: Currently the cranium smasher has no stealth strike effect, but instead randomly throws exploding variants of it's projectile. Since the rogue stealth mechanic exists, there's no reason for the exploding projectile to be randomized, and moving it to stealth strikes would be sufficient to give it a unique stealth strike mechanic.
Custom Calamity Achievements
Like desert dry out, defeat the desert scourge or xeroc beat the boss rush in death mode revengance defiled rune armaggedon iron heart
just a suggestion: Lower Slurper Pole drop chance
honestly it just drops way to often in my opinion, and it may make up for that fact by having a relatively low fishing power but just personal opinion
Brimstone slag platforms that also count as blocks, for players who build a Brimstone Elemental arena thats so big the biome switches to hell in the middle, and thus Elemental enrages, possibly turning the fight in one direction
Repost for the rogue expansion memes
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.
Rogue weapons types
What is that?
The rogue class have different groups of weapons, merged by projectile behavior. Daggers are small and go fast, bombs explode, javelins are big boys...
The problem is in situation, when rogue have different types of weapons, but this differentiation is just cosmetic. Only invisibility potion allows to have different bonuses with different weapons.
Suggestion: make more accessories or expand existing to make effects, based on types of rogue weapons. Moonstone Crown could benefit Daggers, Glove of Precision can give bonuses to Javelins. These changes will increase rogue's versatility and variety in terms of equipment.
Rework Demon Trophy to do something else.
Reason: Permanently increasing spawn rates by 25%...isn’t much, not gonna lie. That’s nothing in comparison to other spawn rate boosting items, and something as simple as a Peace Candle could probably nullify that. To put it into perspective for those who don’t know, 25% is as much as a Water Candle. ...Except that Calamity bassboosted Water Candle recently to be 65%, so it’s even more worthless.
Boss Targeting
When a boss targets you, put an arrow or affect on the player being targeted.
Why?: In multiplayer, during fast bossfights it can be hard to keep track of other players and if they're still alive, if the boss is chasing them then it dies and starts chasing you but you might not notice then suddenly the boss is on you and you're dead.
An elemental tier yo-yo.
Reason: many people like to play yo-yo only playthroughts and it you be good to have an alternative to Terrarian for them.
Add a spawn animation for when SCal becomes human and modify Grief to include the very opening part, only skipping the voice acted part...
Or, keep it and modify the opening dialogue to fit the voiced one.
How: Basically, she could use the opening seconds of Stained Brutal Calamity to be invulnerable and similar to the Cultist's spawn, she could have a sort of cutscene but she would talk in the chat too.
When the song actually starts picking up, she rains the brimstone fireballs.
Why: To give SCal a bit more importance and underline her role as a very important boss, also to have a "cutscene" like Aureus or LC.
Make it so that Necroplasm Despawns when all the players die
Reason: I set my spawn at my dungeon arena and found out he can easily be cheesed by just respawning and continuing the fight while he attacks the player's deathpoint
In the tooltip for Raider's Talisman and Nanotech, make it show the amount of critical hits you have dealt.
I like how unique this accessory works because it isn't just a simple damage increase; you have to critcally strike your enemies to buff its effectiveness! Unfortunately, the amount of critical hits you have made is very hard to track. Make matters worse, if you leave your world the damage bonus of these items is lost, meaning it has to be rebuilt AGAIN. Please calamity devs, all I ask is a very simple QoL feature on this unique accessory mechanic to display the number of critical hits I have dealt with my rogue weapons and then I can see how close I am to maximizing the accessory's potential because humans cannot count to 250 critical hits easily.
Sort Other Rogue weapons into new types
There is so much weapon in Other category, which doesn't get any bonuses from Invisibility potion or future subclass bonuses.
Suggestion:
- Make two new categories:
Missiles:
Missiles are weapons belonging to the Rogue class. They are thrown out away from the player with small velocity. Most missiles are heavily affected by gravity.
List of missile weapons:
Iron Francisca, Lead Tomahawk, Rot Ball, Tooth Ball, Bouncing Eyeball, Throwing Brick, Snap Clam, Gaxrucian Mollusk, Adamantite Throwing Axe, Titanium Shuriken, Ice Star, Frosty Flares, Crushsaw Clasher, Deep Sea Dumbell
Invisibility effect: +50% rogue knockback
Reapers:
Reapers are weapons belonging to the Rogue class. They are thrown out away from the player. Most reapers resemble axes or scythes and stick to enemies.
List of reaper weapons:
Sky Stabber, Lionfish, Heavenfallen Stardisk, Sandslasher, Celestial Reaper, Duke's Decapitator, Bloodsoaked Crasher, The Reaper, Executioner's Blade
Invisibility effect: +10% critical rogue strike chance
- Move some weapons to existing categories:
Empyrean Knives -> Daggers
Illustrious Knives -> Daggers
The Syringe -> Daggers
Utensil Poker -> Daggers
Meteor Fist -> Bomb
Urchin Stinger -> Daggers
Reason: having categories for all weapons allows to build subclasses at any stage of game, increasing variety and versatility of Rogue.
Devourer of Gods Nonstop Mix during boss rush
I just feel like the devourer of gods theme nonstop mix needs some sort of place in the mod. I guess it can work a bit like supreme calamitas where different parts play at different phases. So I guess every time a message pops up saying you moved on to more difficult bosses, it can play a different section of the song. This is only an idea, and I’ll be fine if it doesn’t get added.
Suggestion: Improvements for Supreme Catastrophe and Supreme Cataclysm.
Currently, the Brothers Phase is the most relaxing part of the whole SCal fight imo. There were parts where I didn’t even need to move at all to dodge the attacks. This is way too unbalanced since SCal’s brothers phase was too easy unlike her Doppelgänger’s where the brothers can pose a threat to the player. Here are my suggestions in improving Supreme Catastrophe and Supreme Cataclysm.
Changes for both brothers:
- Make their movement speed scale with their health. They will reach their maximum speed when they reach low health or when one brother is down.
-If one of the brothers are dead, enable them to switch sides after a short time interval.
Changes for Supreme Catastrophe’s attacks:
-Make his Brimstone Hellblasts accelerate in scale with the amount of HP he has left. The Hellblasts will reach max acceleration when he has low HP or when Supreme Cataclysm killed.
-Make him shoot homing brimstone lasers(from the Calamitas Doppelgänger fight) when switching sides (mentioned above). The lasers will not be harmful for a short while to prevent cheap hits.
-He will keep his brimstone dart at the same pace, even when Supreme Cataclysm is down.
Changes for Supreme Cataclysm’s Attacks:
-Make him shoot his Brimstone Skulls faster the lower his health goes. He will shoot at his fastest when reaching low health or when Supreme Catastrophe is dead.
-Make him spew homing brimstone flames (similar to Deathmode Phase 3 Spaz but less homing) when Supreme Catastrophe is dead. This attack replaces the brimstone darts.
-He will not shoot anything when switching sides.
Let me know if I need to change anything.
Give the Profaned Guardians new attacks on their fight (idea: make the crystal one fire crystal shards like one of Providence's attack and the rock one have eye of cthullu charges and the flame on do the leviathan charge and leave behind those fireballs it already has) and remove corite ai of the flame one.
Reason: their fight is pretty lame and deserves a rework and the sentinel are a proof that even lesser bosses can have a good fight (and corite ai sucks because the bosses can latch on you and kill you with cheap hit like siren did on the past and the new change is alot better).
Still speaking of Profaned Guardians, make them drop divine geodes (smaller quantities than Providence) after Providence is defeated.
Reason: there is no point on defeating them after defeating them if you already got the uncosumable prividence's summoning item.
During the random Deathmode spawns, make Crabulon spawn on top of you/next to you rather than in the nearest mushroom biome.
Why: When you have two mushroom biomes close together, Crabulon could spawn in the other mushroom biome away from your arena, which has happened to me. The death spawn already relies on the player being in a mushroom biome, so if Crabulon spawns on top of/next to the player, it would be much more convenient than having to run to a different unprepared biome or waiting for Crabulon to come to you whilst sniping you with mushrooms.
Make brimstone crag have it's own background
Reason: There is currently no way to tell if you are in the biome or not, except music, but some people don't use music and it would be easier that way
Add more accessories in early pre-hardmode for ranged.
There are almost no craftable accessories for ranged at this point in time
when you make an artificial biome like sunken sea and brimstone crags it should have a background like these (are images aloud)
(saw these on a dm dokuro video)
Add Corrupt, Crimtane, Hallowed and/or Astral Cnidrions, which would spawn in Hallowed/Crimson/Corrupted/Astral Infection Deserts in Hardmode? We feel like it would make Cnidrion more interesting, it would stay consistent with other infected desert types plus it looks cool.
These biome Cnidrions would become an alternate (and guaranteed) source for biome materials and Souls of Night/Light for Evil/Hallow, as well as another source for the Transformer.
This would also require original Cnidrion to be buffed in Hardmode.
(Suggestion came from my friend @lapis cedar, thus they get the major credit for this idea)
(Auric tesla armor and endgame accs)
(Tested on 1 Super Dummy)
Earth
Current
True melee = ~18.000k-20.000k DPS
True melee + Its meteors = ~350.000k-380.000k DPS
Suggestion
True melee = ~120.000k-140.000k DPS
True melee + Its meteors = ~350.000k-380.000k DPS
Reason: Ayy Lmao This is True Melee Weapon! Nerf its meteors a bit but buff true melee damage to give more of a focus on True Melee
Make Prehardmode King Slime not spawn Rainbow slimes, or just make them not drop the blessed apple it is a hardmode mount, and I dont think it should be obtainable in prehardmode. It Could be enabled to be dropped in hardmode but not prehardmode
feel like its kind of redundant to have asgard valor's recipe to include 3 cores of chaos, eleum and sunlight. why not just make it one core of calamity?
Hopefully this has never been suggested. Add an experience bar for proficiency ups. The level meters for showing my proficiency is nice, but showing the max amount of proficiency doesn't really help me for knowing when the next level up is. Plus, it's a little annoying to constantly check my level meter to look at how much proficiency I have. This one isn't necessary, but maybe make gaining a proficiency level up feel more satisfying by giving it some effects? I don't expect you to add it, but the first suggestion would save a visit to the wiki, and some annoyance.
Suggestion: Make Calamity boss projectiles and minions immediately despawn after killing a boss
Reason: It's very annoying to defeat a tough boss and still be killed by its projectiles that are still around.
You should make an update that overhauls the summoner class by adding more summoning based armor and accessories specifically for pre hardmode. The summoner class is just a little undeveloped and it would be great if a mod would help it reach the potential I think it has.
when any challenge mode is on, there is a little icon of it on the bottom right. if more than one is active they stack from right to left as seen in the mspaint example WHY: the player can easily forget modes on, so before he wastes a summoning item because he left arma on he can already know bcus theres icons, this is a quality of life thing
Add More post ML Shortswords, maybe some from Provi and DoG and Yharon, so that people could do Shortsword only runs,and not rely only on elemental shiv post ML, and Overall make the subclass more useful and powerful when your just doing melee.
I suggest the generation of the Abyss is 'overhauled' to an extent. Not so much redone, by in large the current skeleton of the biome would still be in tact. But what already works can be built upon, as well as contain a couple more natural shapes to make it more interesting overall.
I have edited my mini-map to propose the new form it would take, and have marked out small areas with numbers that I will elaborate a little further to the right.
This took a bit, but I hope it is enjoyable. I liked working on this format!
a way to obtain the mana jelly accessory in early hardmode, currently you can only get it prehm and very lategame
Make the statigel armor to make you immune to slimes , make it have the Royal Gel effect in other words.
Reason:
it's an armor made out of Slime
Make Typhoon's greed better:
when you put together several water spirits, when you press right click all the water spirits go to where the cursor is.
Reason: It's very ridiculous when only the enemies take damage when they are near and only the weapon contact damage is useful, it had potential but isn't it good
add dye something like calamity's own color!
why:for vanity!
Make whisp in a bottle change the light color when you have a dye on it.
E.g.
You put the red dye into his slot (for dyes) and then both whisp and the light that it expels is also red
make effect for profaned guardians lore.
even EoC has lore Effect, why Profaned guardian not?
Make slime gun more useful by making enemies who got hit by slime gun take extra damage from fire type weapons
Why? It will have more purpose to exist other than being transformed into some coins
Add more to the Astral Underground. It serves next to no purpose
Voice lines for providence, shes a goddess, would make sense for her to have some lines to say. (kinda like DoG's status messages)
Enemy changes for Revengeance+.
Reason: Enemies in Rev+ surprisingly don’t get that much for being a difficulty mode. This would help it feel a bit more complete instead of bosses mostly getting the bulk of the changes. (Though, if I’m going to be honest, this might be planned already.) Here are some examples:
• Ice Golems attempt to leap and crush you and release a frost explosion upon impact.
• Paladins can activate a defensive stance for a few seconds below 50% HP, reducing damage and reflecting projectiles.
• Green Jellyfish have a bigger radius of electricity when electrocuting themselves.
• Moths occasionally release a burst of Gypsy Powder, inflicting Obstructed, Marked, and other annoying debuffs to make you suffer.
• Mothrons can spit silk at you, inflicting Webbed for a few seconds; Mothron eggs hatch much quicker and Mothrons take reduced damage when laying eggs.
• Reaper Sharks can vomit Razorblades and can summon Reaper Teeth (player position locked) to crush the player.
Better versions of endless bullet/arrow bags. Reasons: as it stands now, we only got the very basic ammunitions as endless bad possibilities.However, at any point after the 3 mech bosses, they see almost no use. Therefor i think it's a good idea to add other endless ammo bags to make more reason to actually use those after also having better options that are not endless
Change the map background art's colour in sulphurous ocean, so it matches the updated version.
Here's a suggestion for Multiplayer: Allow players with a Cellphone in their inventory to teleport to other players with a Cellphone, (like a Wormhole Potion).
Basically, just like the Magic Mirror replaces Recall Potions, the Cellphone would replace Wormhole Potions. It wouldn't really affect gameplay that much, but it would be a very nice tool to have.
(Repost because aparently it was accidentally removed).
What if Rev+ Plaguebringer goliath had the stingers replaced by Pestilent Defilers bullets that split into more after hitting a tile during phase 2?
Reason: for a more emphasized transition into the next phase, more connection to her drops, and even more differentiation from Queen Bee.
Buff the Shardlight Pickaxe
Right now, the Titanium pickaxe (which you get before the Shardlight pickaxe) is better than the Shardlight pickaxe. They both have 190% pickaxe power, the Titanium pickaxe has better knockback, and most importantly, the Titanium pickaxe is a good deal faster. Even though it says that the Titanium pickaxe is "Fast Speed" and the Shardlight is "Very Fast Speed," I did a test and noticed that the Titanium pickaxe is indeed a good amount faster. This is due to the tool tip referring to the swing speed, not the mine speed. The Titanium pickaxe, in the code, is in fact able to mine faster. In it's current state, the Shardlight pickaxe is just a waste of Cryonic bars.
Raise the Sulphurous Sea Background
Currently the background for the Sulphurous Sea is too low compared to the vanilla Ocean, and in large worlds the background is barely visible.
These two screenshots were taken at the exact same height (300ft)
maybe a trophy for The aquatic scourge since the desert scourge has one?
I suggest a small overhaul to the middle layers of the abyss to an extent. The overall design of the biome would not be completely different, I only suggest a more so improvement on the current generation. Just as DakotaSpine has done before, I have provided a before and after with a few bullet points marking the changes suggested.
I have spent a ton of time on this and I hope you enjoy! This was insanely fun to build ingame!
Make Clonelamitas' projectiles home in slightly on the player when no brothers/minions are active. Or make her constantly spawn minions every so often when there are no brothers.
Why?: Clone's on par with Plantera in terms of progression, and granted, her fight is really difficult. But nearly 100% of this difficulty comes purely from her brothers and her minions, not from Clone herself. This is because her projectile pattern throughout the entire fight only uses semi-slow moving projectiles that are super easy to dodge, which unironically makes even Skeletron have a harder projectile pattern.
On top of this, players can easily abuse this by spending all their energy deleting the brothers/minions when they come out, but then lazily dodging Clone while regening and building up Adrenaline during her "breaks".
Some small bioluminescent plants or corals that decorate the abyss walls and floors. Perhaps if possible, in low light levels they could have some kind of special effect that makes the glowing parts of them visible? This effect could be applied to the glowing bits of void stone and enemies as well, so that you can possibly see bioluminescence shining through the darkness. This would add to the atmosphere a lot I think. If this makes it too easy to find your way, maybe you could also make it so this glowing through the darkness effect only applies when the player is close enough. Basically, think of how in minecraft, blazes and spiders eyes glow and are visible even in pitch black, but don’t emit light around them that affects blocks.
Make the Boss Rush mode have its own song
Reason: The music in the Boss Rush is constantly changing with every boss, which isn't good with how fast some bosses get defeated, and it ruins the flow of the mode.
More emphasis on atmosphere and backgrounds during boss battles
Let’s take scal for example. How about colour changes like in the Brutal, Stained, Calamity video? It would be cool if during the lament phase all of the projectiles and boss became blue? And there should be a background during the scal battle. Plain black makes it dark but meaningless.
I have another backrground idea. The hive mind. While the boss is alive, maybe the trees can have vile substances oozing out of them. My ideas may not be great, but I hope the concept is clear.
A bomb that destroys only walls and backgrounds, QOL
Terrain Suggestions:
- Astral Stone Pillars for the Astral Biome
Well...to explain this simply, I often see the astral biome background having them and I think having those pillars affect the terrain might be a cool addition to give the astral biome more detail.
- An eye shaped ‘cave’ below the surface ‘houses’ of the Brimstone Crags
Since most of the shadow chests in each ‘house’ contain those usual items from shadow chests in vanilla, I feel like getting the loot from them is just pointless after the Mechs where we could mine deeper into the crags using Drax or Pickaxe Axe (An ashen chest containing unique loot useful for hardmode could be beneficial too; it must be placed somewhere in the eye shaped cavern). To sum things up, this can bring back the nostalgia for older players having the eye shaped cave structure beneath the surface of the crags.
Selling after farming can ba a pain
Some sort of way to "multi sell" items would be nice. Being able to sell multiple items or stacks of items at one would be very helpful when farming. It can take quite a while to sell things one at a time after farming, especially boss drops when using Armageddon
Change the Abyss spawning, so in higher layers chests generated would be Abyss Chests, and in lower layers Void Chests instead of Shadow Chests.
QoL, that is all.
Reduce the Spawn Rate of Earth Elementals. Why?
A trip to the mine to grab some Palladium etc. Early Hardmode can be cut very short by an Elemental coming out of nowhere and killing you, making you have to go back to where you died. While going back, another one could Spawn and kill you again. Reduce the spawnrate of them so that you don't have to make so many trips down. Or at least make them normal again after One Mech-Boss.
Make the Angler Easier to use
Maybe make it so you could refresh quests so you don't have to wait all day for a new quest if the current one is unobtainable due to progression
Also give quests visable timers, so the quest doesn't change while you are fishing
Decrease the chance of the Angler spawning from a Trasher. Why?
I know, it kinda makes sense that the alligator ate the Angler. But the Angler always spawns on the first Trasher killed, which wastes a Housing Slot if you didn't want the Angler.
Make a way to convert Adamanite to Titanium and Vise Versa and Buff Adamanite.
This is another Quality of Life one but honestly, who uses Adamanite? It's rarer to find than Titanium (Adamanite only generates near hell and in very small veins normally. Titanium generates as far up as early Caverns layer, plus generates in larger veins normally.), it's worse than Titanium, and the set bonuses are horrible too. Anyone who gets Adamanite in their world is at an immediate disadvantage. Adding both of these will give Adamanite an actual use, give a way to obtain Titanium in an Adamanite world, and make Adamanite on par with Titanium.
Add a clickable link on craftable items to show the entire crafting tree (either a drop down thing or a different page) i know this exists for some items but the ENTIRE crafting tree isnt shown at once on for example drataliornis bow which would be nice to see Edit: Just to clarify, this is for the calamity wiki, and what i mean is to add a clickable button to the crafting tree without having to edit the url. (I understand listing every component to the major items is hard) but alot of items doesnt even have a crafting tree page and even if they do you need to search for it instead of clearly finding it on the item page
Nerf elemental axe. It can be really powerful with a lot of minion slots
Disable Slime Rain slimes spawn while Boss Zen buff is active. It just messes up deathmode bossfights (especially if Slime Rain starts in the middle of fight).
Remove Conditional Minion slots provided by the Profaned Soul Artifact
Reason: One of the effects of the Profaned Soul Artifact's burnout is the loss of a conditional minion slot granted by the accessory. Losing conditional minion slots causes any spawned mechworms to disappear, which can severely trip up any summoner player that happens to get hit while using the item, especially since the accessory is often used at the stage of the game where the mechworm is the player's main summon choice. In addition, other effects (such as armour set bonuses) that used to provide conditional minion slots have been altered for this very reason, so removing them from the Profaned Soul Artifact would lead to less cheap deaths for summoners and increase consistency across summoner accessories in the game.
Idk if this has been posted here, but anither pre boss summoning weapon. As far as I know all there is is the slime staff. Like the wulfrum staff that was cut
I don’t think the buffed Pumpkin Moon, Frost Moon and Solar Eclipse should two shot you. That is all.
Make the Astral area a lot more diverse and expansive, and gives a reason for the player to go to the underground area it has it's own soundtrack after all
Make Cosmic Bolter and Lunarian Bows's arrow projectiles act like they actually have Bouncy Energy Bolts instead of sliding οn the walls
(Like Pulse Bow Energy Bolts)
Its more useful and better for description because it says "bouncing".
Make luminite generate in the astral infection once the moon lord has been defeated
Nobody likes to farm moonlord, so when luminite is way more useful, it isn't very fun. Also, Luminite would fit the color pallet and luminite is space themed
Make Signus generate a box so its drops dont fall into the lava. All other underworld bosses do this, and the box could even be made of otherworldly stone.
Make the providence loot-catching box smaller
I know Providence is a large boss, but the massive square she leaves behind every time you defeat her can be a pain to clear away.
Also, perhaps have the box not even spawn when defeating her in the Hallow since it isn't really even necessary there
have a set spawn point for skele prime, brimstone elemental, and change the spawnpoint for skeletron.
Prime: it can spawn away from you and zoom at you and get a free hit instantly, which is megafucked if you're doing nohit. Having a set spawn for this boss would make the start of the fight consistent.
Brimstone: it should have a set point because it would make the fight way more consistent, since it can only be spawned in the craig (as far as i know) and the craig is pretty closed unless you decide to clear the fuck out of it, the place the boss spawns can determine if you get damage in the first teleport or if you dont.
Skeletron: (specifically for nohit) it's megafucked to fight him since you gotta position really well or hope that his head moves in a good way such that he doesn't insta hit you.
tldr: For consistency make skele prime and brimstone elemental have set spawnpoints for consistent fights. Change normal skeletrons spawnpoint for quality of life.
replace the "failed the challenge at hand text" when doing Armageddon with what you actually die to. (basically just get rid of this feature or make it an option).
Reason: when doing Armageddon bosses, its really helpful to know what you died to so you can avoid it later. most of the time you can see what killed you but for those few times where you don't this feature really starts annoying you, especially when you keep dying to that one thing.
Make Statis's ninja belt dash able to be toggled with visibility
I noticed during my rogue playthrough the dash interfered with the Asgards Valor. Having the option to disable the dash for Valor but not the ninja belt seems pretty inconsistent
Allow Weapons that drop from DoGs Sentinels to be crafted with their respective boss drops.
What do I mean by this? Well for example you could kill Signus 10 times and still not get the Cosmic Kunai or the Cosmilamps. This goes for all three Sentinels. A way to counteract this is to allow the Sentinel drops to be crafted using their respective boss drops. Twisting Nether for Cosmic Kunai and Cosmilamps and so on. This is cause the Sentinels are no easy task if your not well prepared with an Arena and everything. So killing potentially multiple of one Sentinel just to get your classes weapon drop is not only time consuming but also extremely boring.
Preferably make them require at least two defeats-worth of materials to craft
maybe even three so that getting the drops directly from them actually still means something.
Introduce a method to adjust the moon phase more gracefully
At the moment some items (and fishing power!) are locked behind certain moon phases somewhat arbitrarily, and the only way to work around that currently is by quickly spamming Cosmolight and having a Sextant on hand. Especially since Calamity is now also creating additional fishing content, including some means of adjusting the moon phase more easily and perhaps sooner in progression (since fishing trivializes more as you progress) would be a welcome addition, I think.
Cosmic Sextant tbh
I think hallow/corruption/crimson sandshark variants should work for summoning the Great Sand Shark.
Make flasks affect all weapons rather than just Melee and Rogue.
If you changed the effects to apply to rogue weapons as well, why not have them apply to all weapons? It would make a lot more sense that way
Astral water fountain. Because there are water fountains in vanilla with biome water colors, and would likely be from the witch doctor where the other fountains are purchased.
Make the Profaned Guardians faster on Providence fight, so they can keep up with she more regularly
During her fight on Revengeance, I noticed that I couldn't find both attacking Guardians in the Hell. I nedded to run from her attacks, but the Guardians would never appear and I weren't going to win, no matter what.
I understand, maybe this is because the player would get constantly attacked by the Guardians, but at the pace they were while I was fighting I never came to see they if I didn't stopped by to try to attack them
So, if the Guardians were faster to they keep up with Providence, at least on Hell, this phase would be much more challenging than a nuisance, at least for me.
Make some sort of armor set for rogue at the start of hardmode. It feels so wrong using melee’s adamantite and titanium sets for “getting the best defense possible”. I wouldn’t want for the hardmode ore armor sets to have rogue variants, cause that just wouldn’t be unique enough for a unique class like rogue. Maybe you could use souls of night and essences of chaos along with some adamantite/titanium to upgrade obsidian outlaw armor? Just an example, my main point is that I want to be able to play rogue without having to use an armor set of a different class.
Similar to a previous idea, but more fleshed out a bit. How’s this sound?
A consolidation of all time event triggering items that could be a placeable object to not be too OP. It would likely need to have it’s own UI to fit all the functions in, but if it did it would be much easier to use. Also, if it’s placeable, perhaps it could have a special looking visual appearance that doubles as a clock you don’t need to click on?
This would be useful to not flood one’s inventory with items like the cosmolite and blood moon medallions, and it would also be just a nice quality of life in general.
remove/increase the cap for how many enemies can be hit with primordial earth
Why: It looks like an amazing upgrade from the previous weapon, and it should be considering its post-plantera. But once you fire this into any crowd it stops at the first few enemies and ends up disappointing. I'm not sure why it even has a cap, considering it's probably not too useful against post-plantera enemies, as most are single enemies. Maybe for lunar pillars, but even for those stuff like the terra ray makes them pretty easy. Either way it feels like the biggest jebait as far as weapons go.
EDIT: forgot to mention this, but the previous weapon pierces all enemies which just multiplies the jebait.
Is it possible for there to be a unique hit sound for when the boss receives extreme armor? (Such as the twins first phase) If so, that would be a great help for when the boss fights get more chaotic.
Sound Effect Suggestion: Unique Sound Effect for Devourer of Gods and Ceaseless Void
Since their bodies were made by different materials from the Mech Bosses, it would also make sense if their sound effects are different from a normal metal clank. Also this can improve the experience of newer players when getting to know the mod for the first time.
decrease the spawn rate of profaned enemies but increase the amount of unholy essence they drop. Reason: they can be pretty annoying when they spawn in large numbers, and a lot of them spawn before you spawn providence in leading to a mess.
Add a non-consumable summon item for the Moon Lord
The Moon Lord has become a much more challenging boss in the recent updates, especially in rev+.
The two most reliable ways to obtain fragments is in the pillar events, and Astrum Deus. They are fun and challenging, but become frustrating and monotonous if you're farming for fragments over and over. Like the Moon Lord's sun-themed counterpart, a non-consumable summon item that can be crafted with, say, 20 of each fragment would be very useful!
Make Planter Boxes only grow the herb it's associated with, and/or grows the matching herb faster than normal.
For some reason, vanilla allows any herb plant to grow on any planter box, with no loss/gain. This doesn't make sense, and makes the variety of planter boxes offered at the main planetoid pointless. Yes, herb farming is annoying already, but this is just absurd.
make it so depending on what wings you use, the seraph tracers give the wing buffs
this is because if you have wing slot, you can't equip other wings with seraph/upgrades
Prevent the Brimstone Elemental from firing Brimstone Hellblasts immediately after entering her shell phase to prevent cheap hits
Make the Profaned Soul Artifact not delete the entire Mechworm with the Staff of the Mechworm when you get hit and only take away one segment even though it is technically is "one minion"
change recipe of asgardian valor, three of each core to one core of calamity.
Related, but independent suggestion:
Make the Dungeon Guardian drop some kind of lore item with an extremely powerful inventory effect (by prehardmode terms), giving a reason to kill it besides the burden breaker, and giving it new interesting lore. Along with this, perhaps add a way to summon the dungeon guardian in late hardmode, right around whatever point the lore item it drops becomes balanced but just slightly stronger than normal for that tier, so that it can be used normally later on as well.
an item that allows you to change the color and designs of your hearts (basically what the health upgrades and iron heart do)
Mage's progression limit
Today's max mana limit without permanent items is 400mp.
Even if the player has +180max mana from stars
+150max mana from armor and +300max mana from accessories this
player will have max mana of 400, but shoud have 650mp.
This also makes Arcane prefix useless because its easy to reach this limit.
with permanent items this limit is moved to 550max mana, but this is not
enought even to use yharim's crystal more than 5 seconds.
Suggestion: inclease max mana limit and rework arcane prefix to decrease mana usage instead of giving +20 max mana points.
Reason: mages can hit that limit even in pre-HM, so their next max mana
progression will be useless. if someone wants more mana instead of more damage or armor his extra mana from prefixes, accs and other stuff will be nullified.
make small bumblebirbs spawn in the jungle after moon lord has been defeated to make the player feel like the jungle is infested with them. after killing them a few times bumblebirb spawns, kinda like polterghast ( but with no warning ). Because bumblebirb is an abomination that spawns in the jungle that may attack you if it stumbles upon you, not if you decide it will. Bosses like these feel like they don't exist in the world unless you allow them to, they don't feel as pretadors and they don't give the player a sense of danger. it will also prevent the player from skipping the boss because everyone skips this one ( by skipping i mean fighting it with pre yharon gear )
Add an Astral Shrine to the Astral Underground.
Right now the Astral Underground feels very empty, and I believe that one way to make it more interesting is by generating an Astral Shrine in the Astral Underground the moment the world enters Hardmode (the same time the biome is generated). Personally I don't care about what kind of item would be kept in the Astral Chest inside of the shrine, but at least make it interesting enough so the Astral Underground starts to become more appealing. The devs have already expanded the fishing aspect of the Astral Infection, so why not begin to expand the Astral Underground by adding a shrine to it as well?
Give Travelling Merchant more Calamity items to sell:
Currently, the Travelling Merchant sells the Frost Barrier which is incredibly random, but serves as a nice Quality of Life change when trying to craft Auric Tesla Armor which needs the Frost Barrier for the Body Armor. So, I figured that the Travelling Merchant could sell some other accessories and/or weapons at different points in the game that could help with Progression. Suggestions for items that the Travelling Merchant could sell include the Fungal Carapace, Psychotic Amulet, Terra Cotta and the Arid artifact to name a few items that could be sold at varying points in progression.
Give king slime a lore item
He's the only boss that doesn't have one and that's raising a lot of questions in me. It's clearly recognised by calamity; one of your starting items is literally his summon item, but there's no context as on why he exists, contrary to all the other bosses. Why not give him some love?
melee gear suggestion: axes
Axes have, for the most part, been a fairly useless utility item. What if, instead, they could function as a melee weapon like in the movies? Beam axes too, maybe throwing a short-ranged projectile like the Death Sickle does?
About Wulfrum Shard and weaponry
Wulfrum is a pre-hardmode early crafting material, he is ONLY dropped by Wulfrum Slime (1-2 per kill) and Wulfrum Drone (1-4 per kill) {only two mobs drops it} which makes the crafting of Wulfrum gear really annoying and disadvantageous, as it seems easier to get a Victory Shards from Desert Scourge and make Victide weaponry. My idea is to make Wulfrum have his own ore block, mobs would drop Wulfrum Shards that with 2 Wulfrum Shards the player would be able to make 1 Wulfrum Ore, and with 3 Wulfrum Ore you would be able to make Wulfrum Bars and with it, his weaponry. The drop from mobs (Slime and Drone) would be 2-4 as to make the ore it is 2 Shards. Wulfrum is part of the 4 pre-hardmode armors and is underrated because of its obtaining method, this balancing would make it more useful Pre-Boss. (TL;DR. Make Wulfrum Ore)
Probably too specific, sue me.
post moonlord bee/plague nades. They are fun to use, seeing a third tier would be fun. There isnt many bomb type rogue weapons, especially post ML where there are literally none
Make Marrow craftable.
Out of all the components for the Heavenly Gale, this is probably the most tedious to obtain, since you'll almost never get this otherwise. The only way to obtain it efficiently is to just use Zerg potions, which would result in you being absolutely swarmed by other cavern enemies, including Earth Elementals and Armored Diggers. Perhaps it could be crafted from Bones and Souls of Night, and possibly a few other ingredients
Allow Calamity to be more compatible with Recipe Browser to show weapons in their appropriate categories (Ex. Riptide shows up in Recipe Browser under the Yoyo Weapon category, but The Oracle, The God's Gambit, YinYo, etc. does not).
Make a sword shrine with excalibur in it, but it can only be pulled out post-mech
Buff the Sentinels, they're in my opinion way too weak and really underwhelming
Make Fusion Feeders drop Shark Fins.
Reason: Something about consistency iirc. 
Make the ||Radiator|| drop the Lead Core:
This is just a simple QoL suggestion to make this guy more than just the enemy which you can get a pet out of.
Why?: The ||Radiator|| is just an enemy that can be used to get a pet as of now, and this gives it a little bit of extra value.
Make Lacerator more unique/a sidegrade or move it to post-Polterghast
As it stands the Lacerator is a straight upgrade from the Solar Flare with better dps and lifesteal + it can be arguably easier to obtain (tested on Polter, Lacerator achieved a kill time of 1:13 while Solar Flare achieved 1:35). To change that the weapon could be reworked to be something else than just a better Solar Flare (although making yoyos unique is big 🤔) or moved to post-polter and buffed to be on par with weapons at that tier so you can't obtain it at the same times as Solar Flare. hahayes a yoyo sugma again
Change Mothron AI post darksun to make it easier to fight
As it stands right now, if you try to fight Mothron anywhere above ground, she dives to the ground insanely fast to lay her eggs, no matter what. The only problem is that this often despawns her instantly, giving no chance to kill her to collect darksun fragments. Change her AI to make her slower or to just remove her diving.
Buff the DoC's fishing power as it just a fancy golden rod with lava fishing cabilty. For something you get after killing DoG i feel like it should have a tiny bit more fishing power to make it worth it.
For fun I designed two potential Sulphurous Sea Quest Fish in response to the new update, and it being the only Calamity biome lacking them. That's the reason I suppose, to give the biome Quest fish as well. Based on the bubbles that come from the sea, and the 'sulphur' naming
Full ownership of the designs if implemented, it's a suggestion here obviously. Otherwise I just suggest Quest Fish for the Sulphurous Sea in a general sense.
Make the Post-Skeletron Abyss Weapons obtainable through fishing.
I want an alternative way of getting the Abyss weapons because I hate having to go to Layer 3 in Pre-Hardmode just to get the weapon that I need. Of course, make the Abyss Weapons only obtainable through fishing after Skeletron has been defeated so people cannot get the weapons earlier than intended. I figured this would be a useful addition, since Calamity has been expanding the fishing aspect of the game quite recently.
Introduce an archetype of placeable fishing items.
One of the main thoughts that comes to mind after the introduction of Calamity fishing content (the BEST. CONTENT.) is that there are no feasible means of fishing in the abyss due to the lack of air pockets -- it's part of the design after all. To combat this issue, introducing some form of placeable fishing stations (i.e. crab pots, fishing traps, cosmic fishing vortexes or whatever) would allow the mod to introduce abyss style fishing rewards and, additionally, give the player incentive to interact physically with certain biomes more. Being able to place traps as you explore and rediscover them later for some free loot sounds like an experience that peeps could be a big fan of.
Make Ceaseless Void have a second phase
Why: The new resprite makes him look like he's about be unleashed. Maybe make it look like that its a vortex that throws dark energy everywhere. But not like randomly make it like in a few circular patterns. (Also another reason is that all other sentinels have second phases.) Use Ceaseless Void's old sprite in phase 1 and use the new on in phase 2
Make a town NPC that shells potions
From 5 gold up to 1 plat.
For example:
Zerg,Zen and potions that need cores of calamity or ectoplasm will be available after plantera has been defeated.
The same with Providence and many other bosses.
Potions that need only a bottle of water and some blood orbs will be sold normaly when the Npc has arrived.
The Npc will be able to arrive only if the Perforators or The Hive Mind has been defeated.
This is a better way to collect potions and save time if you are doing a speedrun.
Or add a better way to obtain potions.
Make the Bug Net craftable.
I'm losing my mind. It takes like 20 minutes to start fishing on a new world why is it uncraftable please i'm begging please please
or starter bag, rover is COOL. i like him 🐑 ❤️
Increase the range of the Oracle.
Reason: this http://prntscr.com/q21pry (btw Chippy's vid).
Make an upgraded excalibur near the end of Hardmode or pre-Mood Lord to provide as a better transition to the elemental excalibur. Maybe include the influx waver in the recipe because that vanilla sword isn't used in any others in this mod
make it so when you kill the moon lord, every boss gets a decent buffing and added drops for easier (sort of) farming and so you an get a challenge
Currently the Desert Scourge is only really viable to fight during the day, at least in rev/death. If it's too dark, it's very difficult to see the sand projectiles. I think it'd be a nice idea if they gave out a small amount of light to be more fair to fight at night
EDIT: And yeah, I know you can light up the arena, but that isn't a perfect solution
EDIT 2: as an alternate solution, maybe making Hunter Potions highlight the projectiles would help (considering the Potion of Omniscience is post-Skeletron)
Add yharon's claws as a material
I dunno why it might be a good idea, but being able to craft new weapons out of the jungle dragon's claws would be cool in my opinion and would add more variety to the mod.
Add Supreme Life Seekers that spawn during the brothers' phase
Life Seekers are the only Clone Cal enemies that don't have supreme variants on SCal fight and this would connect the two fights and the brothers phase does not require constant move (srly you can let the last brother with low life to get life and adrenaline).
Change world gen in such a way so the corruption/crimson wouldn't spawn on the jungle side
Why? I saw one person send a photo about this and realized i relate to it a lot. So perhaps adding this feature will ease a lot of playthroughs.
Make Brimstone Elemental summon become visibly angry during the Clone and Scal fights
Why?: Extremely weird detail to add, but Brimmy has every reason in existance to be absolutely furious at Calamitas specifically, considering what she did to all of the crags. Whether or not this is just a simple minor sprite change thing or if it's an actual stat boost for the summon is up to the devs.
Clonelamitas Suggestion: Make Clonelamitas charge towards you and shoot a very small spread of Brimstone Darts at a time interval(not as much as the one from the small gigablast)once her soul seeker ring is down or when she reaches low health. (Does not apply when the final wave of brothers are alive).
Let me put it this way. The Clonelamitas fight was rather fun but all the fun belongs to the Brothers Phase and the Soul Seeker ring phase. Also Clonelamitas’ movement AI is just plain P2 Retinazer’s AI, making the fight rather plain and also easy in some aspects. So I feel like Clonelamitas should have a more threatening AI to rival her brothers and to make the fight balanced in terms of difficulty. If the change is too difficult, nerf the brothers’ HP slightly to compensate.
Make the Ark of the ancients' fallen stars go through the ground since Starfury's stars do and it is part of the crafting recipe. Same for true Ark of the ancients (or may for this just keep the normal so it's not too too powerful underground)
If possible, make it so summoners can right-click-target innocent creatures
Why?: Pig's exist now and give a great amount of money early-game, but are insanely difficult to deal with for summoners specifically since your minions simply can't attack them. Also, terraria has taught me to slaughter everything that moves anyway.
Give Necro armor something interesting.
Necro armor stays untouched and the armor is overshadowed by the armor from Calamity. I seek to change that with this suggestion. A few ideas for these armors set bonuses that I had include,
-Necro armor having chance to fire a bone that does damage and applies a random status effect.
These are some of the many opportunities that these armors could get.
Buff late game ranger armor to give reduced ammo consumption. I really don't understand why they don't have it, while the earlier sets do. Ammo consumption can be ludicrously high late game, and this would make ranger be more fun to play.
Give the Abyss Torches Particle Effects.
I hate the look of these torches because of how ugly they are without any particles. All of the vanilla torches have small particles that come out from their flames sporatically, which is a simple feature that cannot be ignored. Without those particle effects, they lose their charm, which is why I avoid using these torches unless I am exploring underwater.
give cultist a treasure bag
Why: Doing a Armageddon run of it kills you instantly, but only gives 1x the loot. Kinda stupid to have it that way so giving it a treasure bag would make Armageddon more consistent.
Make hammers better
A way to do it is by right clicking with the hammer and selecting a block shape, and left clicking on a block will bring it to that selected shape, perhaps you could add slabs facing the sides and top. It would make life a lot easier.
lower the siren ??? spawn rate by like
a factor of 10
the reason being its impossible to farm in the ocean without seeing it repeatedly and intentionally having to avoid it and its annoying after a short while
Increase the visibility on the new King Slime gemstone
This thing is hard as hell to see especially during the day, which is primarily when KS is fought. It currently lacks an outline, and the color doesn't pop because it's slightly transparent. Making it a full color and giving it an outline would make it pop out more.
Add a post-siren item that makes ??? stop spawning completely.
Edit: toggleable.
Make it so after killing moon lord the previous rare items from bosses are just a tad bit more common
Add recipe for band regeneration.
Why?
Because it is a material for 2 very large crafting chains, and some players can have a very difficult time finding it, like me. I've spent 2 hours looking for it, opening 50 chests along the way, yet to no avail, so I feel like it should be done.
The recipe could maybe be something like a life crystal and 5 silver/tungsten bars, or something like that.
could there come a slight sound change to the angry dog from the snow biome. it is quite the loud sound compared to all the other mobs. even with lowered sound settings.
-Make Hardmode Giant Clam drop a Rogue Weapon-
Reason: I know Prismaline exists, but rogue players have absolutely no reason to fight Hardmode Giant Clams unless they want Mollusk Armor. It also gives Rogue players more reason to go fish for Sunken Crates.
Earth elemental minion accessory, every mini boss elemental has them, so why not him?
Nimbus rod upgrades, its one of the only vanilla weaps in calamity that doesnt have an upgrade of some sort. It's a shame to, nimbus rod is a good weapon for any mages asrenal.
Make luminite ore generate in the world, perhaps planetoids
Its really annoying to farm ML so many times just to get enough luminite, another way could be to just make ML drop more.
(And yes i noticed the irony)
Give Astral Armor a set bonus minion because the current set bonus doesn't work with summon weapons and spooky armor is better than it
Suggestion: remove 2nd flames from Deathhail Staff and Fates Reveal
Reason: it looks bad
Suggestion: Add a flamethrower in between the beginning of the game and the hive mind.
Reason: the hivemind in very difficult to destroy with the beginning flamethrower , especially in rev+.
Change Cloud Elemental's attack and her summon's attack to anything else
Why?: Her enemy attack is the exact same as the Sand Elemental's except that it's in the sky, making it way easier to dodge overall if you're any form of prepared. It's also just kind of weird, since she could do so many other things, like strike down lightning, or shoot down acid rain, or whatever. Same thing with the summon for her, since the summon literally just rams into stuff with no interesting moves at all.
Alternate recipes for Drill containment units
- 20 Luminite Bar
- 20 Ueliboom Bar
- 1 Laser Drill
- 1 Gallant Pickaxe
Craft at Ancient Maniqualtor
Reason : I include Ueliboom Bar to recipe because this is material from Post-Providence and you need to mining to make huge arena for the next boss (Polterghast)
This will be better idea if you can make DCU but with less variety of materials for building arena
Make a craftable recipe for the Onyx Excavator Key using dark shards and obsidian or something
Why?: I've seriously, unironically never found the cavern shrine in my entire life, and I've played multiple playthroughs since it's addition. I understand it's not much of a mount to seek out anyway, but it's the only mining mount until post-ML.
Rework of the Helium Flash
Before I say anything I want to preface this by saying this is what I would do with the weapon, not what necessarily HAS to happen to it, it would still be good if it got any other more interesting effects.
-
Right now the Helium Flash is very boring, it's basically just the venusian trident with a buff to damage and a larger explosion. Considering that most other post-darksun weapons have interesting qualities/features (Light God's Brilliance has lots of projectiles and homing, the face melter has the amplifier, the alpha ray has two firing modes and the voltaic climax effectively turns your cursor into a weapon), the Helium Flash could really do with a makeover.
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Currently the projectile it shoots is a fast travelling bolt, it would be more interesting if the bolt had very slight homing and inflicted ichor (matches the colour of the projectile and all the debuffs it currently gives don't affect most bosses of that part of the mod), as well as every three shots it fires a black hole bolt which instead of exploding when it hits a target, has the same effect as Ceaseless Void sucking the player in. This bolt would deal significantly less damage but would affect bosses and enemies, giving the player some time to breath.
Why?: As I said, the Helium Flash is bland compared to the other weapons in it's tier and is basically just a buffed venusian trident, so it would be good to see it have more interesting properties.
Ice shrine change: The Tundra Leash is one of the most boring if not the most boring shrine item available to the player. As it stands, the angry dog is a reskinned Basilisk/Unicorn mount, and would do with either a change to the mount or the implementation of a new item for the ice shrine. Here are my ideas
- Change the Tundra Leash: A change such as increasing the speed of the mount, causing it to inflict a debuff on contact such as frostburn or giving it a charge effect where it can increase speed temporarily and ignore enemy contact damage are all potential options to make the mount distinguished from the Unicorn and Basilisk
- Move the tundra leash to be an Angry dog drop: Pretty self explanatory, a new item could be made for the ice shrine and the leash would be an angry dog drop. If having the leash and Cryophobia is too much for the angry dog, the Cryophobia can always be moved to a different enemy in the ice biome.
Jungle Dragon, Yharon & Movement Dynamics
Yharon's fight is one that I and many other people dread. I think this is for a myriad of reasons, but for today I will be suggesting a change that could potentially fix one of these problems.
As we know, Yharon is a fast boss. He kind of has to be, in order to catch up to players with the running boots and wings available to them. However, such a focus has been placed on the dash-attack-dash-tornado formula that the fight feels tediously simple, while at the same time being annoyingly difficult due to his massive contact damage. Additionally, the fight focuses less on the actual boss, and more on the counting of dash cycles and general positioning of the boss relative to you regardless of where he is on the screen, resulting in a focus on the silly map icon that keeps track of the boss across the arena.
My suggestion is that Yharon's non-dash phases be extended and more unique in order to break up the monotonous pacing of the fight as it stands currently. Additionally, teleportation should be introduced a little bit earlier in the fight (subphase 3), in order to encourage interesting movement patterns on the player's end.
Why would this help? Well, it retains the aspect of counting dash cycles and keeping track of Yharon's positioning, but now the boss and its... beautiful sprite get far more screen time. Additionally, the boss would be granted new opportunities for interesting attacks in the non-dash phases. Examples would be Yharon spinning around you and spawning some fireballs, forcing you to move in between the gaps, or straight up flying above you and spraying Betsy flame breath, forcing you to fall down to avoid the attack. it would break up the fight immensely, and offer up more interesting dodging situations that would make the fight worthy of it's current "final boss" title.
A small suggestion, give the demolitionist some stuff to sell, as it stands the demolitionist has the least changes, with other NPCs getting boss spawns to sell or other new content while Gimli is left in the dust with his gunpowder and Sadness
Ive got a Suggestion about some Post ML or even Post yharon enemies for the old ones Army and maybe even new items or items at the barkeeper
Suggestion to add a mountain structure on the side of the map that has a plain ocean see #suggestions-discussion for more info https://discordapp.com/channels/225030931008847874/465195069406707722/649822779603943455
rogue custom modifiers, so it feels even more like a seperate class
Remove or reduce the quantity of the planetoids that aren't in the middle third of the world.
With planetoids currently being able to block Astral Stars and Meteorites from landing properly it's possible to get screwed out of two different parts of game progression with very little control over it. The middle third of the world nearest to spawn is by default protected from meteorites and Astral Stars so it'd be fine to have planetoids there, so they can still exist. The biggest ones are always close to spawn anyway so you're not missing much by removing the further ones.
Adding Guide items you can Buy at the Merchant wich help understand the clamamity Mod
Suggestion: Add more mimics to the game: jungle, ocean, hell, astral, brimstone and abyss mimics. (not all must be implemented of course)
Also new items for every mimic, hook variants, weapons, accessories and other stuff (this is subject to the devs preferences).
Reason: It'd be a good addition to the already existing mimics and it fits well into the game.
The already existing mimics consist of hallow, crimson, corrupt, ice and three which are practically the same enemy, mimics need more variety.
Make Despair stones drop Charred Ore post-Plantera, remove Charred Slimes:
Doing this gives the Despair stones a unique purpose other than dropping the generic Brimstone Crag items and gets rid of the boring Charred Slime.
Nerf Throwing Bricks selling price
100 bricks sell for 40 silver, (100/25)*2=8. 8 clay blocks. 40 silver.
Too fat of a cash gain tbh.
Add more Grappling Hooks Why: Hooks right now only go up to Moon Lord
Make the Aquatic Scourge have something to do with Sunlight. Why?
Both of the other Mech-Boss alternatives are related to and drop the Essences (Cryogen-Eleum, Brimstone Elemental-Chaos), so why doesn't Scourge? It's related to Sunlight enough as it already is (Almost no one fights it at night), so all it should need is a Essence of Sunlight drop and MAYBE only make it spawn during the day.
This is gonna be two suggestions, however I will post them seperately so they can be independently rated.
Add another minecart
Reason? Because we could use another minecart to just spice things up, it'd make transportation easier as well.
Add more mechanisms
Reason? I've found engineering and wiring fun and pretty damn interesting. It would be cool to have traps at Post-ML, maybe enhancing existing traps with a resource like Cosmilite.
Make the celestus a little Bit quicker so it can be used as a good endgame weapon
Buff Hadal Stew to post-Calamitas/Plantera tier.
Some people may find this change slightly odd, but think about it: if the recipe for Hadal Stew has recently added the requirement of a fish from the Brimstone Crag on top of the need for depth cells, then chances are, the recipe won't be changed to remove those materials. Oddly enough, most people can already get them from pots as soon as you enter the Abyss post-Skeletron, defeating the purpose of that overly complicated recipe.
My take on this recovery item is to make two changes: For one, remove Hadal Stew from the Abyss pot item pool entirely, and two, to compensate for the removal of the ability to get Hadal Stew from pots in the Abyss, give the Hadal stew more healing to make crafting the Hadal Stew more rewarding (due to how difficult it is to make them) and to compete with Greater Healing Potions, because right now, 120 HP every 50 seconds is slightly less HP per second than 150 HP every 60 seconds for Greater Healing Potions. Sure, the Well Fed Buff for 60 minutes is nice and all, but most people at this point in progression can already buy Delicious Meat from Permafrost. And plus, Greater Healing Potions are accessible as soon as you get into Hardmode, and with this change to Hadal Stew, it will be able to function like an upgrade to Greater Healing Potions, as there is still some time before the player can access Super Healing Potions as they are at Pillar tier.
Make an NPC that sells lore items
If this were to be added, it would be like NPCs selling boss summons. It would sell lore of previously defeated bosses. I want this added because of the fact some people will just delete lore items because they think they're annoying, when some may be extremely useful.
I recommend that you can gather sulfuric water that can be used in crafting recipes such as new and upgraded weapons or maybe an upgrade that combines the alchemy station and imbuing station that adds more potion. Make it hard mode so it’s not too op
add more cooking recipients like ramen or lasagna for extra buffs that can be used
Remake Singus, Envoy of the Devourer
I saw the remade Ceaseless Void. It was quite fun but I want another remake of Singus, Envoy. Then remake the other bosses and Post-Moonlord bosses
make tiger climbing claws or it's ingredients drop from king slime because if they don't spawn in your world you have to make another world. Keep in mind that this is used to make a late game accessory
Disable natural deathmode boss spawns in hardmode until a hardmode boss is defeated.
Reason: The early hardmode grind is annoying enough as it is, but with the addition of random mech bosses spawning nearly every night makes it much worse, because usually right after defeating the wall of flesh the player is unprepared to fight any hardmode boss.
maybe add a mechanic in the game that lets you not have items you don't want in your hotbar besides the player's choice because lets say your fighting a boss, and you notice you run low on health, and out of literally no where a mushroom appears in your inventory and when you press your heal button, it consumes the mushroom, ruining your bossfight.
and also this has happened multiple times to me and it gets very annoying, especially when you get close to beating a boss. i also want this because my hotbar gets messy especially when im doing like a playthrough that im only using one weapon at once and my hotbar gets filled with random stuff that i dont need
Add a craftable post-ML static hook upgrade.
Static hook is a very original and useful hook, but not when it comes to boss battles. It is pretty slow and takes a long time to land. Which is a shame, because it plays not like other hooks and making it better would add a whole new movement feature in bossbattles. Personally, I use this hook a lot and my idea is to make it either land very fast for fast wing regeneration or to make it pull and push you very fast for linear dodges in bullet hells.
There's lots of void/abyss furniture but no basin :(
armageddon debuff/icon somewhere on screen to let the player know that he is currently in armageddon mode. Reason: because i forget to turn it off
Add a rare item variant of the Cursed Dagger.
Why? The Ichor Spear has one, and the Spear is already better than the Dagger in most practical situations even if just for its debuff. The lack of a RIV for the Dagger makes Corruption worlds inherently worse for rogue players, regardless of preference. It seems silly to give players less options if they prefer the Corruption for other reasons.
can there be an option to enable/disable Rage & Adrenaline in Normal/Expert?
Edit: My reason being I don't really see why such a big combat mechanic would be locked behind a difficulty setting... (Sorry I don't have much else...)
Replace the Galeforce's feather projectiles with the more current aerialite feathers, similar to the ones dropped by the armor, minus the homing effect obviously.
change the textures of the outlines of the rage and adrenaline bars when in death mode as a small visual indicator
reason: you can more easily tell the mode you're in, and qol for nohitters who wont have to turn off and on every mode their playing in
Decrease the drop chance of the Titan Arm from Atlases.
Considering that you have to kill 3 Atlases in order to summon Astrum Deus, you're going to end up collecting a ton of this weapon if you keep failing, given the fact it has a 100% chance to drop. Decreasing the drop chance would lead to less clutter, and weapons like this shouldn't be dropped so often.
Add a fishing based alternative for life crystals.
We have one for mana crystals. I would like to have more than 100hp but the underground is scarier than the calming tides of the ocean. 🎣
Add Chlorophyte to Jungle Crates.
Most ores can be obtained through fishing up crates, but the most heavily demanded ore remains unobtainable for fishermen. This is ineffably fishist and should not stand. Please remedy this transgression. 🎣
make the auric tesla space helm also increase sentries by 4 or so because end game summoner armor should do that
Make voodoo dolls for every NPC
Right now, we have 2 voodoo dolls, and they are both used for summoning bosses, perhaps other dolls for other NPCs could be used for other reasons like getting a weapon, triggering an event or perhaps even summoning a new boss.
Add a late hardmode summoner armor set, perhaps plague armor (bee armor upgrade)
Reason: Using spooky armor until post moon lord is boring
A suggestion...
Make Arcane reforged accessories provide an extra bonus, like 2% mana cost reduction, or something similar.
The reasoning behind this is simple. Who the hell ever reforges to arcane? It cannot compete with other affixes, meaning it's just there for being there, occupying space. Giving it a little extra such as how warding was done to also add some amount of damage reduction could probably make a difference on someone's decision when they get an arcane prefix.
Make Super Dummies be able to move on conveyor belts.
A simple change that provides more options to wire contraptions that include traps and such.
Nazar gives immunity to Distorted
Reasoning: The Distorted debuff makes the Slime God incredibly punishing to get hit by, sometimes causing a player to go from full health straight to death in the harder difficulty modes. Even accounting for Wall of Flesh and Cryogen, this makes for a major difficulty spike in the mod’s progression. If there was a way to counteract this debuff, and with an item that the player would probably get from the crimulan slimes regardless of whether or not they win, that would give the player an option to make the fight just a little bit more forgiving, especially for melee classes as their whole premise is to tank a lot of damage and deal a decent bit in return.
Make the Calamity Mod more compatible/compatible with the leveled mod. Reason being that it would be cool to have an alternate version of calamity that has a leveling system and Mobs/bosses that scales with progression and exploration.
Make providence's loot not spawn in a box when defeated in the hallow
It is very annoying trying to pass through the hallow when there are ten floating boxes in the way. The only purpose of these boxes are mainly so the loot dropped from providence won't fall in lava. There is no reason to have the box spawn in the hallow where there is tons of land and no lava.
During Providence’s fight, give the profaned guardians map icons.
Guardians can be extremely hard to track due to them being offscreen most of the time, and the way they charge results in cheap hits. Giving them map icons would allow for a way to know where the guardians are when offscreen. The guardians in their own fight have map icons, so it doesn’t make sense why they don’t in the Providence fight.
Add unique post ML grappling hooks.
Why aren’t there much hooks in calamity? There’s only one and it’s a mediocre HM one. They can be so well designed, like a hook that gives you bonus stats if you stay grappled, or one that is affected by gravity but has insane range and velocity, etc. sort of like how wings give you bonuses if you prefer them over the tracers.
Remove Black Belt from Abyssal Mirror recipe or replace it with something else.
Black Belt is already used in Statis' Belt of Curses, another rogue accessory. Rogue now has two accessories that require black belt, and not to mention the process behind getting it in the first place is tedious enough.
Increase the drop rates of Chaos Fish/Rod of Discord post-ML
As progression goes in a Calamity playthrough, the need for the RoD or NR becomes increasingly prevalent. However, the drop rates for it remain as low as ever, being 2% for Chaos Fish(which you need 5 of), and 0.2% for the RoD drop itself. Having the RoD be so completely optional ML and below makes sense since there are work arounds for each boss, but the instant you hit Prov and above, it becomes almost required(Prov's dual lasers, DoG's entire head, all of SCal, etc).
Stack the buffs granted by the Profaned Soul Artefact
Why? I dunno about any other summoners, but they take up 3 full buff slots which limits how many active buffs you can have. Worse yet, fighting bosses that inflict debuffs remove your buffs completely, and you need to buff all again, it can get very annoying, especially if it just so happens to be the candace, wrath, summoner, bewitched, or endurance buffs. Considering this it might even be worth increasing the number of possible active effects so it doesn't effect any other classes
Prevent the Ebonian and Crimulan slime gods from despawning until the player dies
My friend is fighting slime god and his arena is high up in the air. the main slime god flies up to the arena but the other 2 despawn. This is just an annoying little problem that is clearly not how it should behave, and it takes away from the overall experience.
Edit i have been told that the slimes will only spawn on solid blocks. Could this be changed so that the slime gods can spawn in air?
Make Slush get replaced with Novae Slag when the Astral Biome is created.
Why: the entire reason for Novae Slag's existence is so silt doesn't stick out as much (as it didn't get converted). Slush doesn't get converted and looks out of place. Alternatively, some astral slush can be made.
The chaos elemental should drop chaos fish, I find it time consuming to fish out chaos fish. Even with 100 fishing power it still is a lame, and rng filled waste of time. Maybe a 1-5% chance? Or maybe that's too high, I don't know.
Buff Terra Blade slightly or add in a unique effect that can boost stats when using the Terra Blade. I find Terra Blade less significant overall due to the fact that it only deals 2 more damage than Terra Edge and the fact that Terra Edge can heal players slightly, which is a major reason for players using the Terra Edge rather than the Terra Blade, making the latter seem useless. And what makes it important is that they belong in the exact same tier, meaning that Terra Blade and Terra Edge should have balanced usability.
Make the stat meter show your total rogue stealth value, and the current value at a given time. It should go in the "rogue" section of it
Suggestion: Make the buff/icon that shows current amount of rogue stealth
Reason: To see how much stealth do i have 
Suggestion: Rework the JSON file mod configs to configs accessible from the the Mod Configuration menu in game
Reason: Consistency and QoL for players, not everyone knows how to edit mod configs by going into a .JSON file buried in a folder somewhere, especially since ingame mod config alteration is now a thing. Moving the configs to the ingame config menu will allow for ease of use to players that are new to modding alongside mmore consistency with other mods' configs.
It shouldn't be too difficult to make the change from a development standpoint, since mod configs do not require an excessive amount of code and examplemod shows a lot of how to do different types of configs if one isn't sure.
The development team is going to kill me for this
Suggestion: Add a Mod.Call function so that other mod developers can add their mod bosses to the Calamity boss rush
Possible format of the Mod.Call Function (no variable names): ( int npc type, float placement in BR (works similarly to boss checklist value), int BR HP, float BR damage multiplier, float BR defense multiplier, float BR Damage Reduction)
Reason:
The Calamity boss rush is meant to be just that, a final challenge that is a gauntlet of all of the game's bosses boosted to endgame power levels. However, if other mods are installed, it can end up lacking several bosses. the addition of a way for other mods who wish to add Calamity compatibility to add their bosses to the boss rush would enhance the gameplay experience when playing with those mods.
I don't really see this getting implemented due to calamity being meant to be played on it's own, and the likely difficulty of programming the change. but it would make the game more immersive and coherent when playing with multiple mods that have added the compatibility.
If other mods making their balance horrendous is a problem a config to disable non calamity bosses in BR could be added so that the BR is not piss easy or impossible
Suggestion: Make it so the ancient gold helmet gives you 45% extra mining speed when wearing the gold chainmail and greaves
Reason: Wearing the basic gold helmet with the rest of the armor gives you this set bonus, so why shouldn’t the ancient one do the same?
On today's episode of "oh god more wackiness from that one meme yo-yo man":
Make Calamity item "flavor text" and other tooltips more consistent with how they are in vanilla and in other mods.
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Vanilla tooltips are organized in a mostly consistent manner --- descriptions of an item's function and extra stats are stated after basic stats, and flavor/lore text is always placed on the last line(s) with single quotes embracing them. To give an example, the Vortex Beater first describes its high chance to not consume ammo, and then has its pewpew-boomboom flavor text in single quotes after the statistic line.
Calamity items have always been very inconsistent with how their tooltips are organized by comparison --- ranging from Drataliornus following the normal format, to items like Galactus Blade having no quotes and having the lore as the first line, to things like Monkey Darts which are actually organized right but don't have quotes around the flavor text leaving you wondering if there's a secret extra effect tied to them. As such, it can be a bother to a lot of people and overall be somewhat confusing to those that believe there may be hidden features.
A change like this would make these various tooltips much easier to figure out and read alongside those of vanilla (and other mods, should they also follow this convention) and overall just make them look nicer.
(It'd also give a lot more freedom with how varied flavor text can get, for whatever that's worth.)
Throwing brick should actually damage the player if they throw it upwards and it hits them on the way down.
Reason: The tooltip is literally "Prove its resistance by throwing it upwards and catching it with your face"
Increase the length of the Elemental Lance projectile sprite.
Reason: So it doesn't do this
(this might be in the wrong place-) I constantly use the calamity gamepedia wiki to prepare for bosses, but I can never see if they are nocturnal, diurnal, or biome specific. If there was a category to specify this, I think it'd be great.
Give astral monolith some attention
Currently astral monloith is completely obselete, you cant even make platforms with it! This is annoying especially when preparing an arena for astrum aureus where you usually cut down the monoliths to make space for the fight. It is a shame that there are no decorations because it looks SICK. But I also have another idea, maybe add a rouge pre-cryogen armor that you can make with astral monolith, stardust and maybe other materials.
Something Something please add some form of Stealth Meter tl see when it's full like Mana Stars or maybe somethimg like Rev bars. I can barely know the difference, get pummeled when staying still and the sound fx is even lower than the mana refill?
Have the contagion use plague cell canisters in its recipe
Reason: it would make sense
Please make a config that disables the cap on melee/mining speed. As it is right now, all the existing config does is have a config that adds a flat "mining speed boost" of 75%. that still limits the actual mining and melee swing speed and it kind of sucks. I really miss having the ability to "fly" through the underground with 500% mining speed and now its capped bcuz of calamimeme.
auri telsa blocks and maybe even furniture
Auric tesla bars that you can place maybe
Most other bars I know are placeable so why not those bars too?
Furniture because I really enjoy building and showing stuff. You could have an endgame house instead of just having the gear.
Your progress is directly visible just by looking at your base, instead of looking at your chests or something.
SCal multiplayer changes
- Right now in multiplayer SCal is a bit of a mess with many things breaking. But this could be fixed by changing a couple things:
- Make the bullet hells centre around the middle of the arena, not the targeted player. Right now it's difficult for players not being targeted as the bullets just come out of nowhere.
- Make the brothers centre around one player at a time. Right now they just fly madly left and right in an attempt to be around all players and it makes them stupidly difficult to hit and dodge.
Why?: These changes would generally make the fight more enjoyable in a multiplayer environment, the boss already somewhat supports it by giving all players their own calamitous essence so it would be nice if it was accommodated in other areas of the fight too.
Buff the Necklace of Vexation to not be a situational class emblem
The Necklace of Vexation currently boost the player's damage by 15% while they are under half health, which just makes this accessory a situational class emblem that is first available Post-Plantera. Buffing the necklace would turn this accessory from "just another throwaway accessory" to a situational yet viable alternative to class emblems or the Void of Extinction.
Note that only the Necklace of Vexation should receive a buff, the Yharim's Insignia does not need a buff to traits it inherits from the necklace.
make the magnum (and related weapons) not prohibitive to use
the limited uses per fight is very contrived, and the finite ammo discourages their use out of fear of squandering them by missing or dying
or they'll make a player reliant on them, but eventually running out permanently
so they get saved for the impossible fight that shouldn't require them
changing them to be more like normal weapons would let players use them without fear of being locked out permanently after too many failures (and i see them being an aid for less skilled players, which makes them currently very counterproductive for that purpose)
design philosophy done, the actual suggestion:
give bosses massive initial vulnerability against the weapons, but have them resist more and more with each hit, quickly scaling their damage down to what they would do to normal enemies, if not even lower
this would allow them to fulfill their purpose as a boss softener/finisher without having any hard caps to completely discourage their use
i heard that their current state is due to exploits, but that's not really something anyone can stop
if someone really wants to cheat/cheese, they will win that arms race one way or another
Make the amalgam's fungal clump toggleable with visibility
Reason: Consistency with other accessories that provide summons as one of their effects such as HOTE, and so that you can use the amalgam instead of the void of extinction as a non summoner player without the summon decreasing your DPS by interfering with the enemy's Iframes. As currently, the interference from the fungal clump often makes the amalgam less viable than the Void of Extinction for non summoners.
Magnum rework proposal (and similar)
Currently these weapons fire few times per fight being kind of a head start in a bossfight which is some kind of mechanic but kind of awkward in my opinion.
(I know that following requires a lot of work and thought process behind it)
They could be changed, such that base damage is way lower compared to current one, but they'd benefit from special interaction with bosses. Each boss could have few vurnable frames (which kind of fits the retro aesthetics of Terraria) that'd be indicated in visual way like blinking light or some animation, which mean that during this phase boss would take multiplied damage from Magnum.
This way there's a reward for knowing boss behavior as well as satisfaction of timing it right / making it save your ass. Another minor benefit is that cheating the bullets wouldn't make much more sense as spamming them would be pointless (as only real benefit would be to time them right, otherwise Magnum'd be less effective than a regular weapon), yet you wouldn't feel restricted by finite amount of shots you can take during the fight which in my opinion is win-win situation
Make the shrines locatable
You just love digging for hours searcing for this excavator mount in a big world, don't you? I don't.
The idea is to make some traces of the items to guide you in the search.
For example, if you are digging and all of a sudden you see a horizontal hole just like the one leaved by the excavator, then you know that it is nearby. Those holes will be rare but they will follow one rule. If the hole goes down while expanding to the left then the shrine is to the left and if right then right.
Other example - while searching for the marble swords or whatever you can see that many marble biomes generate a swords statue either to the left or to the right from the middle of the biome. These show you which way you should go to find the shrine.
Edit:Like the vanilla sword shrine that is indicated by the hole you can notice in the ground.
Disable the Adult Eidolon Wyrm spawn sound in multiplayer.
Why: Because of a bug, Adult Eidolon Wyrm can't spawn properly, so when someone teleports, the game makes repeated attempts to spawn the wyrm causing the sound to repeatedly trigger. While the piano clash is a nice touch in single player, it's really annoying in multiplayer.
Post-ML painter’s tools
With fishing now getting attention in Calamity, I think it’s a about time that painting gets some love too. It wasn’t that long ago that the mod got a massive amount of decorative items for most tiers of progression in the game, but for a detailed Terraria build the paint is just as crucial.
But, what would they do? Well the easiest answer would be to just give them a massive range (think +20 tiles) but I can see other fun effects too. For example, the devourer of gods improves on the golden rod both through fishing power but also fishing lines cast.
Completely rebalance Siren and Leviathan or move them to Post-Golem, Pre-Plaguebringer Goliath. Keeping everything about the fight the same but buffing the drops accordingly.
Seriously, The Siren and Leviathan being post-Plantera is a little ridiculous for the amount difficult it is. Plantera in Revengence has 96600 hp, and Siren and Leviathan have 66560 hp and 145120 hp respectively. Not only are you dealing with 2 bosses at once but if we look at the deathmode hp. Plantera has 142800 hp and Siren and Levi have 93840 and 303600 hp respectively. The hp difference is insanity in both modes plus if you add the DR from Levi and the size of her. Most homing weapons home onto her first and leave Siren completely unharmed. Plus, homing weapons that do target Siren most of the time don't hit her due to how fast she moves. PLUS the damage that both of them inflict is pure madness, AND Leviathan spawning enemies is purely broken. Rebalancing or moving Siren and Leviathan to post-Golem would be a fair and reasonable change as it would give the player proper gear for dealing with them. Or if there is a rebalance, it would actually balance them to be a fair fight, cause as of now, its a completely unfair fight full of too much of everything that makes a boss from balanced and fair to unbalanced and extremely difficult to the point of it being not fun anymore.
Suggested changes to Siren and Leviathan
Firstly, implement Deathmode's feature of spawning both simultaneously to Revengeance. The choice to force a phase change should fall on the player, and this gap in difficulty is a bit jarring to begin with.
Secondly, when both bosses are alive, have their attack patterns and movement be slowed down to some extent similar to the former SCal AI when the brothers were alive. The greatest qualm mentioned in the fight currently is that the bosses work excellently alone, but create extreme difficulty when combined. By slowing the bosses down slightly, the imposed difficulty is reduced without significantly altering the experience of either boss, and the pacing of the fight better introduces you to what the bosses can do.
Additionally, the summons from Leviathan are relatively unpopular and do not service the fight significantly, so they are a reasonable candidate for removal as well.
Make Conclave Crossfire post-Golem
Reason: Currently the availability of the CC right after obtaining the Tactical Shotgun pretty much invalidates the latter weapon except for crafting the CC. If it were moved further in the progression tree, it could mean the TS could get some more use. This is similar to how the Impaler received this treatment in order to give the Stake Launcher more use.
P.S. The Conference Call would also be moved to post-Golem to compensate
Add a status message post Plantera for indicating that the Great Sand Shark is available to be fought, and also if possible, Sand Sharks should spawn more often before defeating Great Sand Shark
Why? Because, Great Sand Shark is a miniboss that not too many people know about until they occasionally find about the summoning item. But still, there might be people who still think Great Sand Shark can be fought after Cloneamitas, so adding a status message that shows up after Plantera's defeat can easily make people understand the situation easier.
A couple of ideas for the message from me: "The winds of the desert turn harsh..." or "The sands are shifting intensely..."
Change the Sprite of the Ravager's laser to some kind of blood burst or something
Why? Well, the Ravager acctually have A LOT of blood related itens, and not even a single attack directly refering to blood. Of course, if you read it's lore the things make more sense, but even then, the laser are from Golem, that have the Lihazard things on it, so, unless the lore reffers as some Lihazard interference, things don't make a lot of sense.
So, doing it shoot a blood burst instead of laser would be better, because you can relate his attacks to the itens he drops and also the sprites would make more sense than energy beans.
Unfortunately, I don't have the Sprite here, because I suck at this, but this should be simple (I think).
Rename the Cnidrion
When looking at the origins of the name “Cnidrion”, you get to a word that is evidently what the name is based off of: Cnidaria. However, Cnidaria refers to an entire phylum of animals that are very much not what the mob is (a dessicated seahorse), but rather is a phyla consisting of animals such as jellies and corals. I propose that the “Cnidrion” be renamed into something that makes more logical sense, such as “Signathion” or “Hippocampid”, which refers to the family and genus seahorses belong to, respectively.
Make special range, summon and rogue modifiers for accessories
Any accessory now can be reforged to violent (or wild, rash, intrepid) and arcane, that both are especially for melee and magic weapons. But i think that other classes need to have their own special accessory modifiers. For example increasing bullets, arrows and rockets velocity for range weapons, minion knockback for summon weapons and max stealth for rogue weapons. These are just examples, but i think something like this will be cool
Make Clonelamitas have high DR when she summons the soul seekers around herself similar to when a brother is alive
Even when catastrophe isn't alive, this phase can be a problem since the life seekers spawn a ton and sometimes ram into instead of just shooting lasers, when because youre trying to kill the soul seekers, you damage calamitas, and then catastrophe spawns and then you're in a predicament.
Buff the Blood Clot Staff/Dank Staff
Why? Blood Clot Staff/Dank Staff have a base damage of 7!!! and it's a summon you get after killing the Perferator/Hive Mind. The Seabound Staff does 11 damage than it and it is a weapon you get from killing one of the first bosses.Maybe up their damage to a base of 20 or maybe a little less? It is extremely underpowered currently.
The block tiles in the Hell Crags are too high quality. This sounds weird but they really clash with normal terraria, especially right next to normal hell tiles, and would make sense if they had lower quality versions while the current textures could be ported to the texture pack.
A few changes to make the moon lord more fun:
Make the moon lord’s projectiles have fewer particles so you can see where they are more easily, the huge amount of bright glowing particles make the sprite itself, which is the only part that does damage, hard to see.
Make the moon lord’s homing eye projectiles and eye rings (things fired by true eyes of Cthulhu) slower and less frequent when the player is closer to the moon lord, but buff the eye beams (from head and true eyes) at that range and/or add a melee attack (punch/slap?) from the hands. At the same time, make the eye beams (again from head and true eyes) rotate much slower but buff the homing eyes and eye rings far away. These two changes will allow both close range and long range strategies to be viable, instead of making both strategies annoying for different reasons (undodgeable eye beams without RoD for long range and undodgeable homing eyes at short range)
Make living wood blocks turn into astral monolith blocks if a living tree is in the astral infection upon its generation
If trees get converted, so should living trees. Perhaps just make the leaves disappear.
Make slimegod lore item give a buff that makes the player behave simmilar to slime mount, jump up fast and fall down fast to give it abit more usability, and it fits as its a slime IMO
Suggestion: Add an amber hook
It could be a tier over diamond since it's harder to make.
Reason: There are hooks for all the other gems but amber. It fits really well into the game as well in my opinion.
Suggestion: Remove the sell price from Throwing Bricks
Reasoning: When grouped with the current version of AlchemistNPC there is currently an exploit that allows you to purchase a Red Brick for 2 copper, make the 25 Throwing Bricks, then sell it back for 10 silver. This allows the player to grind out multiple platinum in just a few minutes pre-Eye of Cthulhu. Even at 1 copper sell price per throwing brick, you are profiting 23 copper per red brick.
Add more rare variants for vanilla items.
Reason: sadly Book of Skulls and Bee cloack are the only vanilla items that have rare variants while the rest is only modded items and i feel it lacks vanilla variants and many would be awsome to have rare variants.
Add a Rogue related buff-station.
In vanilla we have several placable blocks that when interacted with grant a buff to a specific class, such as less ammo consumption for guns or an additional minion. What I find annoying is that (as far as I’m aware), the Rogue class has no buff station to speak of, and is just kind of inconsistent and annoying. My proposal would have it increase the critical strike of Rogue weapons, and/or decrease consumable Rogue weapon use chance.
Add calamity dyes
Playing around with dyes and vanity slots to create the best looking character is fun. While Calamity has a lot of really cool armors, it sadly lacks any new dyes. These could be put into the pool of items that the Dye Trader NPC gives you, or could just be crafted.
Create a way to manually spawn Mimics.
As far as I'm aware, there's no consistent way to encounter Mimics beyond random chance or making a clunky cave-apparatus, and there's no way to craft their drops. It'd be nice if there were an item that you could place in a chest to summon one, similar to the ones used to summon the Biome Mimics. That way their drops become easier to obtain and it'd make things like the Deific Amulet less of a hassle to make.
Sulfur sea crate or abyss variant
Maybe add a pet that you get from killing adult wyrm like dungeon guardian?
Change the Mollusk Shellplate's name to just be "Mollusk Shell". It makes sense considering the fact that the Beetle Armor's midpiece is "Beetle Shell", and all the mollusk armor pieces would still have "Shell" in them.
Add little icons, maybe around where the Revengeance stat bars are, that are only present when one of the other “Challenge” items are active, to stop people from having to deactivate and reactivate them just to make absolute sure it’s active.
By this I mean, just like with the Revengeance stats, if you don’t have it active, there’s no icon there. But say you activate Death mode, maybe add a little icon up there indicating it, along with the Defiled Rune and Armageddon if you activate those too.
Add a Permanent Mana Increase somewhere in Post-Astrum Aureus but Pre-Lunatic Cultist.
The Comet Shard is Post-Wall of Flesh. The next Permanent Mana Increase in the Ethereal Core, which is Post-Astrum Deus. The gap for the two increases is basically all of hardmode. Plus, adding this would keep consistency as the Health upgrades have 4 but Mana upgrades only have 3. Plus, Mages start having some Mana problems around this area, so adding this would also make this part of hardmode a tad bit easier as all other classes don't really struggle around this area but Mage.
Add a Post-DoG tier sentry weapon.
Post-DoG tier has basically no other options for player, forcing him to use Staff of the Mechworm (especially considering the fact that Mechworm is not exactly easy to aim where you need).
Adding sentry weapon may increase battle dynamics for buffed Pumpkin/Frost Moons, Yharon P1/P2 and Buffed Eclipse.
Proposed Brain of Cthulhu Lore Rework
Current BoC lore is extremely fringe. Its utility boils down to a get out of jail free card, an extreme cheesing method, or a means to skip exploring the Crimson biome. Here's a discussed proposition to repurpose the item to be a bit more interesting while still keeping its relation to the boss:
-- If the player were to take damage, they will instead be teleported away somewhere within the boundaries of the screen, avoiding the damage.
-- Upon teleporting, the player will receive extended i-frames to regain their footing and to prevent immediate damage.
-- The effect would trigger randomly at a 5-10% chance upon potentially taking damage. It could also be on a cooldown if preferred.
Suggestion: Sunken Sea , Sulphourous Sea and Abyss Water Fountains for map makers and to generally improve the aesthetics of player made (with blocks different to those required for it to be counted as a biome) biomes / areas
The AIs for all the added summons seems broken; the Fighter Jet summon and the Ice Clasper summon for example. They have a broken aggro range, leading them to leave your screen and reset constantly or trying to shoot at enemies behind walls. The basegame summons don't act as bad, so I assume it is an error in their AI logic. It would be great if that could be worked on a bit.
either make the greatsword of blah able to cancel that projectile spawner, or turn down its sound
if you were to accidentally swing it near your house, uh oh now i gotta move away from my house and move the sparkle geyser because its so sound i can't hear the guide
minion modifiers for summoners and others or calamity modifiers in general
something like +0.33 minions so you need 3 to get an extra minion
add an accessory slot, possible armor set bonus or extremely rare one-time-use modifier (so it doesnt stack)
more DoG tier summoner items/accessories or post-ML in general, more summoner items overall because there is basically no summoner class material in the mod and in the game itself
Buff energy staff in some way
Energy staff is as close to endgame sentry as you get..
..and its fairly underwhelming. Most of its projectiles have a tendancy to miss and is hardly worth using during any boss.
All I suggest is that besides a flat out damage buff, it could possibly have another ability like piercing, faster projectile speeds, multiple fireballs, or add another sentry 
Reduce the buy price of the Celestial Sigil, Profaned Shard, and Birb Phermones.
Really? Why does the Celestial Sigil cost 6 times more than the Ravager and Goliath summons? Nobody is going to spend 3 platinum coins just for one Moon Lord fight. Sure, fighting the pillars again can get very annoying, making some people want to buy the celestial sigil to avoid the process, but you can already grind Astrum Deus (Aureus gets buffed at this point) after killing Moon Lord for the Lunar Fragments to craft the summon. Buying the Profaned Shard and the Birb Phermones is even more of a problem because they just cost too much. With Moon Lord being grinded easily with the method stated above, making these summons become less annoying and only makes the player think about how costly the NPCs sell them for. Also, pricing these boss summons for platnium coins doesn’t make too much sense, considering that buying the mech summons and grinding them already give you a lot of profit.
Make the Eye of Cthulhu drop lens.
Reason: To make it easier to farm lens.
Make a Crimson variant to Unholy Arrows/make Unholy Arrows much more easily craftable In Crimson worlds.
Yet another aspect that makes Corruption worlds slightly better than Crimson. Although you likely won’t be using these in a Calamity playthrough, they(or a Crimson counterpart to them) should still be just as easily accessible as in a Corruption world
Buff the Night’s Edge and its components
I’m aware that the Night’s Edge was given autoswing to make it more viable, but it still just isn’t. The only reason you make it or any of its components is to make the Terra Blade/Edge, Terratomere and Exoblade. I propose buffing each of the blades as follows:
-Make Light’s Bane autoswing, and have a very fast swing time and knockback.
-Make Blade of Grass autoswing and fire spores similarly to those of the Chlorophyte Saber, albeit with less range.
-Make the Muramasa fire bolts of water similarly to those of the Water Bolt, albeit only capable of ricocheting off of 2 blocks, or piercing 2 enemies.
-Make the Fiery Greatsword shoot exploding fireballs that deal slightly less damage than the sword itself.
-Make the Night’s Edge require Purified Gel to encourage the use of its components before crafting it, and make it fire lingering shadowy gas that repeatedly damages anything within it.
Of course, these are just examples of how these weapons can be reworked to be viable. The devs can do whatever they see fit.
Add a portable, placeable Demon/Crimson Altar crafting station
I know a few other mods already add this, but I feel adding it would just make your life just that much easier, especially if you’ve entered Hardmode and accidentally destroyed all conveniently-located altars. The placement of the altars in your world is always random. You could have one right underneath your spawnpoint, or you could find absolutely none until you reach the Corruption/crimson halfway across your world. This also becomes especially annoying when you have to locate an altar for every upgrade for the Tyrant’s Ultisword, which requires you to keep one intact all the way until post-Providence.
Perhaps to not make natural altars lose all their use as a crafting station, make this alternative not obtainable until Hardmode or late Pre-Hardmode
Item suggestion:
clentaminator uppgrade,
Effects: same as old clentaminator BUT with longer range and larger width
Reason: clentaminator is a great item BUT its a hassle to ”nullify” areas and this would be a fairly balanced way to do it and i think it would serve us all a great favor.
(This is my base idea for this suggestion feel free to change values or names etc as this is mainly to add a base uppgrade to the item and an idea of how to do it)
Draedon's forge shoud work as demon altar
Reason: QoL + now i will have a single world
A try to balance Summons.
I just find hilarious how the Ice Eaters deal more dmg than the Spider Staff and even the Optic Staff and the Seabound upgrade. They can attack trough walls making attacking in tiny spaces very easy wihout getting the summons stuck in a wall. I easily went against Clonemitas with that and she's suposed to be right before Plantera and Resurrection Butterfly just desintegrated Fishron when the Pygmy Staff barely helps in battle.
Revengeance Minus
A way to get all revengeance content but without the difficulty boost for casual players like me. I understand that having more content with more difficulty is the whole reason behind this, but I just want to play with cool items, new combinations, new tactics, and just more general content without having to master every single niche of combat.
(Revengeance items/enemies should be nerfed in Revengeance Minus so everything isn't super easy.)
Rogue Suggestion: Alternate Exo-Tier weapons
So far, Celestus is the only viable primary weapon choice against Supreme Calamitas and since the Rogue update is adding up more Rogue weapons, I would suggest that one of these Rogue weapons being a weapon around Celestus level to add up more variety to the Rogue class for fighting Supreme Calamitas (much like the other classes) since most of the tiers were getting more Rogue weapon varieties.
Make Seraph Tracers able to be reverted back to Angel Treads
If you upgrade to the Tracers, it will count as wings and you will not be able to equip another wings.
In this situation, if you want to use a different wings you will have to craft another Angel Treads which takes significant effort.
Another solution is to allow wings to be equipped over Seraph Tracers, but negate additional bonuses gained from upgrading Angel Treads
make the player able to convert rogue variants to melee variants and vice versa, maybe in a demon altar or d'sforge, because the player sometimes does oopsies
I have a suggestion. Could we make Revengeance and Death mode a standalone mod? Like it could be compatible with other mod's bosses and make them more difficult. It would allow people to do super-hard playthroughs in other content mods.
Whenever Yharon teleports, add some sort of indication as to where he'll teleport next. As well as give him no hitbox when he teleports, as to prevent cheap hits.
Yharon is a long and difficult fight, any mistake could end the fight for you. Yharon teleports quite often and if your doing well, he teleports next to you and ends the fight for you. There is zero indication as to where he'll appear and paired with his high contact damage, this can not only cheaply hit the player, but also likely end the fight. Adding some sort of indicator as to where he'll teleport to next would help fix the number of cheap hits and inconsistencies with his fight.
Make the boss health bar scale with other UI elements
Reason: it would look nicer when playing at 4K res
Nerf the sell value of the Iron Francisca and Lead tomahawks, they sell for 2 silver each and 1 iron/lead + 1 wood = 50 of them, equals 1 gold coin, which is rather broken considering how easy iron and wood is to obtain
Aquatic Scourge Despawn Range:
Aquatic Scourge despawns really easily, espicially in those moments when you are at the farthest left or right of the world. It's really annoying to have to craft another summon for something that isn't supposed to naturally happen. Because of this, Increase the despawn range.
Leviathan Item Drop Location:
Make Leviathan drop her items to player location. This can go for other bosses too, but if Levi dies outside of the world, it is impossible to get her drops. Bosses Like Duke Fishron and Aquatic Scourge should do the same.
This ties into my last suggestion about the living tree blocks being turned into astral monoliths when the astral meteor lands, but
Astral Leaf Blocks
they would appear in the world if any living leaf blocks where nearby, from a living tree or otherwise. perhaps placed by an astral leaf wand, similar to the living leaf wand from the vanilla game, possibly even including that in the crafting recipe.
Astral Brick Crafting Change: swap stone with astral stone.
Not the most important, but certainly a flavor improvement.
Fishing Changes:
MASSIVELY reduce catch rates for purple clubberfish and spadefish in hardmode
When fishing for say, ebonkoi for wrath potions, you get lots of purple clubberfish. This is even worse in hardmode, when you might want to catch corrupt crates for souls of night and cursed fire. Besides, the crimson doesn't have an equivalent "trash fish". Similar reasons go for spadefish
Improved Brimstone crates:
Honestly, these crates aren't that attractive to me at the minute. The main attraction is the unholy cores, which are an item that is not really needed in large number, and isn't even that hard to craft. Perhaps post-plantera (and brimmy obviously), it could drop the brimmy drops (Abbadon, weapons, etc.). Also on the topic, are there any planned functions for the crag fish?
I really like to "grab bag" fishes. They really reduce the grind for herbs, and the bonus gems are nice too. However, I think a way to obtain essences from fishing would be nice, as grinding these items can be quite annoying sometimes.
Add more accessories for rangers at all times of the game
Reason:
Τhere are only a few accessories
And this is a problem for rangers.
(yes I resuggested that)
Allow boss related lore items to be crafted from the associated boss trophy (and maybe Victory Shards).
Lore items can currently only be obtained once directly from a boss upon their first defeat, so assuming you've lost them to the internal rename or by some other clumsiness you're fresh outta luck for getting them back without cheating or generating a new world. Crafting them from trophies seems like a reasonable alternative and isn't totally random either; trophies are a physical representation of a boss defeat, and lore items are a spiritual representation. It's not free but not crazy time consuming either. Victory Shards are included to make them more relevant as a crafting component and because themes and junk omg
also gives more incentive to finally get an aquatic scourge trophy, poor boy
Make the Plague Arrows used by the Malevolence craftable
There aren't any arrows between Terra arrows and the post Moon Lord arrows and they could act as an equivalent to the Acid Rounds.
This would be good for more ammo variety and are prexisting arrows already
Please let us change the key bind for the crystyl crusher’s right click, it’d like to have it in my hotbar but i am TERRIFIED of destroying my base
Replace the shield of the ocean in the Asgard's Valor recipe with the Paladin's Shield because it adds more variety and the shield of the ocean seems way less advanced than every other item. You could also add it to the recipe but having THAT many shields in one place seems a bit overboard.
On today's episode of Subclass Man's probably-weird suggestions:
Grant the Ornate Shield a dash ability.
(Note: the exact specifics of the dash are up to the devs (though one idea I had was having successful shield bashes release crystal shards or something on hit). The suggestion here is simply to give the Ornate Shield a dash of literally any sort.)
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As an ingredient, to properly justify Asgard's Valor having one. There's no reason for it to have a dash besides it being a shield at the moment, as none of its components have one. The dash of the Ornate Shield can be (and probably should be) less powerful than that of Asgard's Valor to compensate.
As an accessory, to grant a new mobility option at the stage of the game the Ornate Shield is obtained at. No, Cryogen's lore item doesn't count here, it can be changed to something more unique if necessary, shut up. 
From a lore perspective, would it not make sense for the great inventor Daedalus to implement this sort of abiltiy for a shield we can only assume would've been used by himself or by those who fought for the kingdom wherein he resided? A strategist and inventor as great as he surely had the ability to engineer a bulwark with the ability to slam through enemy forces.
Overall, to make the Ornate Shield more interesting on its own merit and not Just Another Material Accessory™️.
Make an Upgraded Clentaminator.
the Clentaminator Upgrade Will be Able to Clean out/Purify Calamity Biomes, such as the astrial. The Upgrade will have a Much larger Area of Effect, which makes Purifying the World Evil or hallow much easier. the Off set will be the Ammo/Fuel will Cost More or will need to be created by the Vanilla Ammos.
the Reason i would like this Implemented is for Ease of maintenance and Preserving the World or esthetic, Because Having to Push Back the World Evils So much Gets Annoying after about...the first time. It also helps with Getting rid of the need for the Hellivator like Shafts that are Barriers for the Evils/hallow, which are usually ugly and hard to Hide/cover due to them needing to be at minimal 4 Blocks wide to work.
Add a way to lock the Rage and Adrenaline bars
In vanilla you can lock the toolbar so it can no longer be interacted with by your mouse, I think that the same should be possible for the Ripper bars and possibly be tied to the same button.
Why? Well some people play with the bars in a different location then where they are by default, and either have to edit the config or move them every time they log out and back in, which is tedious. The Ripper bars also stop the player from attacking when either clicking on them, or hovering over them while still using a weapon/tool, which is annoying to deal with even if it doesn't happen often, and can straight up lower the dps of some weapons like any of the Last Prism esc items.
Please make Providence’s harming and healing flame projectiles have higher contrast. I can’t see them very well and it’s incredibly annoying. I’m relying on their size more than their color to tell them apart, and that’s after barely being able to see them against the orange background of the boss fight.
While we’re at it here’s a similar problem to fix: lots of weapons from shortly before and after the moon lord, and the moon lord itself, have way too many bright particles on their projectiles, making it hard to see what’s going on. For example, if I’m swinging my teratomere during the nebula pillar event, one of those homing orbs can just sneak up hiding directly behind the particle trails of the projectiles and hit me several times without me seeing it until it’s too late. This is incredibly annoying and it (and similar problems) happen with lots of things around that part of the game, like the moon lord’s homing little eyes.
Edit: as a clear solution, perhaps add some config option to reduce particle effects from calamity weapons?
There is one texturepack has Been Made for the calamity Mod why does the calamity Mod Not automatically reskin the textures of Vanilla to this textures?
Perhaps make a separate mod featuring all the older Calamity music, such as the old DoG and Polterghast themes. I feel this would both give more variety to the boss themes that can be heard and also provide nostalgia for older Calamity players.
Although I’m also aware that Elements Awoken already did this
Remove ANY NPCs selling boss summons if Fargo's Mutant Mod is installed.
Why?
Because mod compatibility is good. And Fargo's is literally THE boss summon npc mod, so having multiple npcs doing the exact same thing isnt really that great.
make sun spirit's projectile go through blocks for a few frames, because if it is above you and inside blocks, it becomes useless, also summoner early game is way underpowered, and all classes should be equally balanced
Rename the Craw Carapace to the Craw Claw
Reason: Rhyme is a pleasing not only in audio, but to read as well. Renaming the 'Craw Carapace' to 'Craw Claw' is a mixture of that and alliteration, a change that would improve the quality of both the mod and the player experience, with no risk or cost at all.
Not to mention that the sprite depicts a claw, and not a carapace, which is apparently a shell of some sort.
On today's episode of Subclass Man's probably-logical suggestions:
Make Sea Serpents not immediately aggro on the player and just passively swim around nearby targets instead or something until provoked, kinda like Eidolon Wyrms.
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They're the only enemy in the Sunken Sea that immediately gets pissy with the player. Lilterally everything else, even in Hardmode, is either peaceful entirely or passive until attacked. Why are these nerds the exception? It doesn't fit with the very peaceful theme of the Sunken Sea as a whole and can be rather jarring by comparison.
I just say this so farming isn't so bad, but make the headless horseman and mourning wood drop a few nightmare fuel, (not much) and drop pumpkings nightmare fuel drop amount by a tiny bit. For santa-nk1, everscream, and ice queen, do the same thing. Santa/scream drops a few endothermic fuel, and lower ice queens drop amount of endothermic fuel.
Make polterghast drop a few more ruinous souls than he already does. Farming him can be a pain if you go for the armors that it creates. Many players don't go and farm polterghast because of how much you need to farm him.
add party enemies
enemies that spawn during parties like maybe a balloon animal or a clown. they should drop party stuff so you dont have to buy it, or maybe party weapons
why??? because it would be cool to make an event with no real purpose besides cosmetics more useful in the actual game and at the moment parties just dont feel like they go with calamity but adding a little dange could mix things up 😉
Add unique fishing drop(s), including a weapon fish, to the Sunken Sea; since all of the other new biomes have unique fishables and the SS doesn't (to my knowledge). Maybe an Asphyxiated Anemone, that inflicts slowing debuffs on enemies, to go with the oxygen-deprived/passive theme of the Sea itself?
Colossal Squid in Abyss Layer 4:
Letting the Colossal Squid spawn in the Abyss Layer 4 would help summoners who want to get the summon item that it drops easier, as Layer 4 is essentially the Miniboss Layer of the Abyss. It also makes sense due to both the Squid and the Reaper Shark having very similar stats (Colossal Squid has more HP than reaper shark) and overall, the power-level of the Colossal Squid fits the 4th layer of the Abyss as much as the other mini-bosses
Make minions automatically attack Moray Eels when they become aggressive
Sometimes when grinding in the ocean, your minions accidentally hit passive moray eels causing them to become aggravated. However for some reason they completely ignore the moray eels even though they're attacking you. It may not seem like such a big deal, but over time it gets really annoying to have to pull out another weapon or a pickaxes to hit it once to get them to actually protect you, even if they're already aggro'd. This seems like an oversight as well.
Time for a wack suggestion
Make the heart of the elements summon non-attacking Elementals as pet/familiar type summons if equipped in a vanity slot (or alternatively pet slot)
Reason: It would add flavour and polish, and it would allow people who want the elementals for vanity to use them without having to play summoner.
Make the Profaned Guardians drop the non-consumable version of the Profaned Core.
Why? Because farming 50 essences to make the correct summoning item seems like an unnecessary step and doesn’t really add anything to the mod, similar to how the PDA is immediately crafted into the Cellphone. Also, new players might gloss over the fact that it’s a material, which could lead to them thinking they have to refight the Profaned Guardians over and over again.
Summoner Overhaul:
Reason: Endgame of summoner class is very linear and sparce, similar to the old Rogue class. When the new Rogue weapons were added, it added so much variety throughout the run, and I feel Summoner could have a few more weapons/accessories in a similar manner and give it more options for people. If I come up with any ideas to support this suggestion, I'll post them here
Add a summoner weapon between the eye of Cthulhu and the eater of worlds/brain of Cthulhu or one between the eater of worlds/brain of Cthulhu and hive mind/perforator hive
Reason: the hive mind and perforator bossfights are locked to 2 weapons for summoners: the brittle star, which can actually hit them but has miserable dps, and the magical conch which has much higher dps but requires constant resummoning to actually hit them, and it gets really annoying and feels like the weapon just isn't meant for the fight. A summoner weapon that could hold up to these bosses would be nice.
Ik this is specific item, but
Item that allows to:
Make all the minions to follow the cursor's location
(when holding)
On left click they will "attack the cursor"
On right click they will teleport to the cursor's position
Reason: this will make summoners able to pvp + if minions are "not enough smart" you can always correct them!
Add some indicator for boss targeting in multiplayer.
Because of the way multiplayer interacts with bossfights, the boss ends up targeting players at random— which, combined with lag, makes playing with friends a lot more annoying that it ought to be. Adding an indicator, whether it be an icon over a player’s head or a status message should help out with making multiplayer a more enjoyable experience for everyone who chooses to play multiplayer, while not interfering with singleplayer whatsoever.
Change the name of the Supreme Bait Tackle Box Fishing Station.
For being the second longest name for an item in the mod (34 letters, only beaten by the Triactis' Hammer with 39), is it really that necessary to have an accessory this long considering that it consists of 6 words? (You could argue the same for the Triactis' Hammer, but that's a dev weapon)
A proposition of changes to the most powerful pre-Harmode deity.
Reason: As of now, Slime Gods feel like Biome Mimics with even cheaper shots and ability to shoot mines. Seriously, even upon spawning, they might begin their charge at you, in which case without hook/ multiple jump, you are doomed to take damage. Just because of that mechanic no hitting this boss at beggining becomes much more of luck based than anything.
These changes would make them a little bit more fair boss to fight, I hope.
Make more hard-to-find pets that actually have effects.
The Hermit's Box is the most useful pet in the game, because it's literally the only pet that has a use|| besides Cosmic Plushie, but it's "use" isn't helpful||. This makes it so there's logically absolutely no reason to ever use any other pet other than the Hermit's Box, which is really weird and kind of strange. I do enjoy the thought of pets being able to give very specific, slight buffs, though, since it's something that most armors, accessories, and potions simply don't touch, such as the Hermit's full hp respawn. So, while it would absolutely be easier to just remove the Hermit's buff, I say screw it and would rather go the complete opposite direction and give other hard-to-obtain pets similar interesting buffs.
Nerf (reduce) random boss spawns in death mode.
I like the concept, but you should be able to spend more than a minute in a biome without getting attacked by a boss. In my playthrough I could barely spend 30 seconds in the astral biome without astrum deus attacking me. I think it spawned 4 times just while i was trying to flatten the biome out. Similarly, the destroyer spawned a total of 3 times in a single night once and I didn't have the anywhere near the gear to fight it. Most of the time you are under prepared for these bosses and you just have to accept your fate and walk back to where you were. The same happened with the profaned guardians in the hallow, and plantera and goliath in the jungle.
During the random deathmode spawns, make Crabulon spawn as he would with the Decapodita Sprout rather than in the nearest mushroom biome.
Reason: When two mushroom biomes are close enough to each other, Crabulon can spawn away from your arena in the other biome. The deathmode spawn already relies on the player being in a mushroom biome, so it will be much more convenient if Crabulon spawned near your position than having to run to an unprepared biome.
Make plantera and golem buffed after Providence and make them to drop uelibloom
Reason: are both jungle bosses and uelibloom is a jungle ore so it would be nice to have an alternative way to farm uelibloom
Post-Moon Lord Sun God Staff Upgrade
Why: The Sun God Staff is a very viable weapon which takes the player quite far into late-hardmode then is forgotten about Post-Moon Lord until needed for the Cosmic Immaterializer, this way the upgrade can take the player further onto Providence and maybe the Sentinels. It would also replace the Sun God Staff in the Cosmic Immaterializer crafting recipe as well
Add souls of fright or a different post-HM boss material to hell burst’s recipe
Reason: Immediate upgrade. What was the point of buffing crystal vile shard when you can just upgrade it? Requiring a HM boss to be killed before getting this would make vile shard a lot more useful.
Give most bosses an ethereal, transparent tint to them when refighting them after having defeated them
I feel this would make a lot more sense in accordance with the lore. For example, if you were to destroy Cryogen, it makes little sense lore-wise how you can simply fight it again as if the last battle had never happened. This wouldn't affect the boss's drops or behavior, but just be a visual effect to show that you are fighting a sort of phantom of a boss you have already vanquished, rather than somehow calling it back from the dead just to fight it again
Change the name of Abyssal Tome and Abyssal Warhammer.
I don't want the names to sound like they come from the Abyss even though they don't (similar reason why Sunken Stew's name changed to Hadal Stew, as it would've been confused with the Sunken Sea).
Corruption/Crimson - Summoner Staffs
Corruption: Summons a mini Eater of Worlds similar to Stardust Dragon and Mech Worm.
Crimson: Summons mini creeper eyes.
Why: Hermit Crabs and Brittle Stars are very underpowered for Hive Mind, especially Perforators, a summon closer to the bosses will make the fights a bit more bearable.
I know I've posted a lot about summoner weapons, but backing up my idea of the Summer Overhaul from the other day
Easier Post-Moon Lord Mode, I think there should be some sort of mode that makes post Moon Lord bosses easier, playing the mod first time can just be a frustrating and annoying experience getting killed by Providence, DoG or other bosses, if there was a mode that made them somewhat easier, it could give people more motivation or something like that
🌑 Make Providence an alt Moon Lord ☀️
In the lore of Calamity, Providence is a counterpart to the moon lord, a neutral god, connected to a celestial body. In addition, Providence doesn't really feel quite like an epic endgame boss.
How to properly integrate progression shift
Nerf the providence weapons to moon lord drop tier.
Add a new luminite level ore, solarium or something, as an alt crafting material.
Make profaned enemies post golem, instead of ML (or do a solar cultist thing)
Add a way to enable Aegis dash whilst keeping the visibility disabled
Reason: SImple aesthetic purposes. Some might wanna look nice and show off their nice costumes but still be able to move around without having half their player covered
What if supreme cal sprite sort of remained as it was, and you would see calamitas in her regular form later on? Because if you kill calamitas in her brimstone eye form and she says she is “free”, this kind of implies that she isn’t dead. Maybe if you summon supreme cal again after defeating noxus, xeroc, draedon, or yharim you then see her in a humanoid form and she becomes much stronger and will have a different attack pattern.
Make summoning a post Moon Lord boss in Rev+ despawn all other enemies
Reason: Bosses in these modes were designed to test the limits of the players' dodging ability. A random enemy in your arena can easily cause you to lose your adrenaline or even ruin the fight entirely (especially scorn eaters when fighting providence). It would be nice to be able to just start the fight instead of having to use zen and calming potions and scan your arena. Boss Zen works fine during the fight, but does not take into account enemies that have already spawned.
more post-moonlord sentry weapons
Reason: there is only the energy staff for post ML and I noticed that the dungeon defenders 2 armours/accessories are the only armours/accessories that increase sentries
(tag me if there is more to just what I said)
Suggestion: increase the amount of max mana given by astral armor to at least +80
Reason: its funny that it currently gives only +20 mana and -0% mana usage
(ataxia gives +100mp and -15%mu)
Suggestion: give statigel set bonus unique extra jump
Reason: current jump is useless when using tsunami in a bottle (because its the same)
Tenebris/Planty Mush in Abyssal Crates:
Why?: Tenebris is sort of, really useful in the Abyss after Plantera/Clonelamitas, and it's the one Abyss crafting material that can't be obtained through the Abyssal Crate
now that it exists, instead of the rogue emblem, change the need of nanotech into the vampiric talisman
Change Gael's Greatsword's lore to "Hand it over, that thing, your dark soul", instead of "Give me that thing, your dark soul".
It's currently inaccurate to the quote it's trying to reference - unless this is some sort of strange copyright dodging thing, this has no reason to stay in the mod for more than one update.
Add a Slimy Saddle-esque mount that does not increase block height, or decrease the block height added when these mounts are used.
The properties of the Slimy Saddle (and the Suspicious Looking Jelly Bean in Revengance Mode) mount has a handful of uses: falling down hellevators, dash-bouncing to travel faster terrestrially, etc. It can get you out of tight situations during bosses as well, though the block height increase can cripple the usage of the mount (DoG's head striking you when the mount is used, or not activating on the roof of an arena).
My suggestion is to have an item added that acts as an upgrade to the Saddle; one that reduces the block increase upon usage. The RoD (another item useful for the dodging of bosses) has a direct upgrade across all difficulties, so why not give the Slimy Saddle one? It would save very cheap hits/deaths, and appeal to players who prefer different play-styles.
Make the dash from the Black Belt (and it's upgrades) toggleable. Why?
It would stop the Asgardian Aegis (and upgrades) dash from mixing with the belt's dash. The Aegis's dash is way better than the Belt's, so its really annoying to deal with. Just a QoL change.
Make an tile similar to Bewitching Table/Ammo Box/Crystal Orb, but giving some rogue related buff, to fit the tiles above. Would make sense to buy it from Bandit NPC.
Make Providence drop Rune of Kos only on the first kill.
The reasoning for this is simple: since Rune of Kos is a non-consumable item, and can also be crafted, there really is no point in her dropping it after you've defeated her once. You only need one, and if you lose it, you can craft it. No need to kill provi for it, that's just extra work.
Make scal lore item buffed if you kill scal on the 1st,2nd or 3rd try
Because it is the most useless item in the game
Rework of hardmode-ore rogue weapons how many times I have posted this?
Cobalt Kunai
Leaves damaging trail while moving, gain velocity over time. Stealth strike: barrage of kunai that have 100% crit chance.
Palladium Javelin
Sticks to enemy and inflicts stackable Bleeding. Stealth strike: pierces three times and heals hero.
Mythril Knife
Ignores gravity, after short time splits into a magical blasts. Stealth strike: a lot more blasts.
Orichalcum Spiked Gemstone
Sticks to walls and explodes into damaging bubblegum shortly afterwards. Stealth strike: leaves trail of exploding bubbles.
Adamantite Throwing Axe
Spins in air, ignores gravity, loses velocity after time until full stop, disappearing shortly afterwards. Stealth strike: aggressively homes into enemies and have a lot longer deceleration time.
Titanium Shuriken
Ignores gravity, have pretty high velocity, that increases with every pierce. Stealth strike: light piercing beam.
Crystal Piercer
After strike splits into two smaller javelins, that also splits into javelins, that will just pierce enemies. Stealth strike: crystal shards trail, affected by gravity.
Why: mentioned weapons are very boring even after two Rogue updates. They are just projectiles that have different sizes and abilities to piercing (Orichalcum gemstone have one, but still). Even Throwing Brick, Monkey Darts or Lead Tomahawk have somewhat unique ability. Even Cursed Dagger or Bouncing Betties is more useful. This is not right to leave player without viable and interesting weapons at start of HM.
add more mouse pads like with SCal or just the logo
Make Sylvan Slasher build an insanely smaller amount of stealth or no stealth at all when hitting the body parts of DoG
Sylvan Slasher is an awesome weapon to have in any rogue's arsenal, and the purpose of it along with how accurate/fast it is makes it useful well up to SCal. However, with DoG's fight in particular(might have to test this with other bosses as well), his battle ||typically|| is meant to be a pattern of dodging DoG and then waiting for his tail/head to be available. Rogue always has been able to sometimes build up stealth during a particularly lucky section of DoG's pattern, but this strategy was always risky since you could accidentally get eaten.
Sylvan Slasher completely nullifies this though, since you can just build up stealth extremely reliably and easily by feebly slamming the thing into DoG's body. It doesn't do any damage that matters, like most other weapons, but still gives you so much stealth that the next hit on the easily-targetable head/tail will basically be a free stealth strike with no risk whatsoever.
Slightly nerf the damage of the Ark of the Cosmos
Reason: as of now, the Ark of the Cosmos is the best melee weapon for SCal. It currently gets roughly equivalent DPS to a properly aimed Exoblade or Ataraxia. However the catch is that the Ark's homing projectiles make it much easier to correctly aim then either other sword, which makes it more consistent and better in general. Nerfing the damage would give the Exoblade and Ataraxia more of a niche, as well as make it so the easy to use weapon has the downside of being slightly weaker than the other, harder to use weapons (provided you use the harder to use weapons correctly).
A small buff to king slime, pretty much when in revengence and death mode, a slime rain will start when he spawns (like in overhaul) and in death mode, the royal gem will shoot in all directions (kinda like a pulse bomb) but you don’t have too, I won’t beg, your choice, have a wonderful day!
Make a new background for the Brimstone Crags. Why?
There are two main reasons:
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Aesthetic
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During the Brimstone Elemental fight, it is really hard to tell when your out of biome or not, making it really easy for her to enrage out of nowhere and put a quick end to the fight.
It would probably look something like a bunch of the little houses scattered throughout the Crags to make it fit in.
I dont know if this is possible since this was a bug fix but: smoother animation for when skeletron teleports before the triple white ball shot
allowing the player to dye the ice shield effect from the siren's heart
Reason: It's a very commonly used item and the effect can't be turned off, which sucks if you're going for matching colors
Make fishing during blood moon yield blood orbs
Reason: Although you can craft buff potions without blood orbs, this is rather done to avoid the inconvenience of farming multiple blood moons to get enough blood orbs. However, the need of blood orb increases post ML with Bloodstone Core and Omega Healing Potion thus creating hassle for players. With Early Bloom and Devourer of Cods being highly efficient fishing rods, their point in progression aligns directly with the two aforementioned needs of Blood Orbs. This will also give an incentive to fish more.
cnidrion ai: currently it will drop on you commonly out of nowhere, causing you to most likely die especially pre boss. Imagine if the player was playing hardcore or even mediumcore, and died like that. New ai: subphase one: spits water. suphase two: creates an invisible and silent ray that cannot pass through walls that if it hits the player, simply walks towards the player. if it doesn't then it starts to follow the player ignoring blocks. ( maybe reduce its health since it is more mobile ) This will not only make the miniboss not kill you for absolutely no reason but it will also make it a more fair fight, where you sometimes trap it in a corner with a slime staff and sometimes it randomly just falls on your head. ( and also it will punish the player if he is hiding, because of the ray ) ( also, the ray does not do damage obviously )
Make Desert Scourge and its map indicator turn bright red when the player is outside of the Desert, since DS turns invincible when outside of the Desert. I know the background changes when the player leaves the Desert, but the background can be turned off and Desert Scourge can be fought in the underground desert, where the walls obscure the background. Desert Scourge's boss music also replaces the normal biome music, which makes the background currently the only reliable indicator of if you're still in the Desert. Turning red is an easily understood indicator for when the boss is enraged/invincible/etc, and the map icon would make it visible even if Desert Scourge isn't on screen.
Add banners for bosses, or something with similar mechanics and obtaining method.
Possibly make the boosts much smaller.
Reason: This would make farming bosses for very rare drops (i.e. Yharim's Crystal, Bloom Stone, legendaries, etc.) less tedious, particularly when above odds, while not changing the difficulty for a normal player. You'd only get the banners when you're purposefully farming the boss, obviously, if the mechanics are anything like the vanilla banner mechanics.
Make the Vitamins drop from the ebonian slimes from Ebonian Slime God. It's weird that the Crimson ones can drop Nazar easily yet Vitamins are not dropped despite the fact that Ebonian slimes have Weakness. It just a simple QoL thing.
Allow the Fiery Greatsword to be affected by Luxor's Gift, or give it a projectile. Buffing the damage respectively and giving it autoswing.
Fiery Greatsword is untouched in Calamity. It's a bad weapon and isn't even useful except for making the Night's edge. Plus, the amount of Hellstone bars it uses is absurd for how bad it is, it doesn't have the damage to keep up with Calamity weapons and doesn't even have autoswing ffs. Taking this suggestion and applying it to the Greatsword would actually make this weapon useful and put it back in the meta of weapons.
On today's early-bird episode of wacky suggestions:
Buff/move the "Lazinator" to later in progression, and buff the Laser Rifle accordingly.
❔
To give some separation between the Laser Rifle and the very immediate upgrade available to the player that currently only acts as a workaround buff + reference, and to make each one relevant on their own merit rather than being mainly used as a mat for another item.
Add support for the new Boss Checklist 1.0 update!
Boss Highlights and Boss Checklist have finally merged together, giving a whole myriad of features to Boss Checklist like displaying drops, vanity, and the like. I think itd be neat if support was added for these extra features. This wiki page should help out as well https://github.com/JavidPack/BossChecklist/wiki/Support-using-Mod-Call
Rework the teardrop cleaver, and make it easier to use as an early-game type of combo weapon. Slightly extend the "crying" effect, lower the damage, and make it so you can switch to another weapon at any time you are holding it, even mid-swing. The crying effect should also lower the target's defense a bit. This would make it so you can hit an enemy with the cleaver and immediately switch to a different, high-damage weapon in order to deal with annoying, fast-moving enemies such as dank creepers.
Add some more variety for pre scal/post yharon phase 2 for rogue. Atm the only real weapon that is good for rogue to take out scal is celestus and some more variety would help espiecially since the other classes have similar weapons in power to the exo tier ones
Suggestion: add more sniper rifles (preferably in endgame)
Reason: you guys done with flamethrower overhaul, but sniper is also a cool sub-subclass, its need a bit more variation of weapons
Add support for Fargo Mod’s Crates (Shadow and Ice).
Reason: Fargo’s Mod offers two crates to biomes that need them: Snow and Hell. This can be a bit on the
side because of cross-mod compatibility, but I’d imagine adding support for two crates wouldn’t be much. It’d give Cryonic Bars, Essences of Eleum, and Charred Ore a placement in crates (though the Charred Ore one is iffy because Unholy Cores exist in Brimstone Crates already). Also, who doesn’t play with Fargo’s nowadays?
if you don’t play with fargo’s expect your kneecaps to be gone by tomorrow 
Replace the Stat Meter with a Stat Book with a GUI (or something) since not all computers will be able to display the entire thing. And it will generally clean up the tooltip mess.
Make the devourer of gods take some time before saying another message upon dealing contact damage
When i fight the DoG, whenever i take damage from his body he literally spits out 10 sentences saying just how bad I am at the mod. Perhaps give him a cooldown after saying hos thing would make the fight better and even fell more immersive. Adding new lines for DoG would be a nice touch, too.
Make it so the zerg potions are crafted with essence of chaos instead of core of chaos so we don't have to go all the way to post plantera dungeon. Edit: They are mainly used for farming (at least in my experience) and farming is a universal thing in terraria if you're trying to find gear and accessories that drop from specific enemies. Farming isn't exclusive to only post plantera if that makes sense
you should make the celestial onion / demon heart add the accessory slots to the left of the armor for people that have low resolution screens, the celestial onion appears off screen if you're resolution is locked at 1366 x 768
Remove Storm Weaver's enrage outside of space from bossrush, or teleport the player to space to compensate.
He's disproportionately difficult compared to the bosses around him because he's so dang speedy. Help.
For the love of god, please respite the Harvest Staff.
Fix Summon Ai
fix summoner summons ai because they are legit running through the world chasing a enemy that's out of their summon range and they either disappear or keep spawning back at you and running away. I noticed this with only the calamity summons, it happened to me especially with the magical conch, i'd summon the crabs and they'd run and get stuck and i'd never see them again unless i resummoned them; with the ancient ice chunk the summons would just fly into the ground constantly. I feel as if this is caused because the aggro range of the summons are too big or that they are not properly releasing aggro on enemies too far away
Greatly reduce the chance of getting giant tortoise shell accessory from the tortoises in the jungle and slightly increase drop chance of turtle shells
When i havent even gotten a single turtle shell i already had like 3 giant tortoise shells in my inventory, and since its an accessory only one is needed
Give the Devourer of Gods some defense.
Why? It would fit thematically, since he’s supposed to be a heavily armored worm, therefore it doesn’t make sense for him to have no defense imo. It also doesn’t really make sense for him to have no defense compared of all the other major post-ML bosses in my opinion. Also, it would give the reaper tooth necklace more use at that point in progression.
Update the sprite for the leviathan, because it looks somewhat outdated and odd
On today's episode of wacky suggestions, this time with special guest, Conflick Tinin Fermation:
Rewrite the lore of the Perforators (and their Hive) to make more sense and not give conflicting information based on where the hell you read it at.
Some say they're evolved from a singular worm. Some say they're parasites living within the Brain of Cthulhu. Nothing of it seems to make sense.
❔
...I really shouldn't have to explain this one, but lemme do it anyway. Even if you want to mostly forgo the lore in-game, it has to stay consistent outside of the game's boundaries at least, otherwise if I don't point it out somebody else will and they won't be nice about it. Consistency within lore is essential for ensuring immersion and intrigue, and the Perfs lore as it is currently fails to demonstrate this --- the resprite that apparently happened over a year ago conflicts directly with the idea that they lost the need for their eyes, and the Hive now looking nothing like the Brain of Cthulhu highly contests the idea that they are parasites from the Brain's death.
Give vanilla summon weapons autoswing that don't already have it.
Quality of life for people who use vanilla summons like xeno staff
Make Unholy Essence from Hallowed Crates pre-Providence instead of post-Providence.
Just seems sort of self defeating to get a resource like this at arguably the exact point you would no longer need it.
Make Phantoplasm from Dungeon Crates post-Moonlord instead of post-Polterghast.
This resource is pretty necessary for a decent chunk of the post-Moonlord game, so locking it out of fishing for the first third is a little hurtful, especially given the Polter summon item requires 100 of the stuff to begin with.
Make Supreme Healing Potions post-Providence instead of post-Moon Lord.
You get an upgrade instantly after Moon Lord while you make super healing ones right before fighting Moon Lord. Would make sense instead of almost instantly (after 1 boss) upgrading your healing potions
It's about half past 4 in the morning as I sugg this so I don't have the patience for witty introductions but:
Move the Necroplasmic Beacon to post-Polterghast --- such as having it drop directly from the beast --- rather than having it be crafted beforehand.
❔
Polterghast is supposed to have a unique summoning method, similarly to many other bosses such as Skeletron, the Hive Mind/Perforators, the Siren and Leviathan, and Astrum Deus. However, the unique summon method for Polterghast is often completely nullified by the fact that you can craft its summoning item long before ever defeating Polterghast, unlike the aforementioned bosses. A change like this would bring the beast more in line with other bosses or entities that require unique methods of being spawned. tl;dr consistency.
Suggestion: Remove the Armored Digger and relocate it’s drops
Is it just me or does the Armored Digger constantly spawn post Plantera? Spoiler it’s not just me, this enemy has pretty high DR, HP, immunity to all debuffs and the ability to inflict some itself. The enemy spawns way too much as I stated in the start, Zerg makes one always active, ruining cavern layer farms, and the rewards for killing it are just not worth the hassle, my solution?
Move Draedon’s Remote to be dropped by Astrum Aureus, and Lead Wizard to be dropped by an enemy post Plantera, like The Great Sand Shark, Trasher, or Plantera herself, and demonic bone ash is obtainable by many other enemies and is not an issue post Plantera.
Aureus was made by Draedon and is very close to Plantera in progression, it has the same reasons to drop Draedon’s remote, if not more, than the Armored Digger does.
The Trasher drops the Gatligator, which is used to make the Clock Gatlignum, which also happens to be the weapon that the Lead Wizard is a Rare Item Variant of, it only makes sense for it to drop it post Plant. Plantera herself would be a good option for a similar reason, she drops the Venus Magnum, the other weapon used for Gatlignum. GSS is a more niche option, with the only reason being it's a post Plantera enemy.
These changes would leave the Armored Digger easily removable, while making it’s drops still available, solving the problems that this insanely unfun enemy causes.
make yharon's son only deal damage to hostile npcs. ( currently they do damage to ALL npcs expect town npcs ) reason: they attack the cultists leading to lunatic cultist to spawn, leading to pillars
Suggestion: Bloodflare blocks and furniture
Reason: Godslayer, Silva and Tarragon sets have their own respective furniture, sooo...
Replace the Seashell Boomerang in the recipe for the Terra Disk with the Brimblade
Reason for this suggestion: The Brimblade is very similar to the Terra Disk in function, with both being boomerangs that create extra projectiles when enemies are near/when it hits an enemy. However, the recipe for the Terra Disk calls for a Seashell Boomerang, which only shares with its upgrade the fact that they're both boomerangs. Also, it feels weird to me that a pre-boss weapon gets an upgrade that's locked behind Plantera.
Sugestion: Make this few items more stackeable
-Healing Potions
-Magnum Rounds
-Explosive Shotgun Shell
-Grenade Shells
** Reason for this suggestion: **
Whenever you progress in the game, you start getting a lot of this items from every single boss you kill, once you get more than 1 stack, you save the item in a random chest, then, every single time you "Fast save" the item, the chests get filled with lvl 1-2 Annoying healing potions or ammo you dont use, you end up destroying the items but they always keep appeaing
Add larger chests which have twice the amount of storage
Currently all chests have the same pitiful amount of storage, so when u craft things u have to go to multiple chests to pick up the ingredients one by one which is both troublesome and time consuming
I suggest making normal chests upgradable to larger chests with the early hardmode items so u have more freedom to dump things inside and it will take less time going around finding the things u need
Boss Suggestion: Make Ceaseless Void more resistant to i-frame ignoring weapons in Boss Rush
Honestly, Ceaseless Void in Boss Rush is just an easy win with the unexpected insta-kills I got with i-frame ignoring final tier weapons and I thought I might be cheesing over my CV victory due to the quick kill, without the void having a chance to summon its dark energies.
Add some way to summon bosses in their boss rush forms outside of boss rush.
Later on most of the bosses become weaker than most mini bosses. I feel that bosses that are my favorite to fight like Providence become unchallenging once endgame. Plus it would be a good way to practice the boss rush bosses without having to go through all of them just to get used to the crazy stats of one of the later bosses. Plus it would let the earlier bosses pose somewhat of a challenge endgame.
Maybe You Can Make a Channel For Serious Talk For the Members Have Problems (in their live) And Wants Help
Channel Suggestion:*
Request: Add more Post-Moon Lord hooks
Reason: As of now there are no post-moon lord hooks and adding some with faster launch/pull velocity would again make them useful in boss fights for avoiding flight height cap.
Severly reduce the damage done by Axe of Purity's cleansing dust, preferably to 10% of weapon's damage.
Reason? Quite simple: this weapon shreds segmented enemies. Not only World Feeders etc., but even bosses. Deathmode Aquatic Scourge stands no longer than 15 seconds with decent gear. Destroyer? Pfft. 30 second at most. Axe of Purity is supposed to be a tool, but it's really an OP weapon against worms due to the dust.
Victide armour set suggestion
Give the Victide summoning set a different set bonus other than the 10% chance at the seashell
I feel as if the Victide summoning set is overshadowed by the other classes since the urchin has bad aiming AI and summon weapons can't throw the seashell.
It doesn't really make much sense that a summoner should be forced to use a different class weapon to make use of a part of the armor set bonus.
Crate Improvements v2
Sky Crates get a lot of love from calamity. They're not too useful in vanilla, but you can get essence of sunlight and galactica singularities in calamity. However, they are missing one notable item, that could drop in prehardmode, and make grinding less annoying: feathers. You need these for quite a few things, from aerialite armor to soaring potions. It kinda just makes sense
Brimstone Crate: I retract my previous statement about them being trash. Essence of chaos is so much nice to farm this way, as well as the fact that post providence, you get bloodstone from the crates, and the very powerful bloodfins from fishing in the same location. I still think however, that they should drop brimmy drops post brimmy, due to the potential annoyance of farming one or more abbadons
Dungeon Crate: A simple suggestion: add essence of eleum to the drop table. It would make all essences droppable from crates, which is good for farming and consistency. It also makes enough thematic sense, with the dungeon being a cold, wet place
Make the flying dutchman pirate drops be boosted by the defiled rune
The pirate captain gets the boost, and actually drops things like money, but the flying dutchman is like "Hey, I drop no money, and might drop a cutlass at like a 50% better rate", and it's only purpose is to give a lot of invasion progress
Add New Boss Checklist compatibility. I like playing Calamity with other quality of life mods like that, and it would be neat to have. Other large content mods like Thorium are compatible.
Expand upon the snow biome. All it has is a boss and the ice temple. Most other biomes had ideas of expansion, so why not the ice biome. Just a thought.
Already Suggested Make it happen, fabsol
Make the titan arm a 14.29% drop like the other astral weapons (the way it used to be)
The 100% drop rate is probably meant to compensate for the atlases being rarer than the other astral enemies
HOWEVER
Atlases are still relatively common, AND
You are guaranteed 3 of them, at least, to fight astrum deus
AND they spawn more commonly post-cultist, pre-deus
New Traps for different biomes.
Ex. Cave System's have Dart Traps and etc. Ice Biomes could have ice break underneath into icy water. Mushroom biomes could have mushroom related traps, like wrapping around the player to inflict damage. Some traps would be useful for farming while others can't even be collected because mining them would make them break away.
Cultist Assassin Vanity Set
Potential drop from Said enemy. This is one of the coolest looking mobs in the game, Plus, i really dont think we should have to wait until post-moon lord for nice looking brimstone armor. or maybe thats just me i really like the entire brimstone palette.
Make the Boomstick available from the Arms Dealer after killing EoC instead of after killing Queen Bee.
I know you can already use the Boomstick for the Firestorm Cannon to make it into the Spectralstorm Cannon later (Aquashard Shotgun isn't as useful at this point), but that's really the only reason you would ever buy it from the Arms Dealer since at this point you are already more than halfway done with Pre-Hardmode. Making the Arms Dealer sell the Boomstick after killing EoC would help balance when you buy the weapon without the obligation to scavenge the underground jungle chests unless you want the Boomstick earlier.
Add a summoner minion status bar
This bar will probably be near the column of mana stars and display your maximum number of minion slots and how many minions are active.
Sometimes u may get mixed up counting the total number of minions which are increased from buffs, armour, accessories etc. For weapons like stardust dragon staff its even more troublesome to fill up all the minion slots because u dont know how many minion slots the dragon has taken up so far and its hard to count based on the number of segments. Adding this status bar would prevent unnecessary spam of summoner weapon to ensure that you have filled up all minion slots
In the ice biome make some stalactites to drop and deal damage when a player touches them or breaking the block above them.
It's more realistic than breaking right away.
Make Conclave Crossfire post-Golem
Reason: Currently the availability of the CC right after obtaining the Tactical Shotgun pretty much invalidates the latter weapon except for crafting the CC. If it were moved further in the progression tree, it could mean the TS could get some more use. This is similar to how the Impaler received this treatment in order to give the Stake Launcher more use.
P.S. The Conference Call would also be moved to post-Golem to compensate
repost from me
Make a recipe including The Shiny Stone
It's almost useless after post-moonlord gameplay.
Make Aquatic Scourge drop Essence of Sunlight
Okay, so, I find a touch annoying that Cryogen drops Essence of Eleum, and Brimstone Elemental drops Essence of Chaos, but Essence of Sunlight is not a Mech Boss substitute drop. I say Aquatic Scourge because he’s the substitute for the Twins, Cryogen is the sub for Destroyer and Brimstone Elemental is the sub for Prime.
Add a one time use consumable item that permanently increases your inventory space by one row
As we all know, we often need tons of materials to craft a weapon in calamity mod. The amount of drops from enemies is also numerous, and often your inventory is filled and you need to keep throwing away stuff when farming/mining.
This item will be available post plantera, because post plantera is when there are a lot more materials you have in your inventory
Be able to summon more than one pet.
I got a Dog Whistle and a Trash Can while playing Calamity, and it makes me wish I could have both the dog and Danny Devito be able to be out as a pet at the same time. I feel like this would create more variety in player happiness being able to have multiple pets.
Increase the maximum amount of buff slots available
With all the potions Calamity adds, the limit on buffs can be a bit of a problem, especially late-game, where you’ll be needing every single buff you can get. I’m not sure if this is already a thing or not, but if not, it should be implemented
Make the Alluring Bait and Abyssal Amulet a lot rarer from fishing OR make it an abyssal crate drop
Let's be honest, every fishing drop that doesnt stack is annoying to get if its too common (Rockfish, pufferfish balloon, frog legs, ect) and with a 1/25 fishing chance, it is all too common and fills your inventory (and is too common for how amazingly powerful they are)
Add more hooks, especially post-ML
We only have the Lunar Hook post-ML, and it'd be nice to have a few minor hooks along side it, it's a fairly minor thing but I think it'd be pretty cool to have some new awesome looking hooks.
Hi, I have no clue how often u get this, but just know it would be very much appreciated
But change the summoner set bonuses to scale with the normal amount of summons that you would get (atraxa should give +6 minions, Xeroc should give +7, etc.) Right now, virtually all of the summon armors aren't viable options for a summoner playthrough.
*not Xeroc, but you get the picture
Remove the Angler Tackle Bag from DS’ drop pool or make him drop it later in progression.
Reason: Because it makes the accessories its made of (which it also drops) pointless. No use grinding for those three if you have a chance to get the result of what they combine into. 
Rework the Giant Squid...like, the entire thing.
Reason: Honestly, the Giant Squid in itself was always pretty weird. Giant Squids are presented in real life as fast, cunning, and nimble predators...and in-game they can’t even fit through a door. It poses a significantly less threat than most Abyss mobs because its sprite/hitbox is as tall as King Slime’s. Its movement isn’t interesting either, only dashing in one direction briefly, not even turning like most squids.
tl;dr Make the Giant Squid more interesting, because right now it’s an easily cheesable 20 blocks high pillar labelled as an enemy.
Mandible Claws with Fungal Symbiote are too OP, you can kill the Desert Scourge and Crabulon easily even in Revengeance Mode. Maybe nerf Fungal Symbiote?
Make the Third Sage into a light pet
Currently, it is the only pet with an effect, meaning that you should never switch off of it. But I like being able to change pets, and I prefer them to be purely aesthetic. Light pets have effects, so it would fit in better and players would have to weigh their options.
Add a track that plays when a miniboss is active.
It doesn't have to be a full track, maybe you could just add a slightly mire intense beat to the current biome theme, like the action themes in Hollow Knight. This would make miniboss battles have more action, and make the mod more atmospheric.
Add a summon item for Siren & Leviathan
Currently, they’re the only boss that has no summoning item. What’s also strange about this, is that the Aquatic Scourge, which also spawns naturally, has a summon item as well. Perhaps the summon item could only be obtained after defeating the boss once, but have ???s spawn significantly less often afterwards
Add a new flamethrower dropped by Desert Scourge. The only early game flamethrowers are the Spark Spreader, Shadethrower, and Dragoon Drizzlefish. The Spark Spreader does very little damage, the Shadethrower is only obtainable from the Hive Mind(which is very difficult to kill with just a Spark Spreader), and the Dragoon Drizzlefish requires fishing in the Brimstone Crag, a very dangerous biome for early game players. Adding a flamethrower stronger than the Spark Spreader would allow for a viable option to fight off enemies, then upgrade to the Drizzlefish when ready. If there are any other early game flamethrowers I missed, please let me know.
Reduce the overall damage enemies inflict on you in the buffed Pumpkin/Frost Moon
Every enemy there can deal well over 500 damage without any glass cannon gear, which is just far too much damage, even for post-DoG. Those enemies didn't 2-shot you post-Plantera, so they shouldn't 2-shot you now.
Make Aquatic Scourge appear just a little bit more frequently, because until you defeat him you can't have infinite spawners since the sand you use on the spawner can just end.
And idk if you can get more of the sand without defeating him because the wiki only says he drops it.
Rework/Remove the Box Jellyfish: The Box Jellyfish is essentially a slightly larger version of the Pink Jellyfish with no drops, lower stats and a less aggressive AI making it pointless. Giving it a drop and making its AI more than just that of a Downgraded Jellyfish (Doesn't have the invulnerability expert-mode effect) and increasing it's HP and Damage would give it a purpose beyond just existing for the sake of existing, making it more threatening and giving it a drop
Make the Profaned Core non-consumable by default.
❔ The non-consumable version of the Profaned Core can not only be crafted before defeating Providence, it could probably be crafted the moment you beat the Guardians; 50 unholy essence is not unreasonable to have at that point of the game, as you needed to grab 15 of it for the guardians anyway, and it's useful for ammo/potions. Therefore, the consumable version doesn't seem to have a good reason to exist, and only serves to mislead people who might not necessarily notice the 'material' tag on it, and realize the non-consumable exists.
Perforators Hive's projectiles:
Make the red teeth projectiles from the hive itself provide light to make it easier to see during the night just as the ichor projectiles do
?
The fact that red projectiles don't provide light, can make for cheap hits on the player and may cost the player the fight. Although this a tight scenario where the player is actually fighting the Perforators above ground at night, this simple QoL thing could resolve the issues of those some of players. It leaves out the cheap aspects of the fight which remains consistency throughout combat.
Add more drills throughout the game
Drills are pretty useless in both vanilla and modded because pickaxes are always superior and I hope drills get more love. I suggest making the drills slightly faster than pickaxes of the same tier but less range to compensate.
Possibly provide a base texture pack for people to use, so that it could be easier to make texture packs for calamity, if possible.
Add in some more early hardmode ranger accesories as at the moment there is a massive lack of ranger accesories between WoF and post golem
Swap the spawn methods of Astrum Deus and Astrum Aureus.
The lore for Aureus states that it awakens to protect the biome from outside threats. By killing Atlases, you are threatening the Astral Infection. On the other hand, the Astrum Deus lore says nothing about why it fights you. Having Aureus spawn to defend the biome and Deus being attracted by a beacon makes much more sense lore-wise.
Add many different languages for calamity, one for each terraria language
Make the Depth Blade a drop from Abyss enemies, and buff it accordingly.
Currently, the Depth Blade is a drop from Sharks, which spawn in the regular Ocean. However, the Depth Blade appears to be more catered towards the Abyss. Its design is very similar to that of many of the items from the Abyss, its name suggests it has something to do with it, and it inflicts the Crush Depth debuff, which is mostly inflicted by Abyss-themed weapons and Abyss enemies. As such, it would make more sense if the Depth Blade was dropped by some enemy or enemies in the Abyss. But when considering that the Abyss is meant to be accessed post-Skeletron, and the Ocean is harmless enough for pre-boss, it's only fair that the Depths Blade should be buffed to compensate for this.
**Make the Super Dummies have an interface, much like the Grand Design, that allows you to customise their stats like Defence, buff immunity, etc... . **
They're certainly useful already, but I think these things could prove extremely useful for deciding what weapons to use against bosses and whatnot. They're a hardmode item, so i think this improvement is pretty justified for their progression level.
Make Plaguebringer Goliath spawn when a set number of plague enemies are killed.
Right now, the bosses seem to be nonexistent in the game world, what with appearing only when their summon item is used. Plaguebringer Goliath's spawn item doesn't make much sense lore-wise, so it would be good to have a way to spawn it that makes sense lore-wise. The item can be kept, similar to Polterghast's.
Add more variation to pre scal rouge weapons
Reason
1 weapon to fight the final boss of this mod is just boring
Example
Meele
4 weapons you can pick to fight scal
I think rouge should also have some variation so it's not so boring
Give the sCal brothers better AI
When the Calamitas clone summons the brothers, they move around; dashing toward the player and occasionally firing brimstone flames into the air. During the sCal fight, the brothers simply stay in the corners of the screen and shoot projectiles at you. It would simply make more sense if they dashed at you in a similar fashion to yharon as currently it just looks like they are nailed onto the same position on your screen.
This is one of my “could use a bit more” ideas
Give the Profaned Guardians a real reason to exist
As of right now, all they do is drop the Profaned Core, which is all good but, once you get the Non-Consumable version the Guardians are pointless, even in Expert they don’t even have a bag, my idea is at the absolute MINIMUM, make them drop some Unholy Essence like Provi, at most give them a Treasure Bag, I feel like they could have a bit more to them, right now they just seem like a miniboss needed to fight the real Boss. Just a thought.
TL;DR maybe make the Profaned Guardians drop some Unholy Essence
Edit: I am not saying to buff/rework the Guardians, I’m just saying they could have a bit more reason to be fought, by having more than one drop
Make the Ark of the Ancients' stars go through blocks. Why?
The weapon is really good as it is, being able to take out the Mechs and counterparts with relative ease. But sometimes a Floating Island or Planetoid can get in the way of the stars, removing the bulk of the damage that it's dealing. It would help with making you not have to destroy all the Islands or Planetoids for a singular weapon, and could also make it work for Plantera, an underground fight.
In return, it could pierce less enemies at a time in order to make up for it.
Add monoliths for Calamity biomes
Currently there are no monoliths for Calamity. In Vanilla, the lunar monoliths are used to change the background; I think something similar should be implemented for the Astral Infection, just to give players more decoration options.
Make brimstone slag bomb-proof
Since brimstone slag isn't bomb-proof, the items in the houses buried by brimstone slag can be reached in pre hardmode, making the philosophers stone obtainable in prehardmode.
Suggestion: Make the Ice Chunk obtainable later in hardmode
Reason: As of now the ice chunk is obtainable early hardmode and as when playing as a summoner it is commonly used all of hardmode up until you kill the stardust pillar, this makes playing as a summoner in early hardmood-pre moon lord rather boring and lacks diversity.
Solution Make the ice chunk obtainable post mech bosses, this will make it still useable for plantara-lunatic and make the mech bosses and their counterparts still difficult, because as of now with a summoner layout they're a joke.
-Thank you for your time.
Make map icons for all minibosses.
Its difficult to locate them are as you look at every direction and don't find anything and then they despawn.
Update the way the healthbar works
Reason: Right now, there are some bugs about the healthbar, ones like it showing the Moon Lord's Core's health rather than it's eyes during the bosses 1st phase, or the healthbar showing how many hands are left on Skeletron Prime, even if they aren't there anymore, etc.
Give the Calamitas Clone more attacks or a second phase. Why?
At the moment, the Clone's attack pattern is just "fly above you and shoot fireballs and then go to your side and shoot lasers." Just running in a straight line and jumping every now and then will pretty much ensure you won't get hit at all. Giving her a second phase and/or a new attack pattern that progresses over time would make the fight much more interesting. Maybe adding a new attack after every Brother kill?
Add Unholy Essence to the Auric Bar recipe.
Auric Bar is supposed to be the penultimate material (right behind Shadowspec) combining a ton of materials. However, of the five major post Moon Lord bosses, the only ones not represented in the bar so-to-speak are Providence and SCal. (Phantoplasm - Polter, Cosmilite - DoG, Soul Fragments - Yharon). SCal obviously because Auric is pre-SCal and has Calamitous Essence for Shadowspec. However, Providence is left out for some reason.
Why not Divine Geodes? Because no real reason at all and I think Unholy Essence is better. But also the same argument could be applied to Ruinous Souls and Phantoplasm. The first two of the major bosses use the more common of the two materials as auric bar representation rather than the unique boss drop.
Change the bombs you get from Abyss Pots to sticky bombs
Why?: Very minor suggestion, but Abyss Pots give sticky dynamite, yet normal bombs. Even though I won't say I perfectly understand why the dynamite is sticky, I understand even less why the dynamite is sticky yet the bombs aren't.
Change the Hellfire Arrows you get from Abyss Pots to Abyss-themed Arrows or something
Why?: Why do Abyss Pots even give Hellfire Arrows? Nothing else in the abyss is even remotely related to Hell(except maybe Devilfish, I guess?), and it'd make more sense for it to be some Abyss arrow since the Abyss gives basically no sort of ammunition to anything Ranger-related despite being such a prominent biome.
As the game progresses, either speed up NPC respawn times or increase their health drastically.
Most NPCs are laughably weak and when they die, it becomes a major annoyance as they take forever to respawn, after dying to a mere attack from anything post-Plantera.
More uses for copper and tin
This has probably been suggested half a dozen times already, but I think I can speak for most of the Terraria playerbase when I say that it is so annoying to have copper or tin filling up an inventory slot since it has no practical use for anything except for the Coin of Deceit for rogue.
I suggest maybe making copper/tin armour build into some sort of mid-late game armour set, perhaps make it build into some sort of early game accessory for most/all classes. Just make it not absolutely useless for every class other than rogue.
Change the description of the sulphuric poisoning debuff
The debuff currently says "The illness has spread". That seems kinda odd for a debuff that is caused by entering sulphuric water, since that's not really an illness. Sulphuric is not an illness, there is no disease present so the description is completely wrong
Give the Stellar Culex, Fusion Feeder, Sightseer, and Astral Probe enemies post-Aureus drops
All astral enemies besides the Stellar Culex, Fusion Feeder, Sightseer, and Astral Probe have post-Aureus drops. I don't see why these ones don't either (except for astral probe, I don't know what coulde be pulled from that)
The Absorber, Sponge and any accessory/armor in question that gives movement speed, DR/damage/defense buffs in liquids
I think it takes a lot of effort to flood your entire world/arena to get those very specific buffs. Otherwise, the alternative is to TEDit your world to flood the entire damn thing, which at that point, means the buffs are almost a guarantee.
So replace anything that gives stat buffs in liquids:
- Regular stat buffs
- Remove it entirely
- Temporary stat buff after touching said liquid, like the honey buff
Give the Profaned Guardians a trophy
They are the only boss without one (not including SCal because superboss)
If the sentinels can have trophies, the guardians probably should too
Slightly nerf The Ravager
Reason being, The Ravager's stone attack is a pain to dodge along with it's size, I understand that you want the Ravager fight to be constant moving but atleast make the stone pillar's smaller. Everytime i fight the Ravager I have 110+ defence and he does 100+ i have 675 health when i fight him (Life force) he 7-6 shots me. Maybe dip his stone pillar down or make him do less damage? Thank you for reading this.
Create a short buffer between the spawn of Plaguebringer Goliath and when it performs the first dash attack
There's been many times where I've spawned PBG only to have a chunk of my health taken out by an unavoidable dash attack. A couple seconds in between the spawn of the boss and its first attack would be appreciated.
Addition of pets as boss drops.
This is probably the most pointless recommendation here, but I honestly think having more boss pets would be nice, you already can get a fox pet and a Yharon's son as a pet from the same boss, not to mention the Eater of World/Brain of Cthulhu have their own pet drop as well. HELL, even the Devourer of Gods has its own pet that's almost impossible to get for newer players. I kind of only recommend this because I wanna see a Bumblebirb pet added.
Buff the Totality Breakers
It isn't stronger than the Desecrated water in a single aspect, even tho it's supposed to be an upgrade
Rework the Crabulon bossfight in some way -
At the minute the boss is far too easy by just building a platform above a surface mushroom biome and shooting down the crab shrooms. Also, crabulon’s drops are all pretty weak and it drops no crafting materials, meaning it is rarely necessary to fight. Basically, make the fight slightly harder, but make it give some more meaningful rewards - say weapons that are very effective against worms or crowds, for the Eater of Worlds / Brain of Cthulhu.
Give the Stormlion gore particles
When I was playing the mod, I noticed they seem to lack any gores. I feel this should be fixed, along with other enemies that may lack them.
Give the Rogue class "decoy" item(s) to distract enemies and draw away aggro.
During boss fights, it is very difficult to build up stealth, and even if you do it can hardly be considered "stealth", as the aggro reduction aspect is completely lost on bosses. If rogues had substitutes/decoys at their disposal, they could draw bosses' attention off of themselves, even if only for a moment, to actually stand still and build some stealth.
To make decoys less of a free pass, they could have health, so that more heavy assaults are hard to escape, and of course cooldowns. They could (also) have relatively short durations, to make bosses with slower or less reliable attacks be less heavily diverted.
They may also have naturally less aggro than the player or require some stealth to send out, which would incentivize the Mirror accessories' (and Penumbra Potion's) slow stealth build-up while moving, as the player could stop attacking and focus on dodging to generate a bit of stealth, then throw out their decoy in order to build up the rest.
Currently, attempting to build stealth the intended way during boss fights is suicide. Having distractions to pull away enemy aggro would give rogue stealth much more usefulness and meaning.
Have a post SCal summon weapon, as the current best summon weapon afaik is cosmic immaterializer/yharon kindle staff, which can both be obtained pre-SCal
EDIT: I think a sentry summon would be good as a post-SCal summon weapon as the last one we can get is pre-Providence, imo, but either way it would be nice to see a post-SCal summon weapon, as every other class has a post-SCal weapon.
the Enchanted Axe has projectiles that can go through walls infinitely, and I spawned a Queen Bee (by breaking the larva) from spawn... my suggestion is to make the axe's projectiles have a range limit, but keep all other properties of the weapon
Edit: removal of exaggerations
Making enemies and bosses not immune to the celled debuff (basically the enemies and bosses that aren't immune to the Shellfish Claps debuff, it also makes the stardust dragon way better than cells since the debuff is their main damage output) this could work to give summoners more variety