#suggestions-voting

1 messages · Page 32 of 1

sour hornet
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I don't have a witty starter for this one but:
Buff/move the Sand Sharknado Staff to somewhere around post-Providence, and buff the Tempest Staff accordingly.


To give some separation between these two weapons. Also to give the Tempest Staff in particular some more use on its own merit, as currently it is never used over the more powerful Sand Sharknado Staff of the same tier.
Why post-Provi specifically, you ask? Because while yes, the Profaned Soul Artifact is nice, summoner experiences a notable lack of options that starts becoming very apparent at this particular tier --- you only get Elemental Axes, the Stardust Dragon, and maybe Energy Staff until Signus --- and moving the Sand Sharknado Staff to around this point would help summoners looking for a bit more variety in their gameplay going into the Sentinels and Bloodstone farming.

wanton dawn
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Add a True Melee weapon that is viable versus SCal.

#

I get that this may be a bit hard to program, but hear me out. Right now your only option (while it is not a good one) versus SCal as a true melee character is the Cosmic Discharge, which is only available in Rev+ as it is DoG's Legendary drop. Murasama does nothing because it has basically no range (like 2 tiles away from the character at max). Although the Cosmic Discharge is decent versus the Brimstone Hearts (in fact it performs better than Murasama), the problem with it is that you cannot hit SCal unless she is in her Charge or Mobile attack patterns, and even within those attack patterns it is very easy to get hit, plus it doesn't hit hard enough when you land a few strikes on her. Against the her brothers though, this gets a thousand times worse because not only are they farther away from the player, but they never come closer to the player, so the only way the player can damage them with true melee is to use a portal gun (and likely take damage doing so because you won't know where the projectiles are offscreen) or use Normality Relocator (RoD doesn't work because it interferes with the weapons' useTime) and immediately strike your target. You can only do this every 6 seconds at max because of Chaos State, which makes this phase take an eternity. With these two major problems in mind in a true melee character's perspective, this causes the fight to last well over 20 minutes. Again, I understand that weapons at Auric tier can take a lot of time to program, but this is MUCH NEEDED for true melee in order for a complete playthrough to become much more achievable and significantly less infuriating and tedious. Plus, Calamity has been trying to make True Melee feel relevant with lots of ways of buffing melee weapons of that type, mainly the Counter Scarf, the Hide of Astrum Deus, the Bloodflare and Silva Melee armor sets, and many more.

blissful trellis
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Give Deific Amulet a vanity look, and alongside that, Calamity is missing a lot of vanity for the body with accessories, and there are so many more options you could create if this were painstakingly added.

blissful trellis
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Make arrows shot by an endless quiver not drop on the ground for the sake of inventory space

heavy spoke
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God Slayer Armor and Nebula Core revive ability needs to be changed. During medium core, you still lose your items after being revived so it wouldn’t make a difference if you’re in a boss battle.

brazen girder
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Revamp Rogue consumable weapons (specifically, the ones crafted from like, just one bar of something) to make them more mechanically interesting.

❔ Rogue weapons, as they currently are, really have a bias in favor of nonconsumable weapons; it's easy to see why. They tend to be more interesting on average, they can have modifiers, and you don't have to worry about running out, among other things. I know i never used the Crystal Piercers, or the Gel Darts; they didn't have anything really unique, and just plain weren't as good as the nonconsumables. Therefore, they're not really a great alternative, so I personally found that I could just, like.. not use them. I think that's a shame, therefore, I think it might be good to have some more interesting mechanics for these consumable weapons.

tawdry condor
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Suggestion: If its possible to, perhaps have the Calamity health/mana extenders show on the main menu?

modern jacinth
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Remove the Boss Zen buff from Moon Lord. Why?

The Moon Lord already makes it so no enemies can spawn, so there's no point in having other than taking up a buff slot.

blissful trellis
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Make Cobalt Sword have a faster swing speed because its essentially the upgraded muramasa in looks and damage so the speed should match up as well. Can also be a pretty viable pre-mech sword for being the fastest with a good damage output, such as true-melee.

livid sail
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Add an armor set somewhere between Victide and Aerospec

For those who choose to use only Calamity armors during their playthroughs, I feel there’s a bit of a progression gap between these two sets. One is typically obtained from defeating the Desert Scourge, while the next isn’t obtained until defeating the Hive Mind/Perforators. This armor could possibly obtained from Crabulon, since its current drops aren’t all that interesting.

cedar maple
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Change the Ultra Liquidator's recipe to include the everglade spray
Right now, the everglade spray is the indirect upgrade to the golden shower. I think it would be more fitting if the liquidator used the everglade spray instead of the golden shower, as it would be a more logical upgrade from shower > spray > liquidator.

timid robin
proud gate
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Astrum Deus spawn/death messages

Since Astrum Deus are referred to in plural on the wiki and they spawn as a bunch, I think it'd only make sense for the message that appears when they're summoned to just say "Astrum Deus have awoken" instead of a million "Astrum Deus has awoken" to reduce the chat spam. Likewise, you could change the death message to "Astrum Deus have been defeated"

tawdry condor
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make abyss layer 4 have little volcanoes or other volcanic activity, and make the shrine connected to the ground like a little hill with an entrance. if you take into consideration that in layer 1 you are already in the hadopelagic zone, since 1: it's a trench and 2: "hadopelagic pressure", this trench is unbelievably deep. in fact it almost reaches the underworld! so i thought it would be nice to see some intresting volcanic world generation there, would kill the boring square with a triangle on the bottom layer 4 generation. edit: maybe some volcano background tiles with smoke like stuff going upwards? like hydrothermal vents?

dry plank
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Change the "Something is approaching..." to something that fits a boss. For example: "The frozen winds are howling..." or "The crackling of ice can be heard in the distance..." for Cryogen.

The reason is since other bosses get a status message. It's for consistency, really.

dry plank
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Give more uses to Blighted Lenses. Like to upgrade the Optic Staff into Entropy's Vigil (or perhaps a Post-SC version of it). Maybe add it to accessories like Sigil of Calamitas and potions like Calamitas' Brew.

So far, they've only been used in the crafting in, correct me if I'm wrong, two things. It feels kinda pointless to have something in the game that only used in so few recipes.

timid robin
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Anti-cheese the abyss so that players can't dig up into it from the bottom. Maybe make it so that entering below the abyss causes an adult eidolon wyrm to spawn.

autumn sluice
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Add a non-consumable spawner for each boss that deactivates on first kill

Calamity adds and makes many old bosses much harder and as a result it requires a lot of trial and error. Needing to craft the spawner for each attempt is tedious and making a reusable version would be a good quality of life change.

unkempt tendon
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Make Plaugebringer Goliath smaller.
According to the lore, PBG is an infected queen bee. Despite this, Plaugebringer Goliath is absolutley MASSIVE for an “infected queen bee” and should be made smaller.(maybe with more damage to compensate for the smaller hitbox)

timid robin
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Update the intended boss progression

The bosses in their current form seem to be out of order in terms of their suggested progression. An example would be austrum aureus, who is clearly much harder then the golem with attacks that pierce blocks, and a status condition that drains health substantially, yet it's suggested to be fought before the golem.

sour hornet
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On today's episode of "everything post-Plantera is horrible difficulty-wise and I want more replayability":
Make the dashes of sub-50% Leviathan and the Plaguebringer Goliath have a (much greater) minimum distance they can be from the player and/or transition much more smoothly into the dash.

An example for the second thing (visuals very helpfully provided by Epsilon):
--------LeviKek --------
<<<<<LeviKek --------
LeviKek >>>>>>>>>>

<><><> ❔ <><><>
These two entities are both enormous, they are both extremely fast for their size, and they both have way too easy of a time ramming into the player for huge damage. Their current dashes immediately go into full throttle, they deal massive damage, and they can be entirely too close to the player with no issues whatsoever on their side. Giving these two some sort of limitation on this otherwise infuriating attack style can seriously help to level the post-Plantera playing field, which is currently very heavily skewed in the game's favor and not yours, and would arguably make these two opponents a bit more fair.

timid robin
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Update the plaguebringer's gore. It's got the red eyes and antenna like the pbg, even though they're green on the sprite.

brazen girder
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Change the 'Movement Speed' proficiency bonus Rangers get to an ammo consumption reduction bonus.
❓ The vast majority of proficiency bonuses are specific to that class. Movement speed is a benefit that anyone of any class could enjoy the benefits of. It doesn't quite fit as a Ranger-specific bonus. Ammo consumption would make far more sense; after all, Mages essentially get something similar in the form of mana cost reduction.

turbid berry
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Make Moon Lord's lore item work with the Gravitation Potion

Reason: It's completely useless in normal mode because the Gravity Globe is an Expert Mode only item.

shut bluff
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give Providence's guardians icons on the mini map. Reason: it will make focusing the healing or attacking guardians easier to do with icons on the map. the bosses on there own even have icons, so what makes them different?

hazy void
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Make Bobbit Worms in the Abyss way faster in attacking

Why?: If we're going off of actual, real life Bobbit Worms, those things are extraordinarily fast in attacking. They literally attack so fast that they simply don't give their prey enough time to react to their attack until it's already too late.
Bobbit Worms in Calamity, however, are way slower. They are actually slower than some other Abyss enemies down there, despite the fact that a third of their irl deadliness is how fast they are.
Also, if this is possible, make their attack bring back the player to their pre-attack position. Bobbit Worms in real life also do this, as they strategy is clasp around surrounding prey and then drag them back their hole to suffocate and kill them. Bobbit Worms in Calamity don't do this, but instead just deal some damage upon contact and inflict some debuffs, like almost any other Abyss enemy. It also really doesn't help that they're in the final layer of the Abyss, yet are so underdeveloped.

rocky swan
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Add a Stealth Meter on your screen whenever you got a rogue armor set on.
Why? Because stealth currently has 2 ways of tracking it: sound of when its filled, and your character's invisibility. In a boss fight, when you want some good rogue attacks, you can look at your character to see the stealth he has, but it's kinda hard to guess what is the exact value of it, and you have to pay attention to the boss, of course. Adding a Stealth Meter would give a visual/percentual representation of your stealth value, so you dont need to wait anxiously for that sound to blip when your stealth is full.
"Something on-screen would be better than a tooltip like our current stat meters
So you can know what stealth you're at without needing to rely on visibility " -Rover

tawdry condor
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Add a solution or solutions for the clentaminator that can convert dirt to mud.
Why? This would protect against world evils permanently converting the jungle to a non jungle biome. As it is, if your world generates with a surface evil in the jungle (which happens in half or more of my worlds for some reason) or if evil generates crossing through the underground jungle at the beginning of hardmode, it puts that jungle at risk of destruction. That sucks when you need that biome for so many things, including a hardmode boss, two post moon lord bosses, two ores, and Sponge crafting components among other things.
Would also make artificial mushroom biomes snap easy. That’s a bonus.

velvet loom
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Change the Starcore's recipe. (Reason): It's annoying waiting 5 minutes o more for Atalases, and you must be aware all the time because you may kill one Atlas unintentionally and spawn Atrum Deus, and the boss isn't slow. I suggest changing the Astral bars for some fragments of every pillar, or make The Cultist drop the object and make it non-consumable.

limpid hamlet
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Please put more focus on fixing issues with the game rather than adding new features, especially multiplayer. Thinks like optimizing (endgame vanilla shouldnt be less laggy than pre hardmode calamity for exemple) should be prioritized over adding new content.
Edit: If i give specifics ill be "too specific" so this is more of a blanket statement, but as it is multiplayer can be an excruciating experience regardless of how good peoples pc's or internet are.

blissful trellis
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Lower Proprose Pistol drop chance from pirates because they fill your inventory and drop wayyy too often for the pirate event

restive burrow
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Make Lore items drop for the first time a player kills a boss, vs. the first time a boss is killed.

Reason: In a multiplayer world, it can suck for some people who miss out on a lore purely because they had to go afk or something. There is lots of good lore items, but they're just inaccessible sometimes because you weren't there. It's also possible to make them accessible elsewhere, through an NPC or crafting.

slim ridge
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If Yharim is in fact killed, Have Yharim (and any post-yharim bosses) not drop a lore item, as he's the one writing them, and its hard to do so while dead.
Or, alternatively, have yharim and post yharim's lore items have a noticeably different tone or writing style to them, as if someone else is writing them.

tawdry condor
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Buff the Hardmode ore armors, namely the Cobalt, Mythril, and Adamantite, to better fit in with their counterparts.
Why? While it is understandable that Cobalt and Mythril is weaker than Adamantite, I can't understand why they would be weaker than Palladium/Orichalcum armor. Palladium Armor set gives you regeneration buff whenever you hit an enemy.
Orichalcum shoots flower petals from off screen when you hit enemies.
Titanium gives you literal dodge from a single attack.
Cobalt, Mythril and Adamantite give you some cheeky buffs, like more crit or ammo reservation, but Palladium, Orichalcum and Titanium easily make up for that. Besides, who needs ammo reservation with 9k+ bullets?
Not to mention that the POT trio give you more defense and damage/crit than CMA (Not in all cases, but still in most).
Doesn't this seem a little unfair?
And I'm not talking about a complete overhaul of ore armors, just give proper armors some stat advantages to make them all on par with their counterparts.

hazy void
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Add Ammo Consumption to the "Ranged" section of the Stat Meter

Why?: Unless it's not possible for some reason, I'm actually not sure why this isn't already a thing.

spare tiger
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Make the Psychotic amulet classless
It's used in the crafting of all auric tesla helmets, so it should provide buffs that aren't exclusive to just two of the five classes.
alternate option: remove it from the crafting of the auric tesla armor.

cinder parrot
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Lorekeeper NPC
So is it possible to add a Lorekeeper NPC? It's an NPC who spawns after defeating any boss, and they will sell lore items to players ( if a player somehow looses the item and they dont have to reget it in another world ). The Lore it ems are added as each boss is defeated ( and some of the lore biomes. e.g; if you beat Skeletron, Lorekeeper sells "The Dungepn" and "Skeletron" ). Im suggesting it so for those who loose their items, they don't have to regrind the lore in a whole new world.

opal gazelle
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add an upgrade to the barracuda gun that is viable against regular non boss/miniboss enemies (perhaps post ML, Reason: its a fun weapon overall and having it stay somewhat relevant against the smaller later enemies with just holding down a button really appeals to me)

sour hornet
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On today's episode of "summoner is a meme and always will be unless/until it is bootleg Pokemon imo":
Make an upgrade to the Staff of the Frost Hydra using Endothermic Energy.

<><><> ❔ <><><>
Summoner has extremely little variety with weapons and gear available in late-game and it really starts to show after the Devourer of Gods' defeat, what with only one summon weapon being between DoG and Yharon (and being a direct DoG drop, at that). Granting an alternative weapon choice for reaching such a major progression stage will help to ease the lack of options for summoner in late-game and thus make the class that little bit better for actually playing the game with.
(Also, every other Biome Chest weapon from vanilla has an upgrade at some point in the game. Might as well make it a full set.)

blissful trellis
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Put an extra tooltip on the demon trophy that states it doesn't stack because ive been tricked into using 20+ trophies on a world with no noticable changes

wintry fulcrum
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make so that summons actually attack yharon when he is teleporting, it basically becomes impossible to damage without another weapon

wintry fulcrum
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Make yharon pre darksun drop weapon depending on weapon proficiency

oblique vapor
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Normalize the Bohldohr.

Basically, revert the caps lock, give it the same drop pool as Lihzahrds and Flying Snakes, and make it less rare (maybe even make it drop Lihzahrd Bricks so players have a renewable source of Lihzahrd Bricks). Also bump up it's knockback resistance.

Reason: Well, Syntax Error is gone so...what else is it gonna do?

wraith horizon
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Change Staff of the Mechworm to be a cosmilite crafted weapon rather than a DoG drop.

Staff of the mechworm is the only summoner weapon after DoG until 1st phase yharon is defeated. This means that if a summoner doesn’t get the weapon, they have to fight DoG again with almost identical gear as the first time, only difference being a few accessories. Forcing to farm a boss for a weapon in that manner is essentially forcing to repeat the boss. This can be fixed by making it craftable in a similar fashion to cosmilite weapons.

gaunt birch
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Cause Infernadoes to appear on the minimap when fighting Yharon, at least in Expert or lower difficulty.

This is especially true for lower-resolution players. With a typical arena, the Infernado projectiles will often hit against walls offscreen. When descending, it is often hard to know the Infernado will be there, and this can result in a lot of damage taken. A common strategy is also to use an item that boosts fall speed (such as Slimy Saddle or Portal Gun), making it nearly impossible to predict unless the projectile didn't hit a tile and the player remembers where it is.

gaunt birch
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A debuff that shows how long you have on the Flesh Totem/Core of the Blood God contact damage reduction cooldown.

This is generally annoying for fighting bosses whose main source of damage is contact and getting hit right before the fight. One doesn't think to count the seconds, so, while waiting for the cooldown itself is irritating, not knowing when it's done is more so.

signal rose
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Make dash accessories show dash distance and speed.

reason: Qol + the wings and the hooks already have it, so why not dashing accessories as well?

hidden island
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** Buff Betsy's drops **

Reason: Other than the Aerial Bane which does a decent amount of single target dps against airbone enemies which are common post-golem. The other Betsy's weapons like the Flying Dragon, Betsy's Wrath and the Sky Dragon's Fury can barely reach 1k single target dps with a dps setup using Ataxia armor on the twins (the test was done on both twins during both of their second form) which means that they are outclassed by PlagueBringer Goliath and Duke Fishron's weapons. Keep in mind that PlagueBringer Goliath and Duke Fishron are also supposed to be fought post-golem. Unlike the old one's army tier 3 event which is very annoying and boring to complete because this event is a dps test, the PlagueBringer Goliath and the Duke Fishron's fights are quite fun to do because they are straightforwards fights and their weapons drops like the Tsunami and the Plague Staff are pretty rewarding because they offer a decent amount of dps. By buffing the Betsy's weapons that I have mentionned earlier, completing the old one army tier 3 event will feel more rewarding to do because currently, doing all of this work to complete this event for the betsy's weapons is not rewarding at all because most of the Betsy's weapons are lackluster in therms of dps.

twin shore
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Make invisibility optional for rogues
In multiplayer it can be very annoying playing with a rogue and having to look at the minimap to check his location. It's also an issue when dealing with loot: I very often end-up openning a treasure bag while unknowingly standing on a rogue, giving him all the loot in the process. I don't care how you want to implement this as long as either the rogues or their allies have a way to deal with that problem.

split hound
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Decrease Supreme Calamitas' bullet hell durations, but increase her health, in Boss Rush.
In Boss Rush, she has about 3x less health than normal, and you now have access to Shadowspec tier weapons. This makes her non-bullet hell phases extremely short, essentially making her bullet hells potentially way more than half the fight. (Note that bullet hells altogether take 75 seconds, no matter what). This change should make her non-bullet hell phases more relevant, and the bullet hell phases less relevant.

velvet loom
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Increase the speed of Profaned guardians of providence, seriously, they can't be SO slow, I don't even know if they are alive or not because they are far away from me and they don't even attack me. I'm sure they will be easier to kill if you buff them

tawdry condor
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Heart Lanterns placeable on wooden platforms
Simple QoL change, either that or an alternative item that has a similar recipe (see Torch/Tiki Torch)
My reasoning behind this is that for those that use simplistic arenas composed of platforms, but like covering every tile with passive buff areas, this change would allow heart lanterns to be less intrusive to the design, as you wont need to place a solid block in the arena (which can cost you a fight if you are unlucky enough)

sour hornet
#

On today's episode of "some mechanics are a fucking nightmare to balance and balance against":
Swap the "on-hit" conditions of Rage and Adrenaline.
To clarify, this means that Adrenaline would be lost on getting hit while being used, whilst Rage would not be.


* To balance out the two, first and foremost --- Adrenaline is universally better than Rage even for the one subclass where Rage generally should be better, for the simple reason that Rage currently relies on getting hit or using true melee for 5 years and then...not getting hit while being used, despite the exorbitant amount of time it takes to build up.
* A thematical fit, really --- Rage is already largely themed around getting pissed off and one can describe it as unstoppable fury, which lends itself well to the idea that it doesn't get lost on hit. Adrenaline, on the other hand, is largely based around focusing and not getting hit, so naturally it makes sense that getting hit would knock one out of focus and force them to get back on track again. It seems near-paradoxical, then, that Rage is lost upon getting hit when being used while Adrenaline is a free 5-second boost to all of those numbers you're putting out.

Swapping these would help define the "themes" of these mechanics better and perhaps give Rage more of a purpose on the battlefield, and balance it out with Adrenaline.

inner furnace
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On today's episode of "Seraph's overly ambitious suggestions that will never get accepted and steal Thomas's suggestion intro style to boot HDfailure":
After the completion of the lore revamp, expand the Calamity wiki's lore section

Reason:
By this point, Calamity's identity as a mod is rooted in it's lore. From things like boss dialogue, to the mod's soundtrack, to even some of the gameplay and worldgen itself. to the point where having at least a basic understanding of the lore, even if it's just "Auric Man Bad™️" is necessary to enjoy the mod to it's fullest. Despite this, a lot of important characters that don't necessarily appear in game do not have their story sufficiently explained, getting only a paragraph or two on the lore page. The example that stands out the most is the complete absence of lore info pertaining specifically to Jungle Tyrant Yharim, despite the fact that he is the main antagonist of the storyline.
After the lore rewrite is completed, the expansion of lore related wiki resources will make the storyline easier to follow and increase the quality of life for much of the community.

oblique orbit
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Make Sea Serpent, Oarfish and Gulper Eel passive until hit (or the player gets close to the head).

As it stands right now, Sea Serpent is the only NPC that's aggressive right upon spawning in the Sunken Sea. This is quite jarring for a biome supposed to be the most peaceful place in the game. People make a base in Sunken Sea Pre-HM and then they're forced to move it somewhere else due to Sea Serpents harassing them to no end.
As for Gulper Eel/Oarfish, I'm aware they're supposed to be passive at first, but it doesn't function properly as they just try to hover very close to the player's head, causing them to go aggro as soon as they get close to the player anyway. They ruin the aspect of Abyss being meant to be explored by being stealthy, and unlike Cuttlefishes, they're far from easy to kill and can actually do quite some damage with all their segments.

What I would recommend to fix them would be to give their head the same AI as the other abyss fishes, bar the block collision. This way, players will be able to avoid them but still have to work their way around them without getting close/hitting them, or simply waiting until they go away.

tired gyro
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Add DM DOKURO's interlude themes for The Profaned Godess and Supreme Calamitas

Since DM Dokuro's mid song interludes between certain bosses aren't actually in the game, I feel like there is a very good way to include them. Say for example you reach the end of the game, and you are about to craft the Supreme Calimitas summoner. There is an interlude that is set before you fight Supreme Calamitas. As soon as you craft the summoner, the song kicks on right after, and once the song ends, that's when she will summon. This would be a good way to add a real sense of tension, and eeriness that is well deserved to be taken advantage of, and overall just fits in with how the "checkpoint bosses," such as Sc and the Profaned Godess feel to fight them. This will make sure that the player is absolutely ready for the fight, and it would just be amazing to experience. This can be done for any boss that has an interlude before them, not just Sc. This may be a bit hard to add, but I think that it would definitely pay off, for it would definitely change the aspect and vibes that the bosses give before you even fight them. I'm new to Calamity, and I'm not sure if this is supposed to be formatted in a certain way, but nonetheless would like to see other peoples thoughts on this.

livid sail
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Reduce the glowing Mushroom cost per Shroomite Bar from 15 to 5

When playing ranger in vanilla, I’ve found that Shroomite bars were an absolute pain to farm for. You’re practically unable to craft the full set unless you set up a glowing mushroom farm. With the alternatives that Calamity offers such as Reaver armor, which is way simpler to craft, few people will probably choose Shroomite over it, which is a bit of a shame, seeing as the deva took the time to make a fourth helmet option for it. I feel reducing the mushroom cost per bar will make this set that much more of a viable option

livid sail
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Make Crabulon drop Shroomite Bars post-Plantera

I feel this would, again, make Shroomite that much easier to use. This could work similarly to how Hive Mind/Perforators drop Cursed Flames/Ichor in Hardmode. This would bypass the absolute struggle that is housing the truffle, purchasing the autohammer, then building a mushroom farm, all for a mediocre armor set that will likely be overshadowed by Ataxia. It will also make Crabulon more than just a boss you fight once then forget about for the rest of your run.

turbid berry
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Update the Buff/Defbuff icons for the Tarragon armor set bonuses

Reason: The icons for the Cloak/Immunity buffs and cooldowns use the older Tarragon Helm and Helmet sprites.

twin shore
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Give all classes a way to build rage
It's not that they NEED it, but it would be cool to get access through other means than the darkness heart and taking damage. My understanding is that rage is supposed to be rewarded for being agressive, so here is what I propose:

Ranged could get some when using non-homming projectiles: the more shots you land without missing, the more rage you build per shot, until you hit a cap.

Mage could get rage when staying between 45% and 55% magic long enough. The idea is that you are paying more attention than usual on you mana bar to keep that balance intact: you can't just spam spells and potions.

Rogue would get rage when using stealth strikes. It almost seems too obvious, does-it?

Maybe (some of) those added ways of building rage could be balanced by having them only active during boss and mini-boss fights. Or else the mages can just build rage from the comfort of their base, before a fight.

EDIT : Forgot sumonner lol.
IDK, give them rage when successfully Right-click targeting bosses or something.

EDIT 2: Obtaining rage when a melee using summon deals damage to an enemy that wasn't the right click target. Thanks for this idea, Squid. My reasoning is that to do that a lot you need to resummon your minions strategically and use right click targeting, two things that non-summoners don't bother doing, I suppose.

livid sail
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Add a boss health bar for Wyverns

Not sure why this isn’t already added tbh. Wyverns, like Biome Mimics, are closer to minibosses than normal enemies, and it can be useful to be able to more clearly see how much health they have when fighting one, especially considering how fast they move.

wanton radish
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Make Mushroom Biome enemies drop Glowing Mushrooms

As it stands, one of the many hard parts of getting Shroomite is getting enough Glowing Mushrooms (you need 810 for a full armor set). This easy-to-code QoL change would make it a little easier to get all that, and would give a reason to fight these enemies.

timid robin
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Use the tinkerers workshop for more recipes
Currently there are plenty of accessory combinations in calamity, however there isn't a single one I'm aware of that is made at a tinkerer's workshop, even though that workbench is designed specifically for combining accessories. Example: The bloody worm scarf, a combination of the bloody worm tooth and the worm scarf, is crafted at a hardmode anvil, even though it's just two accessories without any sort of extra crafting material.

hazy void
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Add Tinkerers Workshop to the Draedon's Forge, and give it it's recipes as a result.

Why?: Draedon's Forge is meant to be the "final crafting station", yet completely ignores a station that still is required for all of the starts of each accessory tree, basically. It's the final tier, and it should stay that way, but it also should assert itself more as the final tier of the main crafting stations.

tawdry condor
#

Make Aeries' healing projectiles green/blue instead of red, and do the same for any healing weapon that has the same issue

It's a very small change, but when i'm in the middle of a boss fight, specially in harder gamemodes, and i see a red projectile homing at me my first thought is that it will deal me damage instead of healing me. I can easily see the same happening for other players.

livid sail
#

Add special spawn animations for bosses

I noticed that the Split mod gives each of its bosses neat little spawn animations when they are summoned. I think something like this could be implemented into Calamity to make its bosses seem more intimidating. For example, when summoning Yharon, a ball of flame could manifest in the center of the arena, as Yharon emerges from it, or, when summoning the Brimstone Elemental, she could spawn within her flower, slowly blooming until her form emerges.

tawdry condor
#

Buff the Wyverns a bit, to make them fit better in Hardmode theme.

In vanilla, Wyverns were quite a bit of a suprize when they were introduced, but then became just annoying.
Even with Calamity, all they do is "go for it" and charge the player without an end, making them trivial to cheese and kill. I understand that they are not supposed to be god-tier enemy, but seriously. Devs don't have to give them shooting abilities or anything.
I propose to buff/change Wyverns in 3 ways:

  • Make them a passive enemy until provoked (if possible) and buff their health. They would be just floating slowly in skies, just like Sunskater. This would make them fit in better with rather peaceful skies they soar
  • Increase cap on number of Wyverns alive at once (preferably to 2 in HM, and 3 Post-Moonlord). If I am not mistaken, that number is currently one. Why not more? Wyverns seem like pack creature.
  • Make Wyverns only truly fightable in Sky biome. If you would exit Sky for longer than 1.5 seconds, Wyvern would either despawn or enrage and drastically increase its speed and damage (for devs to decide)

Why? Let's be real here for moment: Sky biome is basically untouched by Calamity. Yes, we got a few new enemies, hell, even a boss (which is an absolute cheese as well)(and yes, there are planetoids, but this is about enemies), but what about a little love for vanilla enemies? Especially one that is supposed to be a mini-boss, when it doesn't even have a helthbar? This would (possibly) increase the difficulty level of Sky in early Hardmode, giving the player more challenge to face before they can aquire wings.

turbid berry
#

**Make Xeroc Armor Red tier instead of Cyan tier

Reason: Xeroc armor is the same tier as Astral armor even though it's an upgrade and all other Luminite armor sets are red tier

livid sail
#

Add an armor set made from unholy cores

With a large part of the mod being themed around Brimstone, it surprises me that there isn’t a Brimstone armor set. This armor set could possibly be Mage-exclusive, as there aren’t currently any Calamity armors that benefit exclusively a vanilla class iirc. Lore-wise, this could also be the armor typically worn by Calamitas’s ancestors, or the followers of the Brimstone Elemental.

turbid berry
#

Make Brimstone Monsters despawn once Supreme Calamitas is at 1% health and stops attacking.

Reason: There is no reason for them to be there if Supreme Calamitas isn't attacking.

analog light
#

Destroyer Revengeance changes:
-When the destroyer starts fliying, make it fire less lasers but increase its speed
-To compensate the last one, make the laser changes happen earlier on the fight
Reason: its very hard to dodge homing laser, probes and the destroyer itself and you can easly die in this last bit.

sterile gust
#

Maybe some more supreme calamitas themed vanity items / pets, reason: many of the other bosses like yharon DoG etc. Have a few nice vanity items, but the (current) end boss for the mod doesn't have much in the way of vanity / pets / mounts etc. Besides Levi, which is a good looking little item. So I think there's a lot of possibilities with it.

livid sail
#

Calamity plush toys.

Seeing how big the mod has become, it could probably profit considerably off stuff like this.

I think

analog light
#

Remove Supreme Calamitas' spin while entering phase two
Reason: the vanilla eye bosses have the spin while entering phase two, switching to a more damaged apparence. Both Supreme and Clone had a damaged sprite the past but even them Calamitas clone didn't have the spin, nowdays phase two both was resprited but the spin was still kept for Supreme Calamitas and it is very generic for the current final boss.

open owl
#

In this new chapter of "Lets remove instant upgrades" we have the Conclave Crossfire (and the Conference Call, kind of) by moving it in progression
Since there has been a lot of instant upgrades being moved its about time this one gets the same treatment so it doesn't overshadow Tactical Shotgun, and since Conference Call is based on Conclave Crossfire it should be moved to

My suggested tier is Post-Golem so it's not too close to Disseminator, you can add the all trusty Chaotic Bars to the recipe, Bettle Husks, whatever you choose

As for Conference Call it could be just locked to Tactical Skeletons Post-Golem or moved to a different enemy altogether

turbid berry
#

Buff the Cosmic Guardians

Reason: The Cosmic Guardians are really just there during the fight and are essentially just a stronger, faster Wyvern.

I'd slightly increase their health, give them projectiles, and then give them the same special resistance to piercing weapons that most worm bosses have to make them not die in 2 seconds from weapons like the Valediction or the Blissful Bombardier, knowing that in DoG's lore his armor is "specifically designed to resist piercing and explosive attacks."

modern jacinth
#

Make a way to tell if a boss is Enraged. Why?

You could be fighting a boss, let's say Cryogen, and you leave the Tundra without knowing. All the sudden he's faster and does more damage, and you would be none the wiser. Some bosses are even worse, for example Brimstone Elemental and Polterghast. They can enrage for long periods of time and you wouldn't know, because the background and Music don't change. You could make the indicator whatever you want, but one way would be to make the Boss Roar sound effect.

hazy void
#

Make the Old Lord Oathsword and Bladecrest Oathsword craftable with hellstone and souls or something, just in case

Why?: The further you go into Calamity in progression, the less demons and bone serpents show up overall. In hardmode, this isn't super horrible at all, given that the Underworld doesn't change that much, but the instant you defeat Moon Lord, almost all of the Underworld becomes profaned enemies, and demons and bone serpents become rare, if impossible to find.
This is also coupled with the fact that there isn't a way to craft either blade to begin with, making it so obtaining them is very farm-heavy and rng based, despite having a long crafting tree.
Given that they are good weapons in pre-hm overall, making them craftable via hellstone and souls or something similar would lock their easier-to-obtain method behind Hardmode, giving you a safety net just in case you couldn't get them by that point, but also still making it so obtaining them in pre-hm is something you have to work for.

turbid berry
#

Make Astrum Deus and post-ML Astrum Aureus drop Meld Blobs.

Reason: They drop every other Lunar Fragment, but not Meld Blobs. Alternatively, you can increase the chance for Astral Crates to drop Meld Blobs. A 25% chance for 5-10 Meld Blobs while Astrum Aureus/Deus drop dozens of each fragment seems way too low.

The only other way of farming Meld Blobs is to kill the Cultist, go to the Nebula Pillar, and kill enemies that spawn there. Then, you have to kill every other Pillar AND then kill Moon Lord, just to get some Meld Blobs.

spiral mica
#

Remove the larvae that spawn in certain jungle planetoids.
Reason: If you play Revengence or Death mode, Queen Bee enrages when above ground. If the larvae was there for convenience's sake, then why would you break it if you know Queen Bee is harder to fight when you do?

turbid berry
#

Make The Hive Mind, Perforators, Queen Bee, and Skeletron drop normal Healing Potions, have Astrum Deus, Moon Lord and Profaned Guardians drop Super Healing Potions, and have Providence, Bumblebirb, Polterghast, and the Sentinels drop Supreme Healing Potions

Reason: At the point in progression where you fight The Hive Mind/Perforators, you probably have killed Crabulon and would have access to Glowing Mushrooms, which means you would've made Healing Potions. Also, Queen Bee doesn't drop potions for some reason.

As for Astrum Deus, You usually just craft Super Healing Potions before fighting Moon Lord, so you would just throw the Greater Healing Potions away. Astrum Deus drops lunar fragments, so you just craft the Super Healing Potions after killing them, not using the weaker potions. If you craft Super Healing Potions for when you fight Moon Lord, he shouldn't drop worse potions. And Profaned Guardians dropping Greater Healing Potions doesn't even make sense because at that point you could get 2 better healing potions. Who uses Greater Healing Potions for Providence?

The other post-ML bosses should drop Supreme Healing Potions for the same reasons I already stated for the other bosses. I don't think I have to repeat myself.

tawdry condor
#

Make a Npc that sells potions Why? Because sometimes it takes like an hour to get a potion and its super boring. adding a npc that sells potions will make the game way more enjoyable for people that dont want to grind like an hour for a potion that will let them breath water or whatever.

signal rose
#

Change the ornate shield/make it more interesting.

As it stands, the ornate shield is literally a hardmode upgrade to the shackle, because it gives you 8 defense;you're better off equipping a warding accessory than wearing this, and it doesn't even have any special effects whatsoever!At least the shield of the ocean has a special effect(even though it's also pretty mediocre), where as this one doesn't even do anything besides give you defense.You only ever craft this because you want to craft Asgard's valor.Giving it an interesting effect would at least make it worth equipping as you don't get asgard's valor til post plantera.(Asgard's valor could also inherit it's new effect if it's not too game changing.)

arctic eagle
#

make another critter
Reason: for player want to explore more. because it's too boring when the critter just always like that. also make it have usability. we can catch bees and make a bee cage to take the honey. cat and dog become into a pet. cacthing fish with a net.

balmy barn
#

Suggestion: Reduce the particle effect of Providence lore

Providence's lore item gives most if not all projectiles a flaming trail of dust/particles, while this effect is admittingly cool looking, it causes a lot of lag on lower-end computers, especially when paired with some weapons. I play on a laptop personally, and using Providence lore causes a lot of slowdown, so even though it's very good, I cannot use it well. This is a known issue with the item and it affects a lot of people, so I see no harm in reducing the sheer amount of particles, or changing the look of the item all together to a less intense alternative.

paper bramble
#

Make the Main Profaned Guardian boss, and Signus in his third phase, unable to stick to you during their dashes.

A fix for this was attempted in the past, but it didn't work, at least not all the way.
They're supposed to only be dashing while they're above you, as the dash motion moves downward and swoops into you. But, if you're close enough to them when they do a dash, they can move upward and stay right on top of you no matter where you try to move to next, necessitating a RoD teleport to escape (or pray to god that Signus's phase changes) or else you die unavoidably. It's very annoying when it happens.

One possible solution is to make them unable to move upward during their dashes, straight-up cap their vertical speed, so the player is always able to escape their hitbox by flying and the bosses won't be able to follow them. Another solution is to force the dash to end once they contact the player, and have a cooldown before another dash can begin.
Anything to prevent them from sticking.

tawdry condor
#

Make the Giant Clam harder, thiz might just be a personal thing but I always though the Clam was a tad too easy for the point of the game you fight it in. Not super sure how. Maybe nakes its attacks slightly faster? Might sound dumb but I dunno.

gentle wedge
#

Change Boss Zen to be a buff instead of a debuff, that way you can get rid of it. This makes it so that, in multiplayer, one person can farm a boss while another farms enemies and the spawns won't be reduced for the person farming enemies.

turbid berry
#

Make the Blood Moon's lore item drop after killing 50 Blood Zombies

This is a pretty pointless suggestion but I don't think anyone would get this item during a playthrough because you would have to kill the Lunatic Cultist, a boss that has nothing to do with the event, during the Blood Moon to get it.

runic grove
#

Speed up the animation frames of the Elements (Sand, Siren, Cloud, and Brimstone) to that of the Rare Sand Elemental (RSE). The other sprites look as though they are in stop-motion whereas the RSE has a faster, more smooth and eye pleasing animation compared to the others.

turbid berry
#

Increase the defense for the Tarragon Horned Helm

The Horned Helm only gives 3 defense. I never played summoner, but that looks puny when put in comparison to all of the other Tarragon helmets. Even the Statigel summoner helmet at least gives 4 defense, and this is a post-Providence set. The Bloodflare set is the next one you get and the summoner helmet gives 16 defense, while Tarragon gives only 3.

scarlet olive
#

Make all boss summons non-consumable in higher difficulties

In revengeance and death modes, bosses require several tries to learn their attacks and get good enough to beat them. However, your ability to do so is crippled by the high cost of many of the summon items. It's really annoying not being able to practice the king slime because you don't have any rubies for example.

mossy edge
#

Increase rouge mobility and damage taken
Typically, rouges tend to have high mobility, stealth and low defence in games, but currently it feels the rouge class is lacking some flavor. I think it would fit better and make rouge stand out more if they had increased movement, turn, and fall speed and increased acceleratetion at the cost of increased damage taken.
It would be like a different way to play the game like summoner and add to the longevity of the mod as well as highten the skill cap for rouges.

tawdry condor
#

un nerf the zerg potion

hazy void
#

Remove the "Only those that are worthy can use this item" text from Yharim's Crystal, or just completely get rid of the requirement to begin with

Why?: The tooltip used to be there since it used to drop from all enemies at an extremely low chance, but now it's specifically dropped from only Yharon, who is the very one that deems you "worthy" to begin with. What I'm saying is that this part of the tooltip and requirement for Yharon to be defeated is now completely redundant, given that no one would ever be able to obtain the weapon without being able to use it now.

limpid hamlet
#

Make Frigid Bulwark's/Rampart of Deities's Paladin Shield effect be toggleable with visibility

Reason: The paladin shield's effect of taking damage for your team isnt always desired. While joining a different team stops this, it still would be much better to be able to disable this effect if you want to be on the same team to teleport to allies with wormhole potions. If it weren't for the paladin buff, it serves as a nice alternative to Asgard's Valor and on top of that, a lot if not most accessories that give a dash let you disable it by toggling visibility. Why not apply it to these accessories as well?

arctic summit
#

Would it be possible to have some death mode exclusive items? One of the things at least I personally enjoy the most about the extra difficulty settings is the insentive they offer by adding new exclusive items, and I feel that adding some items for death mode would be an interesting change for the better.

limpid hamlet
#

Make torrential tear actually give a chat message saying if rain is turned off or on
Reason: It doesnt work instantly, I assume for a reason, and often the rain remains for so long someone uses the tear again and all weve done is turn the rain back on again.

wanton radish
#

Remove RoD's crafting recipe and nerf it functionally in some way

RoD in vanilla was a simple extra weapon you could get if you got lucky. In Calamity, it's a reasonably easy-to-get must-have. Removing its crafting recipe would return it to its rightful position as a rare bonus item. I have been asked not to specify an exact functional nerf so the community can suggest their own ways.

sour hornet
#

On today's episode of separating immediate upgrades so they're more useful on their merit:
Move the Crystal Flare Staff later in progression, and buff/rework Frost Staff to more cleanly lead into it.


Frost isn't really impressive at all on its own, and Crystal Flare --- while better than Frost by a mile --- currently feels as if it's trying to override the presence of the base weapon rather than act as an upgrade or sidegrade. Adjusting these two to be more differentiated from each other would help both of them to become more memorable weapons.
For the most part this is really just the same reasoning as the other immediate-upgrade suggs I've sent in the past, just go with it.

(On a somewhat-related note, can we get Crystal Flare Staff renamed/rebranded while we're at it? Nothing it does has to do with crystals at all...)

humble moon
#

Add a toggle for all the hardcaps that arent introduced in rev. Sometimes we want to have ludicrous melee speed and play calamity but with have no option or item to turn of the hardcap. Alternatively make it a softcap (and by toggle i mean a config) (also make the config say that this isnt the ideal way to play the mod and a warning)

limpid hamlet
#

Remove melee speed cap
Reason: If it allegedly no longer breaks yoyo's, let true melee be less of a miserable experience and let it have as much melee speed as it wants. Most projectile spawning melee weapons already dont spawn projectiles on every swing if you go fast enough, all this would do is make true melee more viable. If you design a whole build on boosting this stat, and its really good, that shouldn't be an issue. Also, even if it doesnt let yoyos be thrown, the solution is just "dont raise your melee speed so high".

frigid gull
#

Add a Help Icon to Permafrost’s menu that also grants a Blessing.

This would be good for finding out more about the lore of the world from his perspective while giving players an additional edge against the terrors of early-mid hardmode. The blessing could be a small stat buff or perhaps a weaker version of Permafrost’s Concoction. I feel that this would make him a bit more useful as an NPC that doesn’t just sell you some items that fall out of the progression quickly. Amidas has his blessing which is basically the only reason he is still helpful later on.

mighty cave
#

Make an icon map for The Profaned Guardians while fighting Providence.

You can't locate them so you waste time finding them during the battle.

rotund radish
#

Make the Chaos Candle removable with right-click.
Why? Because it works with Water Candles BanditHueh

mossy violet
#

Make the Starcore craftable before defeating astrum deus

Reason: Waiting for all three atlases to spawn can take awhile and makes it so you have to rely mostly on luck whether you can attempt the boss quickly or not.
I think the starcore recipe should be changed so it requires meld bars in place of astral bars so astrum deus will still be post-cultist but also not require waiting for atlases to spawn

mighty cave
#

Make the star cannon stars to pass through platforms.

If you want to kill an early pre-hardmode boss form above you can't.
It's stars collide with the platforms.

buoyant solar
#

Make it so that the sentinels spawn during the DoG fight every time, even post-DoG.

I personally enjoy the phase where the sentinels spawn back in, even after I've defeated DoG. But post-DoG it shouldn't be too much of a big deal to defeat them anyways.

arctic summit
#

Have meld drop from the astrau duo like the other lunat fragments, as it is quite annoying to have to go through the entire process if needing to do the pillars event just because you need some more meld bars.

arctic summit
#

Facilitate the task of getting a set of elysian aegis' and providence wings when playing in a group of people and have them either appear in treasure bags, maybe having it drop two different bags depending on the biome, or have it drop to everyone client side like how treasure bags drop.

with the way it is right nowas, it can be tedious to grind it if you are in a larger group, if you are playing with 5 people, you have to grind it 10 times as a result, which is kinda ridiculous considering the point of the treasure bags is to avoid the need for multiplayer players to have to grind the boss a ton just to get loot for everyone.

proven pecan
#

Add a keybind for things like the Crystyl Crushers alt-fire
why? It can get annoying if you accidentally misclick trying to mine and then destroy your entire house.

old plover
#

Add a background to the Brimstone Crags

Why? The brimstone Crags right now seems like a boring expansion to hell that you will barely see. But for the time being, why not add some atmosphere to the biome? It deserves some more attention than just "Enter, kill boss, mine, leave."

tacit orbit
#

Add a recall potion/magic mirror keybind

Im suggesting this, because when im playing a harder mode and I need to quickly escape from some enemies in a cave, the few moments I need to open my inventory and take it out can cost me my life, and possibly the money I had on me(or items idk, depends on how you made your character). You can also just add a keybind for a certain inventory slot like in console.

analog light
#

Either nerf Crystyl Crusher's right click or buff the left click
Reason: while right breaks SCal's arena blocks, left click doesn't

teal pewter
#

Add a background to the bottom layer of the Abyss, removing the voidstone walls

I had this idea from the previous suggestion about the Brimstone Crag, and I think a similar idea could work in the Abyss. Giving a dark, open background to the bottom layer would make it feel a lot bigger and deeper, and make you feel small compared to the massiveness of the creatures and structures down here.

Imagine first entering the bottom layer of the Abyss, not knowing what to expect, and as your vision decreases, you see this huge undersea cavern open up behind you. I think it would be a pretty cool effect.

fathom wagon
#

Make the mech alts allow mothrons to spawn in solar eclipses when all 3 are killed

The mech alts exist as an alternative to the mechanical bosses, so it would make sense that you wouldn't also need to defeat the regular mech bosses in order to be able kill mothrons.

In fact, the mech alts are missing a couple of other features that would allow them to function as true alternate battles, such as naturally generating plantera bulbs, and several other smaller features such as the truffle selling the hammush and mushroom spear, OOA upgrading to tier 2, reaper also spawning during eclipses, life fruit growing (which from my point of view is critical) and several new hell features appearing like lava bats and red devils.

signal rose
#

Make it so that you can toggle the tiger climbing gear effect in statis'ninja belt/belt of curses with visibility.

During the post plantera hardmode and post moonlord, it isn't very likely that you will be using the effects of tiger climbing gear, and the effect of it(wall clinging and sliding) can actually be more negative than positive as you often get stuck on walls and sliding down a wall is much slower than simply falling.In later fights mobility is very essential, and getting stuck often means that you will take a hit.Toggling this effect with visibility would solve this issue.

tawdry condor
#

Add a cooldown between Armored Digger spawns

This would make grinding with the Zerg potion underground much less unpleasant. The timer could be around 1 minute

slow raptor
#

Add an option in the config folder to disable the Summoner nerf.

Nerf is on by default, if someone want's to turn it off then summoners weapons would be the same as in unmodded Terraria, E.g. you can hold weapons that are not Summoner class and have your minions do full damage. The damage increase of holding only a Summoner weapon will be removed

open owl
#

Make Desert Medallion, Decapodita Sprout and Overloaded Sludge be crafted at a Demon/Crimson Altar instead of Anvils

All of the crafted summons for vanilla pre hardmode bosses use the altars to craft the summons (Well.... Except for Abeemination because its basically a mess of honey and whatever), so making the these require the altars would be good for consistency and keep the thematic of the what the altars are for: Making pre hardmode boss summons

PS: Didnt include Teratoma and Bloody Worm Food because they are already made at an altar

open owl
#

Move Hell Burst a bit further in progression

Another one of those instant upgrades from a vanilla weapon, this time featuring Crystal Vile Staff and its instant upgrade the Hell Burst

You may think "we dont really need to remove all of the instant upgrades" but this case in particular is special since Calamity specifically buffs Crystal Vile Staff, said buff doesnt matter since it inmediately gets overshadowed by Hell Burst

My suggested tiers for this weapon are:
-Post Mechs: By adding something like souls of fright (or unholy cores if you want post all mechs)
-Post Calamitas: Perhaps with ashes of calamity
-Post Plantera: With cores of chaos

signal rose
#

Make the crimson/corruption effigy more user friendly.

These effigies are useful as arena buffs, however their range for the buff is relatively small.Normally that's a small issue, but since there is no real efficient way to obtain them besides creating multiple worlds, it becomes quite hard to properly utilize these effigies in arenas as most arenas are larger than their buff range.A good way to fix this would to either increase the buff range of these effigies, or allowing you to craft/duplicate one with an effigy in the recipe along with materials to create two of them.

old plover
#

Lower the spawn chance of Armored Digger

Even without any spawn buff potions, your chat will be flooded with "Armored Digger has awoken!". What if you want to farm for other things? Armored Digger always just comes in and likes to ruin it. So instead of Removing it entirely, lowing the spawnrate will also have it be an actual rare miniboss instead of just a worm that's in your way all the damn time.

jaunty tinsel
#

More Flavor Tooltips
Especially for materials. There are some important crafting components, such as living shards and bars of life that could be much improved with a simple tooltip like "A stone from the flower's gullet" or "A mischmetal of magical materials"

twin shore
#

Add ammo types in more ranged weapon tooltips
A few of them don't use the expected ammo type or don't use any.
For example, the overloaded blaster uses gel, like flamethrowers, despite not looking anything like one.
Additionally, some weapons negate the effects of the ammo used.
For example, the archerfish has it's own water projectiles that completely overwrite the ammo's special effects.
I don't think it's a necessary addition for all weapons, but it could help new players a little, especially with crafted weapons as you can't test them before making them.

EDIT: What does the pumpler shoot? pumpkins? pumpkin seeds? Nope, straight-up standard bullets, even when using the alt-fire pumpkin bombs.

spark heath
#

**Turn the buff from the Hermits Box into a bed upgrade. **
This would free up the pet slot for other calamity pets.

zenith relic
#

Turn the water of the Crimson biome gold, instead of red.
Lore-wise (even with the lore rework in mind), the Crimson is supposed to be the remnants of Cthulhu/some other dark god. However, the water in the crimson turns a blood-red, which albeit fits with the blood theme, the water being golden helps solidify the connection between ichor and the crimson as it is a substance known to be the blood of the gods. The land's already made of flesh, so why not hammer in the point by making the waters some form of eldritch blood?

frank dock
#

Add a small indication to signify if a character has Death, Iron Heart, Defiled Rune, or Armageddon active
I realize you can always check by using the item but it would be a nice QoL change. Just a simple indication on the character select screen or in game via a simple icon near the health and mana will do.

signal rose
#

Make equanimity crafted using flamarang instead of enchanted/ice boomerang.

It really just seemed strange how you craft equanimity using the enchanted/ice boomerang when the flamarang is literally a late pre hardmode upgrade to those two.Changing the ingredient to flamarang would make more sense in a progression perspective.

hazy void
#

Make Armageddon be off by default upon each world loading

Why?: I get that it's a "mode change" sort of thing, so it runs off of the same coding that makes Death work between play sessions, but oh my god if I can't count how many times I've taken even just a few hours of a break from Calamity and would come back to forget the thing's on, and would die to some hard, important boss. This is also extremely tedious to deal with since it's not even fully solvable with just "Check if it's on before summoning them, dummy", because sometimes bosses summon themselves. And it's also just entirely too easy to forget that Armageddon is something you'd even need to watch out for, despite being such a drastic change in how boss fights go.
Death makes perfect sense to keep between world loads, given that it's a difficulty setting. Armageddon is MEANT to be temporary, only for a specific boss fight or boss grinding session, not to keep between play sessions. So it being a static setting that doesn't automatically turn off upon exiting a world is far more of a hinderance than it is helpful and logical.

mighty cave
#

Add post-moonlord hooks.

We could craft hooks that are faster so you can dodge and and catcn platforms faster avoiding taking damage form some bosses.

E.g. We could hold on a long platform after our flight time is over.
Such as Fighting Yharon with a pretty huge arena with sparse platforms.
or when you fall out of the arena while fighting D.O.G.
It could be useful.
In other words:
Faster Hooks.

signal rose
#

Buff/change necklace of vexation.

At the moment, there is very little incentive to using the necklace of vexation, as the effect(15% damage when under 50% life) is quite bad compared to even vanilla accessory.You might as well wear a class/avenger emblem and get the virtually the same damage increase without even the need to be under 50% life.This accessory just seems like another one of those material accessories that you just craft because you want the upgrade of it.

turbid berry
#

Buff the Cosmic Guardians so that they don't just follow the player and die

Reason: The Cosmic Guardians are really just there during the fight, being essentially just a Wyvern with stat buffs. They were added in Revengeance to make the fight more interesting, but they don't do much of anything other than chase you until they die.

I'd slightly increase their health, give them some type of projectile so you aren't just running away from them, and then most importantly, give them the same special resistance to piercing weapons that most worm bosses have to make them not die in 2 seconds from weapons like the Valediction or Halley's Inferno, knowing that in DoG's lore, his armor is stated to be "specifically designed to resist piercing and explosive attacks."

(I posted this suggestion a week ago, but it didn't get the required stars to be reviewed by the devs.)

queen sentinel
#

Put the suggestion chat into slow mode

Mostly it will stop people from thinking about something and posting it without thought and stop people posting 2 or 3 different things in a couple of minutes and having them flood out the good suggestions :)
That’s all I have to say I don’t really care if it happens or not but I feel like it’d clean it up a little bit

wraith horizon
#

Change Godly Soul Artifact’s tooltip from “Boosts max minions by 8” to “Summons two Sons of Yharon” or something similar.

The current tooltip implies that the accessory boosts minion slots by 8. Though that is true, those 8 slots are instantly taken up by the sons. The tooltip doesn’t mention anything about summoning the sons, and considering the slot boost only exists as a way to add sons, I believe the sons should be referenced in the tooltip and not the slot boost.

open owl
#

Make the Brittle Star (Minion spawned by the Seabound Staff) and Aquatic Stars (from Deepsea Staff) attack enemies slightly more agressively

Either by making it dash faster or more often, I believe this summon needs this slight buff since as it stands right now he's a bit on the slow side and the dashes dont really feel like they have much power onto them, it feels like the summon is only moving towards the enemy not ramming them

P.S. This suggestion sparked to me after seeing the Brittle Stars miss a vulture that was chasing me 3 times

#

Make it so the Brittle Stars (Minions spawned by the Seabound Staff) and Aquatic Stars (From Deepsea Staff) can go through tiles

Most if not all aerial minions ignore tiles completely and for a good reason, they tend to get stuck in tiles since their AI when theres no enemies nearby is just floating towards the player

This would make the seabound staff more useable in closed areas, which is probably what you want it for after you have beat Desert Scourge, since your next objective is the Sunken Sea most likely

halcyon elbow
#

Add a crafting recipe to transform Giant Tortoise Shell into Turtle Shell

Giant Tortoise Shell is an accessory that has incredibly higher (19.5% vs ~6%) chance to be dropped by Jungle Tortoises, compared to material, Turtle Shell. Reducing the drop rate would be a decent option, but more creative solution would be to craft excessive shells into material form. That will both give Giant Tortoise Shells a bit more credibility (aside from being Absorber material) and ease the creation of infamous Turtle Armor.

cedar maple
#

include the luminous amulet in the recipe for the abyssal diving gear/suit.
Currently the abyssal diving gear is the penultimate abyss accessory. It is crafted with post plantera ingredients, and thus including the luminous amulet would make sense; given that players will be farming for depth cells and lumenyl at this stage of game, more light and health would be minor but highly useful.

I propose the luminous amulet be added to the recipe for the abyssal diving gear for the aforementioned reasons; additionally, if the +life stat is too strong, it could be reduced or the accessory could be moved up to the abyssal suit’s recipe, which would further the suit’s reputation as the ultimate abyss accessory.

Additionally, the other amulets—the amulet of vexation and the chaotic amulet—are practically obsolete on their own, but they are used in their respective upgrades. Adding the luminous amulet to the abyssal diving suit’s recipe would maintain a consistency between amulet accessories.

Lastly, to give an idea of the luminous amulet’s place through comparison, I believe it should be to the abyssal diving suit what the ice skates are to the frost spark boots. This change would merely render a previously obsolete item useful and would improve consistency between items.

chilly aspen
#

Give this mod's Post-Moon Lord's mode content an actual mode name
Tremor has the Tremode, I think we can have something better: Calamimode.
So that people know in what waters they're entering in.

humble moon
#

Add more summon weapons at the post moonlord tier since atm its completely linear and would benifit from more summod. I cabt think of ideas for them but variety would help

old plover
#

Give Colossal Squid an Ambient Sound

Since the Reaper Shark and Eidolon Wyrm already have an ambient sound to warn the player that either of them are around, This would make Colossal Squid not just a jumpscare, and also need to listen to sounds to avoid them. And honestly, would make Colossal Squid genuinly cooler to encounter

barren berry
#

Make the Astral Infection transform Living Wood and Living Wood Walls into placed Astral Monolith and Astral Monolith Walls, and make it remove Leaf Blocks
Reason for this suggestion: Whenever the Astral Infection hits a biome, it transforms almost all blocks into Astral variants of the blocks. However, if a Living Tree happens to be in the Astral Infection when it appears, it stays as its pure variant, making it stick out like a sore thumb (or rather in this case a perfectly healthy thumb on a body covered in bruises). This makes no sense, as the Astral Infection is meant to be this disease that can corrupt anything from animals to machines, meanwhile it can do nothing to what's essentially an unusually large tree.

mighty cave
#

Make Glided Dagger/Gleaming Dagger to emit a little bit of light in the dark.

The description says its shiny, so it should glow.

sour hornet
#

On today's episode of trying to make OOA actually worth half a fuck to farm:
Remove Betsy's Curse immunity from (at least) the bosses between Golem and ML, inclusively, and adjust the buff made to it so it is more balanced in the grand scheme of things.


Calamity specifically buffs this exact debuff to make it more worthwhile and in an attempt to make OOA worth farming, yet every boss past Golem --- a.k.a. the point where you can start inflicting this debuff in the first place --- is immune to Betsy's Curse, and thus Betsy's Wrath itself becomes a fantastically mediocre weapon with a nigh-useless debuff. Removing this immunity and balancing out BC to compensate would not only make Betsy's Wrath a good weapon, but also maybe take a step towards putting OOA back on the map for people that aren't summoners.

cedar maple
#

Make the suspicious jelly bean mount able to fall through platforms.
The slime mount can do it, so why not the suspicious jellybean?

buoyant solar
#

Make music boxes play in vanity slots

Reason is simply, no one wants to use main accessory slots just to listen to music everywhere they go. Allow music boxes to still play the music even when in vanity slots.

wanton radish
#

Allow the Astral Infection to be directly converted into other modded infections like the Spirit biome, and vice versa

❔ : It makes sense, I doubt it would be too hard, and it would save on Green Solution for people playing with both mods.

mighty cave
#

Add Astral Furniture made from Astral monolith.
As almost every block has a furniture recipe the same should be with the Astral monolith.

Astral monolith is a wonderful block so it would be a shame for not being able to craft furniture with this lovely block.

tight hollow
#

Add an aura of sorts to the Sentinels when they are summoned in the DoG fight.

Inspired by a previous post that suggested that bosses get an ethereal tint when being refought. The feeling I get from the Sentinels in the DoG fight proper is that DoG is resurrecting them to fight temporarily using his magic, and giving them a similar effect would fit them more. I would suggest an aura of purple gas, but anything fits.

tardy sentinel
#

Armoured Digger should not spawn every literal second it isn’t alive.

So your trying to farm underground enemies and you decide you need to kick it up a notch for the grind. Guess what? As soon as you drink a Zerg potion, Armoured Digger shows up, so you defeat it, then another one comes literal nano seconds after it. Basically, reduce the spawn rate of which Underground Bosses/Mini bosses (or at least, Armoured Digger) when Zerg is active. It’s infuriating and just another hassle.

twin shore
#

Make cinderplates minable by 65%+ pickaxes (just like hellstone)
It's currently a 180%+ block (Adamantite pick) despite being craftable in pre-hardmode at an iron anvil.
Why is this really a problem? Softlocks: it would be on the player's fault, but making any kind of wall around your spawnpoint could result in your world file being softlocked.
Even when building it can be a problem: if the player decides to build something out of it and makes a mistake/ wants to remove the build, they simply can't until they reach hardmode's ores.
EDIT: Also it's minable by bombs, which is fine, but weird how it contradicts the pickaxe power required.

proud gate
#

Buff The Amalgam or move it earlier in progression so it actually serves a purpose
The Amalgam is an accessory that doesn't really benefit the player unless the world is completely submerged in water. All it really is is a glorified emblem with a fungal clump attached to it and in comparison to the other accessories available at that stage it is simply not worth using.

mighty cave
#

Make stars to be turned into stardust.

Just why not to be the opposite when you can turn stardust into stars and then not stars into stardust.

Its kinda helpful if you have tons of stars and you want to collect stardust but you are bored.

tawdry condor
#

Make the Legendary weapons be 100% drop chance for Revengeance+ similar to Vehemence

Reason: Legendary weapons now are just forgotten, barely seen ever and are a waste of code imo, I personally think that they should be exposed more in playthroughs. As guaranteed Rev weapons.

modern jacinth
#

Make some sort of Mana Upgrade Post-DoG/Yharon (P1 or 2). Why?

Fighting Scal (in Rev+ specifically) as a mage which kinda sucks in the first place is a long(er than usual) fight, with one of the two reasons being waiting for Mana to regenerate, which can take some time without Mana Restoration potions, and not everyone likes to farm for those. Making a Mana upgrade would make it a bit faster as you won't need to have as many breaks between attacks. Another idea would be to make something that gives you unlimited Mana, but at the cost of a percentage of magic damage.

split hound
#

Make Legendary items a guaranteed drop from the boss when killing it an X amount of times.

Right now, Legendaries are a 1% chance, with Defiled Rune increasing it to a 5% chance. However, developers don’t want them being affected by Defiled Rune. So... instead of making them a random chance, mostly getting them ignored and forgotten, how about they become a guaranteed drop? If you kill a boss enough times, you should be rewarded. That would truly make the “Legendary” part of them true.

gaunt birch
#

Make a Crafting Recipe for Heart Statues and Star Statues

Right now, heart and star statues are still only obtainable by finding them underground. Some of the time, you won't find any, just because they're not in a place you would usually end up in. However, hearts and stars (for mage, at least) are IMMENSELY helpful for bossfights, and make bosses that will always require full preparation (like Yharon or SCal) a lot easier. Almost every other substantial arena block is craftable or purchasable.

Having them be buyable would work too, but I don't know of an NPC that would logically sell them.

livid sail
#

Have the main Astrum Deus despawn at the same speed as the lesser worms.

While I was fighting it, I ended up dying, but when I had reapawned, all of the smaller worms had despawned, but the main worm, all alone, followed me all the way back to spawn, allowing me to kill it rather easily, cheesing the whole fight.

elfin mango
#

Impliment slowmode on #suggestions-voting.

This would help ensure only thought out suggestions and complete ideas get posted, as well as possibly encouraging people to actually read the pins or look if their idea has already been posted recently.

hazy void
#

Add money to the Slime God's treasure bags.

Why?: Per Armageddon's farming mechanics, and the fact that every boss' treasure bags open up with loot and money, all bosses are efficient for farming, and money gain.

Except for Slime God, who's bag gives absolutely no money, for some reason. And it's loot doesn't make up for it, since 6 bags of loot from SG will equate to about 1 platinum, where with even Desert Scourge, you can get far more than that per farming kill for a significantly easier boss.
This also doesn't make sense for consistency since Slime God drops it's money directly, and not through it's bags like all other bosses.

hazy void
#

Make all Treasure Bags sell for the average of their loot's selling total, including the money those bags drop, instead of having no value at all

Why?: When farming money with Armageddon, I often find myself with 100+ bags that I wish I could just sell directly, but instead I end up having to open every single one, which not only can lag the game a ton if trying to do in bunches, but also simply takes entirely too long. I have the ability to slaughter earlier bosses due to my power later in the game, but I have no ability to skip having to spamclick 4k+ items into some npc's shop?
What also doesn't help is it just logically doesn't make sense. Npc's will take almost everything from a treasure bag, but deems the treasure bag itself useless?

median karma
#

Make craft for unconsumable Boss Summons
You know how Providence Summon works? When you have consumable Summon and then you can craft it to unconsumable? Well. What if all Boss Summons will be able to be crafted in Unconsumable(Instead of buying them) using Boss drops like Weapons, Materials, Accessories or even exclusive Rev/Death Mode drops.
Why?: QoL. It'll somehow reduce farm aspect of the mode because farming/buying your twenty second Summon knowing that Legendary Weapon/Your class weapon/Ingredient for Heart Of The Elementals wouldn't drop once again.

oak cradle
#

Status Message for Solar Veil drops after Clone/Plant
Currently upon killing either one the message "The ocean depths are trembling" appears telling you to go check out the abyss, but there's no message for Solar Veil drops from Psychos/Reapers in the Solar Eclipse, which are unlocked at the same time

sour hornet
#

On today's episode of working towards more unique boss unlocks and more diversity in playthroughs with the power of suggestions:
Make the HM Abyss materials unlock specifically after the Calamitas Clone is defeated --- in other words, disallow Plantera from also unlocking these materials.


The Calamitas Clone is in sore need of unique unlocks to separate her from just being a boss you can skip entirely in favor of Plantera, who unlocks everything the Calamitas Clone can and much more. Moving these items to post-Clone specifically would not only be incredibly easy, as all of these items are already balanced as being between Clonamitas and Plantera anyway, but would help to give the Clone a bit more reason to be fought over other more rewarding bosses.

signal rose
#

Make it so rogue weapons without special stealth strike attacks can also activate stealth strike accessories.

Right now, only rogue weapons with a special stealth strike can trigger these accessories(Things like bloodstained glove, feather crown, etc).This renders these accessories utterly useless with weapons without stealth strikes.Changing them to trigger for all rogue weapons when stealth striking would be much more fair for all of them.

mighty cave
#

Make adrenaline and rage to moved around from the settings>controls instead of directly from the screen.

While fighting boss fight or minding your own business mining you accidentally (sometimes) you click on one of the bars and then you try to place in back but you ruin everything or add a reset button to make it more exact.

winter moon
#

Give the Rage and Adrenaline meters their own "Hotbar lock" like toggle feature, that keeps them from being interactable at all, allowing players to rid themselves of this minor issue if they desire.

Could just be another, different colored padlock under the Hotbar padlock perhaps?

turbid berry
#

Have all of Moon Lord's weapon drops be in the same tier

Reason: While most of Moon Lord's drops are Red tier as they should be, the Utensil Poker is Turquoise and the Star Wrath is Cyan for no reason.

left merlin
#

Make the witch doctor sell guide vodoo dolls

Earlier we had someone in the "help and advice" channel ask for who sells it and we actually noticed no one does.
Since every other consumable summoning item is already for sale I don't see a reason for the guide vodoo doll to be the exception

mossy edge
#

Give elemental axe custom I-frames so it doesn't interfere with other elemental axes

Currently, using all elemental axes isn't as good as some sand-shanknados and some axes. This is the only summon in the game that is best mixed (other than summons that take up multiple minion slots). It doesn't maches the rest of the game in that regard and is really acward. If the buff would be to powerful you could just nerf the damage a little too.

jaunty raft
#

Make darksun fragments, yharon's soul fragments, nightmare fuel and endothermic energy all show in the map

This will make them easy to find, since it has happened to me many times already that I just cant find it, for instance round 15 of pumpkin moon is chaotic and killing all those Pumpkings at different heights makes it hard to find all the fragments.

open owl
#

Double or triple the duration of the ceaseless hunger buff

When i was trying out these potions and seeing the edge cases of how far it can reach, i figured it reaches everywhere in any of the 3 world sizes, even in a large world, if you put an item in one corner of the world and then travel to the opposite corner, the item actually comes back, which is amazing

The problem here is that the duration of the debuff isnt quite enough to pull through all that distance, being in the middle of the world can require 1 or 2 potions to get all items, meanwhile the scenario i mentioned before require up to 3, if the potions were to last longer so they do the job in a single sip, that would be nice

Optional: Reduce the crafting recipe so its give 3 potions per craft instead of 4

bleak parcel
#

Make the Brimstone Monster Orbs vanish when Supreme Calamitas enters her "surrender" phase

There really isn't any purpose of keeping them alive when the fight is all but decided. Defeating SCal is supposed to be a pretty grand achievement, and the fact that you still have to keep avoiding threats during her dying speech kind of makes it a bit harder to focus on the victory.

At that point in the fight, the monsters just serve to stress players out, or to possibly kill an unwary player and snatch away their win. Stray projectiles are one thing, but having four of these things actively chasing you during what should be a victorious/somber moment kind of ruins it.

granite turtle
#

Make the Hermit's Box of One Hundred Medicines a permanent power-up rather than a pet

There's many pets available in the Calamity mod and I'd love to equip more of those pets rather than crutching this one Godsend pet.

humble moon
#

Add some sort of way for new players to learn about the summoner weapon damage damage reduction as many people dont know about it and try to mix match which just screws them over

sour hornet
#

Step right up, ladies and gentlemen, it's time for everyone's favorite sugg show: "Let's Make OOA Great Again!"
Now, today's featured concept is Betsy's Curse being able to be inflicted by both of Betsy's melee weapon drops: the Flying Dragon and the Sky Dragon's Fury.


To give the debuff a bit more relevancy for people that are not playing the Mage class, and due to thematical reasoning, it makes sense that the melee pair of Betsy's weapon drops should be able to inflict her exclusive debuff. It'll also make farming her out for class-specific weapons a bit more worthwhile for the playerbase as a whole, really.

tight hollow
#

A credits scene made up of status messages
If cutscenes don't work, maybe these will? Maybe the player could be temporarily invincible during this period.

twin shadow
#

Event/Invasion Additions

Why:
Personally I feel like the Pirate Invasion and the Goblin Army don't get much love from Calamity. Since there's not many new things that go along with those said events, along with the other events as well. When looking through the Calamity Wiki, I've seen how little the events actually get in terms of weapons and enemy mechanics, and it makes me a little sad to see. Calamity already has a plethora of bosses that makes the world of Terraria feel more alive, and quite possibly is the only mod, in my opinion, that makes Terraria feel more wonderous.

Suggestions:
I suggest having some new enemies to go along with the more underrated events, or new drops at the least. Possibly some additions to the way Invasions work. Not entirely sure, but I feel like Calamity should do a little more with the current Vanilla Events/Invasions.

turbid berry
#

Give the Martian Saucer a better second phase.

Reason: Its second phase is so stupid that it honestly ruins the entire boss, making it one of the most annoying enemies to fight. (at least for me) It just spams a deathray above the player that does 300/450 damage. Not only is that twice as strong as Moon Lord's deathray in Normal Mode, but it's also pretty hard to dodge it when it uses the attack every 3 seconds and is pretty fast. This phase is also stupidly easy to cheese. All you have to do is just place 2 blocks above your head, use any weapon that homes or passes through blocks, and you completely invalidate this phase. It doesn't matter what you do with the boss, make it completely identical to phase 1 for all I care, that'll be better than it spamming this single attack that kills you in 2-4 hits and you can completely shield with a 2-block barricade.

limpid hamlet
#

Add more class specific accessories (namely range and mage)
Reason: There generally aren’t that many, (aside from rogue obviously) and the ones that do exist dont make al that much sense. Take range for example, you have the psychotic amulet that boosts both range and rogue, daedalus emblem and then the quiver which is simply an upgraded Daedalus emblem. Either way, these classes lack diversity with their accessories. Regardless of what they are (without being ""too specific"") there should be more over the course of the game, whether they have a crafting tree or not. Even just one offs are nice.

split hound
#

Turn the extra max mana over the hardcap into reduced damage penalty from mana sickness; or reduced mana usage.
(For example, extra mana that didn’t count towards the max mana would reduce the mana sickness damage penalty from 50% to something lower.)

Because of the mana hardcap, there’s no reason to go for max mana builds because once you’re over the hardcap (which is very easy to do), any other builds that give max mana are obsolete. This change should give players a reason to use builds that focus on increasing max mana.

granite turtle
#

Remove the Lunar Cultist Robe/hood from the Eidolon Wyrm and Eidolist

Every time I go into the abyss and dungeon, my inventory is filled up relatively quickly because these bastards keep dropping robes and hoods. There's other ways to obtain the robe and hood, and if these guys must drop these items for lore's sake, at least make the drop rate not 100 percent lol. Thank you for reading.

turbid berry
#

Fix the Rarity inconsistencies with the Holy Fire Bullet and the Reaper Shark Tooth/Necklace

They are all in Red Tier, while Elysian Arrows are Turquoise and Reaper Shark drops are post-Polterghast.

modern jacinth
#

Give Betsy a Rogue drop. Why?

It would give a Rogue player a reason to do the OoA, because at the moment the only reason would be Fargo enchanments or something HDfailure

kindred dew
#

Make the Shinobi set a rogue set instead of melee.

Why: Again, gives rogue a reason to do OOA. CompleteFailure

charred field
#

Add New Revengeance/Death Mode AI changes for Event Mini-Bosses
(Goblin Summoner, Flying Dutchman, Martian Saucer, maybe OOA bosses?)

Currently, there seems to be a lot of discontent around a lack of change to events in Calamity. I believe that a good way to 'freshen up' Terraria's events would be to make larger scale changes to the mini-bosses that the events are centred around, outside of just stat buffs and adding de-buffs. Giving the event mini-bosses new attack patterns and maybe some harder changes to existing attacks to make them less exploitable (e.g. Make Martian Saucer's Death Ray pass through blocks) would be a good way to make events more interesting and have more value to players.

livid sail
#

Make NPCs immune to the Phantasmal Deathray

Seeing as the deathray now passes through blocks, every time I make the mistake of fighting ML near my base, the fight almost always ends with 90% of my NPCs dead, and waiting for them to respawn is a pain. I feel this could be prevented by simply making NPCs immune to this specific attack

tawdry condor
#

A little suggestion about our favourite flame/magic boss, Providence. Reasons for each change listed beside each sug.

  • Make her Giga Blasts unable to damage player for ~1 second. - Providence likes to fly right next to you, and Giga Blasts have huge hitboxes, and as such, player mostly relies on luck when Goddess is passing above them

  • Make a small break between Providence going into her cocoon and the start of spear barrage. (1.5 seconds would be just perfect) In return, make her cocoon phase have 95% DR. - Spears shot from her travel at sound speed. Should Provi be beside you when she enters cocoon phase (which happens way too often), you are likely to take a shot or two.

  • When she is about to summon Guardians, make her distance herself from player and spawn them at her position when far enough. To make things fair, make her invulnerable during positioning. - Guardians just love to spawn offscreen, more often than not resulting in cheap shots.

turbid berry
#

Make Moon Lord's head eye open for a longer time and closed for a much shorter time when both hands are killed

Reason: Moon lord's head eye stays open for about 8 seconds, and closed for about 12 seconds. I don't see any point in having the eye closed for that long. It just makes the fight much longer, leaving the player with less time to actually attack the eye. It doesn't have to be that much of a difference, but the eye should stay open longer than closed if that is the only thing you can attack to make progress in the fight. It can get seriously annoying to wait for the eye to open, attack it, and then wait 12 more seconds to attack again, and then repeating that cycle over, and over again.

signal rose
#

Make calamity crates drop hardmode ores.

At the moment a lot prefers to just fish in vanilla biomes because these crates don't give hardmode ore, which makes them less useful in early hardmode where fishing shines, as it is very easy to skip mining by getting hardmode bars from the crates.

boreal turret
#

Make the Silva Invulnerability effect recharge once every in-game day instead of being once per life.

That way, you will still probably only be able to use it once during a boss fight, but you won’t have to kill yourself immediately afterwards to reset the effect. This would also make the Silva Armor more useful in hardcore mode.

raw swan
#

Make the plague somehow curable

But also make it so you can inflict it on the jungle again, perhaps as a new golem drop of some kind. While the astral infection, Crimson, Corruption and Hallow can be cleansed, the plague cannot. (even though it's not as physical). It could add to the lore and you feeling better as the main character of the game.

tawdry condor
#

add a option to the shredder left click so you can make the bullets not glow. the shredder really lags laptops and low pcs and its pretty much uselless. so add a option that makes the bullets not glow and that they arent blue and arent huge like now.

mighty cave
#

Add a cooldown for the quotes of D.o.G.

When he rams at you and successfully hits you, a ton of quotes feel the chat which is kinda annoying.

subtle badge
#

Add some way to detect the shrines, hints or whatever

In my experience finding the shrines has been dumb luck or scouring through the biome for it and some of the items are actually really good ideas and i think there should be some way to look for/detect a shrine

sour hornet
#

Something small, something new, something something...suggestion!:
Make Hellbats inflict On Fire! on contact in Expert+, and make Lava Bats inflict it on contact in all difficulties.


They're Underworld enemies that are decidedly fire-based.

...yeah I can't really make this any simpler than it already is. Not inflicted by Hellbats in Normal because 1) Normal is the true casual mode and b) to separate Normal and Expert a little more. Lava Bats would get to inflict it in all difficulties because they're a Hardmode enemy.

tawdry condor
#

Add an increased grinding mode

In this mode, you will only get half of the usual amount of items that can be stacked (materials). For example, if chopping a tree should give you 30wood, you get 15 wood instead. Mining every block has only a 50% chance of dropping the block. All chances of obtaining boss drops are cut in half. Chance of items appearing in chests are halved etc.

In post ml, a player generally spends much more time fighting the bosses than actually farming for items so I hope that this mode helps ppl who are feeling bored of fighting bosses and make the playthrough slightly less boss-oriented

modern jacinth
#

Make it so any Piercing Rogue Weapon has priority over the Luxor's Gift Projectiles. Why?

The Luxor's Gift is a great accessory that gives can give extra range to attacks that need it, but the Piercing Frames from it can get in the way of weapons such as the Gel Darts or the || Gilded/Gleaming Dagger || and it can get pretty annoying. Making the actual weapon's attacks overrule the Gift's projectiles would make sense because the they do more damage.

jovial garden
#

Siren should have a spawn condition similar to Cultists, instead of random spawn. In most fantasy, Sirens inhabit sea-breaching rocks in oceans as opposed to being at the bottom of the ocean, having a rock formation that spawns at worldgen that she spawns on with the same conditions as cultist would allow for easier fights and less of a chance of despawning her from high summon potions like War and Zerg

halcyon elbow
#

Move the Journeyman and Master Bait that Merchant sells later in progression
Originally, these kinds of bait being sold assisted Calamity players to reduce the chore from fishing whenever it was required (quest rewards, frog leg, etc.)
However, recent updates added a lot of new rewards to fishing and now it's somewhat valuable duty to go for, especially in Hardmode with new types of fishing poles and special fishes to extract souls from. The thing is, while accessories and poles constantly evolve throughout the game, the bait stagnates at skeletron tier (when merchant starts selling Master Bait). Of course, there is a factor of "You can get Master Bait from crates early anyway", but unlike Merchant, this is a finite source and actively rewards advanced fishing. And, as last minor improvement, Arcturus Astroidean and Twinkler (two new Calamity baits) will have a reason to be used!

silver briar
#

Make baits caught from fishing -- such as the jellyfish and Twinkler -- be stronger as options for bait.

What's the point of using bait to catch bait that might just be worse than bait that you can get or have already gotten. Maybe it's just me but it honestly feels like the equivalent of lines snapping when I catch these things???

Alternatively, you could give these exclusive baits purpose by having increased likelihood/guarantees for certain favorable drops (like a temporary boost for crates a la crate potion)

short blaze
#

Make Rage and Adrenaline increase and decrease smoothly with no abrupt jumps.

Disclaimer: Rage will still be gained in discrete chunks when you get hit, which will occur instantly.

When you use Rage or Adrenaline, the UI bar only updates about once a second, which looks choppy and strange. Why doesn't it smoothly decrease to show you exactly how much time you have left as a visual meter?

Similarly, when gaining Adrenaline, you gain chunks once a second instead of the bar increasing smoothly. I believe that would look much nicer.

mighty cave
#

Make Skeletron unable to stick on the player while he does the spin attack.

I believe that everyone has experienced this terrible thing.
It is very annoying and deadly especially in Rev mode and Death mode as it can easily kill the player in a few hits.

hazy void
#

Make Skeletron spawn above the old man, and not on top of him

Why?: This should be obvious, but Skeletron spawns on top of the old man when you hit "curse", and because you have to be in a close proximity to him to keep his textbox open to hit "curse", this gives Skeletron an insanely easy way to start off the fight with a cheap hit.

silver briar
#

Add a transparent fading visual effect to indicate when Yharon's infernados start dealing damage.

These attacks are the icon of Yharon's fight, it's what everybody's drawn to and the part that scares you the most. However, the point at which they deal damage after being spawned can be a bit fuzzy to figure out, since they're so huge and you rarely get the chance to see the ending of their animation. By having them fade in, from full transparency to full opacity, it will become much clearer to the player as to when these fiery behemoths are a death sentence. This will help encourage more informed decision making on the player's position throughout the fight and will allow for some sick dodging opportunities should you need to dip into inactive infernados for a split second. ancient repost mode

signal rose
#

Change/buff badge of bravery.

This is another one of the "no incentive" accessories.The badge of bravery is a post providence accessory that gives you 15% melee speed, and that's it.You get 14% damage and speed with fire gauntlet, making it superior in everyway, and it's only post golem.There are much better accessories for warriors than this in hardmode, which goes to show how underwhelming this accessory is.

hazy void
#

Make the Celestial Cuffs and the Mana Regen Band be separate in their crafting trees, because the whole Celestial Cuffs crafting tree generally doesn't make sense and wastes two accessories and your time

Why?: In all honesty, Celestial Cuffs' entire crafting tree requires Band of Regen AND Band of Starpower, which the end result uses neither. I think it'd be a lot better to just remove both of the Bands from the Celestial Cuffs recipe, and have both Celestial Cuffs and Mana Regen Band combine into the Sigil of Calamitas later. This would make it so if you have a preference, you can still do either one (or both, even) without wasting anything. And it wouldn't even have to change the Sigil itself, since the thing already gives +100 max mana anyway, so it all still fits.

turbid berry
#

Change the Gallant Pickaxe's recipe to have Luminite Bars instead of a Lunar Pickaxe, and nerf the pickaxe to have the same stats as the Lunar Pickaxes, while also nerfing the pickaxe requirement for Uelibloom Ore to be 225%.

Reason: This pickaxe is required to get Uelibloom Ore and is also an instant upgrade, which is pretty pointless. It only makes all of the other Lunar Pickaxes completely useless and currently their sole purpose is for crafting the Gallant Pickaxe, a direct upgrade.

signal rose
#

Give picksaw a tooltip that says"able to mine chaotic ore"

When I played calamity for the first time I completely forgot about the chaotic ore in the abyss until I killed ravager.Every other ore in calamity has messages but for chaotic ores where was no status messages or anything telling you that you could mine it after you kill golem.Giving the picksaw a tooltip stating this or just display a status message would help greatly.

turbid berry
#

Have the Profaned Guardians drop Unholy Essence.

Reason: All of the other Providence-themed enemies drop it and it will make crafting the non-consumable variant of the Profaned Core much easier.

manic quartz
#

SUGGESTION: Have Cryogen be massively buffed post-DoG and drop small amounts of Endothermic Energy (1-5) and have him spawn rarely diring the Frost Moon, where he would drop more heat stroke-preventing energy (as much as the Ice Queen).
Reason: Cryogen is ice-themed.

rare sail
#

Make Cursed Dagger's projectile emit green light or Cursed Inferno's dust.
It just doesn't really make sense that a knife made from cursed fire doesn't glow in the dark.

oblique vapor
#

Shrink the Sand Tortoise: Pretty self explanatory, this guys huge right now and for an underground desert enemy its size makes it ineffective at hurting the player due to the size of the caves down there.

turbid berry
#

Buff the health for post-Providence Calamitas and her brothers

Reason: Her health is way too low in comparison to the other buffed post-Providence bosses. Calamitas and her brothers have a total of 249k compared to Brimstone Elemental's 300k and Ravager's total of 1.2 million. Every time I fight Calamitas she dies in under a minute. I just killed her in like 40 seconds with Augur of the Elements while the other 2 bosses took much longer. Killing Calamitas currently seems like a super easy method to get a bunch of bloodstone because of how little health she has.

tawdry condor
#

An unlikely suggestion, but if possible, Sulphurous Sea and Astral biome backgrounds for the screenshot capture menu

Why? Just a bit more creativity when taking captures or screenshots of said biomes, and not using the default options, making them seem out of the ordinary. Again, if the coding is a bit wacky with the capture menu, then don’t worry too much about it. (Example for those who are unaware, the screenshot mode allows for background changes, changing the background and water color for a select biome. Ie: You could set up a capture in the Hallow, but change the background to Jungle, also changing the nearby water color)

muted girder
#

Modifiers and reforging for hooks
Modifiers would have an effect on things like throw distance, velocity, pull velocity, and number of hooks.
Why? To give hooks more depth. Once you get the hook you need you're pretty much done with hooks forever, modifiers could add some more focus on them

silver patrol
#

Add extra attacks to Queen bee fight to make it more enjoyable. To list some ideas: Add the diagonal dashes from the Plague bringer, a stinger bullet hell, or summoned hornets or stronger bees, or homing stingers. (Probably for rev and or death) Queen bee is one of the most boring fights in the game with very little variety to attacks and not counting minor changes to some 3 attacks, those being the stinger attack, charge attack, and bee spawning attack. Adding more attacks would add more variety, and make it more enjoyable, or at least make the fight less monotonous.
Also it’s about the only boss that isn’t changed in rev+

gaunt birch
#

Make Stingers launched by Hornets, Queen Bee, Plaguebringer Goliath etc. More Visible.

This has always been a problem in vanilla, what with hornets doing so much damage early prehardmode, but it is more so in Calamity with Plaguebringer Goliath and the harder Rev+ versions of Queen Bee. Since the Goliath changes the background to a much darker green color, and since the stingers do more damage, it feels kind of cheap when you're hit by something you can't even see. They're tiny and blend in with everything (and are even more camouflaged in a jungle background, which is where the majority appear). In Rev+, Queen Bee launches even more stingers, and they also do a lot of damage, encountering nearly the same problem. The fact that she enrages aboveground, making it impossible to get rid of the camouflaging jungle background, does not help.

runic grove
#

Speed up the animation frames of the Elements(Sand, Siren, Cloud, and Brimstone) to that of the Rare Sand Elemental (RSE).

The other sprites look as though they are in stop-motion whereas the RSE has a faster, more smooth and eye pleasing animation compared to the others.

weak frost
#

add a crafting recipe for psychotic amulet or remove it from the auric Tesla helmet recipes
I want to make the melee, ranged, and summoner helmets for the auric Tesla set but I only have one bastard psychotic amulet and it’s tedious to farm for. Make it a little easier to get or add a crafting recipe for it.

deep dove
#

Make it so when a stray SCal projectile hits you/ kills you after you have already died during the fight cause a status message of "Go To Hell" or something along the lines of that
If you don't know what I'm talking about, when SCal fires the hellblast (?) that shatters into a bunch of darts/spikes, they persist after she despawns and can hit you when you respawn.
Why: SCal is recognized as the hardest boss in the game (as it is the only superboss) so why not add a little bit of a double down if you lose and manage to get hit again after she has already despawned.

tawdry condor
#

Since the most recent changes in changelog are about making player' life much worse in Deathmode, I suggest this one:
Make the Spike Ball (invincible Dungeon enemy) emit a burst of few spikes when moving, with bursts occuring every few seconds. Also, make them swing at different, overall faster speeds depending on chain length.
Reason: Seriously, look at this from this perspective: how many times does one die to this almost immobile enemy? One, maybe two. Spike balls are actually pretty forgetable. You just move out of the room and they are no longer a problem. Sure, more can spawn elsewhere, but how many will that be? I think it would be for the best if these enemies got some way to really become a thorn in the side. Honestly, even a Blazing Wheel got new attack, and they were a threat already as they are moving around.

rotund radish
#

Make Supreme Calamitas say "Third time's the charm huh? I guess it is." when defeated after two player deaths instead of three.

"Third time's the charm" means that the third attempt was successful, thus if you die on your third attempt, which would be required for her to say this currently, then third time is obviously not the charm.

turbid berry
#

Make a pair of wings for post-DoG that doesn't include running boots

Reason: I feel like the reason Yharon is so difficult is because you can't use any pair of wings and are only able to use Elysian Tracers. This makes dodging Yharon's charges extremely difficult because wings that are combined with boots are worse than normal wings. There are wings like the Tarragon Wings or the Elysian Wings that you can use during the fight, but despite having more flight time, they are both slower. A pair of wings will give the player an option to sacrifice an accessory slot for wings that are much better, giving the player an easier time dodging Yharon's attacks.

gaunt birch
#

Change Super Absorbant Sponge (or add an upgrade too it) So that it can Absorb Lava, Make it Faster, and Add an Endless Lava Bucket

Clearing out lava is painful, especially because of the Obsidian Skin nerfs and burning effect. Although this is changeable in the config, it still takes forever if you mine out space or use buckets. Though the sponge is hardmode-exclusive, making Brimstone Elemental, Providence, and Signus arenas can be painful. I swear that 1/2 of the time I spend on them is just clearing out lava. Also, even clearing out water, the sponge takes forever, so an increase in speed would be nice.
It also doesn't make sense to me that you have to gather lava in buckets, whereas you don't with water. Since the Bottomless Water Bucket is much more common in Calamity, I think there should be a counterpart.
Although there are workarounds for both, it doesn't make a whole lot of sense to me that lava is utterly irremovable without grindy bucket removal at all points in the game. At some point, it shouldn't be something you have to make way for.

chilly aspen
#

Make an NPC like the Witch Doctor, Permafrost or the Wizard sell Glass Bottles
Have those be a somewhat renewable source instead of deleting sand from everywhere, just a QoL to improve suffering players' struggles.

signal rose
#

Change/buff yharim's insignia.

Right the yharim's insignia is arguably worst than the fire gauntlet or even a warrior emblem.The the damage boost it gives is the same as fire gauntlet except you have to be under 50% life;the melee speed boost is worst and a load of items in vanilla and calamity gives extra iframes/temporary immunity to lava;Attacks inflicting holy flames is basically useless because every post ml boss is immune to it;It's effect are way too boring and uncreative, plus other accessories does a much better job at increasing survivability/damage.

lucid drum
#

Have great sand shark drop forbidden fragment(s). Since forbidden fragments are used in consumable potions now, it'd make it easier to farm for them this way as well as giving the miniboss more utility. As it stands great sand shark is quickly forgotten.

raw swan
#

Add a crafting recipe for light and dark shards with some souls of light and night

This would be awesome because if you've cleansed the hallow or crimson you shouldn't go and hallow or corrupt your entire desert just to get a couple of light/dark shards, making it easier to craft the weapons with the shards in them.

candid hinge
#

Three words: endless honey bucket

Reason: honey is really useful for fishing and healing pre-moonlord since you're able to catch fish that can heal you, and it's good for healing during boss battles (if you're low on health and you're playing in multiplayer you can go out of the range of the boss and sit in honey for a few seconds). However, honey is difficult to get since you have to find a beehive first, and once you do get honey, it takes a very long time to create a decent pool of it for fishing since it's a very slow liquid. An infinite honey bucket would make the process slightly faster, and a lot less annoying.

tough tinsel
#

Make it so the Perforator Hive's projectiles always travel through blocks on expert/rev+. Right now, when fought underground, you can sit close to the ceiling and almost all of the shots fired will be deleted. This way you can just sit around and wait for adrenaline, making the fight way too trivial.

stark breach
#

Make shrine items craftable. You can make it difficult to do, but it would be nice when playing multiplayer for you and your friends to be able to have the same item (especially if it is useful like the onyx excavator key) without making multiple worlds.

modern jacinth
#

Make Ravager have a natural means spawn. Why?

The status message showing he can be fought says "An ancient Automaton roams the land" so why doesn't it? The only way to spawn him is the Ancient Medallion, but it clearly states it's roaming around somewhere. It could spawn during an event of some sort and it could be travelling around the surface somewhere, and using the Medallion would call it to your current location. Killing it once would make it stop roaming around, and you would need to summon it through the Medallion. An alternative would be to change the status message a bit but HDfailure

inner lotus
#

Make sure the Corpus Avertor doesn't heal the player while they're fighting the Moon Lord.
It's only fair that rogue players can't heal during the fight when every other class (I think) can't. Pls don't nerf the healing in general that weapon made my entire rogue playthrough.

tawdry condor
#

Make Bat wings be affected by its night bonus in a Solar Eclipse aswell.
Why?
The wings you get from a solar eclipse, and its still dark in the solar eclipse, so it would only makes sense if it worked at night and during a solar eclipse.

hazy void
#

Make an alternate "fake" voodoo doll that spawns WoF and doesn't kill the Guide, but requires some HM material to craft

Why?: WoF drops the entire line of emblems and also some weapons that specific classes use as materials, yet grinding WoF is considerably slow because every time you spawn him, the guide dies. The guide (most of the time) doesn't spawn right away, requiring you to wait for the next time you can spawn WoF, even if you're doing it because rng screwed you and didn't give you an emblem/weapon you need.
The reason I suggest it be HM-specific is because having a non-guide-killing spawn item for WoF would kinda ruin the commitment of fighting WoF to progress, which adds to the intensity of fighting him to begin with.

tawdry condor
#

Make it such that upon using Teratoma, the first few seconds after hive mind's spawn cannot deal damage to you

Currently, when u use teratoma (hive mind's spawn item), the hive mind will fall directly fall flat onto you and you must dash the moment you use the spawn item to the left or right if not you immediately get hit when it spawns which is annoying. Adding this 'cooldown' time before it is able to deal damage would make it slightly less annoying.

mighty cave
#

Make the items that make your Rage and Adrenaline stronger to be drop once. After consuming one , the boss shouldn't give the player an other one because he has already consumed it.

While farming a some bosses for a certain item you get the item that upgrades your rage or adrenaline every time which is annoying.

next quarry
#

On today's episode of "Omg Xul posted a suggestion!":

Make more Post-ML bosses have less debuff immunity

Reason: Many cool debuffs in Calamity, such as Silva Stun, are completely negated by the fact that the majority of bosses, especially post ML, are immune to them. This makes sense for superbosses such as Scal or Yharon, but early-postML bosses such as Providence shouldn't have as much debuff immunity. There's no point in going out of your way to get a weapon that inflicts some supercool debuff, because most enemies that aren't immune to those debuffs are oneshotted by that point, and the bosses that aren't oneshotted are immune.

Edit: Worm bosses are probs gonna be a no go because of particles and the damage, but other boss types should have less immunity.

gaunt birch
#

Add a Toggleable AOE Block or Item that Makes the Cultists Invincible

Accidentally hitting the Cultists kinda sucks--this happens a lot when I'm building around them or if I just have an elemental axe that decides to whoosh by and kill all of them. They are also often hit by stray projectiles (such as the split beams from Aether's Whisper) if I'm fighting Polterghast or Ceaseless Void in a handmade arena closeish to the surface. I always have to disable my summons and whatnot when I'm nearby, and, unlike in vanilla, you have to deal with the Cultists long after Moon Lord is dead in the aforementioned Ceaseless Void and Polterghast fights.

A toggleable block would be akin to the Corruption/Crimson Effigy (only it affects nearby Cultists, not nearby players) and pillar totems, and a toggleable item would be akin to Revengeance or Defiled Rune. It would be nice if you got this soon after your business with the Cultists was over (maybe a drop from Moon Lord or Lunatic Cultist).

proud tangle
#

Make an alternative way to spawn Lunatic Cultist without Celestial Pillars. Maybe it would require some post-Moon Lord items.
I needed a cultist mask for a collection and it took me 10+ attempts to get it, with unnecessary battles with Moon Lord as well.

proud tangle
#

Enhance goblin invasion as you did with solar eclipse in the endgame. Cuz if the endgame summon-class player needs to get a campfire from the goblin summoner in order to craft some items, he would've killed everyone before the summoner even spawns and you're simply unable to summon another invasion because of the cooldown, so it takes too much time to get everything you need in the end.

hybrid sentinel
#

Have Love and Stink Potions affect enemy behavior when inflicted on them or the player:

  • Love Potion applied to the player increases enemy aggro.
  • Stink Potion applied to the player reduces enemy aggro.
  • Love Potion applied to enemies reduces their contact damage.
  • Stink Potion applied to enemies reduces their movement speed.

This change would give Stinkfish and Stink Potions a functional use, and give Love Potions a use other than "Cadance Potion ingredient".

hazy void
#

Make Dragon Scales be anything other than a 1-time-buy thing

Why?: While I see the point in "The bandit shouldn't be implied to have an infinite supply of actual dragon parts", I really don't see why these are an item you can only buy one time per world. They're a whopping 40 platinum, have no upgrades at all so equipping more than one or something similar isn't possible, and it just seems like a really random limitation on an item that can easily be lost, like just about any other item. Especially when the result of accidentally losing it leads to either having to cheat it back in, or having to go to a completely different world where Yharon-phase1 has to be beaten.

modern jacinth
#

Bring Zergs/Zens back to Early Hardmode. Why?

Zerg potions are really useful for Early Hardmode because of all the grinding you need to do to get decent weapons, but now your stuck with Battle potions, which barely do anything. Zen Potions are also really helpful for doing thing like mining or Building in high-spawnrate areas. It took me an hour to build my Brimstone Arena just because I kept dying to the monsters. The Nerf they recently made for them AND the fact they made them later in progression make them a bit less useful in the long run.

oak cradle
#

Increase the amount of Revivify Potions obtained in 1 craft
The current recipe is a little difficult to complete until Post-Golem (With Spread Rod being unlocked and Cinder being dropped by Golem itself) which is fine, but then there's the price of 5 Crystal Shards for 1 pot. Crystal Shards are not hard to get, but you need some time to get a decent amount for crafting Revivify Pots and even so you'll see yourself needing to get some more soon because Revivify only lasts 30 seconds, so overall it seems that the time needed to get a considerable amount of these pots is unbalanced with the time they'll actually last

weak cedar
#

Permafrost Concoction Buff

Why: the revive is the main seller of the item and it kinda sucks due to being frozen for 5 seconds which is longer than most if not all instances of glacial state or frozen.

How: make the encased dr unaffected by the cap (like ice shield or abyssal diving plates)
reduce the encasing time to 2 to 3 seconds
increase the bonuses that don't focus on the revive
increase immunity frames while in ice (like deific amulet)
Note: These don't all have to happen. Just some ideas.

toxic tinsel
#

make shrine items a very rare drop from their respective biome crate, for better multiplayer compatibility and so that you're able to obtain them in your world if another modded structure or biome overlaps them, plus certain mods require them in crafting certain accessories and it can get annoying scouring the world for a rare item that (with other big mods installed) might not even exist

balmy barn
#

Suggestion: Make Tiger Skin craftable

Tiger Skin is an item sold rarely by the Travelling Merchant that's used in the crafting recipe of Handheld Tank, I cannot simply say to remove it from the recipe as it's what the donator wanted, but I feel like it would be a lot more convenient if Tiger Skin was simply craftable with something like Leather. Another item that's used in recipes and sold by the TM is Frost Barrier, however this has an alternative method to obtaining and therefor isn't as tedious to get, which I feel is an attribute that every item like this should share. If leather is used, recipes for the other skins could be added so it isn't completely out of place as-well

signal rose
#

Increase traveling merchant's spawn chance depending on how many town npcs are alive.

While the traveling merchant has many useful items for sale, it is hindered by the fact that he does not spawn often, and even less often will you get the item/weapon that you actually want.By increase his spawn rate this way it would be balanced and not too game breaking;It would also make sense for the traveling merchant visits you more if your town is populated as it means more opportunities for him to sell his items.The traveling merchant could also have extra dialogue to reflect this change but it is optional.

open scarab
#

Boss weapons can be crafted into other weapons from the same boss (similarly to how imksushi has boss swap tokens)
Just so you don't have to fight a boss many times to get the weapon you needed especially with bosses like Scal or DoG where their fights can be really long or for fargos so it's not such mass suffering

twin shore
#

Give all the Architect Gizmo Pack ingredients a recipe in hardmode
It can potentially take a long time to obtain all four parts for this non-combat-focused accessory.
A way to guarantee access to them without making the traveling merchant useless would be to add recipes in hardmode. Naturally these would be more expensive than the usual 10 gold a piece, maybe requiring some Enchanted Metal.

tawdry condor
#

My opinion on fixing stealth:

Make stealth generate over time as long as you have taken no damage
However, the generation is much slower than normal
This encourages using aggro reducing items and seems to conform more to the standards of the game and rewards movement play.

Currently as stealth exists, it's almost entirely useless before getting the movement generating accessories. Standing still and not attacking for a single crit or weapon special is a huge DPS loss and just not worth it.

As an additional thought (Credit to @inland gale ) Stealth could potentially be a buff that stays with you for a while giving you a damage increase. Albeit I believe the damage should be reduced some as it could be seen as imbalanced.

gray ledge
#

Show amount of damage left for the abyssal diving suit

#

not sure how feasible this is, but it would be cool to have a buff that shows how much hp is left on the plates

brazen flame
#

Put a limit on the wing flight time restoration that the Soaring Potion grants you upon True Melee hits. Or something similar.
I can literally just circle around Plantera for the whole fight in death mode like this, for example. Also makes a few other fights a bit... weird.

quartz steppe
#

Make water in the Hallow teleport you to a random nearby location in Deathmode. Since the changes are going to make water in some biomes have an effect on you, the hallow could have the water teleport you like how the Chaos Elemental does.

brazen girder
#

Add a 100-150% spawn rate boost to the effects of the Defiled Rune.
❔ With the Zerg potion debuffed, a major grinding tool is diminished. However, the Defiled Rune already exists as its own major grinding tool. An effect like this could add a bit of what Zerg does/did in aiding grinding, with the balance being the rest of Defiled's effects.

sour hornet
#

On today's episode of "Frozen 2 is the best meme movie and it's up to you whether you wanna bother seeing it or not":
Adjust Glacial State to be more of a Hardmode Chilled variant rather than a Frozen variant.


Currently, Glacial State is inflicted by a whopping 3 things in Calamity. These things are Cryogen's ice bombs, Rev+ Destroyer's frost beams, and the Rev+ Ice Golem's frost beams. All 3 of these entities can rather easily combo the player if the debuff is proc'd on them --- like, incredibly easily --- and for Destroyer in particular it's one of the reasons the fight isn't really fair at all. Additionally, Glacial State as a debuff isn't too terribly unique, simply being Frozen but with some defense reduction applied. Reworking the debuff to be more like Chilled would not only allow for greater creative liberty to be taken with the debuff without it being unfair, but also indirectly make the aforementioned fights a little more reasonable.

split hound
#

Buff the three item-collecting range boost lore items.
(aka Wall of Flesh, Plantera, and Polterghast lore items)

As they stand right now, they're incredibly underwhelming and don't do much at all. With WoF and Plantera lore items combined, the range seems to only be 1-2 blocks extra, which is barely noticeable. They aren't worth using up to three inventory slots. They need a noticeable buff, preferably with item-collecting velocity increased as well.

upbeat abyss
#

Thought I’d try to explain it better despite already saying never mind (my bad)

With a complete new character with silver bullets (at point blank range at a test dummy) the Vortex Beater does around 947 - 1077 dps whereas the P90, craftable earlier does around 1200-1292 dps with same character and ammo

next quarry
#

On today's episode of "Xul that's kinda cool tho":

Give Exo Freeze a much more unique ability and make less bosses immune to it.

Reason: Exo Freeze is literally just Glacial State/Stoned/Frozen/standing in Minecraft cobwebs with a rebranded name. This really gives it nothing unique at all. Not just that, but many bosses are also immune to it, and the ones that aren't get oneshotted by the weapons that do inflict it(exo weapons). An example of this would be 'freezing' bosses' ability to summon projectiles for a few seconds, after which they get a 30 second period of immunity to the debuff. It's up to the devs though, and as such it doesn't need to be like this.. Thank you for listening to today's episode, Xul out.

inner furnace
#

On today's episode of: Seraph blatantly stealing Thomas' suggestion style while suggesting something likely so difficult to program that the programmers will come after him in an angry mob HDfailure ...

Add a method (mod.call, weak/strong reference or otherwise) so that other mod bosses have the ability to make calamity HP bars have unique ways of measuring HP or unique white text

(Example: For a multi part boss, the HP bar could show the combined health of all the parts and the white text underneath could show how many parts are still alive, similarly to how the HP bars for skeletron, prime, the slime god, and the Calamitas Clone are handled as of current)

Reason: While calamity is a mod meant to stand on it's own, the ability for other mod developers to streamline their own content so that they mesh a little better is always a plus (in my eyes at least) and the ability for other modded bosses to have their calamity HP bars reflect the actual nature of the fight would create a good opportunity for said cross content streamlining.

Yes this suggestion is sort of a sequel to one of my previous suggestions to modularize the boss rush and add a Mod.Call method for other mod developers to add their own bosses

signal rose
#

Change the way how debuff immunity works on bosses.

Most bosses in calamity are immune to most but a select few of debuffs.As the player progresses further, the player gains more opportunities to inflict many debuffs, however this is totally wasted as bosses are immune to them and enemies die too fast for debuffs to be of any use.Making bosses be immune to less debuffs, especially ones like glacial state could make the battles potentially more interesting.After being hit by a debuff, the bosses would gain immunity to it for a while.This is a formula to calculate the immunity duration I thought of but it is just an example: BaseDurationTime(kept constant) + Multiplier(varies between debuffs) * DebuffDuration

broken palm
#

When the Player uses adrenaline, give the player a light blue eye

When the player uses adrenaline, it isnt really that obvious when it runs out, and definitely not when I'm so focused on dodging these damn infernadoes. Giving the player a big noticeable blue eye, maybe also with a blue trail, could help many bad players like myself use adrenaline efficiently

subtle badge
#

Make adrenaline more of a "last stand" as it is in the real world

In the mod, adrenaline gives you a massive damage buff if you dont get hit at all and then you can run free still beating a boss to death. In people, it only really activates near death and it is very taxing on the energy for a while, if that is not the way you want it to function that is fine but i feel it should be a last stand or risk/reward type move

tawdry condor
#

Add a homing projectile to Rev+ WoF

Currently, the way you fight wof in any difficulty is the same as how you fought EoC back when it didnt have the horizontal dash — Just run in a straight line and you never get hit. This strategy works consistently for wof as well, no jumping is required at all, just hold A or D throughout the fight and you can dodge all lasers since all lasers are diagonal. Adding a new homing projectile that has a high chance of catching the player if they are only running in a straight line makes the fight less cheesable and more interesting.

nimble oasis
#

Make it so rage and adrenaline have some kind of visual effect to signify that they're maxed

I play Calamity on mute fairly frequently, and I find it can be very hard to tell when you have rage or adrenaline available without the sound effect. Giving it a visual effect would help a lot for people who play on mute or have hearing problems.

turbid berry
#

Give God's Paranoia an option to be crafted with Endothermic Energy

Reason: All other Cosmilite weapons give the player an option to craft them with either Seasonal Energy. God's Paranoia forces the player to use Nightmare Fuel, which makes no sense. Allowing Endothermic Energy can give the player an option to craft half of them with Nightmare Fuel, and the other half with Endothermic Energy, while also being consistent with the rest of the weapons.

inner lotus
#

Decrease the drop rate of the Slurper Pole.
Having the Soul Slurper drop it at a 10% chance is too much. The item is non-stackable, and is dropped by 1 of the 3 (4) enemies that can spawn in the crag.

#

Decrease the stats of the post-DoG Pumpking.
Ice Queen, due to its AI, is significantly easier to defeat than Pumpking, even with stat boosts. Pumpking also tends to spawn in large hordes which make it hard to single out a Pumpking and get Nightmare Fuel from.

inner lotus
#

Add Smooth Sulphurous Sand.
Sulphurous Sand is very interesting with its purple-to-yellow palette and its design, like most of Calamity tiles, is 👌. A smoother version of it that could be used in building would be nice. I'm just suggesting a single tile (and a wall, probably), not a whole furniture set.

hidden island
#

** Heavily nerf post-DoG frost moon and pumpkin moon's mob’s base damage. **

Reason: After a lot of farming for endothermic energies and nightmare fuel. I've experienced something very annoying about the 2 events that I have previously mentioned. The main problem is the ridiculous amount of sheer damage the mini-bosses from the 2 events can deal to the player on death-mode. The damage I took from the mini-bosses’s projectiles such as the one from the Ice-Queen (ice waves) and the Pumpking (flame scythes) can reach up to around 600 ~ 650 damage with a standard post-DoG mage loadout using Bloodflare armor with a bunch of few buffs actives such as ironskin and endurance potion. Keep in mind that the insane damage output from their projectiles are around 600 ~ 650 WITHOUT any glass cannon accessories such as Dimensional Soul Artifact and Reaper Tooth Necklace which means that those mini-bosses are almost doing as much damage as DoG and Yharon.

livid sail
#

Just a fun little idea that I would fully understand if the devs don’t feel like implementing

Give DoG and/or Supreme Calamitas or any other bosses with dialogue voice lines

I feel this would make the fights more immersive. Even though they already have quotes in the form of status messages, I don’t really end up seeing them as I’m too focus on actually fighting the boss. Giving these bosses voice lines could also help them stand out more in comparison to other modded bosses as well.

hazy void
#

Force Ice Queen's, Santa NK's, Evermeme's, and Mourning Wood's AI to untarget and wander around when all players are dead

Why?: Spawncamping. A particularly annoying part of these events(just in general, not even specifically post-DoG) is that their AI's don't seem to recognize when the player is dead, so they just keep firing their nonsense at the player's last available position. This ends up causing some cheap hits, which end up killing the player sooner, which then snowballs into them basically just spawncamping with unavoidable projectiles. It's worth mentioning that all these minibosses have lingering hitboxes, so they do this extremely well, especially MW.

grave basalt
#

Allow the MOAB to be toggleable as a wing or not. This is because it is impossible to equip the seraph tracers and the MOAB at the same time. This makes it really difficult to use the effects of the MOAB that are more important: bundle of Balloons + Frog Leg. This is integral for a playthrough with Defiled Rune, and this mode should have that at least as support.

cerulean wigeon
#

The Set Bonus of the Tarragon Helmet should have two sounds effects: when activating and when deactivating.

The reason is that it's really confusing when you are invincible or not, and most of the time the player just looks at the projectiles and where the enemy is.

snow zinc
#

Move Calamity Eyes to the brimstone crag and make them drop bloodstone/buff them post-Providence
Calamity eyes are almost identical to blighted eyes, and they look like brimstone crag enemies. instead of having 2 nearly identically enemies on the surface, why not add a bit more variation to the brimstone crag?

modern jacinth
#

Give the Elemental Quiver the increased velocity from the Magic Quiver. Why?

The Magic Quiver's increased velocity is really nice because all the arrows in the game (besides Bone Arrows) have low velocity. This makes it hard to aim, because you need to lead your shot quite a bit. The Magic Quiver is used in the Elemental Quiver, but it removes the increased velocity for no apparent reason other than the possible fact that the devs forgot it was there.

tawdry condor
#

Buff the Dark Lance to make it stand out in Late Pre-Hardmode.
some ideas for such a buff include:
A base damage increase
Granting autoswing
Inflicting Shadowflame

Right now the Dark Lance is a post Skeletron spear with no autoswing, a damage value similar to earlier spears that have projectiles, no projectiles, and no upgrade. Buffing the Dark Lance would hopefully give melee players to use it over these spears and therefore to use it at all, while giving it traits that standout from other melee weapons of the tier.

noble trellis
#

General suggestion : adding support for the extra large World generation of tml 64 bit 0.11.6.2 (generation bug with tyrant's temple)

Cause : people which use heavy modpack need large World or more

turbid berry
#

Give the Martian Saucer a better second phase. (resuggestion)

Reason: Its second phase is so stupid that it honestly ruins the entire boss, making it one of the most annoying enemies to fight. (at least for me) It just spams a deathray above the player that does 300/450 damage. Not only is that twice as strong as Moon Lord's deathray in Normal Mode, but it's also pretty hard to dodge it when it uses the attack every 3 seconds and is pretty fast. This phase is also stupidly easy to cheese. All you have to do is just place 2 blocks above your head, use any weapon that homes or passes through blocks, and you completely invalidate this phase. It doesn't matter what you do with the boss, make it completely identical to phase 1 for all I care, that'll be better than it spamming this single attack that kills you in 2-4 hits and you can completely shield with a 2-block barricade.

tacit orbit
#

** Make summons attack the piggy**

Whenever I get a piggy that spawns it gets quite annoying when I just have 2 slimes just sitting there doing nothing while im sitting there for a while attacking it with my copper pick

Edit: make them attack the piggy when you attack it first

inner lotus
#

Increase the distance that Cosmilamps can travel before teleporting back to the player.
When fighting TDoG, the boss will usually fly incredibly far away from the player. It will fly so far away from the player that Cosmilamps will return to the player because they're so far away. This is really annoying to deal with if you're a summoner.

turbid berry
#

Give Golem's lore item a strong damage boost while standing still

Reason: Nobody is going to actually stand still during a boss fight, event, or in any other situation. The player is trying to avoid getting hit, and giving the player a bonus where they have increased defense when they leave themselves wide open is pretty pointless. Golem's lore item is currently useless and not worth the inventory slot, giving it a damage boost will help fix that.

inner lotus
#

Allow trees to grow on Sulphurous Sand.
In the background of the Sulphurous Sea, trees can be seen on the islands.
Trees would also make the terrain of the biome more interesting.

twin shore
#

Instead of picking a class at random when droping Corpus Avertor, let the player chose either version
This item is a 5% chance in expert+ on ravager, except it's actually 2.5% of obtaining each class version (melee or rogue).
Rather than having a 2.5% chance of getting a false hope instead of the perfect item for your build, the bag could have a 2.5% chance of giving you a special crafting material instead.
That material could be used to craft either of the two version, with no way to change later, making each version just as rare (2.5%), but without false hopes or dropping the wrong one thrice in a row.
Note that it's like if the version you do not desire was removed from the drop table, so the average value of a bag decreased very slightly.

tawdry condor
#

Automatically clear Aquatic Scourge's sulphur clouds once the player has died.
Due to the long time the sulphur clouds last for, after dying, the player has to wait a while for the sulphur clouds to clear before having a clean arena again. Since once the player is dead, the sulphur clouds do nothing but waste the player's time waiting for them to clear, as well clear it upon the player's death.

solid marten
#

A potion that increases a bosses aggro on one player (the person who drinks it)
When in multiplayer, it's really annoying to have a boss focus on some other player than on yourself, and vise versa. A way to have the boss focus on a desired player would be fantastic!

livid sail
#

Have the Storm Weaver, Signus, and Ceaseless Void drop Cosmilite, Nightmare Fuel and Endothermic energy respectively post-DoG

Seeing how often these materials are used in post-DoG items, grinding for them can be a real pain. The latter 2 in particular, seeing as you must start a whole event and progress it far enough every single time you need more of them. I feel making the Sentinels drop them would make them less of a pain to farm. Perhaps the sentinels could also be buffed so as to not make them too easy to farm

tawdry condor
#

make all alternative ores: platinum and gold, titanium and adamantite etc be equally viable and strong, and have different extra benefits which make them different from one another. reason: it would be more pleasant to think "which one am i gonna get" and going with the flow for both than "please let me get this one". also if you dont get the strong one you will be frustrated especially if it is adamantite.

mossy edge
#

Make it possible to summon many Supreme Calamitas with Hero's mod/Cheat sheet

This is a sandbox game and I don't see why this arbitrary restriction exists. You should be allowed to do awesome stuff like this and no other boss has this restriction.

wraith horizon
#

On today’s episode of ah who cares about the intro just get to the sug already: Remove DoG’s ability to inflict darkness, or replace it with a debuff similar to darkness, but much more potent.

Darkness does barely anything during the fight against DoG. Everything is lit up and you’ll most likely rely on the map to know where he is. I don’t even think the darkness effect is noticeable during the fight. Because of the above, darkness might as well be replaced with a debuff that does nothing with the name of “Hope you didn’t need that one buff slot bud” and it would practically have the same effect. An alternative solution would be to create a debuff similar to darkness, but designed to obscure your vision for specifically DoG. That would produce a more punishing result of getting hit, causing the player to actually having obscured vision.

short blaze
#

Move Phoenix Blaster and Venus Magnum's reduced damage autofire to be a right click function, and restore their original behavior on left click.

Reason: Why not let people break their mouse/fingers if they want to?

celest wyvern
#

Add back the mana cost tooltip on the Space Gun when Meteor armor is being worn
Reason: After the nerf of the Meteor Armor, the Space Gun's mana cost tooltip is still removed from the item's description, even though it should still be there.

plush fiber
#

Have the last layer of the Abyss instakill you if you don't have the Abyssal Diving Suit.

Players can just damage boost through most of the obstacles to get to the bottom, not to mention, water pressure exists.
I don't care if the player character has bullshit on their side, standing at the bottom of the Mariana Trench would definitely kill someone without proper equipment.

limpid hamlet
#

Melee speed cap removal has been declined, and so...
Raise melee speed cap, if not for all melee then for true melee
Originally, too much melee speed broke yoyos. Thats no longer an issue. To make true melee more fun/viable, let the melee speed cap be raised by some in game mean. This could be a feature that true melee weapons have separate cap, or add an item that would allow true melee weapons to bypass the cap in some way (or make it a soft cap).
The item could also decrease the size of the weapon as a some form of nerf, forcing users to have to fight much closer than usual risking damage.
Another thing to note is that the majority of weapons that spawn projectiles on hits have a cooldown, meaning the actual projectiles would not be spammed any more than usual.
edit: or have it be a softcap after 50%, whatever works

dusky pond
#

Add super dummy banner
Sometimes, you want to have a goal for Post-SCal
-Edit: Maybe a drop for killing one is enough, like a pet or vanity stuffs

silver briar
#

Give Nebula Floaters a longer cooldown before teleporting.

Y'know the pink brains that can teleport and shoot in the Nebula Pillar?

Y'know how they're literally just RNG machines that extremely sadistically punish any weapons that have high fire-rate and low damage?

Y'know how they can shoot instants after teleporting and can teleport directly where you're moving?

I hate them. Please fix them. They are worse than Crawltipedes even if nobody is willing to admit it. Giving them a lengthier cooldown (if any at all) before teleporting would make them at least somewhat predictable and bearable.

Edit: these idiots https://cdn.discordapp.com/attachments/465195069406707722/673756548224253952/Nebula_Floater.png

twin shore
#

Make the chaos and tranquility candle's flames look stronger, more akin to the water and calming ones
They don't stand out nearly as much as the vanilla candles, despite having a stronger effect.
Maybe the tranquility's flame tint would have to change a little to avoid confusion with the the calming one.
Since essence of chaos is used in the making of chaos candles and they are red too, the tranquility candles could be blue/white to reflect how they are made with some essence of eleum.

turbid berry
#

Update the tooltip for Grand Dad to mention its knockback resistance removal

Reason: Grand Dad can reduce enemy knockback resistance to -600%, but its tooltip only mentions its defense reduction. It has a base knockback of 77, which seems much lower than its actual knockback ability, making the Titan Arm look like the superior choice to Grand Dad for players who don't know about its knockback resistance removal.

brisk sand
#

Replace the Panic Necklace in Deific Amulet's recipe with a Sweetheart Necklace, and update Deific Amulet to release bees when you're damaged.
Why: The Panic Necklace can be upgraded to both Sweetheart Necklace or Deific Amulet, and it's annoying to have an item that can be upgraded into 2 different things (especially one one of those options is the obvious correct answer).

rare verge
#

Make the astral meteor ignore platforms and planter boxes.

Getting astral infection if you have already built a skybridge pre-hardmode is honestly a huge pain in the ass and I don't think anyone wants to deal with it.

livid sail
#

Make the tail of the Storm Weaver in Phase 1 play the “OtherworldlyHit” sound instead of the metallic hit sound when damaged.

Seeing as this sound appears to have been mainly added to Telegraph when you hit the DoG’s weak points, I feel the same should be done with the Storm Weaver’s weak point for consistency.

proud gate
#

Buff Band of Starpower

At its release, Band of Starpower was used in Terraria because you needed 10 fallen stars to make a mana crystal, and you didn't start with any mana. Now that you start with mana, and mana crystals are easy to make, this item is really lackluster and only serves as a component item. Maybe buffing it to 40 or even 60 mana would make it worthwhile to use in early game

lucid drum
#

Remove the "Specific enemies dropping items they usually don't" feature from defiled rune. It's almost entirely pointless, save for if a player really wanted a higher chance bone sword in hardmode for whatever reason(?) It's not listed in the item itself, either, meaning it's even less likely to ever be noticed or used. It'll help with cleaning up Defiled rune's effects which have been in some uncertain fluctuation for a little while now.

rigid scarab
#

Make elemental disk, triactis true paladinian magehammer of might, and possibly other weapons have interchangable recipies regarding their weapon materials
Why: Simply put, spending all that time wanting to craft these items only for one of them to be melee turns out to be annoying and leaves a sour taste in your mouth. This alleviates that do you can use any version of the wep to craft them.

primal grail
#

Resprite The Swarmer and its projectiles to match the point at which you get it The Swarmer is a post lunatic cultist upgrade to the bee and wasp guns from vanilla. Seeing that you use fragments from the vortex pillar which happens to have bee/wasp like enemies, why not have the gun match those in appearance? (not dissing the current sprite, its still really well done)

crimson gale
#

Change the name of the minions summoned by Entropy's Vigil to "Calaminis" (As opposed to Calamitaminis)
Reason: It rolls of the tongue better, and its a nice wordplay on the word "Calamity"

charred geyser
inner furnace
tawdry condor
#

In the patch notes I see lots and lots of tweaks for the other difficulty modes, for example freezing or burning in space or during a blizzard. I think it would be awesome if all or most of these features and stuff in these other difficulties could be toggled via a mod config file or via the in-game mod config settings at the main menu! This way, if a player wants a more immersive/customized experience, they can change whether or not certain things happen. I'm a casual gamer lol. But a lot of these changes in death mode and stuff would be very interesting to have toggles for in base mode. Though nothing game breaking of course. It would just add more customizable immersion or difficulty to match playstyle preferences

shy haven
#

Alow the siren heart to be compatible with the mermaid bra or any other chest plate item

the reason why is to be a reference to one of the sea kings quotes when you have the siren heart equipped

lost relic
#

I feel like calamity needs more contend that isn't boss fights. Especially post Moon Lord. A great example is the astral biome. I feel like giving us more to do other than just kill Yharon with the Silva armor or kill DOG with the blood flare armor would make it feel less like a boss rush with pauses. That's how I think it feels rn at least late game. Boss rush with a few pauses.

twin shadow
#

New Animal Cages

With the addition of the new catchable enemies, I believe they should be able to be displayed! Like the Piggy.

coral hamlet
#

Please make a golden version of Piggy. There should be another variant for the Piggy that makes it golden so that it would make not only a cool collectable, but it could be used in combination with the addition of more critter cages just like @twin shadow suggested.

oblique vapor
#

Make the Crag Houses use the Ancient Furniture and other Brimstone Crag Materials:
Just a simple cosmetic change, but doing so would improve the aesthetic of these structures by making them appear like an actual house and making their furniture fit in with the biome they're in rather than using the Generic Underworld Furniture.

Below is a picture of what I'd imagine this to look like. Furniture is Ancient Tables, Chairs and a Door while the Blocks are Ashen Slabs (Torches are purely for visibility purposes)

proper dune
#

So, this is more for the discord server, but every update or so, it would be nice if there was a small document that states what new items, features, and other updates were included in the update, so we dont have to wade through the changelog trying to decipher what we know and what we missed

sour hornet
#

On today's episode of "going to the ER or having any reason to go to the ER is horrible":
Allow items normally dropped from the Perforators to inflict Burning Blood in some capacity.


Burning Blood is a debuff commonly associated with the Perforators, yet nothing they have inflicts it and instead the debuff is granted to two completely irrelevant weapons. Thematic purposes, more than anything, but also to make Burning Blood a little more relevant on the player's side.

snow zinc
#

Add a renewable source of Hellstone
This is a big problem, Even in vanilla terraria. Almost every other ore is renewable, and this one is used frequently in hardmore, and even early post-moon lord. Some ideas for sources of renewable hellstone are-
-Making hellstone drop from underworld enemies, or just brimstone crag enemies even.
-Giving them their own ore slime. (Or making lava slimes drop hellstone)
-Making hellstone bars drop from opening Brimstone crates.

sinful hamlet
#

Bring Back Deathmode Skeletron's Hand Revive
+Keep the "Skeletron summons 4 hands instead of 2" in death mode. However, make him revive 2 (or 4) or his hands once he hits 1/3 hp again.

A big part of the fight I noticed on the old deathmode skeletron was that once he reached 33.3% hp, he would regrow all of his limbs. What this did was gate out the fight, requiring you to be a bit strategic, as you knew that at 1/3 the hands would come back and screw you over if you weren't prepared. With all 4 hands spawning at the start and then never respawning again, I felt more like it was just something I could simply bruteforce, rather than pacing it out and playing conservatively for the hand revival. While 4 hands spawning immediately at the beginning is definitely a good idea that should be kept, the fact that the hands no longer respawn at 1/3 hp removed that strategic part of the fight that I believed was incredibly well-designed.

signal rose
#

**Make tesla potions weaken lightning attacks give immunity to electrified (similar to the transformer), but moving it further into progression/making it harder to craft.
**
With the new Death mode lightnings in rain, this would help early game players greatly in rain and some other specific situations. The only real way to deal with the lightnings currently is the transformer, which is very rare, and the torrential tear, which is found in post skeletron abyss. Giving early players a solution to deal with these lightnings would make it a bit more fair and balanced, but it should also be moved further (preferably post BoC/EoW) in progression to avoid being overpowered.

old plover
#

Let Abyssal creatures be targeted by summons automaticly

Why? Well, If you wanna explore the abyss as summoner, it's gonna be tough due to your summons NOT targeting the creatures. you first HAVE to hit them manually for your summons to actually do their job, which is SERIOUSLY frustrating.

pale bobcat
#

Please give us some equipment for sentry summoners!

Yes we already have sentries, but we do not have any armor that would increase the number of sentries, or accessories that would do the same. Currently, if you wanna be a sentry summoner, you gotta go with vanilla OOA event armor and accessories, this could be fixed by adding end-game (And maybe even early game) armor, accessories, and some sentries so it would be a more viable sub-class. An easy accessory to make would be to combine the OOA accessories together (with some balance of course). The sentry summoner IMO is a totally different experience from normal summoner, you do more damage, but you have to also be more strategic, because the sentries don't move, which is a key asset in boss fights, AKA you gotta build around it.

Edit: This suggestion aims to semi-separate the Sentry sub-class from the Summoner class, because it has a completely different gameplay loop, and to expand it in the process.

halcyon elbow
#

Remove the 10% bonus summon damage when player doesn't hold a summoner weapon in hand (keep it if they do)
New system will look like:
+10% - summoner weapon is chosen
0 - neither summoner nor other classes weapons (e.g blocks, pickaxes, classless weapons)
-25% - other classes weapons
Summoners are quite strong during non-boss tasks like mining, fishing, etc. Doing that change means that strategically switching to weapons when needed is rewarded.
Additionally, that adds certain effort towards using classless options like Golden Gun and Rod of Discord: you still get most of the damage but if you need more, switch to the proper summoner staff (which is another minor reason: it makes little sense for holding unrelated item to be as significant of boost as actual summoner staff)

cloud tundra
#

Make ||Endogenesis|| either use the mode you were last using or use the first mode when being resummoned after being unsummoned (cancel the buff) or a death

The way the weapon works at the moment is kind of wonky. The first time you summon it after booting a world it'll work as stated, but if you die or unsummon completely (cancel the buff) and re-summon it later it'll continue cycling through modes as if you never unsummoned it at all. This is kind of confusing and also means it can be annoying to get back to the mode you wanted (since you basically have to summon it 4 times).

While making it use the mode you last had it on in the event of completely unsummoning it/cancelling the buff would be better imo, even making it reset instead would make it more consistent.

proud olive
#

Change the death message after you die from lighting in Death Mode

Why this should be changed: It currently says things like "(Player Name) got snapped in half by Lightning Orb Arc". It should be changed to something like "(Player Name) was struck by lightning", "(Player Name) was shocked", or the "(Player Name) couldn't contain the volts." message.

tawdry condor
#

lore item tooltip: increase spacing between the lore and the effect desciption and/or change the colour of the lore lines.

this makes it easier to tell where the flavour text ends and the actual effect begins. it also just currently feels awkward to read and somewhat immersion-breaking to go directly from yharim's hmm yes exposition to "btw this item does this", which a little extra clear distinction would ease

indigo moon
#

Make so sparks of lightning appear where the lightning is going to fall a second before they land, this could be disabled upon reaching hardmode/late pre-hardmode

exploring while raining early game is not worth the risk
adding a 1 second frame allows to be able to dodge a potential lightning strike
you can still be struck, but it makes exploring on a rainy day more plausible
this could be disabled when you reach a point where you could survive a direct strike, like in hardmode/late pre-harmode

cold flax
#

make the elemental gauntlet imbue weapons with rainbow particles instead of fire particle. i'm pretty sure it used to emit rainbow particles which makes more sense. it might be a bug of what i know...

next quarry
#

On today's episode of "Xul going into his message history to find an old post that hasn't reached 90 stars just so he can blatantly repost it because he's out of ideas... HyperFailure
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.

REEEEEEEEEEEEEEEEEEEpost from me if the title wasn't obvious

wanton radish
#

On today

Death Mode Enemy Changes

Despair Stones create explosions that inflict Brimstone Flames on impact with a block.
While a Cloud Elemental is active, lightning strikes occur much more frequently and can occur when it's not raining.
Stormlions can shoot small volleys of the same projectiles Cnidrions can.

These would all serve to make these enemies more dangerous, since Death Mode is all about that kinda thing now.

mighty cave
#

Reduce the amount of Lighting Bolts rained down during the rain while in Death mode.

There are at least 50 lighting bolts raining down every time which is annoying.

tawdry condor
#

Fix the stat counter (item from goblin tinkerer) description being so ungodly huge so that people with lower resolution screens can read it all. It goes way off the screen even when I drag it to the top.

tawdry condor
#

Hover functionality for Drew's wings. The hover ability allows for increased horizontal acceleration, which is sometimes vital for extra dodging. Yes the ninja gear and it's upgrade remedy this issue a bit but dodging is key and I feel the mobility could use the addition anyway considering these are endgame wings and apart from flight time, they are overshadowed by the Celestial Tracers.

neat fox
#

Stealth should build up faster so it can be used more commonly in boss fights in early pre-hardmode . Standing still is really something that will end up getting you killed, and isn't worth the extra bit of damage with the lack of defense early on in the game

open scarab
#

Death mode slime AI change

Slimes of similar color can combine and become bigger in size and get a slight stat increase. The slimes name will have a number next to it to say how many slimea it contains (i.e green slime (3)) when one of these slimes are killed they split up are unable to join back up similarly to how mother slimes work. Maybe even in hardmode or after bosses are defeats slimes can spawn already clustered.

This is to make slimes, an enemy that is incredibly easily even early game a lot more difficult
(I assume that the difficulty of death mode is similar to maso)

oblique topaz
#

Increase the amount of Ruinous Souls dropped by Polterghast and/or add other methods of obtaining Ruinous Souls

Currently, the one and only source of Ruinous Souls (Polterghast) doesn't seem to be meeting demands with the recent items added into the mod.

I think adding more methods to obtain the souls (happy phantoms post-polter) or straight up just increasing the drop amount from Polter themselves would go a long way in making this phase of the game less tedious bossfight-wise.

boreal turret
#

Add some post-moonlord grappling hooks

While hooks are less useful after moonlord, it still feels a bit odd that the vanilla Lunar Hook is still the best hook in the game. Additionally, some longer/faster hooks would also be very useful for quick dodging in certain fights.

inner furnace
#

Give the Omega Blue and Demonshade Sets Rogue Stealth

❔ Reason: The Omega Blue and Demonshade sets are meant to be all class glass cannon armours, with weak survivability but superior offensive ability. However, when playing the rogue class, rogue specific armours (which are not meant to be glass cannon sets) often provide both superior survivability and offensive ability due to having rogue stealth. This undermines the purpose of the glass cannon armours for the rogue class, but could be remedied by adding rogue stealth to the armour sets.

inner furnace
#

Remove the Phantasmal Ruin, Shattered Sun, and other non boomerang weapons from the Celestus recipe, and replace them with other boomerang type weapons

❔ Reason: With the advent of rogue subclasses and new Exo rogue weapon, the Celestus is no longer just the "Exo Rogue Weapon". It is now specifically the "Exo Boomerang", yet it's crafting ingredients still contain a Dagger and a Javelin. Removing these specific ingredients and replacing them with boomerangs will increase consistency with other Exoweapon recipes.

hazy void
#

Make all of Ceaseless Void's projectiles force despawn when it dies.

Why?: During the actual Ceaseless Void fight, this isn't that big a deal. During DoG's fight however, this becomes extremely annoying as the instant CV dies, Storm Weaver spawns; a boss who's first phase demands that you be on the ground. CV not only has the most projectiles of any DoG-themed boss, but also half of them home, meaning that fighting Phase1-SW while being forced to be on the ground with that many projectiles is basically a free cheap hit for either of them.

wanton eagle
#

A Polterghast themed grappling hook

I've seen a few suggestions asking for post-moonlord hooks, and I think this fits nicely since plantera has a hook themed after her and polterghast is based off of plantera.

inner furnace
#

Add more "lesser weapons" to the Supernova Recipe

❔ Reason: The supernova is currently lacking in ingredients compared to several other exoweapons, however there are several grenade type weapons that could be added to the recipe to make the supernova similar in recipe size to other exoweapons. Possible additions could be Exorcism, Bouncing Betties, Penumbra, and Star of Destruction.

mossy edge
#

Have the light sources in the ashen furniture set emit more light

Trying to make a house with the ashen furniture is very difficult because you have to add normal torches, they simply aren't bright enough. It makes the entire structure look awkward because everything is brimstone/ashen themed and then you just have normal torches.

fallen spade
#

Make A Piggy Cage

Piggy right now in its current state is completely useless. The cage would make an adorable decoration and would satisfy the people who have actually captured a piggy. The immediate response to capturing it was "can I cage it?" When I found the answer was no, it was mildly upsetting. I think having Piggy cage give an AOE well fed buff would be a cool/cute little touch. It would also provide consistency relative to vanilla critters.

pseudo juniper
#

Make the death mode lightning bolts usually spawn further from the player
❔ : Currently, the lightning bolts can spawn very close to the player, and if they spawn in the direction of where they're moving, there's no way to dodge the bolts. If it rains early in the game, you can die a lot because of your low health.
Alternatively, have some sort of tell of where the bolts would land.
This would make them less luck-based and there would be a way to dodge them.

halcyon elbow
#

Remove Temporal Sadness debuff from Statis' Blessing (note: Statis' Curse will keep it)
Let me put it quickly: Summoner excels at crowd control, but the upgrade this class receives after Plantera is too much.
Temporal Sadness debuff almost completely neutralizes the danger of the following relevant biomes/events: Dungeon, Abyss, Pumpkin Moon (Frost Moon, to be fair, isn't useful for summoner), Martian Madness, Celestial Pillars (!).
The proposed change will make these fights a lot more meaningful, while not cutting down the efficiency of class-defining accessory on bosses, which are the actual threat for Summoner. Additionally, Statis' Curse will have a bit more relevance as an upgrade, since currently the only benefits are 15 dmg/s DoT and ability to stack two of 3 minion slots accessories.

timber geyser
#

Add Supreme Calamitas mask and trophy

livid sail
#

Add a trophy for Profaned Guardians

Aside from scal, they are the only boss that lacks one

rose palm
#

Add an accessory that treats the player like they are underwater,
there are a few good items that won't be used often because of lack of water.
The only time people end up in water is for the abyss and sunken sea but, after the recent change on the siren lore item and the leviathan ambergris no one wants to use these items anymore.
Adding this should make these items and their upgrades like the amalgam, useful to people who don't want to place bubbles everywhere for a a split second that is negated after they leave that water pocket.
This could reduce movement speed because of water physics as well if water accessories are not being used

limpid hamlet
#

Melee speed cap config option
Calamity is an invasive mod and if you want to play with multiple mods, the blanket melee nerf can ruin that experience.
edit: I just want to play without the damn cap

proven pecan
#

sugg. 2

Make exo gladius' projectiles a bit faster

Why? right now, exo gladius shortsword projectiles barely keep up with most bosses. i tested it on scal a few moments ago and it did alright ish but struggled a lot to keep up with ark of the cosmos in damage, mainly because it somewhat struggled to keep up with her during her brimstone hellblast phase

for boss rush, however, the projectiles kept getting further and further behind bosses. overall the weapon is cool but it feel so sluggish, so basically you sometimes deal very little dps and then all of a sudden deal a small giant burst of damage with a crap load of projectiles. it can barely catch up to king slime and cant keep up with eye of cthulhu, queen bee, skeletron prime (it kills it because prime has fairly low damage reduction and defense from what i see)

how fast would i like to see? well compared to other weapons (im just testing atm) i would say somewhat faster than the soul edge's projectiles when they home in on an enemy

weird reasoning ik

hazy void
#

Make the Red Devil from the Demonshade Armor benefit from summoner bonuses instead of magic bonuses.

Why?: This is the only minion in the entire game that benefits from another class entirely, and has no real reason for it. It also doesn't help that this is a dev-tier armor, but also has this weirdly summoner-limiting behavior.

hazy void
#

Make Bee Larvae significantly less fragile; make them actually have to be broken via hammer or pickaxe or whatever.

Why?: This is one of the most annoying details of any boss in the game, especially considering how weird the timings of these things always happen to be. Happen to have a block-ignoring projectile and are exploring even just the surface jungle? Bam, Queen Bee. One of those asteroid larvae randomly breaks for no reason? Bam, Queen Bee. Are fighting Yharon and really need absolutely no distractions whatsoever? Bam, Queen Bee.

No one in the world would prefer that these things be so fragile, and they are way more of a hinderance than they are a "nice little detail" or whatever it's meant to be.

sudden hare
#

Make a way to force town NPCs move in faster after you realize you built your arena too close to town and got them all killed

tawdry condor
#

Perhaps some different sound effects for Yharim's Crystal or similar weapons like Dark Spark or the Prism itself. The default Last Prism sound was never good or even fitting for the weapon(s).

A HUGE laser beam from an extremely powerful weapon shouldn't transition from sounding like a sprayer to this low, underwhelming hum like some bootleg lightsaber

For something so powerful, it sounds so weak. Maybe these weapons can get that little touch up in future for sounds? Oh and maybe different beam color alternation specifically for YC? The Crystal is blue, so why is the beam only alternating in two ugly shades of red and greenish yellow? Either way, the sounds need a change for sure

modern jacinth
#

Make accessories that give you buffs from being underwater have a different way of giving you the buffs. Why?

There are some accessories (like The Amalgam and The Sponge) that almost half of the buffs it gives you makes you be underwater to activate it. The only time this is really used is in The Abyss or if you intentionally flooded your arena, which hinder these effects kinda useless.

There are multiple ways to fix this problem. One would be to make an accessory that stimulates you being underwater but your on land, so it gives you the buffs. Another way would be to make it so the Accessories give you the effects all the time, but making them stronger underwater. The way it fixes this is totally up to the devs, so I won't elaborate much further.

hazy void
#

If Death Mode is enabled, make accessories/armor that protect you from the weather tell you that they do so

Why?: With the new Death Mode "the world now hates you" changes, you are required to have certain armors/accessories to venture to certain parts of the world safely. However, the only way to know what will keep you from suffering an environmental death is pure common sense, or by looking at the wiki, as nothing in game tells you what will save you from certain biomes' hazards. Make them, just like how things that will help you in the Abyss tell you they do.

Example: Molten Armor logically gives you immunity to the Underworld's heat, which makes perfect sense, but also gives you immunity to Space's hot and cold climate, which isn't super obvious.

hazy void
#

Nerf the sound that Soma Prime makes.

Why?: The sound this thing makes whilst firing is genuinely painful to listen to. At least make the sound not obscenely loud, because it is even at 5% sound volume. This isn't even counting that you could probably miss actual sound cues because you're firing this thing, because it's just that bad.

boreal trout
#

Make a visual effect that shows which Modes are active.

Why?: It is easy to fat finger one of the mode items or to forget turning a certain mode back on, especially in multiplayer games. It's easy to blast through bosses only to figure out later that it was because you weren't playing against the difficulty you intended on playing on.

It doesnt have to be anything grand.

rose palm
#

make lava waders and all its upgrades have cold immunity
Why?: does not make any sense for the lava charm to be but not the direct upgrade to them or anything past that,

woeful ginkgo
#

Make armageddon have a visual effect

#

Why?: because I can’t count how many times i have grinded treasure bags from brain of cthulu for money, forgotten about it, then prepared a ton for a different boss only to die immediately because of armageddon, maybe a purple smoke effect or smth obvious like that please?

fluid sequoia
#

Remove the new downside of Desert Scourge's lore item
Why? This is one of the first lore items you get. As a result, you'll still be very weak once you get it, making the decreased damage a very big deal. The sunken sea and underground desert are also not explored that much after the very early game, making it also useless pretty much after skeletron, with the exception of the few hardmode exclusive sunken sea enemies. This just makes it useless all around, since its downside is a big deal when it's intended to be used, but isn't when you don't need to use its upside anymore.

proven pecan
#

Let rare item variants be able to be used in recipes in place of their normal equivelants

Why? It sucks when you go through all the trouble to get a rare item variant or get it, and then it instantly get outclasses when you have to upgrade a weapon. For example, If i got swordsplosion to use, I want to be able to get tons of use out of it and be able to craft it into the Ark of the Cosmos, or Quasar into Shattered Sun. I dont want to just get a weapon and then waste it

as usual, weird reasoning

tawdry python
#

Make summoned minions float above the character when they are not attacking.
Why: Makes the it easier to see your character in order to dodge attacks

cinder parrot
#

Make a indicator somewhere on the Community to see its power
Why: Because although it increases, it would be difficult to remember what the progress is without looking on the wiki. So having the newer stats appears from the boss could help out so other people can plan what to equip and use over time without needing to refer to the wiki ( like it can show the stat and the increase then do a comma so it doesnt flood to much collumns and it would be easier to read )

cinder dome
#

Make a large dust ring around providence to indicate where the area you'll take damage from the Holy Inferno buff is
Why? I've recently been fighting providence, and a big frustration for me is the fact that I randomly catch fire when fighting the boss. It would be helpful to have an indicator for where I can go without taking damage and it would overall make the fight a bit more fair in my opinion.

analog light
#

Server suggestion: add channel about wiki discussion (unlike #wiki-lookup it would be used for conversation)
Reason: talking about wiki stuff in #calamity-mod-talk would take massive conversations and would probably be annoying for people that want to talk about other topics, this new channel could make things more organized as well.

tawdry condor
#

Reverse what the left and right click of SHPC do

Almost everywhere, left click is for light/main attack, right click for heavy/alt attack. However, its the opposite for SHPC since most of the time ur using right click and only in very specific cases would u use left click at all. It would be nice if the right click is the default attack instead.

sour hornet
#

Make Draedon's Forge, the post-DoG mega-accessories, Yharon Soul Fragments, and Auric Tesla armor use the standard rarities for their tier rather than using Rainbow.


Rainbow rarity in vanilla and mostly in Calamity is typically reserved for items exclusive to Expert Mode and up...these items aren't exclusive to Expert. Consistency reasons, above all else.

On a similar note, Suspicious Looking Tentacle should be Rainbow rarity but isn't. If that could be fixed as well, that would be nice.

oblique vapor
#

Make the Cryo Slime only spawn in the Ice Biome:
Considering that most ore slimes with a Biome-Specific Ore only spawn in their ores said biome, I'm surprised this guy doesn't do that. Besides that, there are already plenty of Cavern Slimes and seeing the Cryo Slime spawn in places like the Jungle and the Jungle Temple just doesn't make sense considering how far away they are from the Ice Biome

novel sapphire
#

polter lore suggestion:
you gain more health and Damage
but the souls that inhabit in you makes you sometimes confused for 5 seconds

this confusion can't be removed by any means, have the same function of the vanilla confusion debuff and is shown in the buffs and debuffs bar below your item hot bar.

EDIT: changed downside to be temporary instead of permanent and debuff will pop up more then once

#

planterra lore suggestion:
gain an all offensive buff at day but gaining a defensive debuff at the same time
and
gain a defensive buff at night for an offensive debuff at the same time

#

WoF lore suggestion:
while invincible, leech tentrals leach some life (up to 10 HP 50 in PML), damage everything on screen for 50 damage (that isn't a boss) and suck every item on the screen towards you.

but you take extra Damage that stacks with every extra damage taking effect.
because you use your own flesh to make said leeches

REASON! all of these lore Items have the same effect (increase item pick up range) with no down side, so it looks like (to me) that this buff means that this buff from lore items is the temporary buff that will be replaced for a different buff sometimes soon.

EDIT: make WOF upside more understandable and gives a canonical reason

lost relic
#

Idk if this has been suggested yet but, maybe add a rogue equivalent to the sharpening station or crystal ball etc. Basically a rogue bewitching table or whatever you wanna call it equivalent that lasts for 10 mins that gives you a buff of some sort.

pale bobcat
#

Let the Onyx Excavator mount have absolute knockback reduction, Increased block placement speed and make the tunnel it creates one block taller

The Onyx Excavator is supposed to be the ultimate sideways tunneller, right? Well you can't really do that effectively in its current state. Why? You can get knocked back by falling block, like sand, but why is that a problem? If you get knocked back you also get knocked upwards, which can, and a lot of time does create problems that take more time to fix, than the time the Excavator saves in comparison.

The second and lesser problem is not having enough placement speed to support the mount's speed. Is this a critical design-flaw? No, this part is not at all critical, because you end up going faster even if you have to bridge over gaps slowly, but if you wanna use it to create an above-ground "highway", you will usually find yourself bridging for really long amounts of time, but as I said, this part is understandable, and not necessarily need fixing.

And the last thing, the excavator creates a tunnel one block less than what the most common, fast running mounts can travel in (like the Unicorn mount), this makes it so you have to go through it twice with the Excavator or one additional time with the pick. Players can travel through it just fine, so I could see the reason of this part not being changed.

fluid wharf
#

Make mimics drop shrine items 1/100 or something along those lines
Reason:it gives other players in multiplayer worlds to get the same accessories as everyone else while not having to go onto different worlds

restive ore
#

Add all four vanity capes (crimson cloak, mysterious cape, red cape, winter cape) to the items that winterproof you in Death Mode blizzards. (Note: Only active when in active slots, like the magic scarf & hat.)

Capes before becoming more of a fashion statement than anything served as protection from harsh weather in the same vein as cloaks, namely against rain and snow. Popo's magic scarf and hat set a precedent for vanity items potentially protecting against harsh weather, and while it would be rather nonsensical for the capes to protect against hot conditions, it would make sense that they could help stave off the damning effects of a Death Mode blizzard.

mossy edge
#

Make biome specific enimies immune to their cossosponding debuff (like ice enimies and frostburn, underworld enimies and burning, jungle enimies and poison and more) in death mode.

It doesn't make sense that enimies can take damage from a debuff relative to their environment. This would be a fair way to add difficulty and 'realism' to death mode.

#

Add a crafting recipe for extractinator.

Many powerful weapons like opal stricker are locked behind the item because of the need for Amber. However, unlike may of the other items that can be found in underground chests, the extractinator cannot be crafted. It even has a lower chance of appearing than the other items. Adding a crafting recipe would fit the theme of craftible underground chest items and make some great early weapons more attainable.

bleak gyro
#

This may not be the most top of the line suggestion but..

Please, buff the flarewing bow's damage.

Reasoning:
Every other weapon around said time frame, or arrow availability makes this bow very quickly irrelevant due to; higher damage on all other bows available, unique mechanic it has is lackluster-very little reason to use it over other bows because of this, arrow damage contribution outshines the unique arrows, and for the amount of arrows it fires, it really doesn't make up for how little dps it actually offers.
A Darkecho Greatbow is more efficient in this sense, because it not only fires 2 arrows, it also fires a bouncy homing dart which can mob significantly better, whilst also considering arrow options at this time, allows it to be far more efficient than the flarewing bow, not even considering how strong the daedalus bow is. The flarewing bow struggles to find its place at this time, if any at all, because of this fact.
Hell. The lunarian bow is better.
Even just a very small boost or an improvement would give this bow a reason to be used, because as of current, it stands at a very low place. It also quickly becomes irrelevant because of future items, cause I mean have you even seen the barinautical? That shit gives the daedalus a run for its money.
EDIT:
#suggestions-discussion and I have done several tests, to test out the capabilities of the weapon. With standard buffs you could get from blood orbs and an alch table, unreal forges, and your basic gear at the time, we got a few times together for how long cryo took. At the end of the day, the flarewing bow just fails to stick out, and ends up being too weak in comparison to items not only in its range, but also before it!!
Flarewing wooden arrow test: 2:48
Flarewing holy arrow test: 1:48
Flarewing ichor arrow test: 1:32
Daedalus holy arrow test: 1:02
Mineral Mortar test: 1:19
The fuckin' Lunarian bow ichor arrow test [whoa, that's strong. dafuq?] : 1:19...

modern jacinth
#

Add a recipe for the Jellyfish Necklace. Why?

The Jellyfish Necklace is used in two different "Mega Accessories" (those being Diving Gear line and the Deific Amulet Line) but it's pretty hard to get, requiring you to kill a lot of Jellyfish to get just one. A lot of other Vanilla accessories already have Calamity recipes, so why doesn't this one? I don't honestly don't care about how you craft it, but it would be a nice QoL change to have.

tawdry condor
#

Betsy should be added to Boss Rush, she at least to me feels like an actual boss. The main reason I consider her one is because of the fact that you need to only kill her specifically to finish the event.

livid sail
#

Remove Cosmilite from the Silva armor recipe

To be honest, I feel all this really adds is even more unnecessary DoG farming. The armor already requires Darksun fragments to make it post-phase 1 Yharon, so adding DoG materials isn’t really necessary imo. Plus, it makes no sense how a suit of armor woven from the most pure and powerful of nature magic requires highly resilient cosmic steel as a component.

hazy void
#

Auric blocks and furniture set.

Why?: I'm not gonna lie when I say that I was actually mildly disappointed that I wasn't given the chance to make a temple of auric furniture, especially with how Auric is the final ore of the entire game, and could look really good. Along with this fact, Auric Ore already spawns in insane deposits, so much so that in my playthrough I didn't even end up using some of the auric ore I did mine.

Obviously the auric furniture/blocks should cost less than the bars overall, but that's up to the devs, not me.

steady pewter
#

Not quite sure if anyone has ever suggested this, but..

Maybe Shadowspec blocks could be something very cool? I mean, to get Shadowspec bars you need to make Auric Tesla bars and then kill Suprema Calamitas, so that is a huge pain in the bumbum. Maybe with each bar you get 150/250 blocks, so you get enough to make all the furniture set.

Maybe there could also be a special part in the furniture set dedicated entirely to Calamitas? You could make some sort of shrine with that special set, with colors very similar to Calamitas' palette.

sour hornet
#

Buff the Regulus Riot in some fashion.


This thing takes 5 minutes and 15 seconds to kill ML without rippers on Rev, yielding an everage DPS of 1.2k-1.5k, with on-tier gear. For a boss whose intended kill time is 4 minutes and whose average DPS expectation generally reaches at least 3k or 4k, this is a seriously underwhelming performance --- never mind the fact that there are a wide assortment of weapons for the same class (rogue) that can dispatch the Moon Lord much faster and are obtained earlier. Buffing the weapon will make it actually viable against ML and make it possible to use it instead of e.g. Radiant Star or Xeroc Pitchforks.

inner furnace
#

Change the telegraph for rev+ Brimstone Elemental's laser attack into: 1. a smaller, non damaging laser, or 2. a line made with drawcode, instead of dust

Reason: The current telegraph for Brim's laser uses a large amount of dust, while this is fine on systems powerful enough to set quality to high, on lower end systems where setting quality to low is the only option, the telegraph will quickly reach the dust limit, without dust, the telegraph is invisible, which will lead to cheap hits. Changing the telegraph to a line made with drawcode or a smaller laser would remedy this problem. This change has precedant, as other boss fights such as Infernum Mode DoG and Fargo's Soul mod Mutant have gone through very similar changes to this suggestion for this exact reason.

shy glacier
#

Make a vanity item that combines both SG masks

Reason:
More vanity is never a bad thing

shy glacier
#

Make an item combining the Slime God Summon items

Reason:
Would free up an inventory slot
The combined item could look like the Slime core, flying and attacking enemies.

livid sail
#

Make a separate trophy for the Siren

I find it strange that, although the fight is against two bosses, a trophy only exists for the Leviathan.

open owl
#

Make defiled drop rates affect everything below 5% to have double the drop rate instead of flat out making it 5%, additionally making everything below 5% affected
(Lil example: if you have an item with a 1% drop chance it would make it 2% instead of 5%)

To be entirely fair, i have seen defiled drop rates have all these exceptions because "theyre supposed to be rare" (or some really absurd reason of "because i dont want it to" but thats beyond the point)
Well, if you wanna keep it rare just have it simply double the drop rate instead of setting it to a drop rate that would make it undesirably common.

In addition to this i would really like if all things below 5% affected because i dont see a reason not to with this new method
Having all boss drops below 5% be a direct drop would also be good

The reason for these changes is for this mode to be more versatile and be more fair to players who use it

wanton radish
#

More RIVs of vanilla items

There are about 30 RIVs in the game as of now, and only 2 of them are of vanilla items. On top of just meaning more RIVs (the idea is badly underused imo) this would also give more variety to vanilla weapons and make it less exclusive to Calamity's items.

sour hornet
#

Make Cryophobia not an RIV of Magna Cannon and just have it be its own separate thing instead.


Cryophobia has nothing to do with the Magna Cannon, coming from a completely different environment and having nothing close to the same theme, and is additionally pre-boss by standard progression whereas Magna Cannon is post-EoW/BoC by standard progression (due to Obsidian existing in the recipe). It just feels like an unnecessary connection for an item that could be much cooler if given a more unique identity.

forest crater
#

Make Nebulous Core's stars spawn midair instead of only solid tiles

Why?
As it currently stands, the Nebulous Core is an underwhelming Post-DoG expert-exclusive accessory with near to no use. The revival effect of the accessory is completely worthless as the Godslayer, Silva, and Auric sets are available immediately after, and they all provide death-prevention effects. Making the stars spawn midair could give this accessory a necessary boost that could make it worth using.

gaunt birch
#

Add a Pre-Boss Hardmode Rogue Armor Set, or at least a Rogue helmet made from hardmode ore

This could be a whole rant of its own, split into potentially three suggestions, but this one should do enough. Right now, pre-boss hardmode is incredibly difficult for Rogue, mainly because the only hardmode armor they can use is Mollusk.
As it stands, Mollusk armor is very difficult to get without any other armor and/or post-boss weapons, since Crabs have a lot of health and defense and Giant Crabs take ten minutes to defeat and tend to wear you down.
Daedalus armor is an easy checkpoint, since it has helmets for all classes, but getting it requires defeating Cryogen, which is difficult even on Expert with just Statigel armor. Summoner, at least, has Spider armor--and although it's bad, it's better than nothing.
I can already hear people saying that you can just use the hardmode ore armors with a non-Rogue helmet (probably melee, since it gives a lot of defense), but the damage penalty is really not acceptable.

neat belfry
#

buff areospec and statigel mage varient armor mana

Currently the aerospec mage hat gives 8% magic damage increace and 20+ mana to be sure for an armor that is post hive mind/ prefermator hive it gives way to little mana if i were to change it il give a 5% decreased mana usage or make it give 30 mana (as jungle gives 80) also as areospec is buffed i will buff statigel as currently its just a tanky mage armor form its 30+ mana turning it to 40~50 would be more better

tawdry condor
#

Buff Butcher (weapon)

This weapon has pink rarity and is obtained at around the same progression as megashark. However, even once butcher has reached its max firing speed, it's dps is still inferior to megashark. I think it should be buffed so that it has a higher dps than megashark at max firing speed, bc atm there isnt much point waiting 30s for butcher to reach max firing speed and still having lower dps than megashark which can instantly get you to max dps.

I suggest buffing this weapon by increasing the base damage or further increasing max firing rate.

crimson gale
#

Make crystals from spawning Providence in Hell not damage the player for one second
Reason: Sometimes I'm flying up to dodge flares from Providence's cocoon attack and out of no where, a batch of crystal spawns and kills me. This would make the fight much more fair.

dawn flint
#

Make it so that The Pack is a part of the recipe for the Magnomaly Cannon.

craggy galleon
#

Make Auric Ore more rare!

Reason: It's an endgame ore used for very powerful weapons and armor, I feel like it should be harder to obtain. Currently there's like mountains of it underground which makes it easy to make everything, not even a challenge. At least make it spawn a certain distance from each chunk, similar to titanium & Adamantite. There should at least be some grinding process.

opaque moth
#

Bosses being invincible if you aren't in their biome is really annoying: i'm just moving around the map quickly and my summon kills a random thing and the hivemind spawn. so I'm forced to turn around return to the corrupt biome kill the dam thing and than finally move on with my life. Just make them take 90% less damage if they aren't in there biomes.

bleak gyro
#

So this was a suggestion that was brought up in #suggestions-discussion and I thought it would be worthy of a place.

Clentaminator Solution Recipes!

Example :
250 Glowing Mushroom + 250 Bottle (water) = 125-250 Mushroom Biome Solution.
Ratio would vary depending on balance.

Reasoning: There have been times where biomes have just gotten shagged, and to make the resources for that biome and get the solution sold by the steampunker, we require making a house on said biome. A lot of the time, most places aren't suitable enough, or there may not be a biome available for said solutions. Adding an alternative to obtaining solutions, or making more solutions available at the steampunker would be a dream and a half for many players that just want their beaches to stop getting corrupted, or for providence to stop demolishing the player the second they even look outside the Hallow for a millisecond. Also jungle corruption. My soul hurts even mentioning jungle corruption.

modern jacinth
#

Make the Angler more rare of a spawn from Trashers. Why?

Making an arena for the Aquatic Scourge requires a lot of time in the Sulphur Sea, which likely makes you have to kill a lot of Trashers because they get in the way. I get that it's a thing that the Trashers ate the Angler, but it's really annoying to deal with. If you never use the Angler, this is a big problem, because you need to make another NPC house because he takes up a slot. Once he moves in, there's really no way to get rid of him, because he'll just respawn. Please make the Trashers have a lower "drop chance" for the Angler OR just remove it in general

tawdry condor
#

Please remove the forced snowstorm during Cryogen fights, or make him and his minions light up more. Fighting them in a forced snowstorm in his current state makes it a whole pain to fight him, because he and (especially) his minions blends in with the particles, meaning you can't see them. This has caused me to get perma-frozen so many times, because I am never able to actually see his little goons who are unintelligent.

quartz steppe
#

Give Astrum Aureus an attack where he quickly jumps over the player and accelerates down very fast to do a AoE stomp attack, with afterframes like Rev.Eye. The stomp would create a AoE cloud that inflicts the Astral Infection debuff. This would make his fight a bit better than just flying in semicircles and avoiding his lasers/minions. With him actively chasing you and attempting to quickly crush you would make a better fight than just dodging. A stomp similar to the Roxcallibur (also he drops the Gravistar Sabaton that does something similar so why not give him the attack itself?)

tawdry condor
#

Have the Aurerus Spawns and Aurerus Bombers' sprites have a little more circular things (asteroids?) circling them rather than being squares
Note: This is just QoL.
Aurerus Spawns, with their current looks really look as if their sprite was actually cut from both left and right side. Making these a little more circular would possibly make them look a little more natural and pleasing to eye. Same goes for Aurerus Bombers, as they currently use exactly same sprite.

fathom hedge
#

Add a new post-ml rogue bomb with a complex crafting tree (if we consider, like, Shattered Sun complex) that starts off in pre-boss pre-hm, and add it into the Supernova recipe

Reason: Supernova is an Exo-Weapon, but it definitely doesn't feel like one - especially given that all other Exo-Weapons can be started in pre-boss pre-hm. This would give the bomb more identity. The pre-boss pre-hm new bomb could be, let's say, sulphuric water bottles - water bottles + sulphur acid.

slim bough
#

Add a new upgrade to the arc of the cosmos. It would be really cool

#

Reason: the arc is a super good weapon that basically becomes useless after Supreme Calamitas, so with th confirmed (yay) eventual edition or Yharim, there should be a continuation to the rediculously big family tree of the arc. Perhaps it could be post Yharim and require a dev item to make it.

tawdry condor
#

More magic spell diversity!

Reason: magic spells have always been kind of.. same-y. Magic balls or magic blasts that just kind of have different sprites and inflict different debuffs, but otherwise feel the same. Only a few handful of spells actually stand out (like Death Valley Duster, for instance). Having magic spells that function differently and aren't just ''big blast that does big damage'' and carry more utility would make people more interested in being mages. One instance of a magic spell is a mini-black hole that would pull in enemies and last a few seconds (or until your mana runs out) and then explode.

The reason I think this would be a good suggestion is to not potentially bore players with magic spells that all feel kind of ''generic'', and that's the last word you'd want to use to describe a magic spell. Very few spells carry any actual utility and are just ''big boom big dead big damage''.

twin shadow
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Suggestion: Boss Spawning Adjustments

Today I was screwed over by Calamitas while I was doing the Old One's Army. I suggest that bosses shouldn't spawn during certain events/times to prevent complications.

Why: Situations like this.

turbid berry
#

Make a pair of wings for post-DoG that doesn't include running boots (Resuggestion)

Reason: I feel like the reason Yharon is so difficult is because you can't use any pair of wings and are stuck with Elysian Tracers. This makes dodging Yharon's charges extremely difficult because wings that are combined with boots are meant to be worse than normal wings because of the bonus running boots. There are wings like the Tarragon Wings or the Elysian Wings that you can use during the fight, but despite having more flight time, they are both slower, making them even worse for dodging. A pair of wings will give the player an option to sacrifice an accessory slot for wings that are much better, giving the player an easier time dodging Yharon's attacks. Celestial Tracers and Seraph Tracers have an additional wing option and it would be nice for this to have one too.

oblique vapor
#

Add some chests into to the Sunken Seas:
Doing this would help the Sunken Sea in a couple ways, most notably by encouraging exploration. As of now, the biome has almost all of it's non-vanity/furniture content tied to enemies, their drops and fishing so adding some chests to the biome with unique content (Stuff like the Torrential Tear and Navy Fishing rod are examples of existing content that could be added to Sunken Sea chests) can help to encourage actually going through the biome to find some unique content.
Also, the Sunken Sea was once a kingdom so having chests here filled with some items wouldn't be out of place since this biome was clearly inhabited by Amidias' people, meaning there would naturally be some loot from this old civilization left behind

sour hornet
#

Move the Bat Hook to an actually well-defined place in the game (for example, as a drop from Vampires during the Solar Eclipse) and remove it from Goodie Bag drop tables.


This thing is quite easy to obtain even in the early game (bonus points if the player has a mod which can cause the Halloween season, which common QoL mods such as Reduced Grinding and Fargo's Mutant allow), is fantastically powerful for its tier, and essentially renders every other hook at its tier irrelevant. Might be a good idea to at least move it a bit later in progression so some lesser-appreciated hooks (e.g. Slime Hook, Skeletron Hand) can receive some much-needed attention. Would also help to smooth out hook progression a little more.

short blaze
#

Add Hallowed Bars to the Angel Treads recipe.

Angel Treads are holy themed and should use Hallowed Bars. Additionally, since they require a few of each soul, they are intended to be post-Mechs. Since Mech alts drop souls, this intent is sabotaged. The situation can be slightly remedied by adding Hallowed Bars to the recipe.

TL;DR Mechs are post-Mechs, and these should be too.

lusty goblet
#

Block lightning bolt in Death Mode rain from striking within the player's screen if the player is in front of a background wall

Why? It makes no sense that lightning bolt can strike you/near you when you are in a cave with cover just because you are in the surface layer and there is large space above you, but it would be nice to keep the sound effect by making it strike offscreen.

winged dirge
#

Make a pair of running shoes that do not include wings as an alternative to Tracers.
Reason: This might just be personal preference, but I don't like that the Seraph, Elysian and Celestial Tracers have wings by default. It's a QoL thing that saves up an accessory slot, yes, but what if you just want the speed but want to use a different pair of wings? I would like to suggest making an upgrade to the Angel Treads and so forth that grant a similar if not a higher speed than the Tracers, or that the Tracers' run speeds are all nerfed to give the individual sets of wings more value. The Tracers would still exist, but it'd give you a choice whether to burn two accessory slots for great speed and retain armor set bonuses with certain wings, or to only burn one slot, but instead sacrifice speed and the ability to have any bonus for being worn with a certain set of armor.

An idea for crafting these would be to change the recipes of the Tracers to be for creating the wingless upgrades instead minus the wings, and instead the wings could be used with the wingless shoes to create the Tracers, in which upgrading the winged Tracers up or down a tier would require the current recipe for the Tracers.

tawdry condor
#

**an item that could stop random boss and event spawns (if this exists already im dumb) **

Why? While doing something else like trying to build or farming for souls of flight at the start of Hardmode, a random twins spawn is really annoying and the only thing that is going to happen is that youre going to die, ive had many times where a bloodmoon has accured and ive been doing something like cleaning my inventory or something alike and i now have to deal with the bloodmoon and cant do what I was doing before anymore

warped fjord
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sharknado in pre hardmode
i think it is a bit to extreme that i just want to fish and i got 200dmg shark on my head, so i propouse a nerf during prehardmode to sharknado that occour naturally or maybe remove sharks for pre hardmode but instead making tornados occouring faster

wraith horizon
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Make it so that the witch doctor sells tiki armor after Calamitas has been defeated.

As the wise philosopher Thomas once said, “Calamitas needs more reasons to be killed.” Tiki armor is currently outperformed by spooky wood due to spooky wings now removing the intended drawback of spooky wood granting one less minion than tiki. Additionally, with the existence of umbraphile armor, summoner is now the only class that lacks an armor set for plantera. Moving tiki to post-cal would fix both issues.

tawdry condor
#

Rework some of the debuffs.

There are currently a lot of debuffs in Terraria that just ultimately kind of do the same thing: a generic temporary damage over time. Brimstone Flames, On Fire!, Frostburn, Abyssal Flames, Burning Blood, Shadowflame. I could go on and on, really.

Instead of just being generic DoT's, you could be more creative and give certain debuffs a little extra thing such as reducing accuracy by x%, making enemy projectiles waver and skew off. Frostburn for instance could slow enemy movement by a small amount (as you're literally freezing them). It doesn't make a whole lot of sense thematically that a Frostburn would be hotter and more powerful than an actual fire.

inner furnace
#

Add a part of the community's tooltip showing it's current power level and effects

Reason: The community currently doesn't have any indication of it's power level or the buffs it gives based on bosses killed, which makes it difficult to know when and how to most effectively use it.

hazy void
#

Make all the drinks from Drunken Princess be actually counted as buffs and not debuffs.

Why?: Okay, I get it, alcoholism is a serious problem and you can't get rid of it irl by simply right clicking, but the "Alcohol Poisoning" debuff drinking too much in-game causes is already a debuff; which means you already have to remove some of your drinks' buffs to get rid of it no matter what. But by making the drinks all count as debuffs, you don't even have the option to do so, which just feels more like added-insult-to-injury rather than a necessary punishment. I mean, I already wasted money on alcohol that I'm now using incorrectly by drinking it too much, and I have the debuff for it now, why do I have to die to get rid of it?

tawdry condor
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Please make Floating Islands and Space a more enjoyable place to be and explore.

Aside from fighting Storm Weaver and getting Exodium Clusters (which are all post-Moon Lord lol), there's nothing really worth doing in Space. The Floating Islands are just as barren as before and serve to get a few Souls of Flight to make wings, before you can skidaddle out of there and never come back until you've defeated the big man. There are multiple planetoids that serve as alternative ways to get Life Crystals and ore, but there's several issues with that:

  1. The ores are just generic copper and gold.
  2. Life Crystals are everywhere Underground, and said place is arguably easier to explore.
  3. Getting from planetoid to planetoid is a trial-and-error process that requires pinpoint jumping so you're not missing your mark and falling to your doom. It's much easier to do with wings, but by the time you get wings, why even be up there?

Introducing new enemies and rewarding players with new drops (perhaps wind and thunder-related things as it's high up in the air) or otherwise making the areas more interesting would bring more attention to the sky, and not have players be like ''oh right, that place exists''.

hazy void
#

Buff the Bloodflare Souls in the Auric Tesla Hooded Facemask (I'm now realizing these armor names are too long)

Why?: In both the Bloodflare set and the Auric Tesla set, the souls deal 800 damage each. This makes them balanced towards the point where you'd get Bloodflare armor, and completely negates any purpose in even remembering them when you have the Auric Tesla set. They even both get the exact same 30 second cooldown.

humble moon
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Give mana increases a use after hitting the hard cap of 400 mana
At the moment the player can very easily hit this cap by just using 1 or two mage armor, accesories making the later increases worthless. Some ideas include giving a mana usage decrease equivalent to how much extra mana you should have

tawdry condor
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Prevent “something is approaching” from spawning a night time boss, such as the Eye of Cthulhu, after Midnight (the message itself would not appear after 11:00 PM) in Death Mode.

Having a boss spawn toward the end of the night when you don’t have enough time to kill it can be pretty annoying. Hopefully preventing night time boss spawns past midnight would guarantee that should a nighttime boss approach, the player has enough time to have a genuine fight with the boss.

paper bramble
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Hey hey, it's been a while!
Very many suggestions (over half of all posted during January) have been reaching the current delivery requirement of 90 stars. In order to make the devs less overwhelmed and allow them to focus more on the suggestions that get delivered, we are proposing that the star requirement be raised to 120.
Linked is a poll where you can vote on whether you think the star requirement should be kept at 90 stars, or if it should be raised to 120 stars.
(Note: All suggestions made prior to the official raising will still only require 90 stars. The voting period will end 48 hours from now, and (if successful) the raise will occur immediately after.)

https://www.strawpoll.me/19385359

Straw Poll

Vote Now! [Raise the star requirement to 120.] [Keep the star requirement at 90.]

#

(Feel free to post suggestions in between now and the end of the voting period. The channel is not closed.)

paper mulch
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Make Yharon's Phase 1 weapon drops craftable with Darksun Fragments
Reason: If for some reason you find that you killed a buffed Mothron before getting that Chicken Cannon, it is unobtainable unless you either fight Yharon in a new world or beat his 2nd phase. This is similar to how the music box for the old version of "Infernal Catharsis" can be crafted post-darksun.

snow zinc
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Remove the Night's Bane from the Bloody Edge crafting recipe, and Remove the Blood Butcherer from the Night's Edge crafting recipe.
You shouldn't be able to make a crimson sword using a corruption sword, and vice versa.

novel sapphire
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add a new post DoG summoner weapon to make this part of the game fun and challenging at the same time for summoners instead of it being unfair

paper mulch
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Make Yharon's second phase drop Auric Ore on every kill except the first
Reason: Auric Ore is nonrenewable. This feature would leave you with two choices: 1. Go mining, and 2. Fight the big fluffy dragon again. In case you don't want to d search for Auric Ore or you've somehow depleted your world's supply because worldgen™️

fading kelp
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Change the 'shroom rain' attack from crabulon a bit
Reason: during the fight, i've noticed one can go high enough for the shrooms to spaen below the player and dodging the attack becomes a little too easy.
Solution: perhaps it's possible to make the shroom rain spawn based on the player position instead of the boss position, i'm not sure about multiplayer but i guess a solution would be to make the rain spawn above each player but with less shrooms, to counter the swarm of mushrooms that would spawn.
Edit: perhaps in multiplayer the shroom rain could spawn above the highest player, someone suggested in disscussions.

bronze seal
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Suggestion: Deathmode very small and rare infernadoes in hell, disabled during boss battle

novel sapphire
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add the ability to make coins from calamity bars
you won't be able to use these coins as money but they will have different effects when shot by the coin gun.
these coins can be at the ammo slots.
these coins will be craftable with 1 of their respective bar and a certain number of gold coins.

if a coin from chaotic bars or hell stone will be added it's description shall read:
"ancient currency of the underworld civilization now a days gone to waist" (to reflect some of the BE lore)
reason: coin gun post ML maybe post golem can be mostly underwhelming, giving it new ammo from calamity will allow it to be viable without having to endlessly farm for platinum coins.

foggy terrace
#

Revert the Desert Medallion, Decapodita Sprout and Overloaded Sludge to be made in anvils

Aside from the "Something is approaching" message, their boss summons are the only way to summon them.

raw plover
#

Make Scal's projectiles explode when touching the borders of the box. To prevent them from being stuck outside the box, make it so that they spawn in an "ethereal" form that gets disabled once inside the arena (sort of what the old one's army does when going through blocks).

This might be a minor suggestion, but I feel it'd add to the chaotic, end-of-the-world feel.

inner furnace
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Allow the #spriting_and_art channel to be seen (but not posted in) by users who ask as an archive (Repost)

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, because of this, the channel is an important, but inaccessible part of the mod's history. A method of asking for access to the channel, as a similar situation to asking for wiki contributor, would prevent the channel from being flooded while still allowing those who wanted to learn more about the mod's history to do so.

novel sapphire
#

make the slurper poll be sold for 3 gold coins
reason: this thing drop WAY TOO MUCH even without zerg it will take 5 minutes for it to fill up your inventory at least make it have a value!

tawdry condor
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Reduce the amount of debuffs most bosses are immune to, and/or give some variance to immunities

Reason: Although it is likely a pretty niche portion of the group, people enjoy- and often prefer- to play around with the brand new debuffs that tier of weapons offers, using them as their main damage source, or micromanaging debuff durations to maximize support in the case of non-damage focused debuffs. Sadly, however, most bosses are only vulnerable to debuffs in the tiers above the boss you want to fight. The only debuffs that break this trend are Ichor, Cursed Inferno, Shellfish Claps, Armor Crunch, and Enraged.
(At the very least allow Betsy's Curse to be in that grouping)

As an alternative, as most of the debuffs in Calamity and vanilla are damage-based or defense-based. Allow the slowing effect to function on bosses to a lesser degree, or by reducing their projectile velocity.

sour hornet
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Add a note to the description of #suggestions-discussion to indicate that the user may also post suggs there for feedback before posting them in #suggestions-voting.


Because people seem to misunderstand the concept of posting things in there for feedback before posting them in #suggestions-voting as if it's some sort of crime when in reality it is allowed and in fact encouraged. Might help people figure out that it's for more than just discussing the latest bunch of words in this channel.

split hound
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Decrease the overall health of Skeletron Prime.
As he stands right now, he's the longest-lasting mech boss compared to the other two by a wide margin. He still takes a while longer to kill with chlorophyte gear (and other 3-souls gear) than other mechs with early-hardmode stuff, plus the head and arms' speed and size makes non-homing weapons less viable than homing/AoE weapons.

twin shore
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Make the ravager's projectiles despawn once they are far away from him
Some of Ravager's projectiles go extremely far, deal a lot of damage and pierce tiles, making them serious villager NPC hazards, even when they are so far away you'd think their hitboxes aren't active.
Other ways to fix that problem:

  • Make the NPCs immune to these projectiles (and other boss attacks that pierce blocks).
  • Make these projectiles not pierce tiles (could lead to cheese).
arctic fern
#

Give some love to the Uzi
The Uzi is one of my favourite vanilla weapons but unfortunately it isn't that good especially since its rare and you usually get better guns before you get it. So, I think a potential damage buff and/or maybe one or two upgrades for it would give it some much desired love and attention. :)
-You could upgrade it once after beating Golem which could last you until Profaned Guardians maybe, then a second time after beating Yharon. Just a thought.

unkempt dirge
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Create an effective difference between the "Obsidian" armor and the "Aerelite" armor for the "Rogue" class.
The Obisidian set is "equal" to the armor of "Aerelite" in terms of damage, defense, and buffs. The main reason for this request is for the simple fact that the obisidian armor can be obtained before the aerelite one, basically this "just" needs lava to create, this makes the Aerelite Rogue armor unnecessary.

mossy edge
#

Make it possible to put torches on planterboxes

Planterboxes are the best thing to make an arena with. They are easily accessible, can easily be placed horizontally, and don't require chopping every tree in your world for mismatched planks. The only issue is that you can't put torches on them, so the arena is unlit and you can't see anything rendering them useless in most arenas. You can even put campfires on planterboxes so why not torches?

pseudo juniper
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Make dark hearts despawn when Hive Mind despawns or dies.
❔ : Hive blobs already despawn whenever HM dies/despawns, so it feels kinda weird for dark hearts not to despawn. Dark hearts are also really annoying to kill with summoner or melee, so this would be a bit more convinient.

hazy void
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Make the Demonic Pitchfork accept Blood Samples into it's recipe as well as it's True Shadow Scales, or remove True Shadow Scales from it's recipe entirely

Why?: No idea why this isn't a thing already. It's not like it's solely a corruption-based weapon, either, as it uses more Hellstone-themed stuff than it does anything corruption. The True Shadow Scales were seemingly thrown into the recipe to gate it behind Hive Mind, but even that doesn't really make much sense, as the weapon is HM-exclusive (souls of night are in its recipe). That and because the True Shadow Scales are in the recipe, but it doesn't accept Blood Samples, it's nearly impossible to get this weapon in Crimson worlds.

And if it is meant to be a corruption-based weapon, I'm pretty sure the fact that it uses souls of night already is enough to get that across.

#

Rename Sausage Maker to literally anything else.

Why?: All of the Perf's weapons have really cool names, like Blood Clot Staff and Eviscerator, and even Aorta (one of the most important arteries in your body). And then, there's the one random outlier Melee weapon named the "Sausage Maker". Nothing about it even matches this, either, as it looks more like a bloody morning star than anything you'd make "Sausage" with.

mossy edge
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Sugg idea: add a ranger accessory path from pre boss to pre Scal or Yharon.

Ranger the the only class without a pre boss accessory and only has one late game accessory (elemental quiver). Adding another accessory path would make playing ranger less black and white and more diverse.

twin shore
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Make the transition between small and big Astrum Deus phases clearer
Currently it can be a little hard in all of the chaos to tell exactly when the boss changes phase, which could lead you to staying in the big worm's hitbox at the moment it switches back on. This is made even worse in multiplayer where you can't keep track of the total damage dealt to the small worms offscreen.
A way to fix this would be to make all of the worms flash bright white at the moment they switch.
Additionally, you could add a short invulnerability phase for both the player and the worms to let the players reposition themselves.

tawdry condor
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Make slime god core able to summon a king slime and the summoned king slime only drop hp and it is a bit weaker and once it is summoned the other slimes get a little weaker and smaller and once it is killed the slimes returen to their normal size . Reason:beacuse at this point of the game you can kill a king slime easily which will help the player recover some hp and also since sg use some of the slime he consumed to summon ks the other slimes will be a little smaller and weaker and once it is defeated sg take back the slime he used.

restive ore
#

Summoner Class: Active Summons
Summoner as it is is a boring class. However, Borealis Bomber has a good idea within it, where you manage transitory minions to get the most out of your kit. It would take summoner in an interesting direction to add this as another playstyle. To give a few potential examples of how to expand the idea, an active summon could:
-Act like an NPC, attacking and moving independently, then despawning once killed or after a certain amount of time.
-Die upon reaching a target, summonable as much as you have mana, similar to the bee gun.
-Play out an attack at the location where it was summoned rather than following enemies. It would despawn after performing said attack.
-Drain mana over time but empower the player and any minions near itself while active, despawning after mana depletion.

twin shore
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Make Providence's loot box easier to clean up
The box she spawns is huge compared to the loot and is made of hard blocks.
When farming Providence this adds a lot of downtime between summons, time which is spent mindlessly mining a square. A few things would help fixing that:

  • Making the blocks faster to mine
  • Making the box out of blocks that are faster to mine
  • Making the box smaller
  • Not making a box in the first place (a simple floor would suffice)
twin shore
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Add a flight time hair dye sold by the stylist
Hair dyes are kind of unique in the vanity department because of their ability to make your appearance dynamic and slightly useful by reflecting some aspect of your current condition.
One statistic which is never trackable but would make for a fun and useful dye is flight time.
The hair would start one color at 100% flight time, go through one or more colors in a gradient then end with a final color at 0%.
As an example the colors could mimic the colors of the sky during a day, staring with a violet twilight, then sky blue zenith and finally a scarlet red sunset.

hazy void
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Instead of having Providence leave when it becomes night(and by proxy, not spawning during the night), make Provy be spawnable at any time, and that while alive, she forces it to be day

Why?: Weird and specific suggestion, but Providence is a goddess. She's made of fire, and clearly is extremely powerful, so it feels really lame that a goddess sees that it's night and just goes "Yeah lol try again later, its past my bedtime cya". It'd add a lot more charm to her fight that she'd force the sun to come out and stay out, and would also remove a particularly annoying detail when fighting her in hell; that you have to check what time it is before going to the bottom of the world, which requires you to have a watch(or it's upgrades), find a random obsidian clock, or the more annoying alternative of going back to the surface to check.

Obviously, as this would remove a time limit from the fight(a time limit that doesn't particularly fit, I must add), perhaps make her healthpool slightly larger as well, since the fight can now be longer without any problem.

hazy void
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Make bloodsplosions not trigger off of purely rng and/or add a limit to how much damage they can do

Why?: Bloodsplosions(from the Bloodflare ranger set) are ridiculously strong, doing 160% of the weapon's damage that fired it 60+ times over the course of a second-long lingering explosion. This is not an exaggeration. With a trigger of "2% chance every time you fire a ranged weapon" and nothing else, these are entirely too inconsistent, especially while being so capable of high-damage, even against bosses. You can have fights where it will never trigger, and you can have fights where it triggers more times than you can count.
This is especially cheesy when combined with anything that does high damage per shot, such as Halley's Inferno, which is recommended against DoG. It's also worth noting that bloodsplosions are also extremely strong against DoG, capable of skipping 10-15 seconds of the fight every time one triggers on the body, and maybe even more if you get a lucky shot on the head or tail. This is too strong for something that's so out of your control, especially when it's only rng dependant.
Here's a gif with on-tier equipment showing this fact, all of which hits the body and nothing else:

paper bramble
#

The Star (⭐) count required for suggestions to be delivered to the Dev Server has now been raised to 120.
(Any suggestions made prior to this message will still only require 90 Stars.)

pseudo juniper
#

Move lethal lava to death mode and remove its toggle.
❔ : With the recent environmental changes to death, it doesn't really make sense for lethal lava to happen outside of death mode. This would also mean making the rest of the heat resisting gear affect lethal lava. Removing the toggle would be for consistency's sake since no other death mode change is toggleable.

narrow moon
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Small change but I think the eidolist in the dungeon also should've been buffed along with the rest of the dungeon enemies. It doesn't sit right with me when the other post moon lord dungeon enemies have much more EHP than the eidolist.

woeful wraith
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One time use pre-kingslime cosmolights so u dont have to wait to kill eoc/skele and such

sour hornet
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Buff the Gravity Globe and move it back to Expert Mode --- and rework ML's lore item to compensate.


Even in Normal Mode, the Gravity Globe is still made utterly irrelevant by potions that you can obtain eons before ever fighting ML, and quite frankly of the two Expert drops ML has/had it's the one that fits in moreso with the concept of Expert drops as a mechanic. Buffing the Gravity Globe (e.g. mid-air flip, increased fall/jump speed when gravity is flipped) and moving it back to Expert would make it a relevant drop --- this would also allow for the Moon Lord's lore item to be reworked to perhaps give an effect that doesn't require making more people see Gravity Globe at its worst.

timber horizon
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Buff the Stardust Guardian.
Reason: The guardian is very weak at its stage of the game and only doing around 40 damage. Its almost not worth double tapping the down key during bossfights. It's honestly a waste of a set bonus. A few fixes could be massivly buffing the damage output and changing its AI so it attacks by itself instead of having to double tap down. Possibly like the Aerospec Valkerie but thats up to the devs to decide.

subtle badge
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Allow Feller of Evergreens to be made with tungsten bars and silver axes too

This is a simple change, but i found myself having to make an entire new axe from silver instead of tungsten, though other mods can convert metals, i think it would be nice to mix and match to not have that issue.

frozen lantern
#

Make it optionally possible (Mod config) to make vanilla NPC's have health more in line with calamity NPC's

oblique topaz
#

Change Silva Armor’s set bonuses to make them less chance-based.
Examples:
Silva Helm set bonus’ chance to deal quintuple damage on true melee strikes
Silva Masked Cap set bonus’ chance to cause a quadruple damage explosion

Why change these bonuses?
The issue with the above two random chance damage attacks is that they are not very reliable. Especially in fights like Yharon’s, these set bonuses can cause balance issues, whether you get a lucky break with RNG, or have a healing orb return to you when you get massive damage, causing you to heal a ton of health. I think a good compromise would be to have these effects activate in different ways, such as causing these effects to activate on some sort of short cooldown or only apply in certain circumstances.
I think this could break up some of the jank that happens around Silva-tier, and give players some more reliable DPS choices.

mossy edge
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Make the perferators blood geyser shots more visible.

Unlike the ichor ones , there are impossible to see during the night, and dodging them is left to chance. This forces you to do it during early to mid day or you're basically gaurenteed to lose. Makeing the blood geysers more visible would make the fight more fair and entertaining.

wanton eagle
#

Give the Whirlpool shot by Amidias' Trident a better despawn
Currently, the whirlpool just goes away instantly, with no animation or fading out. To me it just looks odd and and should have a better despawn animation.

fluid wharf
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Make shrine items dropped by their respective bosses or minibosses with a very low chance.

It would be kinda like The fungal symbiote can drop from crabulon(or truffle lmao), the granite shrine item drops from the granite golems,the marble biome shrine item dropped by a medusa etc.
Reason:I think this will be able to reduce destroying through ur world looking for the shrine items and still be able to get the shrine items while still having a sense of grinding for a bit because a 1% or so chance will keep you just as busy as finding the biome shrine.

unkempt dirge
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Make Some "Void Chests" in the depths of the abyss, but LOCKED like those in the dungeon, it will make a alternative version of Biome Chests

  • I honestly even in "Death Mode" never saw a good reason to use the items to decrease the detection of enemies, maybe if they had stronger monsters like the ones in the fourth layer that go through the wall and surely will make you die, so I believe it would be a great time to use items to decrease the detection of monsters. ** am NOT asking to place items in the MIDDLE of the abyss**, but perhaps to the sides of the depths of the abyss to appear to be small "houses" of the abyssal monsters.
  • Make it post-Calamitas to become a alternate from the plantera, This will make the post-Calamitas farm more attractive.
silver briar
#

Move the Underworld shrine to spawn in the Brimstone Crags.

It always struck me as odd that we have a Calamity Underworld biome and yet place a shrine usually quite far away from it.

fading kelp
#

Add an indicator to show armageddon is on
This may have been suggested in the past, but giving armageddon an indicator to show it's activated would be really useful especially after farming desert scourge and getting ready for the next boss HDfailure

clever canopy
#

Change armour/accessory tooltips to include cold/heat resistance
With the new deathmode changes i find myself having to go to the wiki a lot to find whether something is heat/cold resistant which can oftentimes be quite annoying, adding this to the tooltips of items that grant cold/heat resistance would make QOL much better for players like me and for new deathmode players

clear quiver
#

Make it so the Heart of Darkness and Dreadon's Heart items give permanent rage mode.
Having to wait for rage to refill everytime you fail a boss can get irritating. Making it be automatically activated if you have the accessory equipped will reduce wait times drastically.

drowsy sinew
#

DoG visibly opening portals and using them
I'm pretty sure this has probably been suggested before and might even be in the game and i just havn't noticed but what if DoG used and opens visible portals in his fight and messes with you with them. His head insta-kills you so what if when he's chasing behind you he'll open a portal and come barreling at you from your front, slaughtering you. He could also teleport the player around with his portals, making you ram into him and his projectiles if your not ready.
Just ways he can use his portals in battle.

modern jacinth
#

Reduce the explosion size and decrease the damage of Signus' Cosmic Mines. Why?

Signus' Cosmic Mines do 300 Damage (345 in Death) and they are REALLY hard to escape from because they home in on the player and explode when NEAR them. Because of how unavoidable they are, you end up getting hit by a lot of them. This is really problematic because of how much damage they do, and how hard they are to dodge (basically the only way to dodge them if they spawn right next to you is the RoD). Make them do less damage, or just make the explosion way smaller.

tawdry condor
#

Some new weapons for classes that focuses on utility over damage (opening up a semi-support playstyle).

Reason: Having 5 playable classes is really fun as that opens up for a lot of play styles, but I feel like all the several weapons are more aimed towards general damage and people pick weapons based on ''who can kill this boss the fastest'' or ''which is the most reliable damage dealer''.

Creating weapons that focus more on utility (such as a spell tome that creates a shield that drains mana until mana bar is depleted or you deactivate the shield) or summons that deal with perhaps healing the player (or other players if you right click near them) would offer up more diverse play styles and allow players to further express themselves.

And while you could theoretically argue that ''potions are better than a healing summon'', it should not be understated how useful it is to have heals that don't give you Potion Sickness.

modern jacinth
#

Increase the time between Polterghast Clone spawns or give it less health. Why?

The Polterghast Clone is an interesting addition to the fight, but it takes way to long to take them out. They have about 1/4 to 1/3 of Polterghast's full health (208,00 as compared to the real Polterghast's 660,000 in Expert) and it takes about 30-45 seconds to kill it. Polterghast spawns clones every 10 seconds, which is just barely enough time to drop his health about under 15% (tested with Profaned Partisan with Rogue setup in Death.) With Polterghast now starting his last phase at 75%, this makes him spawn WAY too many clones.

There are two main ways to fix this. Reduce the amount of health that the clone has (preferably around 120000 but thats up to you) OR to increase the amount of time between Clone spawns (Around 15-20 seconds.)

celest wyvern
#

Change the sell price of the Tarragon Throwing Darts
Reason: For ONE bar, you can craft 100 Tarragon darts, which sell for 50 gold in total, which is about 10 platinum with 20 bars, while the bars by itself are 3 gold.

hazy void
#

Make the Coin Gun's projectiles drop into the enemy after landing

Why?: You're shooting a physical object that is completely renewable (as bullets can't reasonably be fired again after being shot), and the coins then dropping into the enemy after hitting would force the enemy to pick them up, giving more incentive to kill them to get your money back. This would encourage actually serious play with the Coin Gun, since it'd make it so firing Gold or Plat Coins (the only real way to use it effectively) isn't just a money sink for no reason, and would reward good play and shooting by giving you potentially infinite, strong ammo. Naturally, if you miss, the coins shouldn't drop or something, idk.

And if you're playing on Normal mode, where enemies don't pick up money, then have your money back when hitting an enemy at all, I don't care.

||If this sugg gets through, optionally throw in "I demand a refund!!!" in the tooltip for Coin Gun||

noble gorge
#

Make the Toolbox craftable or sellable and make an upgrade to the Architect Gizmo Pack

It's currently only available on Christmas and it's very useful for building projects because it stacks with the Toolbelt and the Gizmo Pack, giving you a lot of placing range.
Just like with the Supreme Bait Bag, we should be able to combine them to get even more range and free up accs slots.

raw plover
#

Remove the evil expert drops from the dryad store, but make her sell the seeds for the opposite biome after defeating a calamity evil boss. Having them be sold by the dryad isn't really interesting or unique; it's just a way to make the items obtainable. With this change, it'd be a lot more interesting, because you'd have to earn the expert drop by beating the calamity evil boss so you can get the seeds to make an artificial evil biome where you can farm and summon the opposite evil bosses.

stray salmon
#

Make the Siren’s Hearts (both colours) provide immunity to cold and heat for death mode.

Reason: The Siren’s Heart’s ice shield functions very similarly to the Frost Barrier, which provides cold and heat immunity. To keep consistency, and also add a reason to try to get the Siren’s Heart from ???, making Siren’s Heart provide these immunities would add a great function.

It would also make sense, since you’re a literal Siren with an Ice Barrier.

split hound
#

Add new attacks to the Calamitas Clone fight.
This boss has undergone a few nerfs since its rework months ago in order to make the fight more fair. As it stands now, it's... kinda boring. There's not much to the fight now, and has become very repetitive and easy. Therefore, I suggest new attacks and mechanics to the fight. Especially to the clone itself. Just to throw in a few ideas (not all of them has to be added):

  • When a brother is killed for the first time, Calamitas retains the attacks from that brother. For example, when Cataclysm dies, Calamitas now has a flamethrower attack added to its attack cycle.
  • Remove the phase 1 entirely and buff Calamitas' overall health to compensate. I get that phase 1 is supposed to be the "not my final form" of the fight, but it doesn't really contribute much to the fight after the first time fighting her. Alternatively, only remove it on the first kill.
  • When Calamitas resurrects both brothers near the end, make her stop shooting entirely, as well as removing contact damage and dimming her sprite a bit, leaving the brothers to take care of you. Those brothers would be even stronger than the first time they were summoned, either being made faster or having new attacks. Calamitas herself will still follow the player, although not doing anything.
foggy hedge
#

Can we get an elemental item for the earth elemental we need all the elementals to be part of the heart of the elements

pseudo juniper
#

Decrease the damage of the naturally spawning sharknadoes/cthulhunadoes in death mode during pre-hardmode.
❔ : Currently, the sharks these 'nadoes shoot do about 150/200 damage respectively, and I feel like that's a bit too much if you just want to explore the world in early game. Even in late pre-hardmode when you're farming gear to get ready for the abyss, these 'nadoes can easily kill you since their spawns aren't that rare.

gaunt birch
#

Repost since the channel got flooded with suggestions after I posted this, and I really really want it.

Add a Pre-Boss Hardmode Rogue Armor Set, or at least a Rogue helmet made from hardmode ore

This could be a whole rant of its own, split into potentially three suggestions, but this one should do enough. Right now, pre-boss hardmode is incredibly difficult for Rogue, mainly because the only hardmode armor they can use is Mollusk.
As it stands, Mollusk armor is very difficult to get without any other armor and/or post-boss weapons, since Crabs have a lot of health and defense and Giant Crabs take ten minutes to defeat and tend to wear you down.
Daedalus armor is an easy checkpoint, since it has helmets for all classes, but getting it requires defeating Cryogen, which is difficult even on Expert with just Statigel armor. Summoner, at least, has Spider armor--and although it's bad, it's better than nothing.
I can already hear people saying that you can just use the hardmode ore armors with a non-Rogue helmet (probably melee, since it gives a lot of defense), but the damage penalty is really not acceptable.

raw plover
#

Tweak the death mode boss changes to readd missing mechanics

Some of the death mode boss changes completely remove phases or mechanics. This means that people who are new to the mod or replaying it after a long time won't experience bosses in their entirety. My assumption is that death mode was designed for experienced players, but that doesn't change the fact that some skilled players might want to play the hardest difficulty right away. This would mean

EoC has a short phase 1

Twins have short first phases

Siren would keep her intro phase and music, but it would be a lot shorter

Duke fishron would keep phase 1

These changes would only affect the first 5-10% of the fight so that the first phases are noticeable but don't make the fight drag on forever

tawdry condor
#

Make it so that all colors of ices can be used in crafting the ice machine and ice skates

Sometimes most of, if not all of my snow surface and first few levels of the snow biome are all corruption/crimson and it would be nice to be able to use the different colored ices found there instead of digging down multiple levels to try and find some normal ice

meager solar
#

Get rid of artificial darkness underground or add a toggle

Underground is literally black to my eyes, needs to be removed because it is artificial difficulty, adds nothing but annoyance to the mod, directly impacts users with vision issues, and is overall entirely pointless. Either disable this worthless 'feature' or add a toggle.

Attached: Picture of ingame mushroom biome. Not a joke.

wanton eagle
#

Make bouncing with the roxcalibur reset fall damge
I just died for 1031 damage from falling a few blocks from the peak of the bounce. I dont think falling 2 blocks should instantly kill the player.

tawdry condor
#

Buff the Serpentine.

The Serpentine is pathetic. It's incredibly weak and even though it hits multiple times, the base damage is depressingly low. It has the stats of a pre-Hardmode item.

Due to how much defense everyone has in Hardmode, every hit only does between 1-5 damage, which is HORRIBLE, considering it doesn't even have infinite pierce. Every other magic weapon that you can get outclasses it; even pre-Hardmode weapons like Abyssal Tome and Black Anurian do much more damage. It's insanely bad.

Also, the controls are very jank. It has a flight path of its own and then sharply turns to follow you, and then keeps flying and turns around again after a delay.

placid arrow
#

Give the Elysian Wings some sort of unique effect
The Elysian Wings have literally nothing to make them stand out from any other pair of wings. Tarragon Wings, which occupy the same tier, have superior stats and an actually useful bonus when used with Tarragon Armor, making them objectively better. Elysian Wings in their current state have no reason for their existence other than to be crafted into Elysian Tracers later.

tawdry condor
#

Have Illumanant Slimes and Illumanant Bats drop Rainbow Bricks They pretty teidius to grind out for, Especially if you actually want to build bigger structures using them.

hazy void
#

A craftable summon method for the Martian Invasion

Why?: No one enjoys going to space just to sit for 2-5 minutes to get inhaled by harpies and wyverns, especially when certain weapons could easily end up slaughtering the martian probe while you're dealing with the to-be-genocided harpy army. It's also worth noting that this is a lategame event that contains many useful items, about a third of which are needed for crafting trees later on. This is also the only event in the game that is not summonable, which is irritating sometimes, given that it's substantially more useful than Goblin Army and Pirate Invasion overall.

elfin delta
#

Rework the rage and adrenaline. Rage irl makes people be much more offensive then defensive, so when you fill your rage bar, you do more damage, but also take way more. Adrenaline irl makes you feel fight or flight, so when you get adrenaline in game, make it have high damage if your health is over 1/3 (fight), and when your health is under 1/3 of it's max, give a huge speed buff to run away from the boss (flight)

pseudo juniper
#

Make tesla potions not kill critters.
❔ : This is a really minor thing, but it's pretty annoying that you just kill every critter that comes near you. This is especially annoying when you see a golden critter, but don't want to get rid of the potion. And considering how early game this potion is, golden critters are pretty valuable at that point. Inferno potions don't kill critters either, so it doesn't make much sense for this to do it.

errant lagoon
#

Spread some of the Martian Saucer's drops to other Martian Madness enemies
Martian Madness is currently just waiting for Martian Saucer while a bunch of fodder clog up spawns. Not only is this hella boring but also inconsistent with vanilla's other events because those event filler also get some drops such as the Warblade from Goblins. Moving some of Martian Saucer's drops to other mobs will both make the event more interesting and make getting those drops easier.

Examples of moving drops include:
Xenopopper to Ray Gunner
Influx Waver to Gigazapper
Xeno Staff to Martian Engineers
Cosmic Car Key to Martian Drones

clear quiver
#

Make SCal's music boxes combinable so the whole 4 songs can play in order. Having to swap out music boxes every time the song ends is irritating and unnecessary, it would be easier if the whole song played at once in a single box, letting you leave it on while you do simple tasks like farming.

rigid scarab
#

Rework Trinket of Chi
Why?: There is almost zero benefits from the Trinket except for completionists. It's too troublesome for extended use and its rarity adds an extra layer of disappointment. Take into account with other class weaponry found before killing any boss, to give a sense of its early game viability:
Melee - Avoid it. The buff wears off shortly into the swing meaning you can only get the boosted damage from hitting an enemy above or behind you.
Ranger - Decent for slower weaponry such as the Musket, but no point in using it when autoswing and fast weaponry effectively makes it a negligibility.
Mage - Ditto for Ranger, but unless projectiles linger (like Vilethorn, Crimson Rod, and Coral Spout) there's no extended benefit to it.
Summoner - Why you would want to use it for summoner is beyond me. Wulfrum Droids and Slimes don't really show a notable buff and you're better off moving around anyway. (See Overall)
Rogue - Can possibly synergize well with rogue stealth, but almost every weapon is swung at a rather quick pace, letting their viability drop.
Overall - It heavily hampers your damage per second to almost none (moot Summoner) and leaves you wide open to other enemies. You're way better off moving about to not only increase survivability but to also deal more damage.

upper knoll
#

i want an upgrade to the clentaminator. clearing out the evil biomes is a pain. add detection of evil blocks to it because theres usually a small amount of evil blocks left unnoticed and they regrow the evil. add different firing modes to it. example: auto shooting when aimed at evil blocks. example 2: select blocks to autofire at

turbid ether
#

a craftable demon/crimson altar

ripe egret
#

make any enemy in the cavern layer of ice biome drop eleum soul like the soul of light/dark. Reason:the essance drop from some enemies only and the ice biome might get infected by evil,hollow or astral which will make the enemies that drop the essance less.Example: my current world's ice biome is infected by the crimson.the hollow and the astral infection and i rarly get an essance even after like 15 min

hazy void
#

Make Ice Golem more interesting in it's behavior and drops

Why?: Worst "miniboss" design in the game, so bad that people forget it exists. Slow moving, giant hurtbox that literally just shoots single lasers at you that are extremely easy to avoid. And if you actually managed to get hit by them, it's biggest power is that it hard-freezes you for a solid 1-2 seconds(which it can use to keep you in a loop), which is also mitigated easily by any immunity to Frozen, which removes any difficulty from these things at all.
Their only drops are Frost Cores and Eleum, both of which are much easier to farm/obtain from other methods. There's barely even a point to them giving you Frost Cores, either, because the instant you can defeat Cryogen (which should be immediately, given he's the easiest HM boss, and Ice Golem's are HM specific) you have a much more interesting, faster, and far more profitable way of obtaining Frost Cores, along with the even better bonus of not needing to mine a ton of Adamant/Titanium just to make some alright armor by using Frigid Bars.

Also, they're ugly as hell.

oak cradle
#

Increase the amount of Revivify Potions obtained in 1 craft
The current recipe is a little difficult to complete until Post-Golem (With Spread Rod being unlocked and Cinder being dropped by Golem itself) which is fine, but then there's the price of 5 Crystal Shards for 1 pot. Crystal Shards are not hard to get, but you need some time to get a decent amount for crafting Revivify Pots and even so you'll see yourself needing to get some more soon because Revivify only lasts 30 seconds, so overall it seems that the time needed to get a considerable amount of these pots is unbalanced with the time they'll actually last

oblique vapor
#

Increase the variety of furniture in the Brimstone Crag Houses:
Similarly to the Underworld houses, the Brimstone Crags Houses all look pretty simple. They're all just cookie-cutter rooms with a door and some tables and chairs alongside a shadow chest, while essentially every other item of Ancient Furniture is left unused, even though they could be added to these ruined homes to make them a bit less bland.

Alongside this, other simple changes like having the furniture items occasionally be replaced by Ashen Furniture (The not-ruined Ancient Furniture) would be cool to further increase the diversity of these homes, as well as adding some of the paintings found in the ruined Underworld Towers.

livid sail
#

Add an Astral Biome Mimic

I feel this would not only make it more consistent with the other Evil biomes, but also make the Astral Underground actually relevant early Hardmode

raw plover
#

Make the green and red parts of plaguebringer goliath's mines and homing rockets glow in the dark so it's easier to see the projectiles. If it's still difficult to see the projectiles, make the mines emit bright green rings around them, and make the homing rockets emit green fire

Aside from that, make the stingers have green laser trails similar to yorazor's spell, since they're way too small and blend in with the background a bit

elfin delta
#

When holding a pressure plate/other wired items, make the music boxes' range appear. Be it a ring around it, or just a few highliged points to see the range of the music boxes. I am semi tired of creating a place themed to a boss, only to find a few spots where the music boxes don't reach that one spot.

weak frost
#

add a crafting recipe for magma stone

Reason: first of all I cant be bothered and secondly by the time I actually get off my arse to go get one it’s post ml and profaned enemies have dicked hell. Also I’m too lazy to drag myself to the crags.

turbid berry
#

Have Deep Wounder be sold after Calamitas has been defeated instead of Plantera

Reason: Defeating Calamitas is the only way to get Lumenyl and Depth Cells. Now that defeating Plantera doesn't cause Abyss enemies to drop Lumenyl or anything anymore, this boss has nothing to do with the Abyss, so it makes more sense for this weapon to be locked behind Calamitas like the rest of the hardmode abyss-themed weapons

silver briar
#

Buff direct weapon drops from bosses, and to compensate increase their rarity.

Calamity currently suffers from a seldom discussed issue of boss weapon bloat. Think about what usually happens when you open a boss treasure bag: sometimes you'll get a weapon you were really hoping for, and then you stash away 2-5 other weapons that spat out and don't really serve any purpose, even for the classes they were made for. In essence, this makes sense -- bosses are pretty much required, so you're not going out of your way and putting in extra effort to get these weapons. Therefore, they shouldn't be as strong, which creates the issue at hand.

My proposal for resolving this issue is to buff these weapons, either by making them more interesting or just making them stronger, but making them less likely to be obtained. Currently, you can typically wind up with 2-4 weapons dropped from any given boss treasure bag for multiple classes. Either these droprates can be reduced to having an average of one or two weapons, or forcing one weapon to drop from the given available pool, like Moonlord. At first glance this might sound taxing, but remember, the goal is that these weapons should be much more impactful after these changes. Instead of rolling the dice for the one good weapon out of 7, you'll be getting one weapon out of the 7 good ones.

I know this change is a little controversial since it may inadvertently increase the possible grind for players, and some weapons like Entropy's Vigil and Staff of the Mechworm might become more elusive than they are already. Feel free to propose ideas to help combat those weaknesses.

safe jasper
#

If we are going to have weather effects, I think a few changes need to be done.

Firstly, make it rain less. I mainly play death mode, and I’m sick of it always raining on the first or second day, and always getting struck by lightning and frozen in the snow biome

Secondly, make the lightning strike less frequently. This isnt Tranzit from black ops 2, its terraria. (Also tranzit was the worst zombies map)

Third, a tornado type thing would be cool for hardmode. In flat areas, you should have a chance of getting a tornado. They don’t damage structures but they can pick up ground items and throw them around. If they pick up the player, they dont directly damage them. If an item they pick up hits the player, then they take damage based off of how rare the item is. (Example: Demon shade armor hits you for idk 200 while a dirt block hits for 5). The tornado is hardmode exclusive. This would make death mode more challenging and give a reason to pick up items. Also tornadoes can’t spawn during boss fights. Tornadoes in the hallow and corruption spread their biome accordingly, requiring the players attention, or maybe something different idk

raw plover
#

Tweaks for plaguebringer goliath

  1. Add some chat message when she enrages. I didn't even know you were supposed to fight her underground until I looked at the wiki, which lead to a lot of deaths.

  2. Make the plaguebringers not despawn so you can't cheese them on the surface by flying away

wraith horizon
#

Similarly to a recently made suggestion, Make floodtide fishable after Calamitas has been defeated rather than Planteta.

Floodtide is crafted with post-cal abyss materials, but can only be fished after plant. Now that plant has nothing to do with the abyss, this should be changed to post-cal.

open owl
#

Rework Revengeance ML so it adds on to the expert ai rather than overriding it or allow other mod drops to be dropped by rev Moon Lord

This issue is rather important imo since it nukes each and all drops of ML from other mods, causing some important issues with mod compatibility

oblique vapor
#

Remove Living Shards from the Brimlash:
None of the other item crafted with the Unholy Cores use living shards, so I don't see why the Brimlash should be an exception to this. Also, if the Brimlash really needs to be locked behind Plantera/Calamitas, swap the living shards for Ashes of Calamity since Calamitas is more closely related to the Brimstone Crags than Plantera and the Living Shards are.

sour hornet
#

Add a line to Forbidden armor's set bonus indicating that it nullifies the summon damage penalty.


It doesn't display this crucial information currently despite it being one of the few inherent multiclass armors in the game, and should communicate this information to be more conducive to the buff it was given in the recent update.

tawdry condor
#

Nerf yharon phase 1. I feel like yharon phase 1 is very very hard and dumb compared to phase 2. Phase 2 is very smooth and easy, and I feel like it's pretty dumb because of how easily you can cheese phase 2. Phase 1 Yharon does way more stuff, and even with silva armour gives me (not sure about others) a complete headache, he does far too much damage, and when he enters phase 2 you pretty much win by a 80% chance compare to phase 1. I understand yharon is meant to be like the 2nd end boss. But come on this is insane.

Each playthrough I do yharon phase 1 takes me at least more then 50 tries. While yharon phase 2 takes at least 2, i'm sure others can agree with me.

fervent prawn
#

Rev+ ML is way too underwhelming as its stands imo. One thing I feel could improve it is giving the eyes the attacks they have when freed once you get them low enough (death could have these attacks be activated immediately perhaps?)

I feel like revengeance ML should def have some more interesting changes seeing as he's the final boss of vanilla and all that, he's a major point in the game and he should definitely get some better rev+ buffs.

tawdry condor
#

Yharon's giant flamenado's that cover half of the arena is pretty unfair since it does alot of damage and gives the player a tough time to dodge it with ROD. In death mode (this is mostly why im complaining about yharon, since its death mode), His charges are extremely fast but in rev/expert it would be slow. What I believe could be a resolve for this is keep the giant flamenadoes big, but possibly lower the damage or make the flamenado smaller.

Yharon is extremely unfair for summoner, especially phase 1. For tons of reasons. Your summons not being able to attack him fast enough, he outpaces your minions. He outpaces you and you die, not enough damage. Even with silva amour (which is post yharon phase 1 gear) this boss gives me quiet alot of trouble. I believe some minor adjustments should be changed for yharon. Phase 1 should be quiet easier, with small changes with yharon's charges and the flamenado's/yharon him self doing less damage. Phase 2 the damage is reasonable since its phase 2 and is meant to be hard but the flamenados should be smaller, so players do not get mixed up with flamenado's and anti-escape flamenados (which one shot u if you touch them) and due to them being so massive you can get confused. Which is why another user sugested that the anti-escape flamedoes should just be one colour. I think Black/purple/pink should be the colour of the anti escape flamenadoes since the colour mostly represents death. (Pink petals represents death in Japanese culture) This would be a cool feature, and could give players a easier time while dodging flamenados.

fading kelp
#

Move the mollusk armor somewhere else progression wise

Reason: As of now mollusk armor is barely used in many playthroughs of the mod, and many people either never knew of it or forgot about it (I've been asking around, so i'm pretty sure about that), moving it somewhere else (perhaps early/late prehardmode) would make it more noticeable and perhaps even useful.

orchid haven
#

let us put the piggy in a terrarium, it's too cute to kill

novel sapphire
#

so i will be fully honest: death mode moon lord is the laziest boss calamity has ever made.
he is easy progression wise, he is EXTREAMLY unoriginal and he has no difference between stage one and two.
like i think all that the team did was delete his 2nd phase and said done new hardest moon lord fight.

i want the boss to have a complete rework from where he is now because while king slime here shows he is the king of all slimes,
EoC having a bit more brain then before forcing you to stop and jump every other set of dashes,
BoC suddenly having an anxiety attack after you kill all of his creepy creepers,
skeletron teleporting around before his head bangs telling you to role with this,
skeletron prime spawning some probes and shooting lasers and rockets well after you destroy the arms,
the destroyer shooting both ice and homing lasers he found in the dumpster he was made from,
the twins over here shooting rockets and trying to get you off guard,
golem separating his head to become the most cluster fucked boss to exist in calamity vanilla,
and the cultist not giving a fuck how many times you have hit his clone yet they won't go away leaving you with 100 clones and a mad cult leader to take care off.

meanwhile the moon lord here just say idc if you killed my eyes and know how to avoid them all the times i'm gonna be a lazy fat ass and gonna use the same dumb tricks that won't work on you after your 2nd try to kill him while my core is open to attack and is always the same spot, shouldn't he be the final boss of the vanilla game? because in calamity he is a bigger pushover them golem
*for a solution after you kill an eye make the eye's attack do a different attack that is a stronger version of the base attack of the eye
or make the eyes in the hands attack at the same time after they have both been destroyed

blazing heath
#

if possible, make music boxes play when in vanity slots. also the visibility toggle should turn on/off equipped music boxes.

umbral flax
#

Speed up the Ethereal Subjugator summoning casts
As a summoner, I think it is kind of painful to wait for the full 20+ casts to finish to start a boss fight. The mechworm staff has that use speed - which is funny because after 10 it doesn't boost damage.

livid sail
#

Change the Yharon border infernadoes to make them non lethal

I feel like, while these are designed to limit the area in which you can fight Yharon, it can be a bit frustrating if you just so happen to get a bit too close to one and suddenly the fight’s over in a blink of an eye. One change I propose is that, instead of making them instakill, instead just make them do a significant amount of contact damage, but have them drag you back into the arena area if you pass through them, similarly to the WoF. This won’t necessarily kill the player, but still punish them significantly for touching the border, as the drag would leave them vulnerable to Yharon’s attacks as they’re also taking damage from the tornado itself

shy haven
#

so can the invisibility potion make the player translucent and have an out line of your character.

the main reason why is its hard to dodge attacks if u can't see your character and its useful for rouge but it's worthless for a lot of bosses (moon lord,DoG's lazers bullet hell and death mode's insta-kill jaw, yharon, ect) making it so u can see your character's outline or making it translucent will make the invisibility potion very good late game.

weak remnant
#

Any possibility of an alternative recipe for lime dye? I have been looking for lime kelp for a while, and I can't find any at all.

modern jacinth
#

Make Yharon's First Phase less difficult. Why?

Do I really need an explanation? I'm at 192 Defense with the best survivability Accessories at this point in progression and the big Flarenadoes deal almost half of my Max hp. Not to mention when he dashes anytime after 80% they're nearly undodgeable becasue he flies at nearly 75 mph and deal well over 300 damage per dash. I know he's the second to last boss, but seriously? Dying in 3 shots to some pretty unavoidable attacks is really annoying. Either make the Flarenadoes and Dashes easier to dodge or educe their damage

barren jolt
#

Make the Blood moon locked behind the Eye of Cthulhu / Any Evil bosses.

Despite occuring not so often, there might be players that are just trying to collect fallen stars at early game since they are a mage/summoner class or just building their own base in the surface only to be screwed by an unlucky early blood moon.
This forces them them to go underground, avoiding the surface all together since they are too weak to hold off the incoming horde or force their base to be floating off the ground which may look ugly for certain bases.

This is comparable to sandstorms (other than so that it doesn't unintentionally screw the fight against the Desert Scourge) whrere it makes you avoid the desert even if you plan to go there for something like Desert feathers for the sandstorm in a bottle.

wanton eagle
#

Lower the amount of particles on the xeroc greatsword's projectiles

I find that every time I fly by a few shots from it my game lags a lot, I think the amount of particles should be lowered because of how many projectiles get shot at a time

ripe egret
#

increase meteor heads drop rate for meteorite ore and make it drop in hardmode.Reason: the drop rate is very low and after your stock of meteorite ores is over you will have to play the game of luck by breaking a shadow orb/ crimson heart and waiting for a meteor to fall.

tame flume
#

Allow players to choose to disable calamity starter items in configuration

I noticed when playing calamity with bismuth, kRPG, and spirit mod my quick bar gets filled with calamity items first then spirit mod which causes bismuth and krpg items to not be present at all during world startup. The only way around this is to make a world with calamity enabled but disable the mod when making a character. Also if possible instead of putting calamitys items in quick bar, they should be defaulted to inventory slots.

clear quiver
#

Give all post-ML armour sets their own wings.

It feels weird to use the wings for each armour set and receive bonuses until you get to bloodflare and there just aren't any wings besides tarragon. It actually results in bloodflare giving less defence than tarragon, even though the armour is supposed to be a direct upgrade. Adding wings for all these armour sets would make sense as all the other modded armour sets have their own wings.

tawdry condor
#

Give the Lazinator a more complex recipe (such as adding AdamanTitanium tier Bars) and make it no longer pierce targets.
Lazinator is a instant upgrade to the laser rifle, and yet is arguably not an upgrade. It pierces, as do several magic weapons if the their such as Frigidflash Bolt, Ichor Spray, and Serpentine to name a few. Making it harder to craft gives the player a reason to use the laser rifle, and making Lazinator not pierce distinguishes it as a single target, accuracy based magic weapon, a set of characteristics that would be largely unique to it at this tier.

old plover
#

Be able to remove alcohol and Fabsol's Vodka by clicking on the buff icons

Why? Well, Simple. Why can we remove any effect with right click, but not the alcohol? It's kind of annoying to deal with an effect that has a downside and you can't be able to remove it other than just killing yourself. Imagine this: You just defeated a boss and you no longer need the alcohol buffs. But because you can't remove them, you're gonna have to deal with the downsides that go along with it, while you are most likely not gonna use the upsides of the effects since you just beat a boss and just wanna do something else like Mining or Exploring.

mossy edge
#

Sugg idea: Add an attack for death EoC where instead of it charging horizontally at you it will occasionally charge at amoderate speed vertically ahead of you (predicts where you are going to be) and increase it's frequency the longer the fight goes on.

Death EoC only has one phase and once you learn the trick of just running to one side, jumping on the horizontal charge and changing direction, it is really boring and easy. There is nothing the eye can really do to hit you. I think adding an extra attack would add some depth to the fight, because currently there isn't much to it on death mode.

pseudo thicket
#

Change the recipe for the Megaphone to use titanium/adamantite bars instead of hallowed bars. The recipes for all of the other ankh charm components are all completely pre-mech, so why this one exception?

turbid berry
#

Make Spell AI enemies ignore the Tesla Potion's electric aura

Reason: This potion can be used to trivialize the Eater of Worlds' fight. The electric aura lets you completely ignore vile spit, which makes this boss much less threatening. It lets you put all of your focus on the worms and some occasional cursed flames, making this boss only somewhat difficult near the end. While the Inferno Potion can do the same thing, that's obtained much later than this potion. The potion is already good enough for how early you obtain it, and shouldn't be able to completely shield these projectiles, and leave Eater of Worlds to be barely a threat even in Death Mode.

pseudo thicket
#

Change the progression area of the absorber to pre-cultist. All of it's materials are pre-cultist, nothing about it is particularly special to make it require the ancient manipulator, so why the requirement?

tawdry condor
#

Add a new field to summon weapons: Minion movement speed

Reasons:

  1. Every other class has some form of exclusive field: Melee - Melee speed; Range - Velocity; Magic - Mana usage reduction; Rogue - Stealth. While summoner is just boring number of minions and purely minion damage. Adding this additional field would make summoner more interesting.
  2. The main problem with summoner that differs from other classes is that the minions are often unable to catch up with the enemies/bosses if they're fast and only chip away / deal most of the damage when the bosses are stationary. Increasing minion movement speed will allow the minions to catch the enemies/bosses more frequently so there is more stability.
wind marlin
#

put the lore more into the players face

#

because sadly, people dont really like reading pages 😦

stray salmon
#

Everyone's talking about minions. Has anyone really cared about sentries?
Maybe not. Maybe that's because sentries are "generally unviable" anyway. But no. It's still a subclass. And it's very different from minions, as they don't really take up slots, and are stationary, and ultimately require you to care about placement.

So why can nearly every playstyle get a subclass that's completely viable to suit them, while people who are very used to playing with sentry weapons don't get these choices?

Minions are very popular. That's why even though summoner doesn't offer as many weapons to choose from as, say, melee, but there are still nearly triple the amount of minion summons than sentry. In my opinion, sentries suit a different playstyle, and therefore, to compensate that, there should be more sentry weapons spread throughout the game to give sentry summoners more choice.

paper bramble
#

Incorporate more lore into the tooltips of items throughout the game.

Currently, a vast majority of Calamity's lore is not in-game, found only on walls of text on the forum page (and wiki). Some bits and pieces can be found in tooltips, NPC dialogue, and chat messages, but nonetheless an overwhelming portion can only be found outside of the game. (The Lore Items do help with this, but each one can only say so much.)
A simple but effective way to solve this issue is by continuing on the item tooltip track, taking a page out of Dark Souls' book and including small tidbits of lore within the tooltips of many more items, which would allow the player to piece together a more complete picture in a relatively organic way.
Small examples:
Urchin Spear - "Once the weapon of choice among Amidias's knights."
Planty Mush - "Something other than sunlight has been keeping it alive in the depths."
Tarragon armor - "A hero to many, even Braelor eventually fell to the tyrant's forces."

neat belfry
#

buff areospec and statigel mage varient armor mana

Currently the aerospec mage hat gives 8% magic damage increace and 20+ mana to be sure for an armor that is post hive mind/ prefermator hive it gives way to little mana.
Also the statigel mage armor is currently just a tanky mage armor as it gives just 30 manager and 5%decreased mana usage please buff these two helm`s mana out put by atleast 20

twin shore
#

Add a consumable that removes all buffs and debuffs given by alcohols
Since removing alcohol's effects with a right click wouldn't make sense but some player really want a way to turn off their buffs after a boss fight, why not provide a way in the form of a consumable, possibly a pricey or hard to make one?
It could be themed as a "natural remedy", "blood god's detergent" or anything else, provided that it requires a little effort to obtain in high quantities.

tawdry condor
#

Change the "Electrified" debuff' tooltip from "you cannot move" to "you really shouldn't move alot"

The debuff's tooltip is currently misleading, as it deals damage to player at all times, with amount increasing when player is moving, when tooltip states that you shouldn't be able to move at all, no?

This is a little more of QoL or fix something that Re-Logic screwed up thing, but I believe that these little polishes are also bringing new life to the mod, showing that CalamityMod devs don't only care about making mod, but also fixing silly mistakes of Terraria devs.
Edit: Accidentally hit Enter without Shift, don't mind it.

chilly mural
#

make drills and chainsaws not shoot projectiles with the luxors gift accessory, soo annoying

tawdry condor
#

Make damage penalties for summoners when holding different class weapon be based on tier of armor instead of being a flat percentage decrease

This might sound strange, but allow me to explain it a bit:
In the beggining of game, summoners don't really have any real choice of weapon with considerable damage/good homing. You get a slime, a wulfrum drone, something similar, what does like 8 damage and often just can't get enemies properly. Why should summoners not help them out? Later, when you get Herrings and such, this is a bit more understandable, as flying fishy minions are a bit better. Not even mentioning Post-ML, as we all know what it looks like for summoners.
That's why I believe that this should be a progression thing to give summon-based playthrough have a little kick in the start. Why would you be punished for trying to help you minions out in the beggining?
The values wouldn't even have to be radical, Wulfrum could give like +10% damage or so. Going through progression, Forbidden armor would have it 0% increase, and later armors would be given penalties, up to like -25% for Auric.

Lastly, yes, I know what it looks like, no need to be radical about this suggestion. It's simply something that popped in my mind once, and I hope the devs would be able to make something better out of this.

static shale
#

Make the Lunar Flares spawned by the Stellar Contempt pass through walls

This is just a personal experience but when I tried fighting with this weapon, the flares spawn very far offscreen, and always hit a block even when less than half of the arena is offscreen
And also do this since the lunar flare weapon passes through walls as well

oblique topaz
#

Change the functionality of the SDFMG for the sake of differentiating it from the very similar Seadragon

Why go through the effort of doing this?
Although not unbalanced for its tier, the SDFMG is functionally near identical to the Seadragon, a weapon added in a later update but sharing almost all of its properties (high rate of fire, chance to fire homing rockets, same chance to not consume ammo)

I think a great way to rework this weapon would be altering the fishron rockets, such as making them fire harmlessly behind the player and, after waiting a second, have them shoot towards the cursor. This would make for a more interesting weapon (although it is just an example and devs are free to change it to their liking) and help delineate it from the Seadragon.

glacial grotto
#

the plantation staff should be buffed. For a weapon requiring the entrophy's vigil it certainly isn't what I'd call an upgrade, and is actually surpassed by its materials. If not buffed, the entrophy's vigil could be replaced with a weaker item in the recipe such as the shellfish staff, so that none of the materials needed outclass it

wind marlin
#

when DOG goes through holes in the universe, i think it would be cool that if in death mode, it would be cool if it made a tear that would suck you in like a wormhole, not only will it go with tearing through universes to get to you, it would be very challenging

waxen kelp
#

Buff/fix the life steal of rogue Bloodflare armor The life steal only works at around half health even though the description mentions nothing regarding a >50% restriction. The health reward is also completely worthless, since it only heals you for ONE. To even get that, you have to crit the enemy in order to provide yourself a 50% chance for the ability to activate. It's simply too insignificant and somewhat misleading.

glacial grotto
#

buff the rare sand elemental. For all the grinding it takes to get one you'd think it'd be a bit more useful, however rather than actually making an effort to heal you, it just throws the orbs into the air, making it a hassle to get to them without taking more damage than they actually heal you for due to the distraction. The heartreach potion rectifies it, but honestly for the rarity it should honestly just naturally be like that, because it's not garunteed you'll be able to grab it, even if it homes at you. Alternatively, the rare sand elemental could instead leave the orb where she's standing at without it moving, and allow the health orb to last longer. If this is too powerful, the heal amount could be nerfed if need be, but as of now, rare waifu is utterly useless without a potion, and a potion shouldn't be needed just for an accessory to be of use. Also to note, heartreach potions are not the easiest thing to make. You have to fish in the crimson. Corruption worlds can't even obtain them unless they use blood orbs or get lucky and find them in a chest or pot

#

entrophy vigil should be able to fire at and detect enemies through walls since it already can fly through them. they leave you very vulnurable in tight spaces, which is where you always are while underground

plush sundial
#

Add rogue and maybe summoner variants to the vanilla hardmode ore armor sets -- the lack of one right now, especially for rogue (since summoner at least gets spider armor pre hm-boss), makes the other classes more appealing in that stage of the game

unborn ore
#

Maybe the cryonic ore texture could be changed to look less like aerialite ore? They are quite similar visually, especially with a spelunker active. They're not indistinguishable, but for a player who hasn't seen cryonic ore before, it can be hard to tell there's a difference.

foggy terrace
#

Make charred ore only able to be mined after Brimstone Elemental, not sharing it with Prime

The other calamity bosses found close to the BE, Cryogen and AS, each have a special reason to be defeated with cryonic ore and pretty good weapons respectivly. But, unlike them, BE can be completely ignored until later progression.

potent tide
#

idk on how hard it would be to make this but a celestial pillar for rogue would be cool. It would follow the same color scheme as xeroc armor and the fragments that it would drop would craft a hammer, a scythe, and a spiky ball type weapon. The armor would have a feature where if you press a hotkey you would leech life and convert it to stealth but have a cool-down of 30 seconds. Maybe the pillar could be called pulsar?

split hound
#

Make it so the Death mode underground darkness starts fading out as soon as you enter the bottom of the Cavern layer.
(Aka the layer with the cracks in the rocks and flowing lava)
The underground darkness disappears as soon as you enter the Underworld and comes back when you enter the Cavern layer again, which leads to it flashing on and off when you're fighting a boss like Brimstone Elemental, with the arena extending a bit outside the Underworld. This change should make it slowly fade in and out rather than outright going completely dark. Also, as you approach the Underworld, it makes sense for the environment to be getting brighter and brighter.

tacit sapphire
#

Move Terminus from Yharon's drop-pool to the Juvenile Eidolon Worm as a rare drop
Currently there is only two ways to obtain the terminus: Retrieving it from the bottom of the abyss, and more commonly defeating P2 Yharon. The reason Yharon drops the item is save players from having to create another world as well as incase you didn't have Calamity installed beforehand. However, the reason for moving the terminus to the worm's drop-pool is:

  **1.**It would not only solve the problem of poor abyss generation, but also not force the terminus onto the player.
 **2.**It would make more sense thematically.
glacial grotto
#

Failing to pick up a lore item should cause it to drop again once the lore item despawns. Picking up and trashing the lore item should not. They float in the air, so if a boss dies in a weird area you might miss it and forget to pick it up.

glad grotto
#

Change to summoned Wulfrum Drones so a summoner can actually use them underground without them going full pepega. As is they hate attacking in closed spaces.

silver briar
#

A more particular critique of Yharon phase 1:

Recently a fair handful of people have voiced their concerns with Yharon's first phase, multiple of which stating they find the first phase more difficult than the second, interestingly enough.

After this thorough discussion, there were two major qualms people had with the Yharon fight: the unintuitive element of the big flame tornados, and the rapidity of Yharon's movement (namely relating to dashes). Instead of describing these issues, I'll post the solutions and what advantages they may have to save repetition and space.

In response to the big flame tornado issue: create or update the existing sprite to stand out like a sore thumb relative to other projectiles, and have it start considerably slower than it does currently. This will give players the opportunity to learn of this projectile, and thusly they may be able to react to and play around the big flame tornados instead of being confused and blaming RNG or otherwise for their defeat. This element deserves to be preserved, it just needs to be easier to understand in tandem. (As an additional bonus, having some form of animation with dust particles or something to indicate that the projectile is tied to the flame tornados would be quite helpful)

In response to the movement and dash issue, I believe by either creating more gaps or lengthening the existing gaps between dashes, there would be two present benefits. Firstly, the final two subphases of Yharon phase 1 would be less of an intensive difficulty spike, balancing it closer to the relative difficulty of phase 2, and can secondarily give summoners more small opportunities to deal meaningful, essential damage. It is notoriously difficult for summoners to combat Yharon, so this should play a small part in alleviating that issue.

glacial grotto
#

calamity has rebalanced various vanilla items, so why not buff the stardust guardian?

The stardust guardian is the set bonus of the stardust armor, a post ml set. Yet the guardian only deals about 30 damage andattacks very slow. Many argue that it's goal is to take aggro away instead of dishing out damage, however it doesn't do the best job at that either.

Due to it's slow attack speed, fast enemies will escape easily.
It can't be put in the air, sky enemies can come and attack you.
It's radius isn't particularly large. It can't hit things that are more than about 10 tiles away from it. again, innefective on fliers
It doesn't work on bosses, so all you'd want it for in that situation is for the damage.
There are two ways i have in mind for how it could be changed

Option 1 - Aggro Mode
stardust guardian could force all enemies on screen to stop what they're doing entirely and try to attack it for a short period of time. It could then return to you and go on cooldown. It could work on bosses too, but maybe for a shorter time
Option 2 - The Offensive
Damage heavily buffed.
There's also the common idea of being able to defend you without being deployed to stop enemies who may have gotten to you.

I personally think the best road is a combination. When not deployed it will fly over and clap enemies within a short range of you for very high damage and knockback, but at a rather slow speed. When deployed, it could then become the aggro generator.

Tl:dr a post ml set shouldn't have a set bonus this weak. it needs some budfs

barren creek
#

Ultimus Cleaver should allow you to turn direction while swinging it
reason: convenience and it makes it less annoying to use

novel sapphire
#

remove the 20% chance to fire a sea shell of the victide armor set for the summoner class
the reason for this is that it's hard to get with summoner as:

  1. you don't use a staff repeatedly for no reason and the staffs cost mana
  2. it's only a 20% chance when you use the staff that cost mana and you don't repeatedly use
    instead remove the effect to give to the sea urchin the summoner set summons for you a small buff like more consistency in where it fires or a chance to inflict venom
lament notch
#

Fix the invincibility frame mechaninc during bosses

Look I get it, being hit from two different projectiles and recieving the damage of only one doesn't really make sense, but I just got triple - TRIPLE - tapped by a Revengeance Duke Fishron's dash for a total of around 450 damage, and this is simpy broken, especially if you consider the fact that it has happened in 3 consecutive fights - so it's not THAT rare, even though it is absurd.

tawdry condor
#

Make geysers in the Underworld in Death Mode less common. I'm tired of running all the way down to hell just to die immediately to random geysers.

tawdry condor
#

there should be some kind of toggle for the phantom spirits to spawn and not spawn polterghast while the player is preparing an arena in the dungeon

left basalt
#

Please speed up the mining speed of the Gelpick. It is unbearably slow as it is and I need to apply both the Ancient Fossil and a Mining Potion for just an acceptable pace to clear out my Wall of Flesh arena. I'd think that a pickaxe that not only has the requirement of obtaining Hellstone but also killing Slime God would be faster, but I guess I'm wrong.

Additionally, the Molten Pickaxe, a pickaxe that produces light when swung no less, should not have a higher toolspeed than a tool that requires Purified Gel to craft.

livid sail
#

Make all autoswinging weapons allow you to change direction while swinging them that don’t already.

Honestly, I’m not sure why this is even a thing. Weapons that don’t have this trait are just that much more tedious to use.

wanton eagle
#

Make Polterghast's Projectiles unable to change direction in midair

The bullets can just randomly change direction and ends up in a lot of unfair hits. They also have no acceleration when changing directions so you can't predict it.

queen linden
#

Make Crabulon summonable only on Surface Mushroom Biome

  1. Even if crab produces light, it's not enough to see all projectiles.
  2. Barrage of shrooms are not visible behind walls, leading to unfair ambushes.
  3. In Deathmode, there is underground darkness, that makes Crabulon unintentionally harder.
  4. Natural mushroom biomes are oftenly generated in weird way, forcing to bombard the arena to make boss fightable.
  5. As conclusion of most reasons, this boss requires a lot of preparation in form of artificial light, when other bosses can be fought without light.

If devs wish to leave the option, then make crab produce a lot more light, so all attacks can be visible.HDhurdur

tepid oasis
#

Nerf CosmiLamp (minion) attack radius.
While farming in enclosed spaces, such as caves, it will kill mobs off screen making collecting materials slower.
The diameter of the agro should not exceed the borders of your vision aka screen.

tawdry condor
#

summoning providence should change the time to 4:30 AM similar to how astrum deus changes the time to 7:30 PM upon spawning

#

providence should also give a laser beam cue like how the brimstone elemental does before shooting the deathray since it keeps being off screen especially for players with smaller resolutions

steady flower
#

Make determination breaker available at the beginning of the game, in the starter bag.
Why : because currently the only way to have it is by crafting it with bones at the dungeon. If people wants to do a determination breaker playthrough they'd have to cheat to give them at the beginning. Simply put it in the starter bag and no need to get bones to craft it.
I want this to be a thing because i don't have motivation to cheat it just for a playthrough like that. And it's annoying to get through pre hm without it if you wanted to do a DB playthrough.

tawdry condor
#

moon lord should drop the drill containment unit so we dont have to grind too much, plus we need to terraform a lot for post moon lord bosses

novel sapphire
#

make the skeletron lore Item downside of reducing max health at the dungeon clearer
right now the lore item says: "Place in your inventory to gain increased damage while in the dungeon.
However, your max health is decreased due to Skeletron's curse."
this makes it sounds like your health is decreased everywhere instead of just in the dungeon (where the effect actually take place).
simply putting the words "in the dungeon" after it says your max health is decreased would be enough.

fading kelp
#

Increase the drop rate for meteorite from meteor heads
Reason: As of now, we do have a renewable source for meteorite, but getting it takes ages, and i mean it. Out of 500(!) meteor heads i only got 14 meteorite, i guess im just unlucky, but still, a 2% drop rate is rather low for meteorite, perhaps increase it to at least 30% or at most 50%. do i get any bonus points for researching and experimenting? HDfailure

merry hare
#

Make the new heat effects added for Death mode a config toggle
Reason: "right now there is no possible way to turn the heat effects that require protective gear off, and some players just really don't find them fun.
I think it would be great if players had the option to toggle it on/off as they please because the only way for them to enjoy death mode now is to revert back to a previous update wich would make them miss out on other new stuff that gets added.
"

tepid oasis
#

Show mini boss icons on the map.
A lot of mini bosses spawn in underground or faraway places making them hard to locate, this is especially frustrating while farming them.
A few examples are Paladins, Mimics (hollow and corrupt), and Storm Elementals. (These aren't underground but they're not exactly aggressive.)

stable heart
#

make lightning less common or deal less damage. At the current state lightning is a huge annoyance and prevents the player from exploring even more so in the early game when it can one shot you. I like the mechanic but it feels too common and feels like completely RNG. Right now there is the torriental tear which can make the rain stop if used, but it can be found in the abyss and requires a shadow key which is post skeletron, and by that time you probably won't need it nearly as much anymore because you'll have much better gear and more HP to survive the lightning. The tear used to drop from desert scrooge which I think is a good time to get this item.

tawdry condor
#

Make a two or three second delay before ravager can hit you because it spawns directly above you and can kill you on spawn without a dash or something, it just smacks you with it's fist on spawn, wasting your time and your summon, if this is too much just have it so there is a two or three second delay before he can shoot his fists. Plus in Armageddon...
There is other bosses that do this that I forgot to put in I bet, if you can think of any (maybe Skeletrons hands or something) please fix those too.

turbid berry
#

Give Cataclysm and Catastrophe their own health bars instead of sharing one with Calamitas

  • Her brothers don't have a very clear indication for their health, and this will definitely fix that.
  • It'll be better than the small text below Calamitas' health bar that only indicates if any brothers are alive because the text is pretty hard to see due to how small it is
  • I've gotten hit multiple times trying to look at and read the small text. It's too tiny.
  • Providence's guardians and Scal's brothers also have seperate health bars to make their health more clear.
  • As a bonus, Calamitas' health bar won't drastically rise when her brothers are summoned, an example of that being when her health is at 5% and rises to nearly 50% when both brothers respawn.
drowsy forge
#

Reduce spawn rate for Armored Diggers
Armored diggers are some of the most annoying things in the entire game due to how you can be underground, then 4 seconds later, "Armored Digger has awoken!" That requires you to stop and kill the thing, then what feels like another 4 seconds go by, and another one spawns. I don't understand why they spawn in so frequently. Draedon's remote is pretty much useless, as those who actually use it will more often than not, be overpowered anyways. Tl;dr, reduce armored diggers spawn rate, as they have no purpose spawning so often other than to annoy the player.

untold nebula
#

Swap the Eighth note & Quarter notes on the Face Melter

-Eighth notes are faster and lighter than quarter notes in music
-Quarter notes are heavier and slower
-Fabsol plz

tawdry condor
#

DCU should be immune to lava

tawdry condor
#

suggestion: a kind of block-platform mix which allows us to place banners underneath while still maintaining the function of a platform

rigid scarab
#

Change the Clam and Giant Clam's hurt sound to the same sound Granite Golems have.
Why?: The latter hurt sound is far more fitting for the organic invertebrates, which use the metallic TINK hurt sound instead.

livid sail
#

Make trophies have a guaranteed drop chance, but only the first time you kill its respective boss.

The way I see it, trophies are meant to show which bosses you have managed to defeat. I don’t really understand why they’re only a 10% chance, as that essentially means you’ll likely only obtain it if you’re a completionist, which kinda defeats the purpose. I want to be able to hang trophies on my wall as I progress through the game naturally, rather than having to grind bosses to do so

#

Add craftable armor mannequins

Seeing as placing modded equipment on mannequins breaks them, a solution to such could be to allow players to craft armor together with a mannequin to make a mannequin displaying Calamity armor. When broken, it could also drop its components rather than the item itself to ensure the armor can be reobtained.

crimson gale
#

Add a trivia section similar to the Terraria Discord Server
Reason: The trivia section in Terraria Server is quite entertaining and is a large part of the server which is quite engaging and would give more incentive for people to use the Calamity Server. In addition, the lore is quite interesting in the Calamity Mod, and it gives more incentive for people to read through the lore and play the mod fully to learn more about the mod.

P.S. - I realize this is quite a big order, as these things are quite hard to program, but it would add something to the Server.

tawdry condor
#

As Determination Breaker playthroughs are actually a thing, I would like to propose following:
Make Determination Breaker's effect occur not only when equipped in regular slot, but also when in inventory at all, similar to lore items

Why? Quite simply, so people would not have to sacrifice an accesory slot for sake of some challenge, esspecially before difficult/ hectic fights. In such fights, dealing most DPS can litterally safe you from dying when dealing the fatal blow to the boss.

Some might argue that removing its "Accesory" trait would be good, but take this into perspective: You have fought alot/ insert anything tedious and with alot of fighting/ dodging. Now, you would just like to casually unequip DB to gather loot without woorrying about lava/ random bullcrap murdering you in Flash speeds. But how? Remove from inventory? But where, so it would be safe? Yeah, you might carry a Flying Pig pocket, but not everyone does even have them. Simply equipping DB into vanity slot would nullify its effect for as long as one needs, no?

wanton radish
#

In Death Mode, when the player is in the Jungle and it's raining, have them be affected my Mighty Wind or a similar debuff

This change makes sense, as storms in real jungle areas tend to be significantly more intense. This also makes travelling through the Jungle harder, inconveniencing the player if they go too far in not one, but both directions if they travel too far while it's raining.

errant lagoon
#

Make Plague Chargers drop stingers
These are infested wasps and stingers are a staple to a wasp's drop table, so it seems like a mistake that these things are missing. The nature of the plagued jungle also makes stinger farming just a bit harder due to normal wasps and hornets being clogged out by plague mobs. So making Plague Chargers drop stingers makes making Abombinations just a bit easier and faster. If this causes Abombinations to become too easy to craft somehow, then increase the stinger requirement to compensate.

weak cedar
#

Add a recipe for the Dungeon Biome Chest weapons

Why: because the Abyss can sometimes consume a chest meaning you never get the item. and several of the items have upgrades that a player might want, especially in regards to scourge and vampire knives
Proposed Recipe: Biome Key + Ectoplasm + Bar of Life (subject to change of course)

Alternatively, make them sold by the Clothier post-Plant if the respective key is in inventory (just post-Aureus for HFSD)

tawdry condor
#

add a config that makes NPC's invulnerable because in their current state they are too fragile and dies easily which can get annoying while you want to wait for a specific NPC that died but isn't spawning

gaunt birch
#

Make Providence, Brimstone Elemental, the Profaned Guardians, Astrum Aureus, and Astrum Deus as well as potentially other biome-specific bosses Despawn All Enemies in their Respective Biome when Spawned

Although there are plenty of biome-specific bosses besides these five, I'm pointing these out in particular because of the biomes they are in. This really is a pain because of leftover enemies, which can get in the way and ruin the fight on some occasions. The enemies of these biomes specifically are annoying because:

  1. They do at least a considerable amount of damage at the point of the game you'd be fighting the boss and generally spawn a lot, especially with Demon Trophy and/or Revengeance
  2. They have enough health that the player has to stop focusing on the boss and focus on them instead during the fight
  3. These bosses (with the exception of maybe Profaned Guardians) are all fairly punishing, and getting distracted can be fatal
  4. They spawn A LOT (I know I already said that, but it's important enough to merit more than one bullet point)

I listed the bosses above in the order of which is the most irritating. For Providence, and in a few cases Brimstone Elemental (should I be fighting her in place of Skeletron Prime), I have gotten to the point where I have to teleport down into the arena, immediately pause, get the summon ready, and begin the fight ASAP so no enemies can spawn. Profaned enemies have a lot of health and do a lot of damage, and spawn in ridiculously quickly even with a mix of Calming, Zen, Peace Candles, and Tranquility Candles--though that may be a bug. For Brimstone Elemental, only minor spawn reduction items are available (as she is usually fought before Plantera), and the Brimstone Crag enemies are hard to see and can do a lot of damage even in mid-hardmode. Building an arena is hard enough, but having a round of potions wasted because of some goddamn Scorn Eater is really obnoxious.

tawdry condor
#

very minor suggestion but moon lord should drop super healing potions instead of greater healing potions because post moon lord bosses can deal a great deal of damage and at that point greater healing potions won't help a lot

glacial grotto
#

Atlas should NOT be able to spawn in range of a lunar pillar. I can not stress enough how many times my minions went over and attacked an atlas while i was fighting a pillar and awakened astrum deus to kill me instantly This has happened over 12 times and I can't conplete my vortex pillar because of it. Please prevent atlas from spawning near pillars

novel sapphire
#

nerf the cryogenic staff for summoner
the cryogenic staff is an smart targeting, hard hitting, insanely fast firing sentry for summoner that can spray an entire screen with bouncing projectiles. the sentry it self cost no summon slots.
it's biggest weakness are weak and fast enemies
this make the weapon absolutely broken with damage and it's only down side being that it doesn't follow you however this won't matter when most bosses are too big to miss (destroyer, leviathan and AS) have more then one hit box (skelly prime, twins and calamitas) or stand completely still for a good amount of time (brimstone elemental, planterra and calamitas' brothers)

or in other words: a post cryogen sentry shouldn't be an amazing weapon to fight a boss post planterra with

quartz steppe
#

Make Yharon's flarenadoes appear on the minimap. Some people have smaller screens that can't see them coming

next quarry
#

Move holy flame immunity from Asgard's Valor to the Elysian Aegis

Reason: It makes more sense for Providence to drop an item that gives immunity to holy flames, rather than a completely unrelated item giving it.

glacial grotto
#

Buff the godspawn helix staff. The godspawn helix staff summons a thingy that circles you and fires at stuff it's pretty cool. However, the dragon and cells who, mind you are obtainable at nearly the same exact time, outclass it in every way. This doesn't make much since either since dealing with deus is significantly more difficult than just killing the stardust pillar and then bekng garunteed to be able to craft it, vs the fact that astrum isn't even garunteed to drop it. Because of these factors, the godspawn helix staff should be buffed in some way, whether it be damage, firerate or both.

I did in fact test them beforehand under the same buffs. godspawn helix had about 1-2k dps. the dragon was able to hit 7k

tawdry condor
#

suggestion: show the calculated total damage for stardust dragon staff and mechworm staff after filling up their minion slots to have a better comparison between summoner weapons

peak flame
#

Make it so that Yaron can't deal contact damage while changing from phase 1 to phase 2. As Yaron regenerates health, he spawns all his regular projectiles and flaming tornadoes and dashes at phase 2 speed. Dealing contact damage while the boss is invincible seems a bit unfair as it gives little to no breathing room between phases. Maybe a similar function like Astrum Acerus where he doesn't deal contact damage but still spawns all his stuff.

bleak gyro
#

Fuck me I am tired of getting screwed over by this but
If Yharon is transitioning to his 2nd phase and therefore can't be hit or targeted, he shouldn't be flying around to deck me in the face with his huge contact damage. Let alone his projectiles. Either have him stay still and spit projectiles, or remove the damage in general whilst he is invulnerable (except for border tornadoes of course)
(also doesn't help that he's hard to see as well when he's doing that. Can you make him a little less transparent? Maybe just a little brighter? I find it actually makes it really hard to see him with all the filtering going on from the fight ontop of the weird glow he gets during the phase transition.)
The overgrown jungle chicken needs to step off for gods sake. The man not only has two massive healthbars each with a phase, but the fact he can still ass-blast you whilst regenerating AND still having the massive tornadoes going is a huge pain realistically, whilst he can also spew out projectiles and just causes an overwhelming and unfair part of the fight. Silva armor regen? Lol what's that, can't hit him. Lifesteal weapons? Trash binned! Realistically you have no other way to sustain yourself in a difficult fight as such with the gear you're given because of that, leading to cheap hits, and an otherwise great fight going to the bin because the derpy jungle chicken wants to make your life a living hell.
Please, please just change this. We get the same courtesy on DoG when he pops in fresh from either lasers or tps, even his phase change, yet why doesn't that extend to Yharon?

tawdry condor
#

aquatic scourge's stationary projectiles and astrum deus's probes should show on the minimap because lower resolution players can't see them from very far

sturdy oar
#

Make a check at the end of worldgen to check if all Dungeon Biome chests are there, and If some aren't, spawn them
Reason: The Abyss can delete some chests, so people might be locked out of those items, and their upgrades. Also, just respawning the missing chests wouldn't break the game, the mechanics, and the balancing.

vocal mountain
#

An early game item that can be used to turn a weapon or tool to a neutral reforge (no positive or negative reforge bonuses.) This is mainly so in the earlygame, if someone spends a bit of rare resources to craft a weapon (like the crystaline, which requires diamonds) before the tinkerer is available, then won't end up stuck with a shoddy weapon reforge that will tank the usefulness of said weapon, but will be able to at least have a neutral reforge.

umbral tendon
#

Suggestion: Give Hoverboard a buff when using it in conjunction with any Shroomite Armor Set
Example: +5% increased ranged damage and +5% chance not to use ammunition while wearing Shroomite armor.
Reason: In this stage of the game, between Plantera and Golum the Ranger class has not gotten a pair of wings that give buffs to Ranger's stats. This buff will give players reason to go out of their way to get the Hoverboard and to give the Ranger that unique pair of stat boosting wings.

gaunt birch
#

Give Xeroc Pitchforks a 50% Chance to not Consume Ammo, but Remove its 50% Chance to Drop as an Item after Being Thrown

Right now, the Xeroc pitchforks have a 50% chance to drop as an item when they hit the ground. Considering that they are fairly expensive (as they are consumable and use meld bars), this makes sense as a way to conserve them. Of course, you could just increase the recipe by 50% to 30 per bar, but I'll assume the devs have their reasons for implementing this behavior. However, the pitchforks are big, and thus take up a bunch of space. Plus it's annoying as all hell to constantly scour for them if you need them or if you just are really paranoid about wasting them, and annoying if you have enough and it just makes a distracting sound and creates text. Making a 50% chance to not consume the item would be pretty much the same effect, and I really feel like I shouldn't have to go picking up my projectiles this far into the game.

fading kelp
#

Add other ways to gain lore items from previously defeated bosses
Reason: As of now, the only way to regain lore items from bosses after the first defeat is killing them in another world or just cheating them in using other mods cough cheat sheet cough. Adding alternate ways of getting them would be more convenient for the player especially those reluctant to use a different world or/and use cheaty mods. Here are some ideas one could consider:

  1. Make the lore items craftable using the bosses drops and some other 'essences'.
  2. Have the lore itmes dropping everytime just to be trashed seconds later
ripe egret
#

make any enemy in the cavern layer of ice biome drop eleum soul like the soul of light/dark. Reason:the essance drop from some enemies only and the ice biome might get infected by evil,hollow or astral which will make the enemies that drop the essance less.Example: my current world's ice biome is infected by the crimson.the hollow and the astral infection and i rarly get an essance even after like 15 min

tawdry condor
#

suggestion: yharon should give some kind of signal right before he does his fast dash, most players cant keep track of his dashes

wooden slate
#

Got a suggestion, if a player fires a star cannon at night and the projectile hits a solid object, it can be picked up again with a chance of 33% of it dropping.

Why, you may ask? To save stars. It's such a bother to farm stars at night for the star cannon and not able to get a single star back.

glacial grotto
#

Elysian Aegis and a few other dash accessiories should not need to be toggled to be visible for their dashes to work. There's no particular reason why you wouldn't want a dash, but not everyone wants the shield visible because they don't like how it looks or messes up their vanity. If it needs to be toggled visible to dash then it could at least not be shown unless dashing since i doubt most people are actually concerned with the look of shields (since they'd just wear them in the vanity if that was the case)

opal oasis
#

Wulfrum furniture set, so that there is a use for wulfrum shards after it's been outclassed.

vocal mountain
#

A variation of the super dummy that takes knockback. It would make it easier to tell how much knockback a weapon has as what normally tells you a weapon's knockback on the weapon itself is vague. It'll help tell if a weapon would be good for keeping a horde of enemies away from you in an event or in the dungeon.

slender ether
#

Give true melee weapons the ability to parry and block attacks
True melee weapons, as it currently is, are very unsafe. You rush up to monsters(sometimes bosses) and then smack them for a good chunk of damage. This is super risky and can kill the player quite easily. I have an idea: What if we gave those true melee weapons the ability to block? Each of these weapons would have varied block timings, and have their own parry effects of course(For example, reflect projectiles on parry or health gain on parry), and maybe there could also be a cooldown for the specific parry as well. And, just like the vanilla sword that allows blocking, can also give the player extra defense when the shield is simply held up.

And, as a final note, perhaps the parry itself would require some rage in order to be used, or rage could be used to amplify the effects. I personally find it hard to get full rage without the dark heart; giving rage a mechanic that doesn't require the full bar would, I feel, put it on par with how strong Adrenaline is.
Final final note: This would suck to impliment in a single update- maybe it could be done in batches?

fading kelp
#

Change the way Eater of Worlds' healthbars work
Reason: Currently, whenever one fights the eater of worlds, the screen is filled with healthbars headlined with 'vile spit'. It really distracts and irritates the player (me anyway) during the fight and it would be convenient if the healthbars wouldnt pop up. There could be just one healthbar showing all worms health combined.

fading kelp
#

Remove the tesla aura buff after player death
Reason: During a boss fight, for example, the boss could have low enough health to die to the aura of the already dead player. This thing seems a bit unfair to me and i suggest the aura should leave after the player's death I must be ruining someones fight with this HDfailure

sturdy oar
#

Repost from like 3 years months ago: Make the boss health bar scale with other UI elements
Reason: it looks weird, especially in 4K res

wanton eagle
#

Make the desert medallion use a crafting station other than a demon altar
I havent even located a corruption by the time i need to fight the desert scourge, why do i need to go on this extra trip just to make a pre-eoc boss summon?

turbid berry
#

Make Spell AI enemies ignore the Tesla Potion's electric aura (resuggestion)

Reason: This potion can be used to trivialize the Eater of Worlds' fight. The electric aura lets you completely ignore vile spit, which leaves this boss to not be threatening at all from the beginning. It lets you put all of your focus on the worms and some occasional cursed flames, making this boss only somewhat difficult near the end. While the Inferno Potion can do the same thing, that's obtained much later than this potion. The potion is already good enough for how early you obtain it, and I think it shouldn't be able to completely shield these projectiles, and leave Eater of Worlds to be barely a threat even in Death Mode.

modest dome
#

add an option to disable viewing your teammate's weapons / pets / minions / projectiles

Example: Player A has a throwing weapon that explodes into many smaller fragments, resulting in your entire screen being covered by 500 of that throwing weapon, this option would allow Player B, You, to not see any of those projectiles / weapons

Why: This not only will make fighting together with friends less annoying as you can actually see things other than your friends never ending duplication of projectiles and weapons, but it can also reduce FPS lag on people with worse computers

Possible variations: Translucent projectiles

round perch
#

Make the Slime God's mines detonate or disappear upon its death/despawn

Why: A simple time-saver fix, minimizes wait between summons if farming or dying over and over again

novel sapphire
#

in death mode: make lightning strikes and hail NOT hurt the OOA eternia crystal

  1. yes they can
  2. why? can you imagine dying to that!
sour hornet
#

Rework Charged Dart Blaster to fire normal darts on left-click, and fire some sort of actually charged shot on right-click.


The weapon is called the Charged Dart Blaster yet doesn't charge up anything, and is called the Charged Dart Blaster despite both of its projectiles being more akin to bootleg Shredder shots. Its function doesn't really fit its name at all, and the variety of darts that do exist could use a bit more use aside from Cursed Darts on Destroyer.

glacial grotto
#

The summon damage 25% nerf should not apply to Old ones army armor sets. All of them are hybrids of summoner and something else. Another summon hybrid set, forbidden armor ignores the summon damage nerf, so why not the Ooa's espeically considering that sentries alone aren't as particularly effective as a regular minion

elfin valley
#

Make perforator hive proyectiles glow
reason❔: the fight its super unfair when its at night time, considering its nightime and you cant use cosmolight or moonlight. AS poison clouds glow for the same reason, to make the fight fair at night so why not these too?

plush sundial
#

At a certain point in progression (maybe post plantera or post ML), allow the player to select a reforge from the goblin tinkerer for a large amount of money. Reforging can take an annoyingly long amount of time and RNG, so being able to buy Unreal, Legendary, Warding, Menacing etc. for 10-20x the base reforge cost would be convenient without being too powerful.

snow stone
#

Allow Calamity Music Boxes to be powered with Wire

As normal music boxes allow this I believe this small change should be added

mossy edge
#

Make there an absurdly low (once every like ten to thirty hours) chance for DoG to randomly spawn (not while a boss is alive or in hardcore/mediumcore/iron heart mode. Or with a zen or calming buff and when there is an NPC around) at any point in the game before DoG has been defeated. Mabey have universal collapse play add a meme drop for actually defeating a randomly spawned DoG.

You can have a laugh about it the few times it happens and it would make the game a bit more involved. Plus, this lines up with DoGs lore that he teleports through dimensions to eat his prey while they are unaware. Also, there are other times the game just decides to kill you a lot more commenly than this, with things like boulders, lightning, or explosives so this isn't anything new to Terrarria. This would make finally beating DoG after those few times he yeeted you earlier in the game much more satisfying.

autumn sluice
#

Increase the visibility of Cryogens Projectiles
Its very difficult to see his projectiles with the snowstorm particles, your own weapon, and the sheer amount of blue and white. In addition now that he moves around a lot more it only makes it even more hard to keep track of projectiles. Nothing is more unfair than getting smacked by stuff you literally cannot see due to the poor contrast.

tawdry condor
#

the gain 15% increased damage when below 100 defense for core of the blood god seems pretty useless at the stage of the game where you can get it as armors on that stage are already high in defense, therefore should be reworked into something like gain 15% increased damage under 50% health

tight ridge
#

I know this has been around for a while, but teleporters and beds exist, all of the bosses that don't despawn when the player dies are severely underpowered due to this, specifically PG, the fact that they don't despawn makes the fights way easier.... Making brimmy technically easier than EoC, I don't know if this intended or not, but either way, please fix it.

tight ridge
#

Lightning is a new addition to Calamity that happens during rain, it does a whopping 200-300 damage and can happen at any point in game, with no mobility or scarf, it seems to just land right in front of you, not only does it do this damage, but it also shocks you doing an insane amount of damage with that, causing some stupid deaths. I honestly hate this mechanic, it isnt harmful late game but it's super annoying when you die to that one bolt that decided to home in on you, I am aware that everyone on the dev team agreed with this mechanic, but this is honestly just a terrible thing all together, I am aware this took time too, it's just, it needs to be removed in my opinion.... Vote ⭐ if you agree.

tawdry condor
#

Been a while since I made a suggestion, but a buff to trap damage would be great, have it scale off of your current mode. As of right now, making farms using traps just doesn't work. It would be great to have an efficient farm for essences and ectoplasm, but 20 dmg isn't much at all vs the beefy death mode enemies.

queen linden
#

Add item that suppresses inertia
Precise movement is essential for good dodges. Unfortunately, Terraria's physics tends to be very unfriendly to high speeds and velocities. It's common to glide into wall, not being able to dash to another side of arena. Changing direction in general is painful due to inertia and low movement velocity gain.

Being able to control your movements will need to be priced. That item can decrease max movement speed a lot (you accelerate fast and stop instantlyCalWheeze)

next quarry
#

Give Supreme Calamitas a Death mode unique ability

Reason: Currently Scal's only death mode change is to make the arena smaller. Meanwhile, Plantera, a hardmode boss, is faster, shoots more, has a third phase and gets faster in the second and third phases.
Given that Scal is currently considered to be a superboss, and since it also gains unique abilities in Revengeance mode, it should gain some unique abilities in Death mode for the sake of consistency.

static shale
#

This is a Reposted Suggestion from a week ago

Make the Lunar Flares spawned by the Stellar Contempt pass through walls

This is just a personal experience but when I tried fighting with this weapon, the flares spawn very far offscreen, and always hit a block even when less than half of the arena is offscreen
And also do this since the lunar flare weapon passes through walls as well

modern jacinth
#

Increase the Buff Limit from 22. Why?

Buffs are almost required to beat most Post-ML Bosses, but you can only have up to 22, which seems like a lot, but it really isn't. You have to take in account arena buffs (campfires, Candles, Honey, Stars in a bottle, etc.) and buffs that certain armor sets give (God Slayer Restoration, Silva Invulerability, etc.), and that can be around 5-10 buff on their own. There are a lot of essential potions too (Cadence, Rage/Wrath, Draconic, etc.). There are so many essential buffs, yet so little buff slots.

The cap should be raised at some point in progression, like Post-WoF or Post-ML. It doesn't matter how much higher you make it, just make it higher to some degree.

red lotus
#

pls add option in config for closing the underground darkness its just annoying

hybrid fox
#

Death Mode could prevent players from respawning while a Boss is alive
On Multiplayer bosses end up being so much weaker compared to Singleplayer and that's mostly due to the current respawn system.
"Come on buddy, just hold for 5 more seconds and I'll spawn." This coupled with Wormhole potions or a single bed in the arena makes bosses a lot easier to beat.

At the moment there's not any difficulty scaling based on amount of players (that i know of), so i see this respawn prevention as something that would make Multiplayer more balanced, challenging and more similar to Singleplayer.

Why only on Death Mode though? I believe the majority of people is very familiar with and loves the original system and they wouldn't want that ripped away from them. (Another solution would be to make it a toggleable option if possible)

tawdry condor
#

suggestion: purchasable sharpening station from an NPC, the with doctor sells the bewitching table, the travelling merchant sells the ammo box and the wizard sells the crystal ball so why not an NPC that sells the sharpening station?

idle valley
#

Boss enemies need a hard cap of how many can spawn at once, placed at around 15-20. Why? Zerg potion, that's why. On this screenshot all 50 spawn slots have been used up by Pumpkings (and their arms which don't count) and Mourning Woods, causing tremendous slowdown

twin shadow
#

Suggestion: Resprite the Flameburst Shortsword and Spore Knife around the Calamity Texture Pack.

Why?: The sprites are honestly really outdated. And seeing them clashing with the rest of the shortswords kinda feels sad.

tall horizon
#

Suggestion: add a mode for multiplayer in which a new boss spawns everytime a player dies
why ?: because I imagine it being great fun... and maybe also to make the fights more difficult then "just lasting until my teammate respawns"

ripe egret
#

remove bones from life crystal recipe.Reason:Why would you craft life crystals post skeletron at that point you probably have max hp since you will be fighting wof or sg anyway

umbral flax
#

As game progresses, summon weapons use time should be reduced. -Reworked suggestion from a week ago mentioning only a use time change to the Ethereal Subjugator.

Currently, Summoner in the endgame is in a great place: You got amazing summoner weapons that take multiple, large amount of slots, which makes going back to the gameplay loop easier, or the Staff of Mechworm really small use time.

Why suggest this? It isn't so much the case on the timeframe of later normal to later post-Moon Lord progression. Summoner weapons each have a delay that only gets more and more obnoxious as progression advances, the highest point being the Ethereal Subjugator staff, which by then the player tends to have at least more than 12 slots... and that specific summoner weapon allows each mini-Polterghast to take only half a slot. Which means you have to cast at least 24 times to refill your small phantoplasmic army of death.

How do I suggest doing this? After some feedback discussion back then, two ways of tackling this issue were reached:
A - The modification of every Calamity summon weapon to reduce use time delays as progression advances. With Ethereal Subjugator reaching if possible Staff of Mechworm speeds, for example and Herring Staff halving its use time.
B - The addition of a "X Use Time reduced for summon weapons" property on summoner helms, X getting higher as progression advances.
B2 - The same addition of point B, but to the Statis series of accessories. I don't like this one personally due to it getting mixed with the Rogue belt later on, yet if it gets deleted once that step comes to pass, perhaps it could even be mixed with point B.

tawdry condor
#

suggestion: when yharon is healing up for phase 2, can he not charge at the player and fier projectiles so the player can heal up and be prepared for phase 2 than dying early on which can hinder them from learning the later phases of phase 2 yharon. In addition, subphase 4 is usually the phase where the player takes a lot of damage

ripe egret
#

Change life fruits recipe from "planty mush + life shard" to "planty mush + life crystal"
Reason:You are not going to search the jungel for life fruits and anyway planty mush can only be gotten with pickaxe axe so you can't make life fruits early hardmode

tawdry condor
#

suggestion: a ninja npc right after king slime is defeated, similar to how Amidias the sea king came out of the Giant Clam. The ninja would sell some rogue equipments for pre-hardmode and probably for hardmode post plantera like the Black belt or the Tabi, having the ninja NPC would also be an open window to mention some lore behind Statis when talking to him.

open scarab
#

In death mode make cnidrion able to shoot its projectile through blocks
Why: he can be trivial to fight just by putting blocks in front of where he shoots and would make sense in death mode so fighting it is more skill based and not just based on cheeses like this.

limpid hamlet
#

yet another melee speed post
Change melee speed hardcap to a softcap, if not for all melee then for true melee
Reason__s__: Initial reason was to prevent it from breaking yoyos, most melee projectiles already have a cap to how many projectiles they can shoot regardless of speed, and overall a blanket nerf to a stat isnt the best way to fix an issue with a few specific weapons
Also, true melee in vanilla has always been a risk reward. You have to get in close to be able to hit, but risk taking damage. The melee speed nerf discourages this playstyle.
And lastly, based on use times and whatnot the currently, any weapon with a use time of 4 can be shortened to 1 frame due to rounding and auto swing. If there were no cap whatsoever, a maximum of 274% melee speed would be possible, and that would be using all vanilla armor (since theres only 3 calamity armors that give melee speed, 2 being negligible and the other being endgame) all accessories being feral claws and its variants and all violent and also running all melee speed buffs. This isnt at all viable really but this would be the max melee speed possible. A softcap would allow some common ground where true melee isnt completely shafted and relying on "haha big numbers" but also doesnt allow for every thing to be one shot.

PS: The "stellar striker destroys worm" gif is outdated as hell, its using death mode's 800% damage boosting adrenaline and maybe even the old death modes rage as well, neither of which are anywhere near as effective

floral ridge
#

Add an upgrade to the blast barrel
This weapon has many unique qualities that are super awesome.
It rolls on the ground and explodes on walls.
You can shoot it at a different angle to make it roll faster or slower.
It's kind of a puzzle to figure out how you're going to get a boss on a wall for the actual explosions to hit.
I used it for all 3 mech bosses in revengeance and I feel unfortunately this is basically the item's limit.
I think this style of weapon (rolling exploding-on-walls barrel) is a great candidate for constant new tier upgrades (like at plantera, ML, DoG like so many other types of weapon)

wanton eagle
#

Make catastrophe drop the Brimstone Flameblaster, not Cataclsym
Currently, Cataclysm drops both of the flamethrowers from the calamitas fight. The Brimstone Flameblaster fires bouncing fireballs, which is similar to catastrophe's attack, so Catastrophe should drop the flameblaster that way both brothers have 1 flamethrower drop and their flamethrowers are similar to the attack of the brother that dropped it.

tepid oasis
#

Make Calamity Music Box Work In Vanity Slots

I shouldn't have to make an explanation as to why.

dusk hedge
#

Boss Drop Suggestion: Make Cataclysm drop Crushsaw Crasher instead of Catastrophe. From the color scheme itself, Crushsaw Crasher looks more 'fleshy', making it resemble more to Cataclysm than Catastrophe and since it currently drops from Catastrophe, I feel like it would be strange if a 'metallic' looking boss would drop something 'fleshy' if you know what I mean. (Should have suggested it long ago).

#

How about making a new drop for Catastrophe. It's kinda inconsistent if he has only one drop when his brother has two.

fading kelp
#

Redesign the boss healthbars
Reason: The healthbars now don't seem to fit much with the mod's "style". It looks more like it belongs to a game with a "high-tech" feel and changing it a bit would be nice.

tawdry condor
#

suggestion: jungle solution, the spread of corruption is actually insane in the jungle and I cant revert the dirt back into mud

lethal talon
#

Make Hive Blobs and Dark Hearts targetable by summons
Right now summons won't attack Hive Blobs and Dark Hearts during the Hive Mind fight. That makes them very hard to clear for pure summoners and the fight can become quite chaotic, especially in phase 2. It also makes the Dark Heart very annoying as it doesn't despawn after the fight is over.

open scarab
#

Make shrines more common per world type for example
2 sets for a medium world, 3 sets in a large world, and 4/5 in an XL world (if compatibility is needed)
Alternatively, an item could be added that points you into the direction of the shrines
Why: finding shrine items currently is like finding a needle in a haystack, especially on large worlds and even with programmes like T-edit. Allowing for multiple sets of shrines to generate in a world would not only make them easier to find but allow for multiple people to have shrine items without making another world. For the shrine finder item it would allow for players to get shrine items when they would be most important and not later game when they aren't nearly as useful

vocal mountain
#

Make Aether's whisper have a ranger version and mage version like how some weapons have a melee and rogue version. Aether's whisper having shiftable damage types really has no usage since it's not like enemies have resistance to certain damage types, so only one would really be used due to class set ups and accessories. This also has the problem of breaking reforges for the ranger version as it turns back to magic damage when reforged.

gusty ruin
#

When playing deathmode, all debuffs should be gone when you respawn. Currently when you die by setting on fire in the underworld, you die once again after respawning.

gaunt birch
#

Make Providence's Cocoon Flames (the ones that subtract 100/150/200 health on contact) Reset Adrenaline

Not sure if this is a bug, but being hit by the cocoon flames (understandibly) doesn't reset the player's adrenaline bar, even though the player is technically being hit by one of the boss' attacks. I'd guess this is because of the fact that they don't actually do damage, and instead heal the player in the negative.

twin shadow
#

Increase Block Number for Artificial Brimstone Crag.

Currently it's dirt low, and quite honestly for a biome like this, it shouldn't be that low. I would like to suggest a higher number to challenge players to not be lazy and get a bigger number for it. Plus it may be more helpful for builders who want to build things using Brimstone Slag.

unborn ore
#

Make all projectiles/minislimes that are spawned during the Slime God/Astrum Deus fight despawn when the boss does
As it is right now, fighting Slime God, especially on rev+ where dying to Slime God is not uncommon, refighting the boss is tedious as you must kill all the minislimes that remained and wait for the landmines to despawn, or deal with them in the next fight. I don't see a reason why this should be the way it is, and just adds unnecessary tedium to a boss that many already find frustrating. This extends, possibly to a lesser extent, to Astrum Deus, as his landmines remain after despawning as well.

muted girder
#

Add the Black Belt to the Abyssal Mirror Recipe
Why? The mirror grants a dodge chance that is pretty much identical to the black belt, and it's not that hard to get. Seeing as the recipe doesn't currently have a dodge accessory yet it grants a dodge, this could be implemented to fill that void. The black belt drop chance could also be doubled if the belt becomes too hard to obtain for both the ninja gear and the mirror.

vocal mountain
#

Give the Infernados created by dragon scales a noticeable tint to differentiate them Yharon's infernados. By the point where the dragon scales are available, there's really only three uses for them, clearing out solar eclipse enemies when trying to fight Mothron, Yharon phase 2 and, Scal. However, due to the infernados, which is one of the big reasons to use the dragon scales, there can be a lot of confusion between which are the players and which are Yharon's at times, which in a fight where a single hit can do so much damage, makes the accessory more of a detriment than a buff.

wary rock
#

Don’t do the “if one person does, the boss despawns” thing
I feel like this wouldn’t really make multiplayer more balanced, as say, one third of your team dies as compared to your whole team dying. Instead, I propose a different solution to the problem of the whole “I just need to hold out until my teammate respawns” thing:
Instead, make it so that if the total number of deaths becomes equal to the total number of players, then, and only then, will the boss depawn

tawdry condor
#

can buff potions(excluding yharim's stimulants, foods, drunk princess's beverages etc.) have the same duration instead of being 5 minutes, 4 minutes, 3 minutes and sometimes, 2 minutes (triumph potion).
Why? For consistency when we press b to drink all the potions, the lesser duration ones just expire and we may not know since we are too invested into a boss fight

next quarry
#

Change some existing debuffs to be more unique than DoTs

Reason: A lot of the debuffs are just "take damage". This gets incredibly repetitive(hence all the memes about calamity having flame debuffs), however there are many other debuff types. For example, debuffs that increase enemy aggro, lower the player's attack speed, or reduce the effectiveness of healing(these are just examples btw) would be nice instead of having lots of DoT's that are more or less the same.

near kite
#

Red bricks should not convert to throwing bricks at an anvil
it's already a brick, just throw it... what do i need an anvil for? changing its shape so its more aerodynamic?
it makes no sense to need an anvil to throw a brick, so my suggestion is to make throwing bricks craftable by hand

alternatively: 2 clay blocks at a furnace straight to 25 throwing bricks, no need to craft red bricks

vocal mountain
#

Add an upgrade to the glove of precision and glove of recklessness. These two accessories have a really cool concept, focusing on a single play style for the rogue, with the glove of precision being focused on stealth strikes with the higher power but slower throwing speed, and the glove of recklessness being focused on throwing as many projectiles at the enemy as possible. They have an interesting concept, but they eventually get outclassed by other accessories.

celest mason
#

Make vanilla changes in calamity configureable. Some people don’t like the vanilla changes so I think there should be an option to turn those changes off

blissful shoal
#

Nerf or do something with Profaned Goddess fight. Cocoon phase is just fight-end. Maybe i'm not right, BUT. Immunity-frames-piercing is too strong when your screen is just literally a bullet-hell(and THIS bullet-hell, imho, is much harder than SCal BulletHell.). Nerf this immun-frames piercing and giving to this projectiles a bit more damage will make some balance, i think. Or maybe she needs a bit of decreasing her fire rate on Cocoon phase.

hidden island
#

** Buff the Vortex Beater **

Currently, this weapon is not very good right now, it has about 2.5k-4k average dps on revengeance mode Astrum Deus ( the fight lasted 2 minutes and 11 seconds) and 1.4k-1.6k average dps on revengeance mode Moon Lord ( the fight lasted 2 minutes and 26 seconds).

The dps gears that I’ve used for the Astrum Deus fight was:
-Unreal Vortex Beater
-Hyperius bullets
-Ataxia armor (ranger)
-Aquatic Scourge lore item
-Pho
-Wrath potion
-Rage potion
-Lucky Heart of the Elements
-Lucky Sniper Scope
-Lucky Angel Treads
-Lucky Asgard’s Valor
-Lucky Discordian Wings
-Lucky Destroyer Emblem
-Ranger proficiency level 5

As for the Moon Lord fight, it was the same setup except for the bullets, I’ve used chlorophyte bullet instead of hyperius bullet so I could focus more on dodging his attacks.
As I’ve said previously I think this weapon should definitely get a buff because currently it’s not even worth crafting, I rather save up the vortex frags for the Vortex armor/Celestial Sigil/Galactica Singularities. There’s currently 3 options to buff this weapon so that it could be more viable against Astrum Deus and Moon Lord, the first one could be to buff its base damage from 50 to around 55-60 base damage, the second one could be a mechanic buff, per example reducing the spreads of the bullets will make it so that more bullets can hit Astrum Deus/ Moon Lord giving it more dps in the long run and lastly, making it so that the vortex projectiles from the Vortex Beater fires faster the longer the weapon is being fired could also increase its dps because currently there is an animation of the Vortex Beater speeding up the longer the weapon is being fired but it actually does nothing for now.

median ermine
#

can we get infinite pouches and quivers for ammo provided by this mod? Only ranger classes have a requirement of having to continuously farm bosses or ores in order to do decent damage. While there are mods that provide infinite ammo, they tend to not have the modded ammo or they throw off game balance in other ways

shadow wraith
#

make blood jellys drop the jellyfish necklace.
why: because of the addition of the abyss, the jellyfish diving gear is a lot more valuable. The jellyfish necklace has a very low chance to be dropped from a fairly rare enemy making it very annoying to farm. Blood jellys are technically jellyfish so it would make logical sense as well.

river hawk
#

wiki suggestion: add a line that shows when an item or feature got added, so that people who wants to play the older version can find the version that they want

fading kelp
#

Make dryad sell teratomas post perfs and bloody worm foods post hive mind
Reason: Currently, the only way to fight hive mind in crimson worlds or perfs in corrupyion worlds is by making an artificial biome using the blocks from the evil islands, however, there are some disadvantages to this:

  1. It takes a long period of time - i know that its still possible, dont get me wrong, but letting the dryad sell teratomas and bloody worm foods would be much more convenient and the player can fight them on the islands.
  2. The proccess itself - the collection of the blocks, with all enemies attacking (yea yea calming pots) and later placing all of them on the ground to create the biome is very... how do i say this, boring, tiresome? Im not saying its that bad, but again, it would be better to just have the dryad to sell the items.
neat belfry
#

buff bloody clot staff
For those of you who doesn't know what a bloody clot staff is, it is a summon droped form preformator hive. Currently it does 7 damage and attacks like the slime staff, now this is really just not that good honestly this is weaker than seabound staff which is droped form desert scorge! So maybe buff the damage out put or make it like spider staff where it uses less slots (like 0.75 slot or 0.5) or just make it inflect ichor
So someone else did a kill time check on skeletron and seabound staff takes 3 min while blood clot staff took 4 minutes and 45 sec

mossy edge
#

Nerf or rework draconic elixirs effect that sets you to full health when godslayer or Silva is triggered. Some examples, make it last like one minute, set you to half health insted of full, or give it a drawback of some kind.

  1. Usually, when you take lethal damage when fighting scal you are on the brink of death. In the past, god Slayer and Silva were like a last stand before death, and it kept the fight intense. Usually you can survive for the 45 seconds for it to trigger again, and if you can't, you still get Silva and healing potions. This potion is what makes Scal quite easy when you know what to do during different phases and makes getting low on health irrelevant.

  2. Usually, having or not having a particular item doesn't increase or decrease your strength by a significant amount. That is not the case with this potion, if you have it, your survivability more than doubles without having to sacrifice anything. It is one of the most busted items in the game. Not to mention the other buffs you get with it and no downside.

  3. Why would you ever use demonshade armor when you have this potion and auric armor.

hoary valley
#

A simple suggestion : Calamity adds alternate methods for obtaining most items in the Cell Phone crafting tree, usually craft recipes for anything you can't get from the Traveling Merchant. The only one that's still only a drop is the Tally Counter, which drops from pre-Plantera dungeon enemies; it's not too much of a problem unless you try to obtain it post-Plantera when the new enemies take up the mob cap of the dungeon. Why not add a recipe for the Tally Counter using post-Plantera materials or let post-Plantera dungeon enemies drop them? Any other method would work too.

glacial grotto
#

Forbidden armor's set bonus should shrink to fit the space.
If you've used forbidden armor before you know it's set bonus is to cast a tornado at the cursor like the sand elemental. However, it's often neglected completely, and part of the reason for me atleast but probably many others, is that it needs a large amount of space to actually be usable, meaning it doesn't work underground at all, despite that being where you spend most of your time in early hardmode. It would help greatly if, it worked how the sand elemental in a bottle's tornadoes did, where they shrunk to fit the space they were in. This would allow it to be used in all spaces, and give it more reason to be used ever.

livid sail
#

Make all tools capable of dealing damage deal classless damage.

The fact that all of these items deal melee damage seems to just go to show how much bigger said class is compared to this others. While they do function as melee weapons, you will use tools regardless of which class you play as. It would also not make you feel like you’ve broken a run of a specific class by using a melee weapon thats actually a tool.

mossy edge
#

Nerf death mode skeletron primes health.

I clocked it at 8min and 58 sec (night lasts 9min) with the following gear and five adrenaline: Daedelus stormbow and holy arrows for phase one, megashark and clorophyte bullets for phase two, Daedelus armor, menacing amalgated brain, ambrosial ampoule, worm scarf, ranger emblem, angel treds, moab in phase one and starling wings in phase two. I also was using endurance, life force, archery, swiftness, regen, ironskin, pho, and aquatic scourge lore (had to buff up multiple times).

This is way to long, you shouldn't need five adrenaline to just barely kill him in time. I think the amount of damage you take is fair, but for such a dodgy boss this is simply to much health.

solemn kiln
#

Add Rogue Weapons/Accessories to Seasonal Events so that doing the events pre-DoG isn’t a waste of time for Rogue Recently I thought that in the new big update added to Calamity that they’d add some new weapons or something that rogues can use in the Frost Moon/Pumpkin Moon and I was greatly disappointed to find out there wasn’t such a thing... It’s honestly a shame too, because doing the seasonal events is a lot of fun if you know that there’s drops in there that are worth the struggle of fighting waves of Minibosses. Each class has a weapon in each invasion, sometimes more than one! (Melee: Christmas Ornament Sword, North Pole, Horseman’s Blade) (Ranger: Snowman Cannon, Pumpkin Launcher, Stake Launcher, Elf Melter, Chaingun, Candy Corn Rifle. ) (Mage: Bat Scepter, Razorpine, Blizzard Staff) (Summoner: Raven Staff, Necromatic Scroll, Spooky Wood) For rogue, I think that there should at least be one item per event that rogue players can acquire after defeating Plantera and fighting the events for the first time.

raw scarab
#

Remove the flying carpet effect from the Auric Tesla Armor Leggings, recently tried out the armor and the rest of the armor is quite nice but the effect of the flying carpet causes a big problem. After say 2-4 seconds of flying (i was using celestial tracers) your forced to use the flying carpet and even disembarking and reflying forces you on the flying carpet, in my opinion rather than using the carpet in endgame it is much more efficent to glide through bullets. Cool effect but imo should not be implemented in a endgame armor.

hollow blaze
#

Add a rogue accessory that has a toggle to enter a sneak mode sorta like how vortex armor has the double tap feature. In this mode stealth would regen faster while moving while at the cost lowering the players movement speed. During a boss fight there isn't really much time to charge stealth and the Mirage Mirror and etc loses its effect quickly.

gusty ruin
#

(Edit: deathmode only)
I’ve noticed that every segment of a dune splicer counts towards the maximum mobcount, meaning that during a sandstorm you’re only fighting 2 dune splicers most of the time. This makes farming other sandstorm mobs (like sand elementals) very annoying.
Suggestion: change dune splicers so that only the heads count towards the max mobcount, and cap the maximum amount of dune splicers to 2. If this causes problems with the splicers splitting up, perhaps have every split segment remember the original splicer that it came from.

proud jolt
#

Suggestion: Integrate Yoyo Bag in the Yharim's Insigna recipe; Add Yoyo Bag effects to Yharim's Insigna and Elemental Gauntlet.
Reason: Most melee players will always wield a Yoyo alongside other melee/true melee weapons. As of right now, using the Yoyo Glove post-Moon Lord just wastes an accessory slot with minor benefits that somewhat improve Yoyo weapons. Also, it would make sense for it to be integrated in what is intended to be "the ultimate Melee accessory".

oblique vapor
#

Make Astral Slimes drop Stardust: Simple Consistency change so that every Astral Enemy actually drops stardust

left basalt
#

Limit the Chaos State debuff extension to only when a boss is alive, and in other conditions return it to the base value.

Now that Chaos State lasts 10 seconds, travelling with it normally is even slower than before, even though the nerf was only intended for its use against bosses.

EDIT: Include a tooltip mentioning extended Chaos State duration while a boss is alive to both the RoD and the Normality Relocator

dire anchor
#

Make skeletron's and skeletron prime's arms move as fast as their heads during the boss rush. Currently they movie at their default speed, allowing you to out run them easily. And since you can't see them on the minimap, you can easily lose them, wasting time. Their speed also makes them easy to avoid.

muted yarrow
#

Make it so Astrum Aureus' lunar fragments drop from the treasure bag instead of spawning on his deathspot.

The sheer amount of fragments spawning at the same time caused a lot of issues in co-op where I'd either had to sit through 10 minutes of them slowly spawning until the game caught up or was forced to leave the server and rejoin every time it died despite our connections still being good enough to clear all of the mod's content without issues.

Edit: Forgot to mention that Deus suffers from the same issue.

dapper valve
#

i think either providence needs a nerf or the poltergeist needs a buff. i fought providence multiple times and wasnt even close to beating her but then i went and beat poltergeist on my first try with the same gear i used against providence (and this was on death mode)

next quarry
#

Make Holy Flames have a unique ability besides being a DoT

Reason: The flames 'dissolve' you according to the tooltip, and as such, they should be able to negatively affect the player in some way that is akin to dissolving them. An example would be lowering your attack speed/your movement speed, but that is just an example.

naive shadow
#

Buff the HP of all the pillars, its like the icing on the cake, the sauce on the side... I've always felt like the default hp of the pillars is pretty low compared to the dps of my powerful weapons, as soon as the pillars' shield comes off the pillar dies way too quickly. Sorry if i am belaboring here or this is a worthless suggestion but hey. Just as i said-the icing on the cake, the sauce on the side... Maybe increase the HP of the pillars by 50% or something? The pillars' hp is just too low for the horrors that you face off against at that stage of the game such as: the ravager, PBG, levi, etc.

fervent prawn
#

True Eyes of Cthulhu should despawn while Moonlord is in his death animation in rev+. I can only imagine dying during his death animation and losing your progress there. the Brimstone Monsters despawn during SCal's death, so the same should apply here.

tired kelp
#

Nerf mana overloader healing, it can get you from 50 hp back to 450 by using golden shower on any worm enemy/boss or using something like winter's fury on anything in like 3 seconds

opal gazelle
#

Change tooltip for Giant Tortoise Shell to provide accurate information.
Clearification: currently only states that attackers take dmg when you are attacked and that you are slowed, but doesnt state if teh dmg they take is related to anything or static.

while in reality the damage the attacker takes is 25% of the damage you would have taken and also doesnt state if that dmg is calculated before or after the players armour dmg reduction or the attackers armour.

reason: lacking information and want clearer info, also not even wiki states if the return dmg is calculated before or after the wearers armour reduction (clearifying what i mean: if x unit deals 100 dmg, and i have 100 armour, does he take 25 dmg or 25% of the damage i take after my armour reduction?)

clearification of clearification: i want the tooltip to state that the returned dmg is based on 25% of the dmg dealt and in a parenthesis state (before/after redutions)

that would be my ideal sollution

sharp birch
#

Suggestion: Add a potential colorblind mode for those who have a harder time seeing red green, blue yellow, etc
Reasoning: being red green colorblind myself, much of the bosses are near impossible due to the colorscheme (prov being orange red and yellow, and perf being red and yellow) making the fights near impossible without being able to see what you're doding or suppose to be running into

dire anchor
#

Add rogue and summoner head pieces for the hardmode ore armor sets. This change would give these classes more armor options in early hardmode, which they are lacking. Rogue currently does not have pre-boss hardmode armor set, and the spider armor is very weak in terms of defense (20).

tawdry condor
#

Make camper not work like it works right now
The amount of healing you get from using a photosynthesis potion when its day time with camper is way too much. It makes the providence fight for example a cake walk and usually at that point of the game you already have accessories and other stuff to boost your regeneration already, it can get you from 100 health to 700 health in a matter of seconds. Also the thing is, you can just put it on when you are at low health and take it off once you are at full health

orchid haven
#

make fire tornados that are generated by players a different color from yharon's, kind of hard to tell what will and wont kill your friends in the fight

naive shadow
#

Remove the mana penalty for using summoner weapons

Reason: there is no real reason for summoner weapons to use mana, disable the mana consumption or maybe Nerf it idk... mage weapons should be the only weapons to prioritize mana, summoners just summon their units and do nothing else...

Bonus suggestion: yeah you can always have the option of enabling/disabling the feature in the calamity mod settings within your mod list... i think this would balance the addition

tawdry condor
#

Change the sound of the Kelvin’s Catalyst.

Reason: I like this weapon, but it really really hurts my ears because its a high pitch sound.

urban carbon
#

I recommend adding an accelration affect similar to providence to signus, its too easy to outrun him with a long open area, this will force players to be more tactical in their movement vs rhythmically holding spacebar on and off for 2 seconds each every 4 seconds while holding left/right, the movement pattern is just super exploitable by running one way.

split hound
#

Add a new Boss Rush Curse config option that randomizes the order of which bosses show up first in Boss Rush.
Right now, all bosses show up in a certain order in Boss Rush every single time, and never changes. This can result in this event becoming very boring and repetitive once you've done it enough times. The current curses can keep it interesting... but you still know what's going to happen. This config would make every Boss Rush attempt somewhat different, giving a total of up to 2.04x10⁴⁶ different combinations! However, because Supreme Calamitas and Yharon force an arena on you, those two bosses would be the only bosses that should be seen coming, which can be indicated in someway (ie: the player emitting red dust when SCal is next, and orange dust when Yharon is next). This config would probably be the most interesting config to use, and would keep Boss Rush fun for experienced players.

livid sail
#

Add a weapon, pet or some sort of item that references Andromeda

Personally, I kind of like the concept for this boss, and, with all the sprites having been made for it, I feel it’s a significant part of the mod’s history. As such, there should be some sort of item that references it ingame. Perhaps a mini Andromeda pet or something along the lines of that

tawdry condor
#

Remove Onyx Excavator's incapabillity to mine vanilla Hardmode ores (Cobalt, Titanium etc.) before killing a mechanical boss
Why? Quite simple. It's not a sequence break.

OX has blacklist of tiles that cannot be mined unless specific condition is met (most commonly, certain boss defeated). This concept plays really cool and all, but within all those blacklists, this one is both silly and pointless. Because this is not really a sequence break.
I get it, you shouldn't be able to mine Adamantite ore immediately upon entering Hardmode, but what stops you from fishing a few crates even before Hardmode and opening them after defeating Wall of Flesh? Same results, really, as you need Hardmode anvil anyways to do anything with those. As such, this condition is really just artifically made.

#

Make the venerated locket shoot more than 1 projectile from the illustrious knives
If you didn't know, the venerated locket summons a copy of your weapon from the sky. On the illustrious knives and empyrean knives, only 1 knife is summoned rather than the bunch that the weapon shoots. It should be made that the venerated locket summons as many projectiles as the weapon being used does.

glass bramble
#

"In Death Mode, give the Wall of Flesh an attack that creates Ice Rod's temporary blocks in the player's path, forcing them to navigate more dynamically during the fight instead of running in a straight line."ty RoverBrimLove

solar jolt
#

Make anything that makes you immune to lava also make you immune to fire

Like how the hell is a fire geyser hotter than glowing magma in Hell itself ? Swimming in lava like it's a warm bath then take huge damage from a fire geyser

livid sail
#

Give the Devourer of Gods animated sprites

Personally, I feel it's kinda odd that each segment of the devourer is completely static. I feel there should be some animations given to it. An example could be that, when it decides to charge you, its jaw opens up, and when the head hits you, the jaw closes briefly. The segments could also be animated to better show the swirling energies within its body.

This could also go for other worm bosses

elfin delta
#

nerf starcannon: it can carry you throughout most of prehardmode and some of early hardmode. all you need to do is just farm out a lot of stars, and it can carry you throughout your early game.

waxen junco
#

If youre in caverns in deathmode there could be a small chance of a small earthquake happening at any given moment,where your screen shakes,blocks emit particles and rock entities fall from the ceiling damaging you,the chance could increase as you go deeper

tawdry condor
#

New hair styles-
On the character creation menu or the stylist menu, I've never found a mod which adds new hair for your character. If you all added new hair styles in terraria, it would be a unique thing which calamity has. The male hair styles in vanilla terraria are very dry and boring, compared to the female hair styles, to change this you could add hair styles from other games or anime (Example, Cloud from final fantasy or Alucard from castlevania). That is just a little idea of what hair styles to add for both genders.

slow knot
#

It seems that Supreme Calamitas' death is a bit too simple, I feel like the simple parts falling off on her death isn't enough for a character as powerful as her.
So here's what I suggest :

What would be great is that there is going to be a special sound, like a massive, menacing last growl on her death, so it will add way more hype and all for a massive battle !
As for the animation, maybe a full-screen effect of her brimstone energy exploding out of her as she dies !

Thanks for reading, and I hope to get some of your feedback !

glacial grotto
#

Getting the frost barrier is way too rng dependant. You have two options
wait for the travelling merchant.
He's not garunteed to arrive and often won't even be selling it
or B: hunt ice claspers
god damned claspers. I sat in the snow biome with a zerg, a battle potion and a water candle placed next to me and not a single one spawned, not even one. And even if one did spawn, they aren't even garunteed to drop one. It nakes crafting auric tesla armor harder than it ever needs to be.

Make it drop from cryogen
It's literally the perfect thing for it to drop from. Cryogen not only has an ice barrier on him but he literally IS an ice barrier!
It doesn't need to be a garunteed drop, but it would make it less of a terrible and annoying chore to obtain

oblique topaz
#

Change Rogue accessories with dedicated keybindings (momentum capacitor, sand cloak, spectral veil, plagued fuel pack) into tools similar to the Rod Of Discord
Why?
These items are actually really neat ways to utilize stealth, but they will always be limited by the fact that they take up accessory slots and require their own keybindings to even function. This problem could be fixed by making them more like "rogue tools", granting an effect when at a certain stealth level when used. This wouldn't change their balance too much, but would help make the items even more usable than they are currently.

fervent abyss
#

there needs to be a legendary summon weapon. theres legendary for everything else but

tawdry condor
#

Have a separate track that is played for the entire duration of boss rush instead of playing the track of the boss that is alive at any point

Currently, whenever a boss is alive in br, its track wil be played and while waiting for the next boss to spawn, no music is being played at all. I feel the problem with this is that except for maybe provi and tier 5 bosses, almost every boss can be easily killed in under 20s. This results in segmenting of tracks and we dont get to enjoy a decent portion of any of the ealier bosses's tracks.

left lake
#

Any chance of a simple, optional Calamity nerf in the config? Calamity doesn't play well with other content mods because Calamity weapons/accs/bosses have higher damage and health than other mods

snow zinc
#

Make new themes for each tier of the Boss Rush, rather than using the original boss themes
Reasoning: Some of the boss themes just dont quite mesh with the other ones, having the simple, yet enjoyable themes of vanilla bosses right before or after fast paced, intricate themes of calamity bosses, Not to mention that the contrast in intensity of themes is wildly different from others, for example, the jump from Eater of Worlds, with the simple Boss 1 theme that we're all familiar with, to the fast paced and intense theme of Astrum Aureus is way too jarring. If each tier of the boss rush had its own theme, the transition between themes would be perfect, scaling in intensity until the climax of tier 5. Perhaps, Also, the themes for each of the tiers could contain leitmotifs of the themes of bosses who are in their respective tiers. (Edit 1, i did not notice @/Thunstic#0071's suggestion until just now, but using one theme for the entire boss rush would get a bit repetitive. Having a theme for each tier will make the overall experience feel as if it's leading up to tier 5.)
(Edit 2, Dokuro does not have to compose the themes, we all know that's way too much to drop on him at once)

foggy drift
#

I feel like bloodflare weapons do way too little lifesteal. I thought they would be life steal based weapons and that would be the gimmick of it, but most of the lifesteal they give is so insignificant that I barely even know it does it even though that’s one of the selling points in the item description. I suggest nerfing the damage and buffing the lifesteal to make bloodflare feel more unique.

fathom hedge
#

Revert the replacement of Shattered Sun and Phantasmal Ruin with Alpha Virus and Enchanted Axe in the Celestus recipe
So like... why is this a thing in the first place? This change makes no sense. It actually removes some progression from the item. If the new items were both boomerangs (which Alpha Virus isn't btw), then that'd make some sense - you're trying to make it so the Celestus is crafted with only boomerangs since it itself is a boomerang. But that's not even the case with this change. So I ask again - why did this get implemented?

dusk hedge
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Supreme Calamitas Suggestion: Try to make the Brimstone Monster fade away instead of making it instantly despawn when disappearing.

I just feel that the Brimstone Monsters fading away would be a dramatic touch to the ending of the battle. Don’t get me wrong, I was happy about the Brimstone Monsters disappearing when Supreme Calamitas reached 1% health after a year of waiting but the Monsters instantly disappearing would be less climatic imo.

glacial grotto
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Make the rock placable. The rock is meant to be a trophy, however you can't put it anywhere because of tmodloader issues. It'd be nice if it could be placed on something so that it can be a display trophy

gloomy tree
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Nerf the Meteor Rain that Yharon fires when he spins in P2 in some way.
Yharon is excellent at being a "tough-but-fair" boss, where all of his attacks are brutal yet predictable...Except for this one. These meteors usually cover at least half of the arena, and if he spins in the middle, they can easily cover the entire arena. There's no way to tell where they are, either, since they move so quickly. Combine this with the speed required to avoid Yharon's other attacks, and these fireballs are essentially just luck. For comparison, they're faster than SCal's BH projectiles, and that's a fight where you're supposed to move slowly.

There are several ways this could be fixed, such as keeping them in a smaller area around where Yharon spins or giving some kind of warning about where exactly they are. I'd rather leave the exact solution to the devs, though.

For clarity, I'm not talking about the attack where Yharon moves horizontally and drops the fireballs in a line. That attack is at least predictable, since you can just stay away from the area where he used it. The spin fireballs go much further away, and that strategy doesn't apply to them.

broken sluice
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This isn't high priority but make it so the calamity mod specific music boxes can be played using wires.

turbid berry
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Give the Fin Wings an alternative way to be obtained, similar to other quest items.

Reason: The only way to obtain Fin Wings currently is through a 1.4% chance after each fishing quest you do after you've already done 10 fishing quests in Hardmode. While the chances for Fin Wings double after 50 fishing quests have been done, that's still a very low chance and I shouldn't have to do more than 50 quests for this anyway. You probably won't even do the 10 angler quests because that is already way too long compared to how long it takes to get the other wings at that tier. And knowing that you have to wait a full in-game day for another quest, and cosmolight doesn't reset the quest timer, you'll probably obtain some legendary drops faster than you would obtain this.

Most of the Angler's useful items have alternative ways to be obtained and I believe Fin Wings could use an alternative too. The only other items you can only get from fishing quests are the Fish Hook, which isn't even as good as the Ivy Whip, the Fuzzy Carrot which gives you a mount that isn't really helpful at all for anything, and decorative/vanity items. All of those don't necessarily need an alternative way to be obtained because they are pretty forgettable anyway, and Fuzzy Carrot is a guarantee after your 5th quest. Everything else you can get from the Angler is obtainable outside of fishing quests and it's probably because the quests take way too long to do and those items need some easier way to be obtained.

The point I'm trying to make here is that currently Fin Wings are just the worst to obtain which only encourages you to get a different pair of wings because otherwise you're gonna be doing angler quests for the next few hours at least. This shouldn't be so hard to obtain and knowing that no other pair of wings take this long to get, I can't see any reason for why its requirement should stay as it is.

dapper valve
#

Considering the defensive accessory modifiers increase defense more once youre in hardmode and post ML, maybe make it so that the ironskin effect gets stronger in hardmode and post ML as well. Ironskin becomes a bit useless once you get really defensive armor, so giving it a small buff similar to the modifiers could give it a bit more use lategame. Adding upgrades to the potion could work alternatively, like combining an Ironskin potion with mythril/orichalcum ore and then that new potion with luminite ore, for example.

#

Maybe Yharon could rarely drop a vanity helmet that looks like Yharim's special Auric Tesla helmet, because it's practically iconic to fans of Calamity, unless his helmet will be obtainable in the future. The helmet looks really cool and it'd make sense for Yharim's companion to be the one to drop it. It'd also make sense because defeating Yharon allows access to actual Auric Tesla armor.

brisk anvil
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A Crabulon sentry. This would help in two areas; Crab has comparatively fewer weapons relative to many other bosses, and there aren’t any sentries in pre-HM at all. Plus, Crab is probably the least mobile boss in the mod if not the entire game so it makes sense to have an immobile sentry based around it.

mossy edge
#

Add an Old Ones Army expansion (not just items, but other unique things as well like enimies or waves (later in the game)).

Currently, there is almost no reason it do it in Vannila, and Calamity only makes this worse by providing better options to already bad but unique and interesting items. Calamity expands on almost every aspect of the game and even things like that granite biome, yet OOA remains entirely ignored. It's a shame to since OOA is very unique in Terrarria and can be done multiple times in a playthrough while gaining new challenges along the way. However as it stands right now, there is almost nothing that can be gained from it and thus no reason to do it.

muted yarrow
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Make it so the RoD/NR Chaos State nerf only applies during bossfights (both the inability to use them and the extended duration)

I understand why that nerf exists, however, bosses aren't their only use. They play a big role in exploration and overall mobility, so not only having chaos state increased to 10 seconds but also being straight up unable to teleport while the now longer Chaos State is present makes this way more of a chore, specially around areas you just don't want to pickaxe through.

proud jolt
#

Edit the Profaned Shard / Profaned Core tooltip so it mentions that it can only be used in Underworld and Hallow.

Pretty self explanatory. As of right now, it only mentions that it can be used during daytime.

tawdry condor
#

Add some visual and aesthetic additions for situations when Mech Bosses are naturally spawning

Why? Because to add the encounters more intensity and making their arrival more exciting. So, what should be used for these additions?

For Destroyer, maybe the ground would start shaking like an earthquake would occur. As the time passes and becomes closer for Destroyer to spawn, the quakes would occur more often.
For Prime, maybe it would start snowing for no reason or cold winds would start blowing. The winds would be more intense as time passes.
For Twins, maybe you can add quotes to some NPCs that something doesn't feel right and they either ask you that if something is approaching or some NPCs can be pissed off and shout at you like Female NPCs do during Blood Moons.

Of course, these effects disappear when Mech bosses spawn and after they are defeated.

pseudo juniper
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Make the DPS meter count DoTs.
❔ : Some calamity weapons, such as the lionfish and the shellfish staff, use DoTs as their main damage source and therefore can't really be tested accurately using the DPS meter. I think this addition would generally be nice to have and would help in testing stuff. It wouldn't only help for testing the listed weapons, but also help in testing any other weapon that uses DoT debuffs.

quartz steppe
#

Make the Plague debuff able to be spread by whatever has it. (i.e. A bat inflicted with the Plague debuff that touches an un-debuffed slime would transmit the debuff to the slime.)

Cannot be transmitted back to the player if the player inflicted it first on an enemy

It would give the plague weapons more utility as crowd control weapons. (which would be useful for post-Golem events such as the Martian invasion or the Celestial pillars) Worm/Segmented bosses are immune to this

tawdry condor
#

Make drew’s wings give the player dmg/crit boosts while wearing auric tesla armor

Almost immediately after one gets necessary materials and drew’s wings, they will craft it into celestial tracers. In scal fight, celestial tracers is usually better than drew’s wings because of preserved movement speed on the ground, extra iframes etc, and the little bit of reduced flight time is insignificant since you don’t need that much flight time for scal anyways. Drew’s wings therefore is inferior to celestial tracers and is hardly used at all.

Making the player get dmg/crit boosts when wearing auric tesla armor and with drew’s wings on compensates for the reduction of maximum move speed back to normal when touching the ground and the extra i frames. Drew’s wings will therefore be able to compete better with celestial tracers for its usage against scal since it’s the player’s choice of whether they want increased dmg/crit or preserved ground move speed/extra iframes.

honest star
#

Make the sphere things that the Slime God spawns despawn when SG despawns - just makes it annoying when trying to nohit as you have to wait for them to despawn

split hound
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Make enraged Golem more threatening.
As he stands right now, it’s much easier to fight Golem outside the temple than inside the temple, even if he enrages outside it. At the surface, the fireballs have nothing to bounce on, and everything else can be dodged by running in one direction, even the head. Because of this, there’s no reason to make an arena in the temple since you can just actuate the blocks beneath the altar and fight it on the surface with an already-existing arena. Here are some ideas of how to make enraged Golem actually more threatening:

  • Lasers shot from body/attached head now have spread again. Because of the extra space from being in surface, lasers having spread is justified.
  • The detached head should remain invincible. As soon as the head dies, the Golem is a sitting duck, but only when enraged. His lone body poses more of a threat in the temple than when enraged, which doesn’t make sense, as the enraged version is supposed to be harder than the temple version.
  • Significantly higher jump speed that scales with player height (like King Slime). The player is very likely to stand on a platform above Golem and just keep running. Higher jump speed would be more threatening towards this strategy.
next juniper
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Make the meld blob drop from all pillar enemies

#

If only one pillar can drop the Meld blob for the Xeroc gear, most people would just battle nebula first, kind of making an unbalance. Seems kind of unfair for Nebula to carry both throwing and magic classes.

formal vale
#

A new pet drop by Supreme Calamitas.
But to do that, THE DAD MODE. (Deathmode Armageddon Defiled) Reason: A person doing such a challenge would be rewarded with more.

bleak surge
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Make Luxor gift work at yoyo differently or rework it.
Reason : is because it count as melee and yeah whenever we hit it only release one projectile. but we always hold click yoyo so maybe it can always release more projectile like the other hold clicking weapon. like gun or sword etc.

gaunt birch
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Update the Textures of the Brimstone Monsters
The fact that most people think these are moons until they get killed by them is kind of a tip-off. I don't know whether the fact that they're projectiles is limiting (and in that case, you can probably just make them an invulnerable entity), but they are out of place in the SCal fight for this reason. As it stands, most of them is just pure red circle. I think this could be easily resolved by adding some shading and extra detail, to the otherwise empty part of the texture.

blissful shoal
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Let dryad sell perforators' hive/hive mind summon item in a corruption/crimson worlds. The fact that she is selling BoC or EoW summons in corruption/crimson, but not selling PH or HM summons in these wordls makes me feel weird. Just why not?

glacial grotto
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Nerf Obsidian outlaw or make obsidian immune to explosives pre eow

Obsidian outlaw as of now can be gotten pre boss, yet can match aerospec in terms of raw stats, gives around 20 something defense, and results in most rogues just skipping any armor set that comes before aerospec. It just straight up breaks early game

autumn sluice
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Add an effect to signify when the Wall of Flesh is about to shoot
The wall of flesh is one of the most straightforward, inconsistent, and boring boss in the game. This is all due to the fact that his lasers shoot at random intervals, random quantities at times, and how they sometimes move or get inside of the ceiling or floor. In short the fight is total nonsense and needs to have some consistency to make it more interesting.

fading kelp
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Modify yharon's healing phase
Reason: Right now the healing phase feels a bit... boring? anticlimatic? what's the word? anyways, changing up yharon's healing would add more depth and immersion to the fight. There are a few ways to do it but one idea i can suggest is have yharon stay in one place, healing up (perhaps add a beam of light towards the sky, for spicynees :P) and some sort of bullet hell for the fight to continue without the player just waiting. The bullet hell doesn't have to look like other ones (DoG laser wall, SCal bullet hell, etc.) But then, it's only an example of what can happen during yharon's healing, the opportunities are endless.

tawdry condor
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Crabulon mount
Is this a thing already? I'm honestly not completely sure but if it isn't it really should be. It doesn't have to be good or fast or strong, I just wanna ride crabulon so I can partake in crab raves with friends

mossy edge
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Reduce the time between waves during a phase that has already been cleared during Old Ones Army.

Farming OOA takes forever, and often if you want to get everything you need, you will need to complete the same phase multiple times. The problem is that OOA was designed to be hard to farm, yet has to be done a lot to be worthwhile. However, if you reduce the time between waves during cleared phases it would make OOA farmable, resulting in some more people actually bothering to do it. This way, people will have the opportunity to check out some of the unique items that OOA provides.

silver patrol
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Make it so Trashers can be targeted by minions without first hitting them with a non summon weapon.

Getting items or just being in and around the Sulfuric Sea becomes far more difficult for summoners when you can’t attack a common enemy like the Trasher, which can deal significant amounts of damage until post-Moon Lord, and if you’re afk or just not paying attention because you have 15+ summons to defend yourself, you can be killed by them easily due to them being invisible to summons until damaged. Currently the only way to hit them with summoner, is to first hit Trashers with a non summoner weapon that can actually damage it before your minions have the ability to target and hit them, which is annoying if you want to be pure summoner, or don’t want to switch to a different weapon every time one spawns.

woeful elm
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Expansion of Pre-Hardmode Mounts

In pre-hardmode, player mobility is incredibly limited, and that tends to cause problems in boss fights and even just exploration. Mounts are an extremely helpful tool for players, but most good mounts are not accessible until late phm/hm, or are so rare its almost not worth it to try to get them. Expanding on the current roster of mounts would allow players that extra mobility that is lacking during that rough time.

frigid gull
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Have the WoF regenerate health while it isn't fighting a player

Since the Wof doesnt despawn upon the death of the player, this makes it very cheesable as it can be fought again easily. To fix this, make it regenerate some lost health while the player doesnt have the debuff that it inflicts. This would make it harder to cheese.

magic bear
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Make sound based weapons do symphonic damage with thorium mod enabled

Although not by much, it can help people who play bard make beating the game(including calamity bosses) easier, since items like the eidolic wail are quite powerful. I suggest this be toggled on/off in the mod configs.

plush tinsel
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Stop Cryogens Ice Bombs from exploding

They just make the fight annoying as hell. You kind of just have to make a bigger arena since when you see him spawn those you know that that area will be covered in a flurry of ice rain shortly, so you just go somewhere else. It doesn't add much to the fight it is just annoying when you once agian dash into a random ice shard flying around. Maybe make them last longer kind of like the obs created by the slime god so you have to navigate around them. But at the moment you just have to leave the area since expecially later there is no way to dodge the explosions and all the other stuff he is throwing at you.

mossy edge
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Nerf barinaudical

Rangers have access to the Daedelus Stormbow, and that makes Aquatic Scourge kinda easy so you can get the barinaudical for basically free. This isn't that big of an issue, but this weapon has a much higher dps that all ranger weapons obtainable after Calamitas (not Plantera), and has the hightest DPS of all these weapons (not including halibut canon). This weapon is by far the best ranger weapon at everything until plant, so rangers have almost no options at this point because of a weapon you get for free. It makes the gameplay much more boring in all aspects of the game for rangers, and this point in proggression lasts a exceptionally long time.

I did a DPS check on all ranger weps with the same gear, and a third of the weps were at 600 DPS, half at 850 DPS, and the rest at 1000 DPS. Barinadical has 1250 DPS, the exceptions to this are Daedelus Stormbow (only better for destroyer) and halibut canon.

blazing heath
#

hide of terra astrum deus buff should be shown on the buff display

Mostly self explanatory. Would help with knowing how long the bonus damage will remain after taking a hit.

fast blaze
#

could there be an NPC that spawns on the surface once you kill your first Calamity Boss that tells you an enemy to look out for based on progression

spare tiger
#

some sort of emote added to suggestions that acts as the opposite of ⭐. maybe when the number of this emote reaches a certain size, the suggestion is deleted automatically

autumn sluice
#

Remove or change Skeletron Prime's drone spawning move
Skeletron Prime is tanky, too tank, the number of times this is mentioned attests to this. However i dont believe that DR is the issue but rather the move where Skeletron Prime flies in large circles spawning drones. This move renders him practically invincible and is done far too frequently leaving you with phases where you kill the drones and he does this move again immediately after. Its impossible to get any good damage in because of this move causing the fight to drag through the entire night. It has become commonplace to fight skeletron prime post plantera or calamitas simply because of this huge DPS wall.

opal gazelle
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Remove the most (meaby all) of the negative effects from lore items, it just feels bad to have a conditionall boost for example the crabulon lore item, i really want to be able to dodge worms early on but that makes it harder but i also want to be able to regen from said worm attack but i have to choose between movement or regen or

the eye of chtulu which makes less sence in my opinion, i mean i have eyes and my vision isnt reduced at day, however if we were slightly blinded for like 30 seconds every morning would be fine but not ALL day

Clearification: currently lore items feel massivly less rewarding due to their negative side effect and the genuenly feel even worse to have because they also take inventory space, think the lack of inventory is a hard enough choice already

fair holly
#

Make cryogen drop less essence of eleum, BUT make his summons have a chance to drop it.
Cryogen is not that hard of a boss, but some people may still have problems with him, and farming his summon is pretty boring and sometimes hard, because when you just get into hardmode, you don't really have a lot of damage and armor, so searching and killing mobs that drop this essence(especially turtles) is a loong and boring process...
But if his summons will drop it, you won't have to farm so much for your next cryo key, and all in all it won't be much different for people who farm cryogen for essence or whatever.

sullen raven
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Make it so that MOAB can break fall damage (like lucky horseshoes) instead of being a wing
After moonlord, Seraph Tracers and its upgrates are avaliable and essential to players. That means that defiled rune players are no longer able to use MOAB now that they have to use Seraph Tracers +. Many even resort to using Bundle of Balloons so that they will have sufficient vertical mobility to beat the post-moonlord bosses.

spark copper
#

Make the Molten Amputator be a crafting ingredient for the Nanoblack Reaper
Currently, almost all if not all of the providence do not have something to be used as an ingredient for while most of the other endgame weapons craft into a weapon of the Auric or Shadowspec tier. I think that the Molten Amputator would be a good ingredient for the Nanoblack Reaper. It's how weapons like the Ghoulish Gouger and the Ruinous Souls and all of the DoG weapons have a purpose which is crafting the Apotheosis as well as the Yharon weapons being used to craft the Drataliornus. Also, the weapons from Providence become near-useless when the next set of bosses, being the sentinels and Polterghast, give weapons that are far stronger than any of the Providence weapons. The Molten Amputator would also be a good crafting ingredient for the Nanoblack Reaper to balance it out and make it harder to craft.

steel raven
#

Buff Revengence mode calamitas or nerf the mechanical bosses

The mechanical bosses were way too difficult to the point where I just ended up skipping them. Fought the brimstone and killed calamitas with very few attempts. There is almost no difference between normal mode calamitas and revengence which is why I would like it to be buffed. New attacks which are more difficult to dodge would make the fight more challenging, as well as possibly homing ones.

subtle vine
#

I’m reposting a very, very old suggestion of mine: tiered trophies!

Calamity adds several, much harder difficulties. A trophy is good, but sometimes you wanna brag about your lastest DAD DoG kill, and an old vanilla trophy doesn’t quite cut it. That’s why I suggest trophy tiers!
A few rules about those special trophies:

  • To get trophies of a tier above 1, you must only use weapons of a tier below the boss’.
  • They can be crafted into the tier below them (but obviously not above), so if you don’t like how they look you can get back to vanilla.
  • The higher tier, the more commonly they drop (last tier is guaranteed)
    As an example, these could be the tiers!
    Tier 1: Vanilla. Do I need to say something else?
    Tier 2: Bronze. For defeating the boss in Revengeance
    Tier 3: Silver. For defeating the boss in Death
    Tier 4: Gold. For defeating the boss in Death, with either Defiled Rune or Armageddon activated
    Tier 5: Platinum. For defeating the boss in DAD mode
wraith horizon
#

Add more differences between Statis’s Blessing and Statis’s Curse.

Statis’s curse is supposed to be the post-LC upgrade of blessing, yet the only difference is that curse causes minions to inflict shadowflame, an average DoT debuff. Other than that, they both increase minion slots and damage by the same amount. The more recognized benefit of curse is that it can be stacked with blessing, and considering how similar the two are, this makes it basically just equipping two blessings at once. This isn’t how an “upgrade” of an accessory should be used. An upgrade should be better than its downgrade to making it obsolete in the face of it, and curse just copies and pastes blessing+shadowflame.

novel sapphire
#

make queen bee harder on the surface in rev+
it makes no sense that queen bee on the surface is easier then queen bee underground, enraged forms should be harder then the normal form of the bosses.
so my ideas for making queen bee harder on the surface are:

  1. all small bees and hornets are buffed while fighting the queen bee (i will get to it later)
  2. make queen bee's stinger attack have a wider spread so you can't just run at a strait line from the entire attack
  3. bring back the bee summon attack but instead of small bees being summoned queen bee will swiftly call for a decent amount of hornets to her aid (this attack would occurs at random to throw the player off) [she wouldn't be able to spawn moss hornets in PHM but when you get to hard mode she will]
foggy wasp
#

Move the demolishing laser beam of the crystyl crusher to RMB
Seriously i want to use it without deleting my world, im pretty sure others want to.

plain bolt
#

auric tesla furniture because it would look cool and you can flex on the noobs who arent rich enough to make a house out of auric tesla stuff
it would just be nice to have more furniture
basically just add more cool furniture sets because it would look pretty damn cool if the current furniture is anything to go off of
also where tf are my modded toilets

frosty vessel
#

Buff polterghasts Hp or damage reduction or something, please it's pretty easy to fight right after moon lord with the right equips, even on revengeance

naive shadow
#

Suggestion: Nerf the duration in which Yharon's Flare Bombs/flare dusts Remain in the air, assuming that the flare dust attack that Yharon uses during subphase 5 after 10 seconds has the same mechanics as his flare bomb attack...

Change: Maybe change the time in which they explode from 10-6/7 seconds

Reason: the reason for this is because they keep on ruining the fight for me, they just stay in the air and you'd get hit by them because of their non sensical Hit-Box... I know i know, "You can just RoD through it," But you must understand that Chaos state doesn't wear off instantaneously anymore. That shit is old news because you have to wait a FULL 10 SECONDS for chaos state and i think the Flare Bombs/Flare Dusts' duration until they explode being reduced can balance this whole bull-shittery out. the giant Flarenados do not help as well because they block your save passage. you can always choose to ignore this suggestion but you should implement this to make the Yharon Fight less Painful and Gut Wrenching...

Summary: A short summary of this is Change Yharon's Flare Dust/Flare Bombs' duration until they explode/despawn to 10-7/6 because chaos state has been nerfed from 6 to 10 seconds which is bullshit...

signal rose
#

Slightly nerf depth crusher's hammer power or make it rarer.
Currently, the depth crusher is extremely powerful in terms of hammer power and ease of obtaining it.Comparison with other best hammers/hamaxes in pre hardmode:
Depth crusher:70% hammer power, 22 tool speed, drops from moray eels(ocean/abyss floor 1 enemy) with a 6.67%/10% chance, obtainable pre boss;
Aerial hamaxe:65% hammer power, 26 tool speed, crafts from aerialite bars, post hive/perf;
meteor hamaxe:60% hammer power, 16 tool speed, crafts from meteorite bars, obtainable pre boss by smashing a shadow orb/crimson heart(technically should be around the level of EoW/BoC);
Molten hamaxe:70% hammer power, 14 tool speed, crafts from hellstone bars, obtainable pre boss by the reaver shark(technically should be obtained around the level of post EoW/BoC);
rockfish:70% hammer power, 14 tool speed, fished in the cavern layer with a 2% chance at 50% fishing power, obtainable pre boss;

As you can see, the depth crusher is by far the easiest to obtain and arugably the best hammer out of all of these:As it's drop rate is quite high at a 10%, a bit of farming with water candle(easily acquired from the dungeon)/battle potions nets you the best hammer pre hardmode;Others are either locked behind bosses or require at least a bit more effort to get, as they are obtained through fishing/mining.

queen linden
#

Move Honey Dew slightly further into progression or remove Living Dew
BrimSus: What a point of Honey Dew being an upgrade, if it is obtainable on same tier with Living Dew (early HM)? Hell, why Living Dew is needed to exist, if upgrade to it does everything, but better and are obtainable at same time?

blissful shoal
#

Nerf DeathMode Twins Retinazer charge in his "sub-phase". Playing with fargo's maso-mode makes this boss impossible to beat, 'cause this 👁️-gye just charging 100 miles away from you, causing to burn to death because of fire aura in maso-mode.

wanton eagle
#

Fix the issue with resummoning minions
Resummoning your minions to hit bosses or enemies is incredibly useful, but there's an issue with calamity minions where you cant resummon them. if you have the calamity resummon workaround mod, you usually wont be able to summon up to your max minions because of it. i'd be cool if I could resummon my minions or be able to resummon them while having all 6 of my minions out.

safe estuary
#

Item Recipes for regular mimic drops, which can be annoying to farm

glacial grotto
#

The Supreme Calamitas pet should speak
Generally important/hard to get pets have some kind of unique gimmick
Companion cube is the most expensive item in vanilla. It stabs you and makes noises in lava
Primrose keepsake costs 10 platinum to get the components for. It summons two pets in one and one of them makes noises occasionally
Cosmic plushie requires somehow getting to DoG and beating him on hardcore. She not only adds new quotes for npcs but also stabs you and summons a boss minion
Essentially all the important pets have gimmicks
Scal is the current final boss and could argueably be considered the mod's mascot, so it'd be nice to give her pet a gimmick.
Scal tends to be very talkative throughout the battle, so it'd be cute if she spoke to you in chat occasionally,
Maybe commenting on your current situation occasionally or making fun of you when you take damage

lapis reef
#

Suggestion: since we already have an ancient armor set for the old sprite of one set of armor maybe we could have more for any other old armor sprites and like also possibly ancient boss masks that have a small chance to drop from bosses (sorry if i didnt do this right im not good at formating stuff like that)

tawdry condor
#

Reduce skeletron prime's max hp / dr

Currently, in Rev+, Prime has 90k hp and 20% dr. Due to the fast speed all the hands and the head move at, it is already extremely difficult to hit prime consistently. In addition to that, his ai makes him an already agile and difficult boss to dodge. With normal (non glass cannon) gear, the player only has around 400dps on prime so the fight is extremely long. To compensate for his difficulty and to balance out his overall difficulty with other bosses of the same tier, I suggest lowering the difficulty by lowering either his dr or hp so it makes the fight less lengthy.

fading kelp
#

Make cryogen's projectiles more visible
Reason: As of now, spawning cryogen will lead to a snowstorm starting, severly reducing the player's visibility. Either one can reduce or completely remove the snowstorm's blinding, or make cryogen's projectiles easier to spot. There are a few ways to do this and here are some:

  1. Give the projectiles a glowing effect - they don't have to glow too much, just enough to be seen.
  2. Make them more or completely red under the dangersense potion effect - that way one doesn't have to change the projectiles themselves, just make them heavier effected by the potion.
  3. Give them a darker colour - this might counter-effect the snowstorm's visibilty decrease.
tawdry condor
#

Add nostar as an opposite to ⭐ to more accurately gauge whether a suggestion is well liked vs well disliked, ! was used for that purpose by many, since the bot update, they can't do that anymore (which is good) but a way to express they disagree with a suggestion would still be neat to have. As for what happens when nostar reaches the threshold, the suggestion would get rejected.

Reason: Many places have a way to express agreement or disagreement, currently the only way is via #suggestions-discussion which may not even be read/taken into consideration whatsoever when a suggestion is sent

safe estuary
#

Buff Bloodstained Glove
Bloodstained Glove's 1 HP every few seconds isn't nearly enough. Filthy Glove is better in just about every way. I would increase the HP gen from stealth strikes by a fairly significant amount, because 1 HP simply doesnt provide meaningful sustain given that stealth strikes happen once every few seconds at most.

hazy void
#

Make mimics be force-summonable via keys-in-chests like the biome mimics

While mimic farming is tedious and tiring and entirely random, I don't particularly think crafting all of their drops is the right way to go, which is why I propose that they be summonable like the hallowed and corruption/crimson chests are via putting some key in an empty chest and then closing it.
I'd suggest putting a golden key in a chest to do it, but I don't know if that'd be a problem because it's a prehm item to summon an hm enemy, along with golden keys spawning in chests already in the dungeon. So it'd probably have to be a brand new key altogether, one that preferably isn't easy to get as to not completely trivialize mimic-item farming.

open scarab
#

A bosses legendary should be made a guaranteed drop after killing it for the 100th time (and other 100 intervals)
Why? Legendary weapons are already rare enough and are really good, by making it a guaranteed drop for the 100th kill it doesn't make the item any rarer or harder to get but also removes some tedium for really unlucky players

prisma vortex
#

Make Night's Edge shoot projectiles like True Night's Edge.

orchid haven
#

increase the damage you take while holding Deep Sea Dumbells to discourage using the right click to cheese bosses (seriously, i could one shot polterghast shortly after getting the dumbells, it's kinda cheese)

silver briar
#

Rework Calamity lifesteal based weaponry.

There's a hugely problematic presence in Terraria's weapon design, and that's lifesteal. If overtuned, the player becomes unkillable, and if undertuned, the effect has no relevancy to the game. When tuned correctly, it acts as a makeshift life regen that can be frustrating and inconsistent.

So, instead of sticking to vanilla's shoddy, awkward means of lifesteal, I propose that lifesteal should embrace it's regen-esque elements and instead grant the player buffs to life regeneration depending upon certain conditions.

Each weapon could handle this differently: a rogue weapon that grants lifesteal regen on stealth strikes, a ranged weapon that provides it for using certain ammo types, a summon that channels it at the cost of minion slots, you name it. By embracing the flaws of lifesteal and considering it more practically, the mechanic can still have an identity without being as frustrating.

The duration, potency, and conditions are extremely malleable. You could have extremely short, but very high potency effects or more consistent, low-and-slow effects for other weapons. This way, lifesteal can have a place in the game, as well as some variety, without being so frustratingly inconsistent and unintuitive.

Edit: to be clear, i don't expect every existing lifesteal weapon to be rehashed, but rather some more relevant/important examples, and hopefully future lifesteal weapons moving forward. this is more about future-proofing than anything else.

edgy heron
#

Make Adrenaline/Rage Hair Dye Yes, I know it's kind of a joke Idea, and is isn't much of a huge game changing item, but I believe It would be an interesting thing within the mod itself. It could just have the player character's hair change color based on the percentage of rage or adrenaline, from a dark to light gradient, and the use of one, the other, or both could have a unique effect such as sparks emanating from the player character's hair or body when used, much like when rage, adrenaline, or both are used.

tacit arch
#

Nerf or lock Blood Moons pre-boss

As many of us have experienced having a blood moon on Death early game is very frustrating and can lead to getting overwhelmed very easily specially in the very first nights due to a lack of piercing and AoE weapons at that point. This makes exploration during it (or even leaving your base) very risky so here are some probable changes you could to to it:

-Locking Blood Moons behind a early game boss and buff the pre-boss weapons obtainable in it (like bouncing eyeball, which is outshined by many weapons acquirable at the time) accordingly (Personally I think EoC could be the best boss for this as it fits the blood-ish/gory theme of the blood moon, but any boss really).

-Increasing the health requirement from 120 to 180, so that the player can survive longer the event

-Making it not happen in the first 5-10 nights so that the player can prepare more for it

-Decreasing the spawnrate to 2.5-5 times the usual instead of the current amount (right now it is like pre-nerf zerg, but you don't have control over it until you kill Cryogen and other pre-Plantera/Calamitas bosses, this makes it frustrating to deal early game with as you have to lock yourself doing nothing for around 6 minutes due to the hordes of enemies outside).

-Balancing its interactions with Death so that it is not as frustrating to deal with early on

clear barn
#

Let Ghost Bells drop Mana Jelly so you don't have to repeatedly die trying to get to Phase 3 of the Abyss in early Hardmode. You shouldn't be punished for not farming an item before Hardmode.

wanton eagle
#

Improve the Tempest Staff minion AI
Currently, the sandsharknado staff seems better than the tempest staff because the tempest staff's AI is garbo. It doesnt like to attack if its too far from the player, and then it tries to basically touch the player in order to attack again, and its not fast enough to get close to the player while fighting.

Example: Tempest staff could barely hit pumpking at all unless i was willing to get hit, while sandsharknado staff killed pumpking in a reasonable amount of time.

mossy edge
#

Buff Old Ones Army weapons and add new ones.

So I decided to test every single OOA weapon against bosses, the results are the most OOA weapons are pitifully weak. Here is an example, barinaudical (aquatic scourge drop) does about 6x more damage than phantom pheonix (A post mech OOA weapon). Also, there are currently no rouge weapons, two mage weapons, two ranger weapons, five melee weapons, and twelve summoner from OOA. Calamity has so far added rouge weapons to every point in proggression but OOA and there isn't many mage or ranger weapons.

If you want to know the exact numbers from my testing, I made a google doc here.
https://docs.google.com/document/d/16utzc3UJcdLhWcfMI3gW4vYoWfe7XEtEm3vCAaVKvG4/edit?usp=drivesdk

mossy edge
#

Remove the wait for Moon Lord spawning when using celestial sigil

On Vannila, moon lord is the final boss, so this makes sense to make it more dramatic and intense, but on Calamity, this isn't the case. You still have many more harder bosses to fight. Often, you will have to fight moon lord multiple times to win, especially on higher difficulty modes. You will also have to do it later in the game when mool lord is a breeze for luminite and weapons. Simply put, this wait is really random and irritating with Calamity.

elfin valley
#

increase poseidon trident sphere homing speed
why?= Hell, its sad to see a tome like this having such bad homing speed, take an example with the destroyer, you hurt the destroyer and it releases probes and so the problems begin and is that the trident spheres will just and only home into the probes, and the destroyer can get near the amount of spheres you just shot trying to at least destroy the probes, while in the process they slowly disappear, while also slowly trying to reach its target. It might have an ok speed but dam it really isnt with boss speeds from difficulties like death or Revengeance.

oblique topaz
#

**Give the Xeroc items more thematic consistency (namely, the ones crafted exclusively from meld bars) **

Although I'm not exactly sure of the dev's plans for the Xeroc set of items, considering that a rework has been mentioned several times, there is an underlying confusion associated with the meld bar items that is hard to ignore, and I feel a suggestion is warranted to spark a discussion about it.

The meld bar items are a hodgepodge of odd ideas. Despite being a pseudo-fragment, they only directly craft one rogue weapon, with the others requiring stardust as well. Tome of fates, The Empyrean, and Xeroc Greatsword all have vastly different themes in how they function, as well: They inflict Cursed inferno for some reason, tome of fates has a brimstone theme going on, greatsword shoots plasma balls, etcetera.
I suggest that the devs consider a unifying theme to make these weapons fit into their set more coherently, rather than being a conglomerate of old-age ideas that were badly designed in the first place.

foggy drift
#

Please make a demon alter you can craft or something that acts as a demon alter because I hate realizing that I can’t craft something so I have to go all the way down to my world evil and make it. Thorium and Fargos’s both have an item that does this so why not put one in calamity?

honest star
#

Make the slime god spawning more consistent. it's ridiculous when one of them spawns right on top of you or so far off screen that it charges you down so fast you can't dodge it at all

dire anchor
#

Give Scal more personality by adding more quotes or changing her current ones.

Scal’s quotes feel very generic. Most of them are either mocking you or building up anticipation for the rest of the fight. These quotes encourage you to keep fighting and build up tension in the fight, but they don’t give the boss a unique personality. The only traits established by the quotes are that Scal is evil and mocking, which is true for almost every villain, including the DoG.

honest star
#

make the boss zen buff that happens when a boss is alive also affect slime spawns during slime rain, it seems like it doesn't at the moment

safe estuary
#

Remove Destroyer's resistances to specific items

Its fine for Destroyer to have resistance to piercing projectiles in general, but singling out items like Kelvin Catalyst, Cryogenic Staff, and Winter's Fury to deal reduced damage to it is kind of silly. Destroyer still poses a reasonable offensive threat for early hardmode players, but after all he is an early Hardmode boss and its okay for him to not be super difficult. Mainly the reason for this suggestion however, is consistency. Bosses should not single out specific items on a case by case basis to prevent them from becoming too easy to kill. Destroyer already has a number of ways to prevent himself from being completely annihilated too easily by piercing (50% DR against piercing weapons and deleting projectiles after a certain number of pierces), so going beyond that to single out specific items is silly. Instead, some options would be changing those items in a way that reduces their cheese potential, buffing the destroyer, or accepting that worm enemies are inherently weak to piercing items and being okay with that.

opal gazelle
#

Buff the harvest staff:

currently feels abit underpowered

my suggestion of how to accomplish this could be to add a burn debuff to the weapon to make it more powerfull or perhaps abit more pierce

safe estuary
#

Make zen potions require essence of eleum instead of cores to make pre plant arena building less annoying

halcyon elbow
#

Blood Pact rework
One of, if not the least used accessory in the game, since it harms you more than helps. Double max HP pool, but 25% hits taken deal 2.5x the damage. That's only 37.5% increase in total damage taken, so it may seem decent, but there are two issues:

  1. Maximum HP does not increase your vitality in longer battles. That's the work of regen/healing, which aren't improved by the item
  2. If you are unlucky and get a few crits in a row, you die faster than without the accessory. It is pretty rare event, but that limits tanking strategies as the player is in constant danger of combo-crit ending the fight

One of the things that could help with second point is limiting crits being able to hit you several times in a row
Possible variations are:

  • "Pseudo"-RNG. If you were crit, the next hit or a few cannot be crits
  • After a crit, accessory goes on cooldown during which any hits taken cannot be crits. Especially useful for burst strategies
  • Disable crits if the wearer is below X% health. This is controversial way but it could also create synergies with HP% based effects
    Buffing crit's chance/damage to compensate the buff a bit could work: the main job is to give player more control over situation, even if it leads to higher penalty.
silver briar
#

Create unique sprites for suggestion reactions.

The current system is good, the ⭐ is pretty iconic at this point, but i also feel like there's opportunity to spice things up and make things more Calamity-esque. Making sprites for the reaction legend in this channel seems like a cute approach to polishing the channel out and opens up the ability to make the reactions legend more intuitive and effective (like creating a more cohesive set of developer response reactions, including a currently absent unopinionated response). And it's cute. i want my little pixelated calamity style star ok

astral junco
#

Make guide voodoo doll easier to get
One of the more annoying parts of pre-hardmode is getting the guide voodoo doll in order to fight the wall of flesh- especially if you’re in death mode and might lose to him a few times. There is the recipe to make the doll, but fetid essence is also extremely hard to get, now that devourers are in segments. Boosting the spawn rate of voodoo demons just a little bit or giving the devourer a higher rate to drop fetid essence or have other means of getting fetid essence will make it a lot more easy to get the voodoo doll.

blissful shoal
#

Rework Bumblebirb fight, it's too easy for a post-ML fight. Even on a death-mode.

heavy stump
#

Add post-provi or post- ML changes to the Goblin invasion with buffed enemies that have a chance to drop items that makes reforging easier/cheaper or goblin-tech related items
REASONS:
Even though getting money is decently easy with zerg-potions + event, reforging can be a huge chore getting that elusive legendary/unreal modifier, especially on the more expensive items. Unlocking a way to load the odds in your favour, but costing a hefty amount of resources, is what i think would be a good way to make that more fun.
Then there's these late-game tech items which i thought would be kinda cool tied into goblin tech somehow (ie. nanotech requiring a invasion drop, or some new goblin tech item)

Add post-provi or post- ML changes to the Pirate invasion with buffed enemies that have a chance to drop items related to getting money easier, like an item that recycles trash items into cash, or weapons that boost coin drops, etc
REASONS:
Even though there's already the lucky coin and its upgrades, its ridiculously rare. Having some item that increases your cash making opportunities but requires killing multiple buffed flying dutchmen would be good. Or as mentioned above, something that replaces the trashcan but gives back an amount of its worth. Like the new trashcans in stardew, we could even have tiered upgrades for it to give a bigger percentage back. Would be especially helpful when farming something that drops alot of trash item (ie. pirates with all the golden furniture). Going even further on that idea, it could have auto filtering options so that it auto-trashes some items you tell it to.

safe estuary
#

Allow us to craft a non consumable version of x potion that only works while bosses are active

Reason: Calamity makes bosses a lot harder, failed attempts are common and its easy to quickly burn through potions. Farming potion ingredients over and over gets tiring and tedious. Because of this, a lot of people end up resulting to other mods like Alchemist NPC to get potions. It almost feels required because of how much of a pain it would be to farm fishing for the proper ingredients. A legit way to get potions specifically for bosses, like the one I suggested, would be really really nice to help improve the pacing of the mod for people who don't want to use other mods

opal gazelle
#

add recipies to "swap" potion ingredients for other ingredients, sortof like we can do with lunar fragments,

so we keep having grinding be an aspect of it, but also reduce the time by being able to automate perhaps 2 - 3 different farms for plants and then be able to exchange those for other plants
(perhaps even add a deminishing return system (spend 2 plants to get 1 different plant etc))

(doesnt have to work just like that but meaby something simmilar)

#

make potion fishes (fishes that are used as ingredients in potions) have actuall crafting recipes instead of being forced to go fishing (dont make it too cheap but also make it reasonable)

torpid plover
#

Would it be possible to make Signus's projectiles despawn sooner after his defeat? It's not really any major issue, but it is annoying to be pummeled by his leftovers when I'm trying to farm for his rare drop.

wise marlin
#

Perhaps create a recipe for the Solar Veil. It's a really cool idea, but it's a real pain to need to go through two solar eclipses to get enough to make Umbraphile armor.
Maybe 10 Silk, 10 Living Fire, 5 Ashes of Calamity, and 5 Chlorophyte. Idk, just something post-calamitas since that's when they become available

clear barn
#

Let Cryonic Ore be mined with a Gelpick. It's early HM ore for a reason, no need to go through three new pickaxes just for them to be replaced. Plus, it can already be blown up.

#

Hardmode Anvil/Forge alternatives crafted from Frigid Bars/Cryonic ores respectively would be nice so you could potentially avoid the tediousness that is the ore-mining phase of Early Hardmode.

clear barn
#

A solution to spread the Sulphurous Sea and the ability to cleanse it with Green Solution so that I could create acid rain events elsewhere and also clean up the ocean to fix the disasters that Yharim has caused.

Right now, the Sulphurous Sea is based on hardcode to designate what's the biome. Adding the solution for it would remove the need for the hardcode and give more choice to the player.

tawdry condor
#

Add an option in the mod config to disable Chaos State debuff making you unable to use RoD/NR
Make it so that you can disable that option mentioned above and have the ability to trade some health for a teleport. This also makes the lives of people using the RoD to teleport a lot while playtesting easier.

novel sapphire
#

rename the astral ice blocks to gray ice blocks, and rename the astral solution to gray solution.
why?: for consistency, every ice block/solution in the vanilla game is named (color) ice block/solution and not (biomed) ice blocks/solution like calamity's astral ice and astral solution.
why gray? well the texture for the astral ice and solution is gray.

cinder coral
#

Make the Dark Energy from Ceaseless Void actually despawn / instantly vanish (like DoG) when dying instead of them just floating all the way across the map to you again.

elfin orbit
#

Would be cool to see custom Death Mode messages. Instead of the "Something is approaching". For example, if Cryogen is approaching, it could be: "You can feel a frigid wind." in cyan color. Or something like that.

dusty thicket
#

My idea would be to split the leviathan and siren lore into two lore item, one with the effects related to the siren's heart and the drawbacks and one with only the effects related to the strange orb. It kinda sucks to have to lose defense and damage reduction just to allow the siren pet to not suffocate. (even if one of the lore item's effect become only "allow the siren pet to move normally outside of liquids" I'd be fine with that)

mossy edge
#

Make Plaugebringer Goliath's stingers visible underground without the help of a potion.

PBG even enrages on the surface so you are heavily encouraged to fight her underground. However, you can't see the stingers without a dangerese/omnisense potion, this makes it completely random whether or not they hit you because you can't circle either without this potion. You shouldn't be required to have a potion to stand a chance.

errant lagoon
#

Add another post-DoG true melee weapon
DoG's lore item gives a 50% buff to true melee at the cost of making you more fragile. HOWEVER, the ONLY true melee weapon that exists between DoG and post-Yharon 2 is Cosmic Discharge. A 1-in-100 rev exclusive drop from what is already one of the longest fights in the game. The next best thing is Last Mourning which only deals less-than-average DPS against Yharon. Thus the lore item is practically useless unless you get lucky enough to get Cosmic Discharge in like, 10 kills.

Why not rework the lore item instead? Because lore items tend to represent their boss with like, 3 exceptions being the item range extenders which are more loose connections than anything. DoG's item already represents it best as its whole strategy is to maul your face you with no regards to safety, anything else would simply be worse.

mossy edge
#

Give Duke Fishron a rev+ attack

Almost every boss has one, but Duke doesn't, he doesn't even at least get more aggressive. Duke is really easy to beat once you know how and is even easier to beat than Golem, a rev+ attack would help spice it up a bit.

If you doubt that Duke is easier than Golem (on rev+) try this strategy out. In the final phase, he always teleports on your top left or right, just do triangles starting going to the side, up and in, and cutting back to the original location. When a sharknado is near just run away to a side opposite of Duke. This prevents you from getting hit if you exicute it properly. The others can be done just by dragging the sharnadoes to the side and playing smart. I made this strategy based off of vannila duke, and it still works flawlessly on rev+.

vital yoke
#

Calamity Setting Suggestion

Make a Setting to enable/disable dummies and/or wires during Boss/Rush. Basically making it easier to abuse certain game mechanics(for players that just want to do it), but if enabled, gives a penalty(ies), depending on if either one or both dummies/wires are enabled.

devout cargo
#

Nerf Triploon
This weapon outdamages all ranged weapons available before plantera, and it shreds it to little pieces in 4OMEGALUL seconds. Even though it was nerfed before, it still needs it.

tawdry condor
#

Revert Moonlord back to what it was once before.

As of now, you simply can't outrun Moonlord without maybe a unicorn mount or smt. anymore.
This means, you either have to stay right in the middle of him, where dodging projectiles is difficult enough already+you can't see shit because of Moonlord himself,
or run along right next to his hands where you always get hit by the eyeballs spawning.
Moonlord was hard enough in Rev/DM already so why do you have to change the bossfight to be nearly unfair in some cases?

safe estuary
#

Increase the potency of the stat bonuses provided by Stealth

Stealth strikes simply lost their place when they stopped being so spammable. This may have been necessary for balancing reasons, but to make up for it the actual stealth strikes need to be much more rewarding than they are at current. Previously, stealth was useless for most of the game then broken later on, now they're useless most of the game and mediocre/poor later on. Stealth gen while moving is a good start, but it just isn't enough to make them worth using when they require you to cease attacking for so long. Buffing stealth bonuses to make stealth strikes more powerful should help it become a more meaningful part of rogue gameplay, and help to improve a number of stealth accessories that just aren't very impactful anymore.

analog rune
#

Would love to see a config option to bring back the old Crystyl Crusher RMB. The new beam is terrible, no infinite pierce, breaks if there's a block directly adjacent to the player, and much slower to mine.

unreal siren
#

make clothier voodoo doll purchasable or craftable. Getting book of skulls is hard.

wintry fulcrum
#

link the existence of a brimstone crag biome with both depth and number of brimstone blocks.

I was trying to create a brimstone themed house but i apparently put too many normal brimstone blocks and now i have a surface brimstone crag which keeps spawning enemies unless i have the zen potion

wise marlin
#

make it so items (namely leviathan treasure bag) cannot go off screen

modern jacinth
#

Prevent Leviathan from dying outside of the world's boundaries. Why?

Because it's very annoying when you finish a fight with Leviathan (that could last from 3-10 minutes) and she dies offscreen (i.e. DoT effect, stray bullet etc.) causing the Treasure Bag (or the loot) to drop outside of the player boundaries, making the Treasure Bag unobtainable. This is very annoying simply because you just finished a long, hard fight only to be rewarded with loot you can't get.

One solution would be to make it so that the Leviathan can't go outside the world borders in the first place, but then her huge hitbox could get in the way of your dodging.

Another solution would be to make the Leviathan immune to all damage while outside of the world's borders, because it's not like you'd be hitting her while she's there anyways.

The last solution would be to make her Treasure Bag drop further back in her hitbox, making it less likely for it to be outside the borders.

Edit: You could also make the Treasure Bag spawn on top of you.

late ingot
#

Add Marble to something's drop tables.

Calamity has introduced a lot of mobs that drop otherwise limited supplies, such as crawlers dropping their gems and devil fish dropping chaotic ore. Unlike pretty much everything else in Calamity, the amount of Marble you can get is limited to its natural occurrences.

Maybe adding Marble to the Hoplite or Medusa drop table would break this inconsistency?

sturdy oar
#

Make Core Of The Blood God increase DR by 10% instead of 5%
Reason: COTBG's ingredient, the Bloody Worm Scarf, increases DR by 10%. Why should an upgrade decrease that stat?

tawdry condor
#

Brimstone and Holy Flames Living Fire blocks
There's ones for the other fires in vanilla so why not have them in calamity?

elfin orbit
#

Actual sprite for the Counter Scarf. Basically, make the character to wear it. Like the Worm Scarf.

tawdry condor
#

Display a message in chat when using Cosmolight, Torrential Tear, Arid Artifact, etc are used
An indication that the items are being used beyond a sound would be very useful, especially cosmolight indicating which time it has changed to/from.
It would help players who play without sound or can't hear the sounds they already make, and would help the player know that they used the item if they weren't paying attention or used it on accident.

cedar maple
#

Make torrential tear kick in sooner.
As of now, it takes a ridiculous amount of time before the rain actually comes. I understand a delayed effect, even a chat message would help the player know if it’s actually going to start raining anytime soon.

naive sparrow
#

Make the eyezore have a summoner weapon that spawns eyes like the pet but they shoot laser because the other summoner has a low drop chance and this summoner can do less damage because it has a higher drop rate

safe estuary
#

Update the patterns of Cal, Brimmy, and Ravager post-Providence when they get buffed up. Doesn't have to be a huge change, but a new attack or two to make the fights a little more interesting and maybe making some of their old attacks a little harder to evade (the amount of mobility you have at that point makes dodging Brimmy and Cal almost trivial)

tawdry condor
#

Make deathmode antlions leave less sand blocks. I need to spend a lot of time cleaning underground desert after they decide to spawn in groups of four or five. I think making only two sandballs leaving sand should be okay.

cedar shell
#

Could they make a playmat/scrollmouse pad with the calamity logo on it?

queen linden
#

Enchance Rogue's identity
What identifies rogue as class? Stealth and related effects. That's all.

While for other classes we have:
Melee: true melee strats, defensive strats
Ranged: three types of weapons and interactions with them, ammo interactions
Magic: unique and versatile weaponry, mana control
Summon: mobile minions and sentries, maybe?

What I am trying to say? Vanilla classes have different ways to invest their skill and resources, while rogue has only stealth as burst resource. There is many effects with stealth, but using them is awkward until end of HM, when you obtain a good equipment to generate and use stealth without limiting yourself to rest and eat boss attacks while gaining stealth. Most of peoples will not use that mechanic, but rogue without them is glorified thrower! It throws stuff, and that's one type of attack.

Let's get to the point. Add interactions between rogue categories. Not exactly new items, expand current pool of equipment to include different effects with daggers, javelins, etc, so we could invest our time in trying different weapon style, like other classes. It's already existing mechanic, but it's underused at point "we named different weapons under different categories, but stats are same".

tawdry condor
#

When killing Perforator/Hive Cyst, make it emit bursts of blood/corruption particles for a few seconds before spawning the boss.

This is rather self explanatory. When you kill Cyst, boss spawn instantly, resulting in cheap shots when unprepared/ killed on accident. Should it emit emit some particles before spawning the boss, the player would be warned in some way at least.

mossy edge
#

Increase Ravengers speed and the speed of his projectiles but the lasers

Ravenger is completely helpless if you just run to the side. Him despawning is a bigger threat than anything he has because you can easily dodge it all by just running away, and most of his attacks won't ever even come on screen like the rock and flame pillars, and drill shaped nukes (I didn't even notice these existed until I check the wiki).

I almost got a no-hit completely on accident by just running away and jumping up and down. Everything was just to slow to reach me, the only things that got close were chasing body parts.

cinder parrot
#

Suggestion:Add a new quest-giving NPC for the Abyss Biome
Why: This is because the abyss biome is a amazing biome and I would like to know more about this biome, I haven't seen much lore of the abyss and this could be a cool way for those who are interested to learn more about the abyss.

The purpose of this NPC is to add more backstory to the abyss. The quests you may get may include things from gathering to fighting enemies to getting the Terminus. They also will have a mini shop for some small items like blocks from the abyss, some materials, or some unique weapons. As you do quests you get a fraction of the lore, and as you do more quests, you can put pieces of the lore together and get the full lore. This is an idea for those people who like side quests and this can also give more lore to the abyss.
Note: Ik the rule of no items suggestions, the abyss lore won't be an item, it will be withn chatting with them and you can click a lore button, and as you do quests to learn the lore about the abyss, which can be seperate from the story of the calamity mod if need be

glass bramble
#

Suggestion: Biome lore item stops biome boss spawner from spawning. Why: when spawn rate is high they get spammed causing summons to kill their spawners thus forcing you to fight them while you would rather be fishing or farming normal spawns.

livid sail
#

Make the Corruption and Crimson lore items always drop from the Eater of Worlds and Brain of Cthulhu respectively.

I noticed only one of these lore items would drop per world, from the first evil biome boss killed. For example, if the world were loaded as a Corruption world, and you killed BoC before EoW, presumably on the world’s Evil Island, it would still drop the Corruption lore despite being a Crimson boss, the same being the case for the EoW in a crimson world. I feel it would make more sense to be able to obtain both items in the same world.

acoustic thicket
#

Boss pets! A very rare stand alone drop from every boss, but the drop rate increases with each level of difficulty (with death mode being the highest possible chance of a boss pet dropping). Imagine it, a tiny crabulon sitting next to you as you work to create new armor and weapons, or a Devourer of Gods floating next to you as you run towards the dungeon. It would be so cute!

signal rose
#

Buff/change amidias' pendant
Currently, the amidias' pendant is a very underwhelming accessory.It's effect to cause prism shards to periodically rain down every 2 seconds.Small shards deal 15 damage, while large shards deal 30 damage.This is basically useless, as these prism shards can hardly hit anything, and their damage isn't big enough to even compensate for their terrible accuracy;By buffing/changing this accessory it would also make giant clam more worthwhile to fight in pre hm(majority currently just fights giant clam for sea king).

glacial grotto
#

Allow steampunker to sell both evil solutions during the blood moon and also allow us to spawn our own biome mimics of the opposite evil biome
I cannot stress enough how hard it is to get the crimson into my corruption world. The current method is to go to the other side of the world, build up to the evil island, demolish the entire thing, go underground, and place all of the sand and wait for it to spread. This is ridiculously tedious. Another issue sprouted by this is trying to get a biome mimic from the opposite evil. All you can do is stand in your tiny crimson biome and wait for it to spawn. And then hope to got it drops what you want because if not, you're fucked.
I've got a possible solution to these issues
Allow steampunker to sell both evil solutions during bloodmoons, making spreading the opposite evil not the worst thing to spend your time on, and also allow us to add demonite/crimtane to the evil mimic key recipe to create some kind of specific key that spawns the specific mimic

novel sapphire
#

fountains for astral, sunken sea, abyss and sulfurous sea waters
reason: small decorations for your base, not really necessary so i don't think it's at top priority.

crimson blaze
#

Add a way to acquire maneater bulbs without killing maneaters since most maneaters stop spawning in hardmode making it harder to get the bulbs and craft living dew.

torpid plover
#

Make it so that the non-treasure bag bosses at least drop 6x loot when using Armageddon. It doesn't really matter for Storm Weaver or Profaned Guardians since they don't drop anything that you won't get in a few tries anyway, but Signus and Ceaseless Void have rare drops. As a result, this makes farming for their rare drops more painful than farming legendary drops from normal bosses.

turbid berry
#

Give the Fin Wings an alternative way to be obtained, similar to other quest items. (resuggestion)

Reason: The only way to obtain Fin Wings currently is through a 1.4% chance after each fishing quest you do after you've already done 10 fishing quests in Hardmode. While the chances for Fin Wings double after 50 fishing quests have been done, that's still a very low chance and I shouldn't have to do more than 50 quests for this anyway. You probably won't even do the 10 angler quests because that is already way too long compared to how long it takes to get the other wings at that tier. And knowing that you have to wait a full in-game day for another quest, and cosmolight doesn't reset the quest timer, you'll probably obtain some legendary drops faster than you would obtain this.

Most of the Angler's useful items have alternative ways to be obtained and I believe Fin Wings could use an alternative too. The only other items you can only get from fishing quests are the Fish Hook, which isn't even as good as the Ivy Whip, the Fuzzy Carrot which gives you a mount that isn't really helpful at all for anything, and decorative/vanity items. All of those don't necessarily need an alternative way to be obtained because they are pretty forgettable anyway, and Fuzzy Carrot is a guarantee after your 5th quest. Everything else you can get from the Angler is obtainable outside of fishing quests and it's because the quests take way too long to do and those items need some easier way to be obtained.

The point I'm trying to make here is that currently Fin Wings are just the worst to obtain which only encourages you to get a different pair of wings because otherwise you're gonna be doing angler quests for the next few hours at least. This shouldn't be so hard to obtain and knowing that no other pair of wings take this long to get, I can't see any reason for why its requirement should stay as it is.

river oxide
#

Being able to edit bosses stats could be cool. Stuff like changing their attack speed, defense, health etc etc as this can allow for a bit more re-playability to the mod as you could fight early games bosses with end game gear and have it be balanced and more entertaining

tacit orbit
#

Update the calamity giveaways discord's logo

Because right now compared to the other Calamity discord logos, the Giveaway discord's logo is somewhat bland and boring. It's dark, low contrast, and lacks a background. It could be edited to be more eyecatching, to stand out more like the other discords' logos do

P.S. thanks to @paper bramble for a better reasoning

left lake
#

Add an option in the configs to bring back the old zerg potions / chaos candles

I understand that zerg potions / chaos candles were nerfed for obvious balancing reasons, but some of us miss the chaos and destruction that ensued after using one of those, and, those spawnrates made farming places like the ocean way less tedious. I'd like to see an option, disabled by default, for bringing back the old zerg

edit
A compromise could be that enemies don't drop coins during if uber zerg is enabled, which would make it purely for farming other drops, thus removing any concerns of an easy-money scheme

vestal viper
#

Add an option in the configs to make music boxes reach the whole map

I love the soundtracks for all the bosses and places the calamity mod adds, As well as the normal terraria soundtracks, and often get the music boxes to listen to them without having to fight the boss/go to the place (i.e. Crabulon or the Abyss) I like to put the music boxes at my arena, so when I'm grinding through an event like the frost moon, I don't have to listen to the normal terraria theme, I can listen to the DoG's theme. However, in vanilla music boxes only play when they are on screen, which means that with all the dodging and chasing you have to do, the theme fades in and out in a very annoying manner. It would be nice to have something like this because it could add the ambiance of Calamitas' soundtrack to the endless loop of Boss 1/2 themes that is the Boss Rush now.

signal rose
#

Give a base stealth value to the player;
Right now, only rogue focused armor and accessories give maximum stealth value;This is problematic as it disencourages the uses of multi-class or all class armors like astral, fearmonger, etc;A stealth giving accessory has to be equipped for rogues to uses those armor and be able to do stealth strikes, which is a big part of what rogue is.By adding a low base stealth value(around 10-20 maybe) to the player character this problem can be mitigated;To compensate stealth granting armors can have their stealth value reduced so it doesn't just become free extra stealth.(There should also be a config to disable stealth sound and character invisibility for non rogue players so they don't get annoyed by these constantly if this were to be implemented)

fathom hedge
#

Make Alpha Virus a boomerang
Reason:

  • Epidemic Shredder, the thing you upgrade into AV is a boomerang
  • Celestus, an upgrade to AV is a boomerang
spare tiger
#

Make the meld set more in-line with the lunar sets
The meld set is pushed as being a rogue equivalent to the lunar fragment sets, however the much more diverse set of weapons, the fact that you have to make meld blobs into meld bars before they're useful, and the lack of a corresponding hamaxe or even a second rogue weapon all say 'classless', not 'rogue'. A light rework is in order, in my opinion.

queen linden
#

Move Alchemical Flask to post-Goliath
:why:: Absolute most of bosses reward immunity to their debuff after their defeat, why Goliath is exception? Not like Plague debuff is super-devastating, like Brimstone Flames in fight with Calamitas, but why we can get rid of area debuff before area's boss? This is inconsistent and makes Goliath even weaker.

fierce vine
#

Rework to Obsidian Skin Potions
Obsidian Skin potions are almost completely outclassed by craftable accessories such as the Lava charm and Lava waders, requiring identical materials/progression to use. While I don't think Obsidian Skin should regain their vanilla effects that make the Underworld a push-over, I would appreciate some kind of tinkering. Some ideas are faster movement speed/flipper in lava, extended time in lava, immunity to those pesky flame pillars in my Death Mode playthrough. Rework the entire potion to make it give it's vanilla effect, but change the recipe to say, post SG. The potion is kind of irrelevant in current version Calamity, and I'd love to see something done with it.

oblique vapor
#

Add in an item to spread the Astral Infection in a smaller area than the Astral Solution:
This could be done through an item that functions like an "Astral Seed" item which would spread the astral infection to one tile, or an item that functions to the Evil/Holy water weapons from vanilla, which spread their respective biome in a small area.
Why?: This would allow for the Astral Infection to be spread in a small radius should the player only want to infect some blocks, which is currently difficult with there only being Astral Solution which has a wide area of effect

viscid scaffold
#

new emote: :3c:

Reason: We still have plenty of emote slots, and i feel like an emote like this wouldn't easily be forgotten. It's an emote with multiple purposes, for example it could substitute as a replacement for the thinking emotes, and at the same time could show interest in a certain topic. anyhow i'm sure this emote will be relevant.

tawdry condor
#

Make a mouse pad for the Slime God, (with all 3)

I really like this boss, it was one of calamitys first bosses, and I think slime God deserves it

oblique vapor
#

Change the Purification Powder to also remove the Astral Infection:
Doing this would allow for the player to remove tiles from the Astral Infection in a small area, which currently isn't doable.

tawdry condor
#

Make Wulfrum Pickaxe etx. Smaller as a sprite.

It looks just like a giant pickaxe, like the size of the spectral pickaxe. I would make it more like the ores pickaxes, or just a smaller sprite

safe estuary
#

Add additional flasks with later game crafting materials

Basically the only decent flasks are ichor and calamitas, and are used from early hardmode until scal. There is a lot of room to add more flasks to inflict various debuffs from different stages of the game: ie astral infection, god slayer inferno etc... Would be really nice to have more options to spice things up.

mental schooner
#

Add An Upgrade To The Barinade Barinautical
I Really Liked Those Two Bows And I Really Want An Upgrade To Them And If Possible Post MoonLord

tawdry condor
#

Add an alternate headpiece to demonshade armor the player can switch to which gives a general-use set bonus instead of the default glass cannon one

Currently, even post scal, most people would choose auric tesla armor over demon shade just because of the larger variety of stat bonuses it gives and the 2 revives. Pretty much the only time when people are using demonshade armor is when you they're nohitting if not auric tesla's survivability is always preferred over demonshade's glass cannon.

I feel that as an endgame armor set, demonshade should be superior in general and more widely used post scal than auric tesla which is pre scal. Completely replacing the current demonshade helmet/set bonus to make it a non glass cannon one wouldn't be good as there are still people who want to use glass cannon, so I suggest adding an alternate helmet which players can switch to if they want a normal set bonus, less dmg but more survivability, over a glass cannon one, in this case majority of the people.

Some possible effects of the armor with the alternate headpiece could include: Greatly increased DR, heals the player when the player deals damage, and its own unique revival. Most importantly, this armor should be superior to auric tesla overall since it is later in progression.

tawdry condor
#

An upgrade to most vanilla summoner weapons and more utility to some calamity ones so they aren't so often outclassed.

Being a summoner isn't the easiest way to live, but it is quite enjoyable, yet it is apparent that most calamity summons, especially in HM out shadow most vanilla summoner based weapons. This isn't necessarily a problem that the other classes nearly as much.

The glaring issue isn't exactly damage per se, but the lack of utility or decent movemnt/ai that most minions in calamity have. In once hardmode starts, you can obtain some of the strongest summons in the duration of pre ML HM right away (clams and ice claspers) even the famed retinal staff was too slow and too weak to compete with the bosses.

After I obtained the entropy's vigil, oh good lord the Entropy's vigil, every summoner weapon up until the stardust dragon paled in comparison, making many summoner weapons of that period (of which they have little of to begin with) quite redundant.

Even the Blackhawk controller and the plantation staff, two new 'utility' minions that were added were very disappointing, the plantation staff especially so with it's lackluster damage, fire rate and fairly hefty crafting requirements.

rapid field
#

Less boss immunity: it can take a while to farm some bosses that you actually overpower by now when they have so many immune phases like Yharon, Supreme Calamitas and some more. Taking more time to actually wait the transition than to kill them.

glacial grotto
#

Make super dummy not barred behind hardmode

I really fail to understand why you need a mythril anvil to make a super dummy. I'm a summoner and i wanted to test my dps onna dummy, but regular dummies don't get aggroed. I really do not see much reason for a dummy with the only difference being generating aggro being hm locked

safe estuary
#

Make Wulfrum helmets give flat damage boosts as opposed to % based.
3% of early game weapons is usually less than 1, so it makes essentially no difference. Classes other than summoner and rogue may as well go for the melee helmet since it has the most defense. To fix this, wulfrum helmets could instead give 1-2 bonus damage to each attack (matching the class of the helmet)

mossy edge
#

lncrease the amount of luminite that moonlord drops.

Moonlord drops about 25 bars worth of Luminite ore. There are dozens of new craftable weapons post ml and they all require luminite. To get all of the weapons of one class and armor you have to kill moonlord almost a dozen times. You also have to do the lunar events or aureus/deus (though a lot more times that lunar events and ml) multiple times to get the fragments required to make all the summons. You have to grind here so much for no real good reason.

lofty quartz
#

Have debuffs, potion sickness, pets, and light pets take their own bracket from potion/structure/armor buffs and summons

I understand the importance of having a limit on buffs to prevent players from over-stacking, this would eventually require the game to be balanced around those instead. It is quite frustrating though when you go into a boss fight or biome with several inflicted debuffs that flushes out several of your potions. I propose that the current bars should be split into two rows, one only for positive effects and one for negative, there are *11 per line.

mental schooner
#

Add More Legendary Weapons
I Wish There Was More Legendary Weapons Since There Is 8 Legendary Weapons And It Was A lot Of Fun, Obtaining Them For Me And My Fellow Calamity Mod Players And I Can't Say That They Fit Exactly In The Lore But They Are Really Good.

safe estuary
#

Make Hivemind's Dank Creepers or first phase of Hivemind drop some True Shadow Scales

Perforator worms drop blood samples after each worm is defeated, so you can fail an attempt but fight later on with some higher tier gear. You can't do this with hive mind. This would be a simple way to make the bosses more consistent with one another

tacit canyon
#

prevent DoG from getting diddled by spamming damage into his face

DoG feels like a bit of a pushover. When he’s in his aggro phase, i just use rage/adrenaline and spam into his face and gg that’s phase 1. Phase 2 isn’t much better either.
pls
edit
maybe during his aggro phase he could move up and down while charging like a worm so we can’t ez cheese. or something

errant lagoon
#

Allow players to convert 1 class emblem into another with Enchanted Metal
Class emblems are a key component to a lot of accessories and endgame ones usually ask for multiple emblems. Those same accessories also ask for specific emblems of which there is only a 25% chance to get each one. However class emblems drop from Wall of Flesh, a boss that takes a while to farm due to its summoning requirements. This can lead one to spending hours trying to farm one specific drop from one of the harder to farm bosses.

This is why I suggest that for a recipe that allows you to convert emblems as mostly a bad luck block. Now why Enchanted Metal specifically? Enchanted Metal is obtainable right after an early hardmode boss so that your specific class emblem doesn't get outdated. Enchanted Metal also doesn't have much use currently, only being used for what ends up being more expensive mech summons. It will also solve the issue that a costless conversion recipe would bring up, being free reforges.

Enchanted Metal ends up with more use and players will no longer run the risk of spending an hour and 30 voodoo dolls looking for one last Melee Emblem.

subtle badge
#

not sure if this has already been suggested but

Armageddon increases Yharim's Crystal and Thorn Blossom droprate to 6%

Reason: These weapons cannot be obtained through treasure bags, and farming for Blossom is incredibly tedious as every cultist defeat summons 4 pillars and nohitting Yharon has no real rewards as the bag is not worth very much with no legendary.

novel sapphire
#

wulfram drone rework
make the drone shoot a rocket instead of the current projectile
this rocket has an AoE and sluggishly home in on enemies, the rocket will do more damage but fire slower
(from the stats of the current drone)

why?: currently the wulfram drone is the underdog almost everywhere, the slime staff is 100% better in almost every way and the squirrel staff is a fine weapon in some places
underground it can't do anything, against bosses it does too little damage, it can't help you when there are enemies coming from both sides and it can't kill a group of 3 or 4 enemies, i hope these changes will allow this little drone be more compatible in boss fights, confined places and against groups of enemies.

tawdry condor
#

make adrenaline timer increase as you progress instead of decrease
instead of going 45 -> 35 -> 25 -> 20 the timer would increase from 20 -> 25 -> 35 -> 45 as you defeated bosses
instead of having items the timer would just decrease automatically

The early game is where players should learn how to effectively fight bosses, having a shorter timer helps as a guide
If the adrenaline timer is higher in later stages players would have to be more mindful of their character if they want kill

mossy edge
#

Make the suspiciously looking jelly bean mount be able to go through platforms

The point of this item is to be slime mount 2.0, and it delivers in all aspects but this. It seems weird for it to be a slime mount with different abilities, not to mention how annoying and arbitrary it is that you can't. This can lead to you getting hit and sometimes losing in some boss fights because of the time you slow down to release the mount, fall through, and bring it back (cough cough Yharon).

real stone
#

Smarter Minions for Jungle Dragon, Yharon Subphase 4 & 8

I'm currently on a summoner only run on revengeance mode.
I realized that most of the time my minions won't attack yharon in those 2 phases since he is mostly invulnerable. Which leads to me having to dodge for a minute straight in each of the phases.
Subphase 4 isn't as bad because you can skip it if you hit him with adrenaline & rage at the 40-35% mark. But subphase 8 gives me the horror.
Maybe it is just a me problem, but I'd really appreciate it if the minions could align more with Yharon's movement during those phases so they actually deal damage to him.

brazen girder
#

Suggestion: Make a terrarium-like item to keep the Piggy in.
❓ It'd give the collectors/completionists another thing to grab, and it's not really consistent to have something you can catch with the bug net not be an option for that. Plus, only being able to kill Piggy is mean. ;c

tawdry condor
#

Resprite a few enemy banners to fit their current sprites
The why is simple, the banners for a few enemies aren't really consistent with their sprites or palettes. Banners are generally neglected but many of them could be used decoratively and it would be better for the banner to fit the enemy it comes from. The majority of the inconsistent banners come from the recently respritten abyss enemies.
List of enemies with inconsistent banners: Angry Dog, Cuttlefish, Viperfish, Moray Eel, Charred Slime, Giant Squid, Laserfish, Sand Tortoise, Mirage Jellyfish, Heat Spirit, Plagueshell, Impious Immolator, and Bobbit Worm

obsidian arch
#

Nerf slime god damage and enrage fire rate
Slime god in normal mode deals from 30 to 50 base damage to players with about 10-20 armor in pre-hardmode. It also has 60k health combined making it a long, painful fight. Slime god should be dealing half as much damage as the wall of flesh at max damage and speed only does about 20 damage per laser. The boss reccomended to fight before slime god, skeletron, also only does 10 - 20 damage with a slap. This is all in normal mode. Slime god's enraged mode fires at an extremely fast rate with multiple orbs in a shotgun form while also dashing at the player. If the player is hit once by the body of slime god they get the distorted debuff for a long 3 seconds (also could use a nerf). This locks them in the air floating and while they are there they get hit by the crimson orbs inflicting the cursed debuf, not allowing them to use items. This combination marks a player practically for death. Even with 40 defense while wearing adamantite armor in hardmode the player still takes around 15 - 30 damage per hit which is relatively high for normal mode. TL:DR The slime god does too much damage and it's enraged form fires too fast, also the disabling debuffs last too long.

sour hornet
#

Have the small worms from Astrum Deus spawn in pairs or smaller groups as the main worm's health decreases, rather than all 11 at once at the start of the fight.


Currently, the fight against Deuces Wild --- the single most hitbox-heavy worm boss fight in the game --- is a unique but awkward one. While the idea of the fight is extremely good on paper and has a lot of potential, the execution of the fight as it is now falls flat because it provides the player with about 100 hitboxes that can be hit at once; this explains why Deus has an extremely harsh pierce resist and over a dozen specific resists on top of that. Making the small worms spawn in pairs or groups of 3, and presumably having both the small worms and the big worm evolve a bit more in terms of moveset throughout the fight, would not only open up a large number of possibilities with having the worms do new things, but also solve at least a decent portion of the plethora of balancing issues that this fight tends to bring up due to piercing funnies.

naive sparrow
#

Make it so you can put torches on rope so when you are far up in a cave you can put down on the rope and you can keep putting down rope because you can see and also you can see mobs under you

drowsy sequoia
#

Show more love for the granite and marble biomes so that they are more than just a stop for better building blocks (I know there is some interesting things about those two biomes. But let's be real. It's mainly a place to go to get marble to build that one greek themed house)

edit: A mini boss for the granite biome and a mini boss for the marble biome that each have an interesting reward to beating them to make those two biomes worth the trip beyond Shinnnnny brick make nice building do the bling bling

glacial grotto
#

A frost wing equivalent for forbidden armor
Frost wings give a stat boost when frost armor is equipped, and is already a powerful armor set, But forbidden armor, a set generally considered rather lackluster does not get this. This is somewhat unfair as it gives the weaker two classes a disadvantage even though they were already weaker than ranger and melee

vale tapir
#

This is a pretty small vanity suggestion, but how about a few capes which flow in the wind while you run, mainly to add a little more depth and detail to the vanity side of calamity. different capes for different outfits and dyes to go along with it. it would also be nice to have added content without too much meaning to it.

safe estuary
#

To save inventory/storage space, add a new crafting material made by combining a seashell, coral, and starfish which will be used instead of the former 3 ingredients to craft victide bars, and would be dropped by cnidrion, desert scourge, and aquatic scourge instead.
Inventory space is limited in the early game, and having to give up 3 inventory/chest slots is kind of a pain, especially when those items are pretty useless on their own anyways. Combining them into 1 reduces how much it clogs up inventory space in a fairly simple way.

karmic moth
#

a cooldown for the messages that appear when you get hit my DoG
when you run into the DoG it creates a wall of text because you get hit so many times so maybe a 5 second cooldown for a message when hit would work

hybrid geode
#

Put in a Blue "Stealth" Meter
Simply quality of life, and my first time had me confused - how would you even be able to tell if you have reached it? Thus, why not make a "Stealth" meter that lets you know just how much stealth you have instead of just throwing around in the dark

formal vale
#

Young Siren in a water filled bubble. It allows her to have the same amount of light on land, and it would be good for her because she is very sad to be on dry land.

cunning turret
#

maybe nerfing or making hoplites drop gladiator armor post skeletron? that armor surpasses the power of aerialite and can be literally unlocked as you start and find a marble cave.

devout cargo
#

Make Uelibloom Bricks (and such) have grass even upside down. It will spice up the look of it and help builders to make more advanced structures. Or add some vines or any item that creates this grass

cinder coral
#

Make the Dark Energy from Ceaseless Void actually despawn / instantly vanish when dying instead of them just floating all the way across the map to you.

queen linden
#

Make some clues about obscure behaviors of bosses
Nothing in game tells about Mechs being pissed off by gravity switching, or Goliath being angry on surface, or Fishron being angry outside of ocean, aside from attacks. That's not fair for player, because they have no clue, why big lazer eye shoots really fast and kills in one hit, or why big bee spams bombs, or why this big brain just leaves. Enraged state can be highlighted by tooltips of summons like "These robots are designed to work only on default gravity", or by status messages: "Skeletron Prime have detected gravity altering. Activating additional engines".

Boss Highlights also have the feature, that tells you about despawns, it can be added as some visual effects, than will indicate "oh no, this boss will despawn or enrage outside of this area" (pulsing/alarming arrow than points to boss's biome), when player is about to leave that area.

In case of Skeletron [Prime], they have DG forms, that also not explained. One of variants: laughing skull icon above player and status message ("The Dungeon's curse lingers on your shoulders, waiting for daytime..."), when time hits 3:30 AM, in that way it's not obvious, but gives a clue, than something really bad will happen once day starts.

livid sail
#

Add a tooltip to the Eidolon Tablet saying that it summons the Lunatic Cultist on use

Currently there’s no way for new players to tell what summon item it’s for without checking the wiki. All the other boss summons have tooltips saying exactly what boss it summons, so I feel the same should be done to this.

empty crane
#

Remove the 200 total HP limit for the goblin army

Reason: This is a vanilla feature that I feel like it removes some non-linearity from the game for no discernable reason, and also removes some player choice from doing the event whenever they want. To add to this the event already has a requirement of needing to break a shadow orb, and for the battle standard I think that since it's an event summon item that can be crafted at any point in the game it should be used at any point in the game.

modern jacinth
#

Buff the Hive Mind/Perforators when you enter Hardmode. Why?

As of right now, you could fight them in early Hardmode for a very easy Cursed Flame/Ichor farm. There's no challenge to the fight at this point in progression because of all the powerful weapons available, especially if you've already gotten all your farming done. It would take about 5 minutes to get enough materials to last you the rest of the playthrough.

They would be challenging enough on their own with just some simple stat buffs (HP, damage, etc.) and/or they could have some entirely new attacks (ex. Randomly shooting balls of Cursed Flames for Hive Mind, or a stream of Ichor shooting out of the worms mouths for the Perforators.)

tawdry condor
#

Implement a rule discouraging/prohibiting the "dead chat xd" style of comments, or remarking on how long a chat has been dead
Why: It adds nothing to the chat, is a general nuisance and doesn't even offer any kind of topic to actually have a conversation about, other than the few who go out of their way to chastise the people who do say those style of comments anyways echvibrate

torpid plover
#

Buff the Teardrop Cleaver: Current stats are 18 base damage per hit, 23 swing speed, and inflicts Temporal Sadness (a decent pre-hardmode debuff, I guess) for all of 1 second. Either extend the debuff duration, allow the sword to fire a beam that would inflict the debuff, or massively increase the damage to be the equal of something like the Burnt Sienna (which is available before any bosses). In Revengeance/Death, it's just not good enough when you're able to defeat the Eye of Cthulu.

snow zinc
#

Give Vanilla bosses their own articles on the wiki
I think that the loot and ai changes to the vanilla bosses are significant enough for their own articles, rather than lumping all those changes into a single page. It just makes those changes harder to prepare for in-game, and its annoying getting sent to the vanilla terraria wiki, clicking without thinking on a link to one of those bosses.
Another reason, strategies for bosses, recommended builds, those are completely absent for vanilla bosses in calamity (to my knowledge) and players reading the vanilla wiki for tips will get absolutely destroyed by those bosses, especially in rev/deathmode

vestal tree
#

Give an Audio/Visual Indication when the player tries to summon a new minion but is out of slots

Currently whenever I play late or even midgame summoner it can be difficult to keep track of whether or not I am maxed out on minions. Most summon weapons will continue to make the summoning sound and consume mana even when out of slots, making it difficult to tell when to stop. A separate audio cue (or even just a lack of the usual noise) would be helpful for quickly rebuilding your personal army.

halcyon elbow
#

Give movement speed modifiers (Brisk, Quick, etc.) jump boost stat increase

Rather simple way to go about buffing probably the most obscure modifier group. The modifiers themselves didn't imply that the speed increase must be horizontal only, so might as well add vertical buff.

Decently improves mobility (especially at the start of the game), while also not being a huge balance concern because of the choice between damage and mobility

tawdry condor
#

Make it so that the Chaos State debuff only prevents you from teleporting when a boss is alive or an event is active.

Its kind of annoying when trying to navigate the world normally, especially large areas.

empty falcon
#

suggestion: items that provide light in abyss should also reduce the darkening effect from death mode underground

tawdry condor
#

during the sentinels of the devourer, make the sky ( only in overworld ) be replaced with a very large scale sprite covering the entire screen, representing a storm, with purple/pink fog and blue lightning ( or reverse ), the storm extending downwards looking three dimensional, dark uncanny clouds. This will give a feeling that theese bosses are not a big flying worm, a mouth with wings and.. whatever signus is.. it will give the player a feeling that they are actually powerful beings which affect the world around them.

safe estuary
#

Make the nurse refuse to heal during bosses in revengence
This is already a thing in death, but I feel it should be extended to rev too. Rev is supposed to be a challenging mode, so the fact that you can trivialize a hefty number of rev bosses by mirroring to nurse feels like something that definitely should not be allowed. Heals are more expensive during bosses in rev, but this isnt nearly enough given how easy it is to farm money in calamity

timber horizon
#

Make Brimmy less vulnerable during her eye laser attack
Why: When she does this attack, she is stationary, meaning that many weapons can dwindle her health and you can even go true melee on her. Giving her DR while in this phase will allow her to not die extremely quickly to most weapons during this phase. Another solution could be to make her move around a little more or have some extra projectiles during the phase specifically.

idle geyser
#

Make determination breaker a toggle. Reason: If you want to play with it on, you don’t have to waste a accessory slot. The wasted slot is a main reason why people don’t use it very much.

true patrol
#

Allow us to use Dynamite on Dungeon Bricks after a certain milestone (Hardmode, Post-Moonlord).

Why? It'd make building dungeon arenas significantly easier for Polterghast/Ceaseless. Also, isn't it strange that Dynamite can break Dungeon walls but not dungeon brick?

That's all.

torpid plover
#

Give the Flower Boots a purpose:
Currently, they do next to nothing, only growing grass/flowers on grassy blocks. In Vanilla, this makes them ideal for bait collection, but in Calamity, the Merchant NPC sells all three levels of bait before the start of Hardmode. M-bait has the highest bait power of any non-Astral item, leaving the Flower Boots a purposeless accessory.

Therefore, the Flower Boots could be given an upgrade that would make them something a player would actually want to get in their Jungle Shrine chest. Due to the fact that Summoner accessories (at least in this current patch) are few and rather weak in pre-Hardmode, I suggest making the Flower Boots a summon accessory of some sort.

A possibility would be creating short-lived "mini-turrets" when the player is near enemies and their feet are in contact with the ground. Whether the accessory required grass to function and/or the summons depended on the biome are up to the developers' discretion.

A simple function would be to act as a speed and magic-stats increase if the player is wearing the Jungle Armor, Chlorophyte Armor, Tarragon Armor, or Uelibloom Armor with the buff increasing with the respective tier of armor. Combining both ideas, the boots could also be allowed to work with the Bee Armor and the following Summoner sets of Jungle-related armors.

clear barn
#

Give the Lunatic Cultist more depth.
Right now, the Lunatic Cultist is a speedbump in overall progression and presents a problem seeing as you can go straight from post-Plantera to Celestial Events without fighting any bosses. It should be like fighting Duke pre-mechs where there's a strong challenge but a huge reward. LC isn't a hard boss at all.

I think the main problem with LC is his general slow attacks, lack of punish for just running away from him, and in general just lack of his own mobility. To combat this, I'd give him a new effect called "Celestial Madness" which would slowly darken the screen similar to his lore item and cause the distortion effect similar to the one when ML is about to appear. I'd also give him a teleportation similar to ML/KS and faster attacks as the ones he currently has are generally slow and easy to avoid. Celestial Madness could also give additional effects, for example causing you to deal less damage, random gravity flips, slower movement speed, Ravager's broken wings effect, or just damage. If you want to make Ben's life hell, you could have Lunatic Cultist's dragon go invincible and become aggressive when you're inflicted with Celestial Madness

queen linden
#

Rework Rage
Why: Rage Meter is currently the same with Adrenaline, but much less potent due to being dependent on damage recieved (which is really discouraged in late game), using one subclass or wearing one accessory, which makes rage just a worse Adrenaline.

Instead of burst of damage like Adrenaline, Rage can be transformed into long-term boost for offensive stats. For example: after pressing Rage Mode you gain a lot longer buff, than rather than increases damage by a lot, increases your damage, crit, weapon speed, movement speed and knockback slightly. In that manner, Rage permanent upgrades will increase duration of buffs.

Gaining rage can be also modified:

  • on getting damage your relative HP should be taken into account, like getting damage on low HP gives a lot more rage than getting hit on full HP.
  • swinging true melee weapons could use combos, when continuous damage increases your rage gaining per second, rewarding long close-ranged combat.
  • Heart of Darkness+ could also depend on max HP percentage, like your heart pulses higher when heavily injured.

That tweaks will help Rage being different from Adrenaline and more appealing after mid-game.

wintry fulcrum
#

Make the true eyes of Cthulhu despawn after the moonlord fight

I don't know if this has been suggested already, or if its just a bug that happens to me, but whenever i finish the moonlord fight and he goes through the whole "exploding" bit the eyes just stay around the core but keep attacking, which caused me to die a few times and have to fight the boss al over again, without getting any loot.

sturdy oar
#

Make Guide Voodoo Dolls stackable
Reason: It's just plain annoying. They take up too much inventory/storage space without any real reason too. And if you're a screwup(like I am) then you need a lot of attempts to beat WoF, so you need to keep them somewhere. Also, consistency (other consumable boss summons are stackable).
Having a lot of dolls can also screw you up if you're building a hellbridge and you accidentally kill a voodoo demon above lava, you might not have any inventory space left to save yourself, 'cause it's already full of them. Having them stack would fix that.

dapper blaze
#

Change DoG's head a bit:
Not sprite change, instead make his mouth close by default, and open more and more as it gets closer to the player. Make it that also acts as an aggro indicator, opening it's mouth when it wants to charge the player, giving a clue to the player on what it is about to do.

weak cedar
fading kelp
#

Reduce the amount of Aquatic Scourge's projectiles
Reason: During the fight with AS, it could spawn the clouds and fire the sandballs (?) and homing teeth very often, and sometimes this leads to way too many projectiles and enemies being in one area with the player, leading to what is probably instant death HDfailure

safe estuary
#

Make starcore accessible before defeating astrum deus
He is a sufficiently hard boss that having to hunt for atlas enemies can be tiring when done over and over again. Making atlas enemies drop starcore or removing astral bars from the crafting recipe will make him much less frustrating to try and deal with.

mossy violet
#

Make Astral Armor Provide Rogue Stealth
Astral Armor is meant to be for all classes, but it isn't really viable for rogue do to the lack of stealth. Making Astral Armor provide rogue stealth would make it viable for Rogue.

signal rose
#

Give a base stealth value to the player;(resuggestion)
Right now, only rogue focused armor and accessories give maximum stealth value;This is problematic as it disencourages the uses of multi-class or all class armors like astral, fearmonger, etc;A stealth giving accessory has to be equipped for rogues to uses those armor and be able to do stealth strikes, which is a big part of what rogue is.By adding a low base stealth value(around 10-20 maybe) to the player character this problem can be mitigated;To compensate stealth granting armors can have their stealth value reduced so it doesn't just become free extra stealth.

cinder parrot
#

This is a repost of a suggestion made about 1 week ago

Suggestion: Add a new quest-giving NPC for the Abyss Biome
Why: Because out of all the biomes, the abyss biome in my opinion is such an awesome biome with cool enemies, and treasures. I don't know if their is a lore or a lore exists, but it would be a cool side-quest that adds a NPC who knows all about the abyss biome.

The purpose of this NPC is to add more backstory to the abyss. The quests you may get may include things from gathering to fighting enemies to getting the Terminus. They also will have a mini shop for some small items like blocks from the abyss, some materials, or some unique weapons. As you do quests you get a fraction of the lore and you get more pieces over time as you do the tasks for the NPC. This is an idea for those people who are really into the lore of the calamity mod.

mighty cave
#

Make a mechanism so that the player can switch a weapon that is melee/rogue variant to rogue/melee variant via a crafting station.(Draedon's Forge).

E.g.
Someone crafts Triactis Hammer in Rogue variant by mistake. There should be a way to change the variant from Rogue to Melee in order not to fight SCal again.
Or
A boss drop that has a weapon with 2 different variants.

This would a help a lot with some bosses that drop a weapon that has 2 different variants(e.g. ravager) and it isn't time consuming.

turbid berry
#

Have the Sniper Scope's zoom effect be toggleable by turning visibility on/off

From my experience, using alt-fires for guns like Shedder or Infinity can be annoying or feel weird to use, and there is currently no way to turn the effect off.

modern scaffold
#

Make a leviathan summon
The leviathan boss can as of now, with no other mods, only be spawned naturally in the ocean. This alone does not pose a problem, and instead is an interesting and unique way of surprising naïve players and providing a segue into the boss fight. However, the leviathan's Community, a legendary accessory, has an extremely low 1% drop chance with no ways of boosting this chance, which means that due to the leviathan's natural spawns, players have to constantly wait for a ??? to kill so that they can then kill the boss.

I propose getting rid of this middleman by adding a craftable item to summon the leviathan. It would function much like the starcore, where it is only able to be crafted after the leviathan's defeat to still give the ??? enemy a use, as the current system works well for everything but farming. This would allow for the leviathan fight to remain virtually unchanged, with only the time sink of waiting minutes for the ??? to spawn being removed for those looking to farm for the Community.

queen linden
#

Rogue armor made with Cobalt/Palladium
Reason: every class gets their early-HM armor, except for rogue, that need to stuck with statigel until Daedalus/Umbraphile (so this is problem of consistency). Also, non-titanium HM ores usually don't get as much love as other materials.

This armor could be themed after fencing, as it is combat sport (Cobalt) and from western culture (Palladium). As gimmick, this armor could have two leggings items than benefit stealth spells or rogue subclasses, introducing player to these mechanics.

slender aurora
#

Lava geysers in death mode need a small warning before they appear

At the moment lava geysers erupt from the lava in hell with zero warning, giving you no time to react or move out of the way, resulting in instant unavoidable damage. They need a short puff of smoke to indicate where they will appear, even just a half a second warning will be plenty of time to move out of the way.

With this tweak, lava geysers should also be more deadly to punish the player for not dodging them, extra damage and defensive debuffs would be appropriate for getting blasted by lava.

#

Lightning strikes need less warning

Lightning strikes are appropriately deadly, but have too much warning time. The sparks on the ground should be much shorter in duration.

mighty cave
#

Make an item that allows the player to change from normal mode to expert mode permanently.

There are a lot of people who accidentally hit the normal button and after waiting for hours for their world to regenerate they end up making a new one and waiting their time.

cold flax
#

Increase the damage done by the sparks and mushroom spores spawned by the sponge when you take damage.

Why: these effects basically dont do anything to enemies at the point when you are able to craft this item. I’ve seen them deal 1 damage to enemies, which is pointless since most of the weapons you obtain post dog can surpass 100k dps.

Some more info: other late game accesories that gives an "when you take damage, you release projectiles" effect, also seem quite weak. Examples could be The amalgalm’s brimstone fire, and the stars dropped from the Rampart of deities.

tawdry condor
#

Death in Terraria is a rather munduane experience of forced time to think: "What did I do wrong? What the f... is wrong with this game/ boss/ weapon?"
To that end, I propose the following:

Make the game show some kind of a quote, either funny of ironic, under the "You were slain" Text. Preferably, make the quotes be unique, should the player die to a specific enemy/ projectile.

Simply put, you will die in Terraria. Death counter goes into hundreds in no time at all. Some kind of quote would make the game seem like it's mocking player, making fun of them, or just trolling them. Perhaps some messages of this kind could even be connected to Yharim personally judging the player?

No idea how this would look like? Check any RLCraft playthorugh. Whenever player dies, there is a quote of some kind, like "Rage incoming" or "You dropped something"
Imagine the possibilities to add the game new depth here.

tawdry condor
#

Implement a reasonable (i'll leave exact duration to staff discretion) slowmode in #calamity-mod-talk and other channels (if it leaks to them or becomes a problem) on update days and for a short time after the update due to how rapidly the quality of the chat deteriorates and becomes genuinely unpleasant/unenjoyable to be around.

sturdy oar
#

Make the Band of Regeneration craftable
Reasons:
1)It's used in several recipes, but whether it appears(or isn't terribly hard to get to) in your world is random;
2)Consistency with other vanilla accessories which were made craftable.

tawdry condor
#

Piggy in a Terrarium
It would be so cute. SO CUTE. DM me with any reason why we shouldn't do this. You can't. There is no reason why we should not do this.

elfin orbit
#

a broom used as wings/hoverboard. idk, should be interesting in a mage class. heheh.

austere veldt
#

An accessory similar to the Profaned Soul Artifact but it summons miniature versions of the Sentinels of the Devourer. It feels like it would be appropriate, and the Sentinels could each have a different way of attacking or supporting you. I want this because it would be a nice counterpart to the Profaned Soul Artifact. (also it'd be neat running around with an army of all of the late-game bosses. We already have the profaned soul artifact, the cosmilamp, and the sons of yharon, so why not complete the set?)

wanton eagle
#

||Remove Irradiated Slime's ability to charge at the player
I dont understand why they have this. I just makes 90% of the event running away from flying slimes, the event would be a lot more fun if i wasn't running from them the whole time. they aren't boss, so they shouldn't be trying to be on screen at all times. Also, the slimes only drop the lead core accessory, and they force you to focus on them which prevents you from getting other loot.||

hollow sundial
#

can we get another ultimate boss guide like the one that used to exist in the pins of #help-advice-read-pins in the past but got outdated? i'd imagine alot of the boss ai is pretty set at this point so i don't see why it wouldn't be a bad idea :D...

safe estuary
#

Slightly reduce Antlion Charger defense
They are more early game enemies in calamity (in vanilla most underground desert stuff is intended to be post-eow/boc), but their defense is so high that many early game weapons end up doing 1-2 damage to them and killing them very inefficiently Reducing their defense a bit would make killing them less grindy and more efficient.

tawdry condor
#

Make the Stormjaw Summon doesnt destroy grass/herbs
Right now, the Stormjaw Summon destroys Herbs and Grass, and its sometimes really annoying because youre inventory is full of things.

wanton eagle
#

||Nerf the Spent Fuel Container
it is possible to get this item right after aquatic scourge, and it melts through the mech bosses, it melts brimmy, and melts cal. Although i havent tried it yet, its most likely melts plantera and astrum aureus. I don't think a pre-mech item should hold this much power. btw, I was on death mode.
Kill times:
destroyer: 19 seconds
prime: 2:55
twins: 3:47 (this one not so much, hard to hit)
Brimstone Elemental: 31 seconds
Calamitas: 2:58||

pearl valley
#

I just want an upgrade to the counter scarf, it is an item that I love and it needs to be shown more love. It drops from one of the first bosses and I still use it well past Moon Lord. I would also love to see variants that don’t only raise melee damage, as I normally play ranged.

timid veldt
#

Make evil islands not generate in space
Evil islands tend to spawn in space, which overrides evil biomes in most ways. While evil fishing drops can be obtained, evil enemies(including bosses) are unable to spawn, instead space enemies such as harpies spawn in their place. If evil islands couldn't generate in space, they would instead generate in the sky above the surface, far enough so that it doesn't spread, but not so high that it's almost dysfunctional as an evil biome

glacial grotto
#

||belladonna needs a buff or a change in the biome you need to acquire it from, nothing in the jungle should be balanced around pre boss, atleast not a summoner weapon, surviving in the jungle for long enough to get 8 stingers and 8 vines is literally ridiculous when you're reliant solely on ai with no knockback. The jungle is clearly balanced around somewhere in mid pre hm considering the enemies deal around 50+ base damage, and no pre boss gear can handle that kind of abuse for meaningful amount of time, the other gear from the jungle usually lasts until skeletron, and since the jungle is a small space where you can't run away you get ripped apart, and all of this for a minion that is honestly weaker than a regular wulfrum droid with it's tiny damage and low fire rate||

sour hornet
#

Make Sharkrons from Duke Fishron's Sharknadoes/Cthulhunadoes wait a second before dealing damage.


Consistency with the 'nadoes they come from, as they too wait a second before dealing damage + prevention of cheap shots from managing to lead a 'nado into a wall only to instantly get fucked by a Sharkron that just happens to be floating around and not even launched yet.

sudden hearth
#

Make the Bat Hook not drop from halloween bags, but instead be craftable with materials from the Pumpkin Moon at an Ancient Manipulator. Since it easily outclasses and makes every other hook in the game useless except for the Bobbit Hook, it's basically nessecary for your survival if you want to dodge good, which shouldn't be a thing for a hook available only during Halloween.
This suggestion fixes both of these problems, by making it consistently available at an appropriate tier. Why you can't just rebalance it? Because you can't rebalance hooks.

static finch
#

Make it so you can toggle the visability of Asgard's Valor/Elysian Aegis/Asgardian Aegis without diabling the dash ability

Why?
A lot of players me included like to play around with character customizations and vanity items. It is a little bit frustrating when you put effort into the looks of your character for role playing purposes just so it's ruined later in the game by a big shield right in front of your face. And since the dash ability is pretty much a requirement at this point toggling off its visibility isn't an option.

tawdry condor
#

Make it so that you can craft the Caustic Tear without needing to do the Acid Rain event first.

Why? Because it's a waste of time waiting around for an RNG event, especially if the player is updating from an earlier patch and already late into the game. There are QoL items to force spawn events before waiting on them naturally such as the Arid Artifact, Solar Tablet, and the Goblin Battle Standard to name a few, which make the players life easier, so this would be a no brainer (especially since the new BiS summoning accessory requires a material from the event).

Ideas: Use the Torrential Tear + misc. sulpurous sea items to craft it, or a rare drop from the Aquatic Scourge.

dapper blaze
#

Make a placeable rogue buff
Something similar to the sharpening station, which buffs your rogue weapons upon interacting with it, it can either be crafted by the player or sold by the bandit
An item like this can help the class feel more "at home", promoting the class and bringing interest to those who are new to modding and such

light pawn
#

Give Endogenesis a UI feature to indicate which mode the current summon is in

E.g. A name/short description of the mode's behaviour in the buff tooltip like "Endo Cooper (Laser)" etc.
It would make the weapon more convenient to use on the fly since you can just quickly mouseover the buff icon to check it rather than needing to find a nearby enemy/dummy to test it on

tawdry condor
#

give rev mode nurse a cooldown after healing you
The nurse is disabled in death mode, but in rev mode the nurse is completely unrestricted, so you can still abuse the nurse (albeit at a much higher cost, but the cost isn't really a deterrent since money is so easy to farm in calamity). Make it so that once you get healed by the nurse in a boss fight, there's a 30 or 60 second countdown before you can get healed again, will make rev mode much more challenging while not being as hard as death mode because you can still use the nurse.

mighty cave
#

Make philosopher's stone a craftable item.

Reason:
It is used in many recipes e.g charm of myths which is the reason it is used in many recipes.
Its pretty hard to find a mimic in the underground as you use the zerg potion but other enemies will spawn instead of a mimic.

safe estuary
#

Add an upgrade to squirrel squire staff later in the game
Squirrel squires are really cute summons and I think it would be cool for them to come back from the first summon to a super strong lategame summon. Enemies will learn to truly fear the squirrel squires once they start throwing explosive acorns or stuff like that. I think a lot of people would find this upgrade cool.

livid sail
#

Rename the Abyssal Warhammer

Seeing as this item ha absolutely nothing to do with the Abyss whatsoever, it's name feels really out of place, especially seeing as none of the other items in its tier are given any reference to Abyss.

rotund radish
#

Update Primordial Ancient's (and Primordial Earth's) particle effects.

As of now, the projectiles fired by Death Valley Duster, Primordial Earth and Primordial Ancient all look the same: Yellow-brown dust particles, just fired in different spreads and with different ranges. As you progress through the game and upgrade from Death Valley Duster up to Primordial Ancient, the weapons get stronger, but their projectiles' appearance doesn't change at all.

Primordial Ancient's sprite features purple smoke coming out of the spell tome, and I think its projectiles should reflect that with some kind of purple smoke/dust effect accompanying the regular dust particles. The reason that I'm mentioning Primordial Earth too is that if you use Death Valley Duster for a while and then finally upgrade to Primordial Earth, you get a new weapon but when you use it, it looks the same as the previous one, which in my opinion takes away a bit of the fun of using the new weapon and is the same issue you face when upgrading from Primordial Earth to Primordial Ancient.

The projectiles should change, at least slightly, with every weapon upgrade, so that the feeling of wielding a much more powerful weapon is not only conveyed through its DPS.

tawdry condor
#

Make Acid Wood placeable
Acidwood is currently not placeable, but like any other wood, i think it should.

spare tiger
#

Resugg: Make the meld set more in-line with the lunar sets
The meld set is pushed as being a rogue equivalent to the lunar fragment sets, however the much more diverse set of weapons, the fact that you have to make meld blobs into meld bars before they're useful, and the lack of a corresponding hamaxe or even a second rogue weapon all say 'classless', not 'rogue'. A light rework is in order, in my opinion.

oblique vapor
#

Add in a Sulphurous Sea or ||Acid Rain|| Crate:
Considering every other Biome in Calamity has a crate, I think that the Sulphurous Sea should get one as well to provide an alternative way of acquiring the new content from the ||Acid Rain Event and new Generation for the Biome.|| Also, the Biome finally has enough materials to warrant a unique Crate.
**But What about Abyss Crates?:**Abyss Crates could still exist alongside the Sulphurous Crate and be obtainable as a Sulphurous Sea fishing catch, while the Sulphurous Sea drops would be removed from the Abyss Crates.

neon wind
#

Seeing as how a FPS reduction on low-end hardware is an actual tip on the Calamity Wiki page for fighting DoG, why not implementing an item that once toggled, can slow down time to give the player a much higher reaction time?

#

And maybe implement a debuff to prevent players from staying in slow mode and cheese bosses

tawdry condor
#

Make Pre-Hardmode acid rain event non cheesable in deathmode
I just finished an acid rain event prehardmode in my Deathmode playthrough and i was able to just place some blocks above me to prevent the falling acid blobs from hitting me, and platforms above sea level stop almost every threat from reaching you (excluding skyfins and any lucky nuclear toads that spawn below you). My sulphourus sea spawned on the right hand side of the world, and most of the enemies just crawled towards the left of the sea, along the sea bed, making this event extremely easy, I know that this is a new event so there will be some changes made to it over time when you guys get the time to, i am yet to experience the further stages of this event too which im guessing are more fleshed out due to the higher number of enemies that are avaliable later in the game

for context i was using mage gear, meaning that Ranged, Rogue and Summoners and projectile Melee will also be able to do this, only class that'll struggle is True Melee but not many people pick that class ;p

swift scarab
#

Make the left click of the crystyl crusher a right click optional As it is now I cannot use the Crystyl Crusher because the blossom pickax is faster and allows for perfect mining. I personally like the old version of the right click being an area of affect in front of you.

tawdry condor
#

Stop the Antlions from spawning on the surface or spitting out sand blocks (Death)
I've been trying to clear out my desert for the desert scourge fight and i literally had to install cheat sheet and disable the antlions from spawning because they ruin everything.. Its impossible to clear out the desert without getting one to spam blocks everywhere. HyperEthanJudge

clear barn
#

As Calamity expands the Summoner class, and mixing and matching minions becomes more a staple of the class, there should be a hotkey to de-summon all your minions so you don't need to right click all the icons to move your summons around. It'd help a lot in early summoner when you're trying to transport your hermit crabs, etc.

tawdry condor
#

Make the "spirit" summon staves that usually stack on the players head surround the player in some way instead of being covered by others.

broken tusk
#

Buff stardust guardian
The stardust guardian is one of the only vanilla armor set bonus minions, but even in vanilla it is very underwhelming. It does only around 40 damage and does this damage in a very small area, making it almost useless for bosses and even killing normal enemies. It's damage should be buffed at least to match a single stardust cell or maybe even more since it is a post-moonlord armor set. My suggestion for how to fix its low area of effect is to give it the ability to teleport on its own as well as make the cooldown between explosions shorter.

silent thunder
#

Make the DoG in Boss Rush harder. It simply doesn't compare to Boss Rush Yharon or SCal despite being the final boss you must defeat to end the Boss Rush.

tawdry condor
#

Make Wulfrum shards useful post Desert Scourge
Give Wulfrum shards another use, like making them a substitute for the Variegated Lardfish ( the fish you usually craft summoner potions with) but instead of requiring only 1 make it require 5 shards. The only good use for Wulfrum shards after the first boss is being auto trashed or selled.

clear barn
#

A Wulfrum building block and furniture set.
Who doesn't wanna live in a house themed around your favorite starter material?

balmy sky
#

Can we get Discordian Wings back?
They were one of the coolest looking wings in Calamity, can be as some sort of rare drop from a boss (like ancient godslayer armour).