#suggestions-voting
1 messages · Page 33 of 1
Add some extra drops for the Frost Moon and Pumpkin Moon Pre and Post Moon Lord. There are many events in Terraria, but the two holiday events barely get any recognition in terms of additions by mods. Even in Calamity they only have 1-2 drops, and that's post Moon Lord.
Give the main menu a couple visual indicators that calamity mod is installed, like the main text that says Terraria would instead say "Terraria: Calamity Mod" with custom looks n' all. No particular reason for this suggestion, I just genuinely think it would be really nice to have a custom calamity themed main menu, since the music mod already plays the calamity theme. c:
Make the cold divinity minion recharge sound effect more quiet.
The recharge sound effect when having more than one or two minions is just loud and obnoxious (and by the time you obtain it, you will most likely have more than 5-7), would be better to just adjust it to be less irritating when using the epic new summon weapon.
Does anyone else think the nuclear terrors are a little too tough for post polterghast? I mean I get you’re suppose to be pretty tough then but they have a lot of health for a mini boss
Add the ability for both the Dyrad and the SteamPunker to sell both of the evil seeds or solution, allowing there to be an easier method to access hardmode evil materials or the ability to fight the calamity boss that is unique to said evil biome. With this addition it’d be far easier to be able to spread the evil in an area and farm drops from monsters and even fish up crates dedicated to said biome, with this addition you’d be able to gather all loot from either evil in your own world without the hassle of having two separate worlds with different evils for you to grind in.
Allow us to get the opposite evil wood in the opposite evil biome.
||i noticed the scab ripper is significantly weaker than the vile feeder. I can understand since ichor in crimson worlds gives a large advantage for picking it, however, in corruption world you can just bring down your evil island to get ichor regardless. This is extra work but it's nice to be allowed to work extra for a neat advantage, however in crimson worlds, you cannot get ebonwood, and you sinply cannot get the vile feeder and are stuck with the weaker option. Also if someone wanted to build with ebonwood/shadwood but had the opposite evil world, they can't||. I think you should just be able to do the extra work and go to your evil island and use some evil ore plus basic wood to create ebonwood and vice versa for shadewood. Thank you for coming to my ted talk
I reposted HALF of a suggestion because it didn't get enough stars and was a long time ago. Someone above posted one half of this same suggestion so I'm going to only repost the remaining half
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 this issue: allow us to add demonite/crimtane to the evil mimic key recipe to create some kind of specific key that spawns the specific mimic
A reward for mixing multiple summons.
With the new update, there is now a significantly larger variety of summons, but unless there's a hardcap, there's always that one summon that outclasses the rest, and as a result you simply just summon a big group of that single summon and miss out on all the rest of the tier. I Propose a reward of some sort for mixing summons, whether it be a damage buff for each different summon active or having summons all have their own unique unstackable buff they give to the player similar to yharon's kindles. This can be through a game mechanic or an accessory
The entire thing with summoner is that you have a personal army, but it's pretty lame to have an entire army.. of the exact same thing.
Make some new summoner weapons that do more than damage.
We just got hit with a huge bunch of new summon stuff and it's actually sick, but we're sleeping on so many opportunities right now.
Nearly every summon weapon in the game does one thing: damage. And that's a good thing to do! But there's also other things summons could do. Like: heal the player, apply buffs to the player, apply debuffs to enemies, create auras, give you more money, destroy tiles, revive the player, make me a tasty pre-packaged lunch, and any and all of these combined together. Summoners are so unique in that they can fill nearly any of these roles and do it effectively, and you would finally chip away at the biggest flaw in current summoner's design: there's no point in variety when all your options do the same thing.
I want an army of little healing angels with an ichor blaster and a few spaceships that teleport my enemies away until my other summons kill them. This is something nobody is doing, and I would love to see that change.
(P.S. -- this is kind of big in scope but i'd frankly be cool with just some small gradual additions to summoner over time. even a few debuff options would make a very positive and lasting impact on the class, instead of golden gun being a staple)
an item that functions like wormhole potions but has unlimited uses
farming specular fish or wasting blood orbs makes me want die
A summon weapon that can be used to aggro passive entities
Currently, it's difficult with summoner to fight enemies that are considered passive, like the ghost bell or the trasher. If an early game summon weapon was able to directly damage entities, it could aggro passive entities, then other summons would attack what was hit. This isn't supposed to be used as an actual weapon, just a tool to aggro enemies
Give Summoners and Rogues new wings
Summoners have to wait till post plantera to get either Leaf (which is only summoner specific cuz of Tiki) or Spooky, while rogues have to wait till post pillars for Xeroc. Adding new wings (or repurposing existing ones), will make it consistent with all the wings that the other classes get on the earlier tiers (like Butterfly, Flame, Frozen, etc.).
Add in a new exclusive Rogue armor available Pre-Boss in Hardmode
Rogues don't have any set of armor Pre-Boss in Hardmode, making this first step of Hardmode incredibly difficult for them. The Sulphurous Sea seems to majorly be a Rogue classed area, so it would only make sense to head back there again. The armor would require low amounts of Souls of Light, Sulphurous Sandstone, and Planty Mush in it, encouraging more exploration of the new Sulphurous Sea and Abyss. It would have two different types of the set, one that favors defense, and one that favors offense. Having both types of the set would be beneficial as it can help the two types of players, the ones who need a little extra defense to survive hits, and the players who are more skilled and can dodge attacks, having their reward being extra damage and other bonuses.
Give summoner weapons their own unique affixes
Unlike how rogue derives fairly well from ranger affixes, summoner weapons don't interact well with mage affixes. Mana cost, cast speed, and crit chance simply don't matter at all for summons and it makes a number of prefixes useless. Giving summoners their own set of specific prefixes could fix this. Options to replace the removed affixes would be things like minion attack speed, minion projectile velocity, or minion movement speed.
Remove divine geodes from the tarragon armor crafting recipe
Currently if you want to craft tarragon armor you need to defeat providence at least twice and potentially up to 4 times assuming you craft nothing else with divine geodes. This makes it basically required to grind Providence to progress which is time consuming and all it really does is slow down progression for no real reason.
Alternatively, The amount of divine geodes required to craft it could be reduced or the amount of geodes dropped by Providence could be increased.
Add in More Weapons from Bumblebirb
Bumblebirb did get moved from the tier of Pre-Yharon to Pre-Providence, and there has been no form of weapons for Summoner and Rogue class that have been dropped by them. It would be a good idea to make them for the Providence battle in someway to add more reason to fight this boss after the Profaned guardians.
Give the ||Tactical Plague Engine|| some amount of ammo conservation
the ||Tactical Plague Engine is a summon weapon|| that uses and consumes bullets, allowing interesting interactions with special bullet types to occur. ||However given it's post-moonlord status it's likely that by the time you get it ten or more will be active at once. ||This makes it hard to use special ammo with it because it will waste around 100 bullets on weak fast moving targets like pixies.
Auric Tesla Magic Carpet Dye
I've noticed that I can't, upon trying, dye the Auric Tesla armor's magic carpet. You should implement a way to dye the carpet, as it might help bring a color scheme/outfit together. If I were to decide, I would have it so that whatever color you dye the leggings of the armor (or vanity), the carpet will be that color.
Increase the speed of Old Duke's dashes and his projectiles if the player is too far away
Reason: Currently, Old Duke has a really small threat area. His dashes have a long gap between them and his projectiles like the Tooth Balls are too slow to be a threat. This makes him easy to outrun, especially if you use the jelly bean mount. Because of this Old Duke is made easy to despawn, to try and force you to stay in his threat area. Even with him being able to be despawned easily it's still not that hard to just outrun it without staying too far away. Instead of making Old Duke easier to despawn, I think it would be a lot better to increase his threat area by letting him and his projectiles easily catch up to you, similar to Yharon. For being a post-Polterghast boss, it shouldn't be avoided this easily by running away, and needs faster charges and projectiles to be able to keep up with the player.
Make the wulfrum fishing pole have a unique ability.
There’s pretty much no reason to use it over reinforced fishing pole. While wulfrum fishing pole has a fishing power of 10%, reinforced has a power of 15%. Both are at the same tier, and 8 iron bars are considerably easier to get than 9 wulfrum shards. Even if you have 9 wulfrum shards but not 8 iron bars, because of the difference in fishing power and because shards are usually saved for armor and weapons, crafting a wulfrum fishing pole isn’t a smart idea. I believe giving it a unique ability that reinforced pole doesn’t have would be a better idea than buffing it’s fishing power. I don’t think making an indirect immediate upgrade would be a good solution to an indirect immediate upgrade. My best idea for a unique ability would be making it so the line never snaps. Line snapping is just a bad mechanic. It’s just a random chance to not catch something you were going to catch, which is frustrating. This buff would give the player an option to either use a fishing rod with more power or a rod with less but without an annoying mechanic.
Make it so that you don't need the Asgardian Aegis to be visible in-order to dash. I don't always want it to look like I have the shield on.
Make the Teratoma spawn Hive Mind further away from the player
Currently, the Teratoma spawns Hive Mind directly above the player, making it extremely hard to spawn him in and not take a hit without quick movement/knowledge that it does this, and if you're farming on Armageddon mode, this inconvenience becomes a death-trap. Make it spawn him out of the way of the player, or don't allow him to damage the player directly after being spawned, like Crabulon.
Maybe make a calamity quality of life mod? so if people dont wanna play calamity but want its quality of lifes effects i think it would be a good mod
Nerf Spikecrag Staff
As much as I love messing around with this weapon, it's quite powerful, to a degree I don't believe to be appropriate. Using the following gear: Ruthless Spikecrag Staff, Valhalla Knight armor, Star-Tainted Generator, Leaf Wings, Angel Treads, Apprentice's Scarf, Statis Curse (Experiencing a bug where i cannot equip statis blessing, shadowflame doesn't make a noticeable difference) Summoner Emblem, I achieved the following times using no buffs, no rippers, on revengeance. (If no reforge was listed, none was applied)
Plaguebringer Goliath: 12 seconds
Fishron: 30 seconds
Cultist: 9 seconds
Either replace the frost lasers in Rev+ Destroyer's fight with something else, or severely reduce the time they inflict Chilled and Glacial State for.
❔
It should not be necessary to bring a Warmth Potion --- a potion that is designed around cold resistance --- to a fight that has nothing to do with cold simply because an attack that is made obscenely prominent throughout the fight (particularly in Death Mode) chills and can freeze for multiple seconds at a time. The fight as it stands currently demands constant movement as Desu himself can deal immense damage, particularly with his head, and the frost lasers are really just there to make getting hit needlessly punishing. Given the fact that Destroyer isn't particularly enjoyable to fight in his current state, the replacement of these frost lasers or at least some major adjustments to them seem like the best course of action to push the fight in the right direction; in short, this particular attack is not only excessively brutal if it hits but isn't thematically fitting at all compared to the rest of the fight.
Boss Zen toggle in Mod Config
Boss Zen primarily exist so that Armaggeddon farming isn't suddenly interrupted by enemies that aren't part of a boss fight, but besides that, most outside enemies that try to get in the way shift your focus for one second then mysteriously dissappear, so it isn't that big of a deal. There are occasions where it's actually really neat to have outside of Arma like in places where there are dangerous enemies that can actually harm you directly considerably, or interrupt your adrenaline and make it overall hard to maintain, and for that, you can have the toggle on.
Outside of that, there are some downsides, like the fact it uses one of your buff slots to work which can be really annoying sometimes, or in MP cases where person X wants to farm bosses but person Y wants to farm normal enemies and Boss Zen from X's farming won't let Y farm, Boss Zen is not even necessary at all for some fights like SCal where all other enemies are deleted from existence or just straight up don't make a difference, and for this, you can have the toggle off.
Make Cryogen's particles brighter. His projectiles blend in to the environment too much and can make dodging them difficult if you're hardly able to see them in the first place.
When Rage and Adrenaline are both active, there should be a unique added bonus.
Rage and Adrenaline are both cool concepts on paper, but they fall short in gameplay due to limited use and relatively tame payoffs. This suggestion would give players more of an incentive to save Rage and Adreneline for the right moment, since both by themselves are relatively boring. If I were to choose the effect, I'd go with invulnerability for a given amount of time, or maybe even a time stop to reposition and deal massive direct damage.
Gleaming/Gilded Dagger should not target critters. I'm not sure if this affects all critters or this is able to be coded, but I just want to make sure.
Make Vivid Clarity more consistent
Currently, even when used correctly, how much dps you do with this weapon heavily relies on rng. I observed that when the beams cause the explosions, extremely low damage is dealt and it is mainly the additional bouncing beam that deals the damage. I feel that the weapon is too inconsistent, having a dps range of 100k to 1mil (with glass gear) on scal. I suggest increasing the damage of the explosion so the minimum damage the weapon can do is increased when you get all 5 explosions, and decrease the damage of the additional beam from the sky, to prevent too much dps spikes, but make the damage increase after hitting enemy/tile higher to compensate so the "High iq increases weapon's potential" part is preserved.
Death Mode Destroyer
In my recent Death Mode mage playthrough, I had the pleasure of slamming into the Destroyer like a shopping trolley crashing into a brick wall. The boss is vastly stronger than any other of the mech bosses or equivalent calamity Early-HM bosses, even when investing fully into survivability and mobility. The necessity of the warmth potion isn't clear until fighting the boss, unlike cryogen, who is the signature Ice Biome Boss. If I'm frozen by cryogen and die for it, I laugh at myself for not considering cold resistance against the Ice Boss. If I'm frozen by Destroyer for two entire seconds and get OHK'd, I wonder why it fires ice lasers in the first place. The boss has a ludicrous 150,000 health, which does not get balanced out by worm hitboxes as the DR of the body of destroyer is massive, and all piercing projectiles are negated once they hit three times, as well as dealing less damage overall. I understand that vanilla Destroyer is easy to cheese using high ground, Stormbow, and similar piercing weapons, but Calamity Death Mode Destroyer is too fast, too overwhelming, and trumps all other bosses of similar progression. In my playthrough I ended up killing twins and prime without anywhere near as much difficulty, and substituted Desu for Cryogen to get pre-plant gear. If I feel I need pre-plant gear to viably take on this boss, it needs a difficulty tuning, if not a rework.
Garuntee the first 5 abyss shadow chests contain one of the 5 class abyss weapons each
I was trying to get the herring staff only to find a bunch of balls of fugu and some diving gear materials. I ended up in layer 3 (a place you shouldn't even be in prehm because the enemies one shot you), and none of them contain what i needed either. I can't mine voidstone and as a result literally cannot get any more chests. No herring staff. I have zero idea how I'm possibly going to have a chance at beating slime god without it.
Please revert the Crystyl Crusher. In its current state it is almost useless and is hard to mine with, and I loved the old one so much. Maybe make it so you can change it in the inventory, like rogue to melee weapons? (if thats even possible)
change the name of the non consumable caustic tear to be different from the consumable version, to avoid confusion
Give Twisting Nether and Armored Shell a respective potion for their tiers to give some more post-moon lord potion variety!
Although not completely necessary, I think this would help give players more options in the potion department at a tier with really only a utility-based potion to use. The potion effects can be determined by the devs, but generally I feel that twisting nether and armored shell potions should be offensive and defensive-leaning potions respectively, to compliment the utility of the dark plasma potion.
Rename True Shadow Scale to "Dark Scale" , "Darkness Scale" or "Rotten scale"
Reason: It's weird that Crimson's material has a (kind of) original name (Tissue Sample — Blood Sample), but the Corruption's material doesn't.
Move Mod Installation Instructions from #help-advice-read-pins to #mod-downloads
I believe most people consider #help-advice-read-pins to be help concerning playing the game itself, such as tips for bosses, etc. It makes more sense to have the instructions to install the mod in the same place as where you download it. Additionally, there's nothing in #mod-downloads telling you where instructions are, so you'd either need to ask or already know where they are.
i feel like there need to be calamity dyes, and i mean, i like to do themed endgame houses that look aesthetically appealing, but i can't get my armor and gear to look in the style of the houses, for example, you could add a cosmic, or cosmilite dye for DOG- themed cosmilite houses
Maybe have the dryad sell both the Bloody worm food, and the Teratoma after the Hive Mind, or Perforators have been defeated.
Reason: Since it is difficult to spread the corruption or crimson pre hm without the use of seeds, the opposite biome's boss would be exceedingly difficult to fight before access to better ways of spreading evil biomes, and the dryad selling the opposite boss's spawn item would make getting their loot, or whatever you want to fight them for, much easier.
Disregarding the current generation bugs introduced in the new update, I found a generated version of the Sulphurous Sea I imagine is fair to say is the intended generation. I feel the structure of the biome could be stronger, so I would like to propose some changes
As I feel it's important to include here, compared to the above image, here is a very simplified version of what I had in mind for the Sulphurous Sea. It is similar to both "Before and After" versions of the biome, just slightly less realized and easier to digest.
I have also included some points of interest and described them in greater detail.
https://media.discordapp.net/attachments/263382359397761025/696124473392234516/unknown.png?width=1009&height=677
Elemental Disc's current function is incredibly laggy due to all of the projectiles it spawns, creating 8 discs at a time which it can do more than once per throw. If spammed for a couple of seconds it will form a cloud of disks that covers a quarter of the screen and will make your fps plummet.
When the elemental disk is near an enemy it should split along the 4 arms of the disc rather than its current function. Reason: that's an intuitive way to reduce the lag caused by this weapon.
Reduce the amount of lag that the Relic of Ruin causes because it makes the game run like garbage.
Adding a Bumblebird pet would be amazing, especially with the new sprite it has. I think this would be a really cool pet
Change how the sun spirit staff works, move it to a later point in progression, or change the Frost Blossom staff to be more distinct from Sun spirit.
All three of these points are solution to the same problem: Frost blossom and Sun spirit are very, very similar. They have a very similar beam attack, both float over your head, and have exactly the same damage value, however frost blossom can be considered better due to it's explosion effect. This makes both these weapons somewhat boring, and causes the sun spirit staff to be obsolete.
Any of the above solutions could make both these weapons fill their own niche, rather than stepping on each other's toes due to their similarities.
I see that people don't like the ice laser from destroyer. I like the idea, but the freeze effect is to strong. What if the destroyer eyes are of different color or change of color to the laser that they are going to shoot
Hello, I really liked the change of music in the terraria menu, but I think it would be better with a modified background too, like the background of astral infection.
Rework plaguebringer goliath hitbox to better match its new sprite
Currently, PBG has a wonky hitbox for its new sprite, especially when charging. The hitbox extends far below the bottom of the visible sprite, so "close shaves" end up killing the player even if they dont seem to actually be in contact with it. Example, from the frame right before i took contact damage from him: https://i.imgur.com/D8FKNAZ.png
I have recently been playing a revengeance mode summoner playthrough and found my favorite summon is the Resurrection Butterfly. Sadly the weapon gets outclassed by the Entropy's Vigil, a weapon that you can acquire by beating Calamitas. The Resurrection Butterfly could use a damage increase, maybe with the ranged projectiles doing 75%-90% summon damage instead of the 50%. My reason behind this increase is that the weapon is a post-Golem item and it shouldn't be doing less than a pre-Golem item.
In multiplayer, make lore items for every person and clientside; if it's expert, make it drop in treasure bags, if it's not expert, make it drop so that each person can only pick up their own. Currently, only one lore item drops regardless of how many players fought the boss.
Nerf Old Duke. 200 damage on projectiles is absurd. The fact that he leads his charges into where you're going already makes it a challenging boss, so it doesn't NEED stupidly high damage.
Probably too huge to code, but make the boss rush bosses have unique ai from their origionals. So kinda like how DoG has an extra phase in it, make the other bosses have a unique boss pattern. Br is kinda predictable.... And with better/different ai, boss rush could be more fun and challenging!
I find it weird that rage and adrenaline look like such a huge part of the game with the huge bars on the screen when rage is rarely used unless you have the heart of darkness so I feel like rage should charge by you hitting the enemy with any weapon and adrenaline should still continue to charge by not getting hit, I feel like rage and adrenaline should get a rework where rage works with every weapon and massively boosts damage, and adrenaline you could choose what buff you want when use it like keep the damage boost, become invulnerable for a short time, or something else unique that can be changed by a new item dropped by a boss. Just feel like these mechanics need a rework because they don’t even feel like they do much when you manage to charge them up
Give birb at least 1 drop for summoner and rogue (or item to be crafted with effulgent feathers) so there is some motivation for those classes to fight birb at the intended point in progression, pre providence.
Make Bloodworms easier to acquire. Since they only spawn during the Acid Rain event (which is extremely chaotic)and only have 5 health makes it pretty much impossible to catch them without being extremely lucky. Having to otherwise complete the event to fight Old Duke seems overly tedious and makes learning how to properly fight the boss take a lot longer.
Add more content in late endgame in the sunken sea(the biome behind dessert) The biome is huge and it has a lot of potential for something to happen on it.
What about some more Wulfrum enemies or perhaps a mini-boss? Something to make them feel more substantial and less like something that only matters for the first hour of a playthrough.
Make Astral Injection be consumed on Quick Mana button press
Reason: they are delayed mana potions, why not making them behave like regular mana potions?
Either Nerf Astrum Deus to Pre-LC or buff it to Post-ML.
Currently, their intended progression being in the middle of the lunar events essentially fragments what's framed as being this big moment in the game. Simply relocating AD's progression to avoid this issue would be a good move, in my opinion.
Dank/clot staff minion speed buff.
Currently this staff does great damage with its fantastic pierce properties, and quick hits with low damage, however its lack of speed makes it inconsistent, only getting damage in for tackles when it does quick “tick damage” at low values, allowing this minion more speed will allow it to chase and track enemies better, making it better suited than minions such as the vile staff or an even earlier staff, the Belladonna Spirit Staff as both of these generally outclass it for damage.
An indicator is needed to let people know Storm Weaver becomes enraged outside of the space layer because the enraged state is not obvious enough. Players, who are completely unaware about Storm Weaver's enraged state, will try to fight Storm Weaver outside of space without thinking twice about it. Many, many attempts will incur for awhile until the player either hardly manages to beat the Storm Weaver, or they resort to asking for help. That's annoying for a relatively minor boss.
Add some form of tooltip, debuff, instant kill/damage reduction, or other form of indicator for the Storm Weaver as way to inform the player that the Storm Weaver goes enraged outside of space.
Add an Endless Rocket Crate and an Endless Gel Container
Reason: Vanilla adds two types of endless ammunition: bullets and arrows. It only adds these two because guns and bows are like 95% of vanilla.
However, given how far Calamity expands on rocket launchers and flamethrowers, endless gel and rockets are definitely going to be welcome.
Remove Moon Lord's death animation when fighting him in the boss rush
Having to wait through the animation you've seen a hundred times is pointless. It takes away from the fast pace of the boss rush and its just annoying to sit through.
Alternatively, Move Moon Lord to the end of the Tier 4 bosses, to make the death animation mesh with the brief pause between Tier 4 and 5
Add items similar to profaned soul crystal for other bosses with similar challenges to obtain so that summoner gets a subclass which transforms weapons maybe godpriest or something. as for now summoners dont have any means of attacking on their own and summoner armors only boost summon damage .so endgame fights are just bullethell doging and if you play calamity you play calamity not touhu.
Buff Hive Mind's damage and nerf its HP
Every time I've fought the Hive Mind, it's taken a ridiculous amount of time to beat it. For me, it's always been about as long as the Devourer of Gods fight. I can understand why DoG is so long, since it's incredibly important to progression, but Hive Mind isn't a major boss. The trade-off for nerfing the HP would be to buff the damage (contact and/or damage of the Dank Creepers and other enemies summoned.)
Reduce the speed and acceleration of the Aureus Spawns. Why?
The main idea behind the Aureus Spawns is to try not to hit them so that they stay passive. Although it's a neat concept on paper, it really does not matter because of the amount of projectiles that you make at that point in the game. A stray bullet or AoE weapon is enough to piss them off and make a nearly undodgeable attack that does around 125 damage in Revengeance, not to mention the Astral Infection debuff it gives you which is around another 30-50 damage. The high speeds that they move at give you almost no reaction time, especially on a laggy computer.
I don't care how you fix them, just make them either slower or do less damage.
Yharon's second phase should be harder.
The second phase of Yharon is quite similar to the first, in fact some people say it's easier. Since the player is alraedy familiar with Yharon's patterns, Yharon should have different AI or attack patterns to truly make it seem like Yharon's full power and also to make it feel different from the first phase.
Give Cultist some kind of a new attack revolting around Xeroc/shadowflame
Think of this. Xeroc armor is lunar armor for rogue, of the same tier, meld blobs do drop from lunar enemies (nebula, specifically), so why does the summoner of celestial invasion not have any kind of attack related? He has fireballs for Solar Pillar, Arc Orb Lightning for Vortex etc. Yes, sure enough, there is no Meld/Xeroc Pillar, but Xeroc armor/ weaponry is a thing, so why shouldn't it be a thing?
About idea, I do believe that he could summon some shadowflame tentacles to shoot up from gound or something. Devs are better at ideas anyways.
make levi a lot harder cause with sloppy dogging i was able to easily defeat it right after cryogen and it's drops are really good against every boss untill astrum aureus
Add https://cdn.discordapp.com/emojis/696468781110919209.png?v=1 emote to replace
because this new one is based off of PBG's new resprite rather than the old one.
Rework Rev+ Cultist's rituals to allow hitting the wrong cultist and not guarantee clone spawns. Additionally, make those clones retaliate in some fashion when struck throughout the fight once they exist.
(Bonus points: clones that already existed before a ritual still don't dissipate.)
❔
As it is currently, the rituals are the one aspect of this fight which is actually majorly adjusted...except the issue is that they completely miss the point of LC's rituals in the base fight. In the vanilla battle with the main main sealing the Moon Lord away, his summoning rituals are present to force the player to slow down for a second and think about where they're firing rather than spraying bullets everywhere. Calamity prevents you from hitting any Cultist except the real one and shortens the time you have to pick out the right Cultist, meaning you basically have to spray those bullets everywhere if you don't want a Phantasmal Dragon up your ass. Furthermore, that is the only punishment for doing it wrong, because clones always stick around even if you get it right, removing a large portion of the compensation for not being an idiot. 
The proposed idea is that when a cultist clone is shot, it "retaliates" in some fashion --- copying current LC attack, using a new attack, jamming the player's weapons...there are a lot of different ways to go about it, but the point is that they retaliate when hit...and that it carries on throughout the fight. This would actually give LC's clones a reason to exist past shadowflame fireballs and increased Ancient Doom spawns, and combined with the rest of the changes mentioned would expand the original point of the rituals to the entire fight, making the battle a test of intelligence and observance rather than a mere test of firepower.
I think maybe the buffed Eclipse should be buffed a bit more. Compared to the Pumpkin and Frost moons in the later stages the buffed Eclipse is fairly easy.
May I suggest a bit more warning to the presence of Cosmic Elementals? I know that at least for death mode, it's very much a mod focused around "git gud lol," but suddenly dying in the early game because a Cosmic Elemental decides to yeet itself into your safe box is hardly a fair death. Even just a faint light source or a noticeable sound would suffice.
Instead of "[Name] failed the challenge at hand" when a character dies with armageddon active, either play a normal death message with something like "(Armageddon active)" at the end, or tell the player the name of what killed them
Sometimes you'll get killed and not see it coming, and not even realize what hit you when nohitting. If the message was clearer, players would be able to tell exactly what hit them instead of being left wondering
Rename Bumblebirb
The name just does not fit the new sprite. I suggest something more threatening, or something related to the jungle and/or Yharon.
A corruption version of the Golden Gun that shoots small blasts of cursed flames. Cursed flames doing some damage and reducing armor by 20% would be giving it nearly the exact same role as the Golden Gun.
Add a way to re-obtain lore items if they’re accidentally discarded. It sucks that you can only get one of every lore item per world because many players are unaware that they’re non renewable. Maybe, if the game can’t find a lore item located in your world, it’ll give you a new one. That way, it’s not as easy to accidentally trash one.
Make it possible to target an enemy with a homing weapon
Reason: The said weapon might target a wrong enemy.
Make Uelibloom spread slowly, just how Chlorophyte Ore does, to a specific cap of block grown in an area. In return, make it spawn in much smaller and more rare pack than currently.
It should be obvious that Uelibloom ore is literally a Plant kind of ore. Why shouldn't it have ability to spread to mud blocks? This would additionally spice up post-Providence grind a little bit, possibly forcing player to wait a bit before aquiring Tarragon armor. This way, players could instead, for example, look what accesories they can make to increase their fighting/surviving abilities, rather than blindly going into a mining madness straight after snuffing of Providence.
For those who enjoy building, this can make Jungle a little bit more appealing biome, should it not have as many holes after such digging.
Spawn a mimic by putting a key in a chest in hardmode
Mimics are hard to find and getting a star cloak 5 times in a row is pretty annoying
Make a pre-hardmode item that temporarily grants immunity to the Sulphuric Poisoning debuff, to make the trek to the abyss less difficult and to make acid rain easier to manage early on.
The Sulphur Sea is already difficult to traverse with its bubbles, difficult enemies, and large bodies of water. However, the Sulphuric Poisoning debuff is the icing on the cake for making this biome annoyingly difficult to traverse until post-AS. The pre-hm dive to the abyss already takes out around 240 hp before you even reach the bottom, and the acid rain is made even more difficult due to the constant DoT of the water, making leeches even more lethal.
An addition that would help this would be a temporary buff, either pre-existing or new, that would grant immunity to Sulphuric Poisioning. This would give players more opportunity to play around the acid water's debuff, and make getting to the abyss less bothersome and difficult.
Add more of a warning to bumblebirb's red pillars. They can appear out of nowhere and lead to cheap shots if you're unlucky. Example: https://gfycat.com/wholenicecavy
Maybe add some additional items to the Frost Legion as it's quite a pointless event.
Change the name of the daedalus mask to the daedalus helm/helmet.
As far as summoner head pieces go, all the main hardmode sets (reaver, hydrothermic, bloodflare, god slayer, silva, auric tesla and demonshade) have 'helmet' or 'helm' as a name. The only exception is the daedalus mask. I propose to change this to helm/helmet for the sake of consistency.
add a 1 second start up to the skeletron fight so you don't start right under his head
currently in order to spawn skeletron, you must talk to the old man at the dungeon entry which requires a 4-7 block distance max between you and the NPC. (dont know the exact value) This distance is similar to the size of skeletrons head, and as soon as you press "curse" skeletron will be fully mobile, this allows him to sometimes chain 200-300 dmg right at the start of the fight because you are not at a safe distance. I propose a 1 second "stun/cast" to skeletron before he starts moving, this could be animated to get his arms out and ready to fight, or even adding a code that prevents either player or enemy to deal damage, similar to the cosmic worms. (this gets more harmful the higher the difficulty, especially in death mode)
Reword the Sulphurous Armor set bonuses tooltip or change the set bonus
why: the set tooltip is misleading and doesn't match the actual functionality of the set bonus.
the tooltip states: "Grants a sulphurous bubble jump that applies venom on hit"
which implies that when airborne the player can preform a mid-air jump leaving a damaging bubble, when in reality,
the aforementioned bubble spawns only when the player jumps off the ground, and jumping mid air gives the same effect as the Sandstorm in a bottle accessory, which the tooltip neglects to mention.
possible solutions:
- change the set bonus to function as the tooltip says (the bubble spawns upon jumping mid air)
- change the wording of the tooltip to match the actual behavior of the set
Add a config in the music mod that toggles Yharon's phase 2 theme between the normal version with lyrics and the instrumental version
Why: Yharon phase 2 is pretty intense. With the amount of stuff you have to watch out for, the lyrics can sometimes be distracting. While that definitely doesn't apply to everyone, and some people may even just turn off music, that doesnt leave much room for those who want music and no distractions from the lyrics.
I know this was said earlier, but I totally support the idea of a Quality of Life thing for Calamity, but in the scenario where you do make one, you should make it so that it has some items, such as the Normality Relocator, Demon Trophy, Celestial Onion, Vanilla Boss Summons from NPCs, and any other really good utility items (Cosmolight, Bait Sells from Merchant, Bandit NPC, etc.)
Some bosses should retreat from the battle instead of dying.
There are some bosses that are presented in the lore as being sentient beings with no particular reason to be fought, such as Brimstone Elemental and Lunatic Cultist. The player shouldn't actually kill these characters due to moral conflict. Instead, the bosses should drop their treasure and retreat. This would make the player feel less guilty about killing characters that don't deserve to die, especially characters who are as aware as humans, such as the aforementioned bosses.
Grant the Eater of Worlds immunity to Electrified on higher difficulty levels.
❓ As it turns out, the Tesla Potion basically makes the Eater of Worlds fight, even on Death Mode, an utterly trivial waste of time due to the fact that it provides a substantial DoT and damage aura that the Eater is not actually immune to. Not only does this eliminate Vile Spit as an issue entirely, it means that each individual segment can get hit by Electrified and 15 points of damage from the aura. This utterly shreds the boss, and makes it so easily fought that you can fight it without an arena at all, underground, even on Death Mode. I feel that this is against the spirit of Rev and Death, therefore, I suggest that at the very least, it gets an immunity to Electrified.
Maybe voice acting for bosses that speak like Devourer of Gods and Supreme Calamitas. It would make it so you didn’t have to read the on screen text while fighting them. Plus this is a lot for lore possibilities. Such as giving the bosses more depth and emotion. We could also add speech for certain bosses such as Providence or Yharon (if he is intelligent enough to talk). Maybe some dev could voice those bosses. This in my opinion would add more immersion. If the music and voice clash the music should soften so you can hear them. This only happens once for a quote so we won’t have the Devourer saying “Did that hurt?” 20 times throughout the fight. Thank you for your time.
Add something to make the vanilla NPCs more relevant post-ML.
As it is, after you've beaten ML, the vanilla NPCs are basically dead weight (aside from Goblin Tinkerer). Of course some of them were already dead weight (Guide, Stylist, Dye Trader, Tax Collector, Painter, Truffle after you buy a single autohammer, etc,) and there are a few useful bits and bobs they sell, but the majority become absolutely useless once vanilla progression ends. Compare this to the Bandit, who sells new content all the way up to Yharon. Adding post-ML content sold by some of the vanilla NPCs could provide more of a reason to keep them around. (This doesn't need to just apply to the utility NPCs, for example the Stylist and Dye Trader could provide post-ML dyes or something.)
i think it would be nice if sulphurous sand could be made into glass, like other types of sand in the game.
Maybe make revengeance mode permanent again. Now that is can be toggled it just does not feel the same anymore.
Add more summon weapons with some form of active attack like the Midnight Sun Beacon and Dormant Brimseeker, even if it does barely anything it feels nice to be able to attack in some way while not losing damage.
I'm sorry, but Entropy's vigil should definitely be nerfed.
I started summoner playthrough a while ago and defeated Calamitas with Ancient Ice Chunk, dealing around 500 DPS. When i got Entropy's vigil, it managed to destroy every single hardmode boss in less than a minute (moon lord and polterghast included; 3 mechas in one night).
This character is using early hardmode gear as an example, dealing almost 10k DPS. When i fought Moon Lord i was dealing around 20k DPS. Making any other pre-moon lord summoner weapon completely insignificant. (i wanted to use cold divinity so badly, that one deserves some heavy buffs)
Nerf suggestion: Entropy vigil should consume 3 slots to summon; Make the trio attack more synchronized instead of nonstop spamming.
I know Calamitas is a big deal in this mod but this is just too much.
Check it for yourself if you don't believe
Severely decrease/nerf the health pool of most worm enemies in Death Mode.
❔
Because of the way worm enemies work in Death Mode, any worm enemy that can split is set up to where every segment has as much HP as a full-blown worm enemy. I appreciate trying to make the game harder, but when common worm enemies have higher per-segment health than the Eater of Worlds and can still split in the same fashion, there's a serious problem.
Make it so the housing menu actually tells you why the housing is invalid.
Add more items like the Profaned Sould Crystal. The item is incredibly cool and having more transformation items would add a fun new way of playing the game before the very end. It would also give the summon class more ways to play
Now for a "silly" suggestion about the Profaned Soul Crystal: profaned creatures should become passive while wearing this accessory. Not that it would change anything but it's just to make sense, since you're an emissary.
As it stands now, vanilla wings and calamity mod wings give buffs alongside the usual "you can fly and don't take fall damage" thing. Alongside that comes a fair share of really sweet buffs like fin wings giving u free movement in liquid. Sadly this means other wings will suffer the fate of being very underwhelming, which right now, is sadly a huge issue.
For example: The angel wings give a 20+ max life boost, +15 defense boost and +3 life regen boost. But if u look at tarragon wings, the boost suddenly becomes enormous for the angel wings with tarragon only giving +2 life regen and +15 defense WHEN u wear the armor set.
A couple of other wings share the fate, including all the post-ml wings and some things like the bone wings.
My suggestion is to give a huge buff to said "underwhelming" wings, like making the bone wings passify skeletal enemies when u wear it, just like the royal jelly does (might be a bit too broken but it's an idea nontheless) or making let's say, xeroc wings, give u a passive stealth regen even when u move and attack. The list for possibilities goes on but please give the underwhelming wings a chance to shine.
During Acid Rain, make it only rain in the Sulphurous Sea biome.
As is stands, whenever the Acid Rain event is active (which lasts until you defeat it), it will rain throughout the entire world. This is incredibly annoying, especially for people who don't like rain already. For lower-end pcs, the extra rain particles can make the game chug. Having to go to the other side of the world to grind out an event, just so it can stop raining, is inconveniencing.
PLEASE decrease the volume of the Marked Magnum. It is very loud compared to everything else and is not a pleasant sound. To see for yourself (since my video recording software doesnt portray it to be as bad as it is), go ingame and turn your music and ambient to 0% and sound to 100%, and then try normal tasks like swinging a pickaxe or opening a door or talking to an NPC, and then start firing the Marked Magnum and it'll destroy your eardrums.
Add a slight delay before old dukes sharks can damage players
They're prone to cheap shots if you're within a reasonable range of duke. See: https://gfycat.com/loathsomeaggressiveballoonfish
Rework true melee boosts such as the Counter Scarf to grant bonus damage on true melee strikes with a weapon.
What I mean is that rather than boosting the base damage, it should deal more damage in true melee range. Like a sword will deal bonus dmg with counter scarf regardless of whether it shoots a projectile or not. Projectiles will not receive this boost.
Why should this be done: It still preserves the concept of true melee. It'll give DoG lore more of a use. And it'll remove discrepancies such as Ultimus Cleaver getting true melee bonuses.
(Note: Fungal Symbiote may need a rework of some sort. Possibly explosion of mushrooms on true melee hits)
Have Desert Scourge, Skeletron and Cryogen drop lore items for the Desert, dungeon and ice Biome respectively
Seeing as these biomes have significance in the lore, I feel it would make sense for them to be given their own lore items. These items don’t necessarily have to provide bonuses though, seeing as none of the other Biome lore items really do currently.
Add more enemies post ML
I feel one of the main problems with the post ML portion of the game is just how empty it feels. It’s essentially just a boss rush with some new ores and events sprinkled in. I feel the main cause of this is the lack of threatening enemies. Currently, the only enemies you’ll find that pose a threat at this point would be the Profaned enemies, dungeon enemies, abyss enemies and buffed event enemies. Everything else can just be killed effortlessly. I feel by adding a few more common enemies that pose a genuine threat post ML would help keep it more interesting.
Add the rage effect to the Sirens and Leviathan in Death mode. I know that in Death mode they always have it activated, but add a "super" rage effect or something similar to still give the feeling that they are bothered by the death of his friend.
Buff the magic damage bonus granted by the Brimflame Frenzy ability.
❔
Currently, the Brimflame Frenzy ability costs a mighty -21 HP/sec life regen + completely disabled mana regeneration for 10 seconds each...in exchange for a 1.1x multiplier to magic damage. Given the extreme price that has to be paid to utilize the ability, it feels awfully underwhelming that you get less than a Shroomite headpiece's worth of damage off of it, especially since you're forced to brute-force your way through Mana Sickness to keep firing. Buffing the magic boost granted by the ability would help to justify the extreme penalty and make it more of a high-reward ability to match its high risk.
Add more stuff to pre-hardmode goblin army. Warblade is very outclassed by other weapons as soon as you get it and harpoon gun is nice, and I love dualpoon but other than those two, the pre-hardmode goblin army just feels kind of stale. Reccomendations on the Kinds of items are magic weapons, Armor set, Accessorys, crafting material's for later game stuff. The goblin army in my opinion is right next to frost leigon on how useless it is. (No im not forgeting goblin tinkerer im talking about weapons and such here) It has alot of potential because its mainly correlated to the shadowflame topic. I would love to see more in this event.
Suggestion: Add :Dimensional_Interloper: emoji https://cdn.discordapp.com/emojis/692067168715538462.png?v=1
Reason: It's a funny emote, it's Calamity related, and squirrels are adorable. It could be used in response to like someone posting a peculiar world gen experience in #calamity-mod-talk to highlight the otherworldliness of Terraria's intricacies.
Make the consumable Caustic tear turn off the acid rain as well as turning it on, just for pre-hardmode ease of access.
Make it so that the new boss debuff icons (the ones that appear on top of bosses) also appear on top of the boss healthbar. This is to make it easier to check them during hectic battles.
Add more unsafe back walls like we have for the Dungeon. Like unsafe spider den walls, or unsafe lizhard walls. Would be helpful for setting up farms, or for challenge maps and self made multiplayer worlds. With those two examples they could be easily purchased from the Stylist and Witch Doctor.
Add Betsy to Boss Rush
Reasoning Betsy may spawn at the end of an event, but so does The Old Duke (and I presume he will be added to the boss rush eventually). Betsy also drops a treasure bag in Expert+. This is something no other "Mini Bosses" do. Her AI is also just as complex as a normal boss, to the point where while she has more unuiqe attacks than some other vanilla bosses, like Golem or The Wall of Flesh. She may be an optional, Betsy also has a legendary weapon drop another thing no other "Mini Bosses" do. Betsy deserves the promotion.
Let us craft a later game, non-consumable way to summon Ravager. You end up fighting it so much it would only make sense to have a way to do it without using up summon items. So basically the same thing as the Star Core for Astrum Deus.
Make the devourer much harder in expert mode. At it's current state, devourer is significantly easier than the sentinels because he never tries to hit you. He dodges you at the last moment.
do some death or spawn animations, I think that in a mod like calamity where bosses have their story and several of them are more than just enemies, a spawn animation related to the object that summons them would give them more "life" to each boss
Add some more dyes. I like to pimp out my character, and I think calamity has the potential for some really cool looking dyes.
I think at the start of a new game we should get an item in which we choose what class we want to go with in the new playthrough. Like, someone wants to go mage only - he chooses that option. As a result, the first drop that he gets from the bosses will contain a mage item(first time only), so a person doesn't have to grind one boss three-four times in order to get a weapon that fits his class if he gets unlucky. Of course, if a player doesn't want to choose any class, he can simply ignore the item/choose a "No Class" option, in this case there will be no effect.
I think that when you have a summoning accesory in the social slot then... creatures that is summons show but they do nothing. Maybe it works for few but for many it does not.
The reason is that some people would like to see their waifus, mushrooms or other, maybe it fits their loadout, but it's for a other game part so it is not worth to wear normally, it could work like a pet that doesn't use a pet slot.
Or you can make it that summoning accesories (maybe summon weapons too!) can be worn in the pet slot, this could be also good for reasons listed above.
Add backgrounds to the title screen
In addition to the Tale of a Cruel World playing while the player is on the title screen, there should be an option to toggle backgrounds; these backgrounds would be the biomes in the mod.
EDIT: Thank you for the suggestion people, and add the Calamity logo as well.
There should be also an option to replace Terraria logo with Calamity logo in the main menu, like it is with Overhaul.
Also the reason is quite simple, if there is already music in the title screen and there is a proposition for alternate background, why not make a alternate logo?
And you know, its the atmosphere
Add a way to manually summon the Martian Invasion. Reason being consistency when compared to the other invasion events, plus to help people who are trying to farm the martian saucer. Maybe add a summoning item that can be made using the martian conduit plating?
give the aestheticus a post moon lord upgrade because honestly i feel like the aestheticus becomes boring after so much time of using it if you do that is (donor agreed)
make the pack (rocket laucher post ML) have a real sound, is very weird the one he have now. the sound is to short,it will fit better a pistol that a rocket laucher. the rocket sound is not there, is just a firecracker without the flame of the rocket. my suggest is to add the rocket flame hiss to because that effect don't give me a real help when i use it against a boss, sometime i ask myself if i have shot or i have the wrong weapon
Please nerf the necromancer
As it is right now, it can fire 1-2 beams per second, doing up to 160 damage per hit. It can and will kill a player in a few hits.
I feel like it's much more powerful than any other dungeon mob.
I feel like we should reduce its fire rate or add something that tells where the beam will go
make hydrothermic armor glow in the dark a little bit as hot metals and scoria ore have or should have a orange glow
Rework the Daedalus Crystal and Hydrothermic Vent to be more interesting
Example: The Daedalus Crystal could fire a non-damaging laser that slowly causes a snowflake to grow on the enemy and deal damage when the laser is held on an enemy. The Hydrothermic Vent could fire a gravity-affected projectile that causes a fountain of boiling water to erupt upon hitting a tile or enemy.
Reason for this suggestion: Currently, the aforementioned armor set minions feel quite bland. They're effectively reskins of the Leaf Crystal from vanilla, with the only real difference outside of the visual aspect being that they inflict some debuffs. Making them actually have unique effects would help make them stand out and would possibly help make them more than just an occasional 100 damage once in a while, and could even possibly make fights more interesting by making the player have to employ new strategies to effectively use their projectiles.
Add a giant bottomless water bucket
The bottomless water bucket is great, but if you happen to drain your ocean by blowing up the abyss it tends to be a little slow. Is it possible to add a bottomless water bucket that fills a large area instead of just 1 block? Like a giant 5 radius circle of water?
This is good in other situations too. It helps with making fishing pools MUCH faster. Very good quality of life.
Make summons not target Aureus Spawns
Reasoning: You generally don't want to hit Aureus Spawns, so I feel like this would be beneficial.
Boss Update for speed runners
So this mainly includes a NPC that can help you get summons earlier in the game
Why: Their are interesting ways to speed run like the eidolist item that helps you fight cultist, how about something similar in a way but it skips progress instead. Instead of skipping to like a fight, you can skip like Easy Mode or Hardmode and jump to post moon lord. This gives a challenge for speed runners who really wanna speed through the game trying to fight enemies with some small items
Make the fact that summons do 25% less damage when wielding another class's weapon and 10% more damage when holding a summoners weapon readily available information in-game.
I feel like it's really important to have this information in a place where people can know about it more easily. It can effect many a new player's run if it's not known.
Accessory idea for true melee: An accessory that let's true melee weapons deal a flat % of the damage they would normally deal in true damage.
Sure, there could be a certain balance issue or an issue with implementing this, but as it stands now true melee is a very unreliable way yet also kind of a suggested way of playing (through the rare accessory found in the mushroom shrine)
Adding an accessory that let's true melee deal true damage would not only increase the viability but also the reliability of true melee weapons, giving them an edge against certain bosses/enemies that have a very high amount of DR when compared to other ways of playing.
A way to balance this could be by making true melee weapons deal less total damage in return or making the player also receive a percentage in true damage when they get hit.
Astral Sulfur Sand
With the introduction of only this one block, you won't have as any players complaining about no Astral Infection, as that is one less place for the meteor to go without spawning the Astral Infection. From the sea, it can easily just infect the forest behind the Dungeon.
Buff some of the Wulfrum weapons and tools. They look really nice and most are a waste entirely to craft. Compared to gear from the starter bag: The Wulfrum Drones do 1-3 more damage than the Squirrel summons but are a lot less intelligent. The pickaxe and axe are the same as tier 1 ore. The Wulfrum staff does less damage than the Amethyst Staff. They are outclassed by items you start with as soon as you spawn.
Calamity, Thorium and Elements Awoken need to be collabed or mashed into a whole mod. Expand the story! You've got great music, great sprites, and great gameplay!
Am I asking too much? Of course :p
Can it happen at some point? Maybe ;)
Wishful thinking
A way to craft cloud blocks. They are used in a lot of vanilla item recipes for calamity. Perhaps by using a water source, water bottle, or water bucket a forge? Like the water being made into steam.
The Calamity mod has a lot of rich lore hidden within the game. However, the average player most likely will not ever be able to uncover this lore due to how little of it is presented in the actual game. If you want to learn more, you have to go to an outside source, such as the wiki or #lore-discussion . I believe that all of the pieces of the lore should be available to someone without venturing beyond the game’s code, which is why I suggest...
The Notebook
The Notebook is a menu that is accessible through the inventory, similar to the Log Book from Boss Checklist. As you play through the game, the book slowly fills up with more and more short excerpts about the lore. For example, defeating Slime God and crafting some Statigel Armor unlocks a couple of sentences about Statis and who he was.
The game itself, despite having a surprising amount of lore, doesn’t have a reliable way of exposing it to the player. Sure, there are the lore items, but those provide such little insight into the bosses they come from that they might as well not be there. The Notebook would solve that by slowly providing the player more and more context as to the world that they’re exploring.
Nerf the spent fuel container or make it a post plantera weapon.* I’ve been playing with a rogue character and testing this weapon, and it seems incredibly overpowered for its tier. It’s available post-AS and it completely outclasses other rogue weapons of its tier, and even most of the post plantera rogue weapons. It’s “upgrade”, the Totality Breakers, is an upgrade to the other two ingredients (Desecrated and Consecrated Water) due to inconsistent damage midair, but this weapon has so much damage and such a wacky hit box that it barely matters as long as you can see the ground on screen. This weapon needs some readjustment in my opinion. If it is moved to post plantera, it should also be removed from the recipe for Totality Breakers. Totality Breakers seems like a support weapon whereas the SFC feels like a mega buffed consecrated water focused on damage. It seems like a natural upgrade to consecrated water, but it’s available at almost the same tier. If it is moved, it should stay a stand-alone weapon because adding it to Supernova crafting tree would be too much.
A new shopping window with the Goblin: Exact Reforging. The option would exist to open a buy menu and place your item in a slot similar to reforging. However the Goblin would have a number of items for sale. These could just be colored dots or small animated flames or whatever, but the idea is that buying one would change the quality of the item placed in the slot to exactly what you want. So for example if I put in a sword, the buy menu would be filled with one item for each quality from Broken to Legendary. This would be rather time saving and allow people to set up challenge maps and give their players exactly the gear they want the stage when they find it much easier. In order to balance this the cost would be higher, say 10x the normal reforging cost for an item at no attached prefix?
Add a way to manually Summon Betsy
As of Right now Betsy can only be fought by completing the entirety of The Ones Army up to the final wave, She also has a legendary weapon (Vesuvius) and that has a 1 in 100 chance to drop. This means that statistically you would have to play through the Old Ones Army dozens of times to even have a SHOT at getting it and thats kind of absurd. Adding a summoning item would not only make the boss easier to get to in the first place, but would also save hours or even days of grinding.
Please, change the way platforms work. Many of us here use platforms in order to make arenas, we use campfires and things such as magic ball to get buffed during the boss fight. But there is a catch, we can't place "heart lanterns" and "star in a bottle" on them, we have to use blocks instead. And by placing those blocks we make boss battles much more challenging, we can accidently bump into them while flying, resulting in us getting hit by a boss.
give the squirrel squire staff have a post moon lord upgrade as having squirrel fight for you with SDMG or a last prism would be really fun and cute plus there one of my favorite early game summons and having more uprades would give more reasons to explore and keep items which you could maybe only get from rare and deadly enemies
there is also the fact that it becomes obsolete after killing the first boss
Give all lore items a prefix on their name. For example "Lore: The Hive Mind". This would be very helpful for those of use who are use mass storage or are just sloppy with their storage and want to search for their lore to see what buffs they could gain from the ones they have.
Make more fireplaces to match new furniture themes. The Ashen and Ancient Basins could also count as one perhaps. Actually really all the Basins could count.
make bars and ores such as cryonic and scoria inflict frostburn on fire and similar debuffs while in your inventory if you dont have protective gear or potions in death mode as they are either extremely cold or very hot similarly to hell for example it would also spice up getting ores as lets be honest getting ores is pretty boring
please make the new weapons have more purpose and add them in the crafting trees of endgame really powerful weapons. and make the event at least somewhat timed. you know, have it end after a while instead of being have to defeat it.
The fathom swarmer set is currently on the same tier as the spider set for summoners. This makes the spider set completely irrelevant. I would reccomend making the fathom swarmer set either require hallowed bars or chlorophyte bars to make up for this.
give swords afterimages
Why: many true melee weapons look kinda lame when swung. Adding afterimages to the blade can make them more fun
Give the player some alternative method of obtaining Chlorophyte ore other than mining/farming it in mud
Reasoning is quite simple: Chlorophyte is a powerful ore once you get to mine it, and it generates in Jungle in packs like any other ore. What's the big deal here? Holes. Tunnels. Whatever you wish to call them. They are made solely to get that precious ore, and in 90% cases, these tunnels are never used afterwards. They just stay there, making your world look like you got a stroke. This can make a builder go nuts, bacause he/she would have to fill all this to make a building. An alternative is to mine a few Chlorophyte ore blocks and farm them, but seriously, who would wait hours for it to grow? You got a Golem to beat, and Chlorophyte gear won't appear out of thin air!
I propose to give it a new way of being obtained. One way would be to give it to the Crates after defeating Plantera? Or you could give them into silt/slush Extractinator loot table post Plant, since that thing is basically untouched by CalamityMod at all.
Lastly, one could consider giving some of it to Plantera drop table, since Plantera is literally a PLANT, and Chlorophyte is literally behaving like a PLANT, so why not give connection to the two?
Make Nuclear Terror drop a Bloodworm upon death
Nuclear Terror currently serves as nothing more than an obstacle. They spawn in, force out other enemy spawns for a good while, then die with you only getting 3-4% event progression for your troubles. For being the mini-boss of tier 3, them not dropping anything is really odd.
Bloodworms are really difficult to get before killing Old Duke. They only spawn during Acid Rain, have only five health which is basically nothing, and aren't picked up by Lifeform Analyzer. That low health combined with being during one of the most dangerous events in the game means that even when they do spawn they don't stick around long enough to catch.
The solution to both of these problems would thus be to make Nuclear Terrors drop Bloodworms. Nuclear Terrors would end up more useful, Bloodworms would be easier to get so that you can get an Old Duke fight where you can actually see, and catching Bloodworms wouldn't be made pointless due to the low amount of Nuclear Terrors in any given Acid Rain.
Also worth noting that a living Bloodworm would also work as a drop, assuming it was given initial invincibility so that it immediately doesn't perish.
make the nuclear terrors drop either crafting items a rare weapon or an accessory because since its played out to be mini boss it should have some special i suggest a weapon the does around 90 damage and inflict sulphuric poisoning and then for an accessory when you equip it give you and immunity to the sulphur poison and a plus 50 percent buff to all stats when doing the acid rain event
Have the Old One’s Army mobs drop defender medals in the same way that lunar enemies drop celestial fragments post Golem. The amount of grinding through the OOA is tedious at best due to the nature of this vanilla event. Buying the armor sets and such from the Tavernkeep is a laborious process due to the low output of defender’s medals in each tier. A change like this makes sense with the existing event change to the celestial pillars and makes much of the content from the OOA more accessible to players that actually want it (including the XL sized safes otherwise known as defender’s forges). It would also compliment the recent expansion to summoner in calamity by giving a bit more options for stationary summons.
make the counter scarf visible itll look sick
In Cosmic Immaterializer's recipe, replace Energy Staff with Cosmic Viper Engine.
Reasons:
- Consistency. Cosmic Immat. is a minion summon, yet it uses a sentry in it's recipe. Not only that, it's the only sentry there.
- Weapon progression. Currently, CI sits at 10 weapons in it's recipe (not counting itself). This is surprisingly low for an exo-tier weapon. Replacing Energy Staff with CVP would bump that number up to 14.
Make an Endless Musket Pouch equivalent for launchers and flamethrowers. These categories of weapons are already overshadowed by guns and having to constantly buy rockets/farm gel to run them is unnecessarily tedious.
Improve UI flexibility for Rage/Adren/Stealth bars;
Partial opacity, layout variation, and just generally making the bars more flexible and less obstructive would be welcome.
Personal preference would be being able to have the rage/adren bars oriented vertically with partial opacity, to the left and right of the player, with the stealth bar below. With the way it is currently, having them centered is too obstructive and additionally they block cursor interactions such as mining blocks, etc.
Any improvements are welcome
Nerf mollusk armor, I think it’s way too op for the very start of hardmode. Maybe if it was available after the mech bosses were defeated it would be a little more balanced, but as it stands I was able to cheese them standing still in revengeance.
Give Sunskaters a better use than just Essence of Sunlight
I genuinely see Wyverns more often than Sunskaters. As a mildly rare enemy, they shouldn't drop just Essence of Sunlight. As a suggestion, make it so that they have a higher chance to drop Essence, drop something for Pre-Hardmode and Hardmode (progression of drop respective), or drop Souls of Flight.
Make Water Leeches be targetable by summons before they are aggroed
Add/change more summoning accessories dedicated to sentry slots.
Vanilla Terraria accessories allow you to get quite a few extra sentries, but Calamity has no accessories that add extra sentry slots (as far as im aware). There doesn't need to be like +5 sentries in one accessory because that's a bit overpowered, but maybe up to +2 or +3 sentries by the time you are fighting SCal should be balanced enough. Just incorporating this into already existing summoner accessories would be fine, or maybe combining all the vanilla accessories into one and throwing that into the grand summoner accessory crafting tree could work too.
Nurse should set max health back to normal when affected by the silva set bonus that lowers your max health
Dying to reset your health to normal is REALLY annoying. Nurse should fix it.
Edit: also hardcore/Iron Heart Mode
Make Wall of Flesh despawn when you die
having to wait for him to despawn can take awhile as he has to reach the end of the underworld to do so, (as normally you would be starting the fight far away from the end of the world.) It would be better for him to despawn similar to how he does in boss rush, where he just disappears, than have to wait for minutes for you start the fight again.
Perhaps nerf the Spent Fuel Container. It's a drop from the acid rain event that absolutely shreds. Plantera and Golem, which are somewhat farther into the run than the acid rain event last maybe 15 or so seconds. I think this might be unintentional because the Totality Breakers (which uses the spent fuel container) is so much of a downgrade it's honestly laughable in my opinion. My suggestion would be to make the AOE smaller, and perhaps do less damage. I don't think I should be able to carpet bomb the jungle with a zerg potion and have no problem with a weapon you obtain so early into hardmode.
Buff Mycelial Claws
Currently, Mycelial Claws are almost identical to Mandible Claws, with the only difference being Mycelial Claws have slightly more range and knockback. Considering Mandible Claws are pre-boss, and Mycelial are post-Crabulon, it doesn't make sense for them to provide such a minute bonus.
Enforce a sentry summon cap from ooa sentries.
Why? You can use this and a simple trick to literally prevent any boss from spawning projectiles. Currently the limit is 1k, and the ooa sentries count as projectiles. Using a simple pitfall acutator trap allows you to use stored Etherian Mana (simply done by putting them into a chest and opening it while the event is going, the acutator trap prevents them from murdering the crystal.) To cap out the projectile limit. And thus Every boss is ruined basically.
Crystyl crusher should destroy walls, it would make it easier for my friend and I to demolish our world
I think that It would be neat if weapons had their best possible modifier displayed while in the goblin tinkerer's reforge slot or something
Critter terrariums for critters added by Calamity. Also perhaps some Sulphur Sea or Abyss critters.
Make Reaper Teeth drop in bigger quantity
Reason: As things are right now, getting enough Reaper Teeth to craft what you want, like the Omega Blue armor, is very tedious, because of the fact that Reaper Sharks only drop 3 or 4 teeth at a time. Combine that with the fact that you have to watch out for the other Abyss minibosses and hope that the Reaper Shark spawns, while also having to look out for your underwater breating is pretty annoying. Increasing the amount dropped to about 5-10 per kill, the same as the amount dropped from the Abyssal Crate, may make the grind somewhat easier on the player.
Increase legendary weapon drop rate in death mode
instead of being in stealth until u attack make it that u activate it for duration more like rage(or make it a toggle) so its more useful for weapons that attack fast and do damage over more than 1 attack it will help more weapons be used with rouge
Add a timer for the acid rain event, i.e. if no player is actively participating in the event make it end after 5-10 minutes. If the event happens early enough with modifiers such as death,defile,and reveangence on it can be a hassle to clear it.
Increase platform placing speed
It would make arenas and suck easier to build and save time, for example if you get the message that a boss is naturally spawning and you want to prepare an arena quickly for it
Nerf the mana overloader: This accessory gives spectre lifesteal when you are below 10% mana. The downside of the accessory, (-3 life regen) can be completely ignored by using potions or campfires or any basic life regen increasing stuff, and the healing is insane! using a mana regen potion you can basically hold down left click and you can outheal any hits you take very quickly, without a terrible decrease in firing speed. I just beat calamitas clone right after i killed skeletron prime, my first mech boss, first try by outhealing the attacks (on death mode)
Nerf the Fathom Swarmer Armor's damage: The Fathom Swarmer Armor is going to be changed to be a post-clone armor set, however, this set gives a total of 52% increased damage. This is WAY too much for a tank-like summoner set. This is nearly as much damage as Spooky armor (57% damage with a full set), however, Spooky has nearly half the defense that Fathom Swarmer does. My suggestion is to lower the damage bonuses to something around 20 or 30%, to make the damage tradeoff more apparent in exchange for the extra defense.
Add an armageddon exclusive cosmetic for each boss
I feel it would add something to make nohitting bosses more rewarding
I suggest cosmetics as there's already the treasure bag function for armageddon
Ever type of common building block (ex: glass, wood, stone) has pretty much all the same stuff. Candelabras, candles, bookcases, all that jazz. One of my favorite additions and just general things in Terraria is tall gates. There should be tall gates for each of these blocks.
Add more early to midgame tools based on the idea of large-scale excavation.
❓ Especially on higher difficulties, it is impossible to deny that building large-scale arenas isn't just a luxury, it's a necessity. However, it is painful to do in certain places compared to others; specifically, the Dungeon, the Underworld, and the Underground Jungle. The biggest offender, especially on Death Mode, is the Wall of Flesh; you're going to be at the very least clearing out a large area in the underworld, even if you're not building an arena for him. Between obsidian and hellstone buildings, and mountains of ash, if you do not do this, it is very difficult to navigate Hell quickly enough to not get hit by the WoF. As a result, it's by far the most painful arena to make, because you're also making it before you get access to Hardmode resources. Therefore, tools like this would really help.
Make perforator hive not charge at the player when 2 worms are alive
The point of it not charging when a worm is alive is so that you don't have to deal with it while you have to deal with a worm, so why should players have to deal with the hive charging when there's more than one worm alive?
make roxcalibur true melee Same reason as to why ultimus cleaver is true melee.
And both are pretty much the same kind of weapon.
(Or both non-true melee because ultimus rly shouldn't be)
Make a separate mod containing all the tweaks and balancing Calamity adds
All of the things like weapon, armor, and accessory balancing and tweaks, the Thief NPC, added mechanics and difficulties, all that jazz. For people who want to play with the additions and balancing, but not have another Calamity playthrough. Things like the bosses, the lore items, added enemies and biomes, all that jazz aren't in this separate mod, only base game tweaks.
Make Demondshade armor good
The endgame armor demonshade is hardly ever used and is missing key things that the auric tesla armor has. The damage boost, speed boost, and the red devil are all fine and good but you don't get that double revive effect that you get with auric tesla. For an endgame armor set you shouldn't have to choose between the benefits and one should just be the best. Im sure this has been suggested 1000x but I had to add my take on it.
Remove the latest post in #youtube-videos (and the one from before about infernum mode)
To quote the pin from streams and vids, the videos must be calamity focused (there's literally snippets of calamity thrown in the former with eternity mode also being prominent), and infernum mode has nothing to do with calamity whatsoever, the entire fight wasn't calamity focused.
It also feels at a stark contrast to all other higher quality vids that aren't shitposting, and gives the feeling of uncertainty whether #youtube-videos is even worth checking, when there's a new post there, since it could easily be another shitpost that's just blatantly cringy and doesn't meet the requirements to be posted there, being calamity focused content, that is
Add a text colour for revengence+-teir drops
In vanilla terraria all expert-teir items are marked with rainbow text to signify the accomplishment of obtaining them. With a exclusive colour added to the rev+-teir items it would make the new calamity difficulty teirs consistent to vanilla while also signifying their items importance.
Make cryogen immune to frostburn
It's an ice boss that is inorganic and is made of ice. Why is it not immune to frostburn that is the first thing it is supposed to be immune to.
Remove the Melee variants of Rogue weapons
They're redundant and they reduce the uniqueness of Rogue. The Melee variants will be used progressively less as Rogue continues to get more unique and interesting content. Melee variants are literally just inferior copies of the Rogue weapons.
Just a visual change idea/suggestion. Make the Feather Crown show on the character like other accessories do. It would be dope to see my rogue character actually wearing the crown.
Modify the endgame shields so they don't have to be visible on your character
They're pretty big sprites that obscure your character, which is annoying if you put a lot of effort into aesthetics. They should at least be able to be overridden by a vanity accessory and still let you dash.
an item to manually summon the martian madness event
i guess you'd still have to hunt a saucer down the first time, but it would help grind some of decent items like the influx waiver, cosmic car key, conduit plating, electrosphere launcher, etc.
Make more skill-based endgame weapons
I've noticed that a lot of endgame weapons in calamity rely on mechanics like homing or spray-type projectiles. Meanwhile in early game there are none of these, and killing bosses and enemies require some skill, especially in aiming for rangers and mages. Maybe some more skill-based weapons can be implemented into the endgame to incentivize players to respect the endgame a little bit more.
Give Frost Blossom Staff and Cinder Blossom staff a combination item like Frigidflash Bolt.
I find it weird that Frost Bolt and Flare Bolt make Frigidflash Bolt, but Frost Blossom Staff and Cinder Blossom Staff do not make Frigidflash Blossom Staff item. Although it's my own speculation that the two magic and summoning weapons are class counterparts, It would be more fitting and consistent for there to be (an item or upgrade for the Blossom Staffs similar to) a Frigidflash Blossom Staff due to how fire and ice weapons can form into a stronger item in early Hardmode.
Edit: Another example item is Flarefrost Blade, but it's made with Frigid and Hellstone bars and not two ice and fire weapons.
Nerf the Enchanted Axe. You can get it right after Skeletron and it completely outpaces every other pre-hardmode rouge weapon unless you get really lucky and find a Lionfish in the upper area of the Abyss.
Nerf Bumblebirb.
Reason: The speed is not a proplem, only the raw DMG out putt is just unbearabla.
Reduce the amount of Probes summoned in Skeletron Prime's fight in Rev+, or just straight up remove the Probes from the fight altogether
In case Skeletron Prime would feel too easy or too simple without the Probes, a function it could gain in return is some sort of attack it could utilize while it spins that would force the player to weave through projectiles, fitting into Prime generally requiring relatively precise dodging to dodge its many projectiles.
Reason for this suggestion: Currently, i feel that Prime's fight is harder than it needs to be. In Revengeance Mode and up Prime requires you to weave through laser rings and rocket shotgun blasts while at the same time the Probes block your way as you run away from Prime's headspin and seem like they want you to circle them to dodge their lasers, often meaning you'll fly directly into another of Prime's projectiles. I feel this needlessly clutters the fight and makes it harder than it should reasonably be.
Add Contrabandist NPC. He would work similarly to Travelling Merchant, with the only difference being that he'll move in and sell similar stuff that Travelling Merchant sells. The reason for adding him is that you may actually be unlucky with Travelling Merchant spawn, which will result in taking too long for him to spawn and he might not even have the items that you need from him. Contrabandist however will be there every day. Contrabandist's inventory will be different every day and to balance things out he will have much higher prices compared to Travelling Merchant. And to make him more unique, he'll also sell some stuff exclusive to him, so the players will have to visit him every day to see what he can offer.
edit: Maybe he can change his inventory if you bribe him?
Make the flarefrost blade made out of 2 fire and ice swords
It would be crafted like the frigidlash bolt, and maybe this type of combination for all classes?
A sword that deals more damage based on how much of the world is corrupted. Doesn't have any effects afterwads.
This would be a unique way to help people who accidently mess up their worlds.
I don't know if this is possible, but could you ask the terraria console devs to add the mod to it? I'd really like to play calamity on console as I currently don't have a laptop that could run it. If not I will hopefully get a laptop or something one day in the future that supports steam.
Buff the sell price of Shadowfish.
❔ This fish can only be caught in the Brimstone Crag, in lava, and has no other uses. It sells for 8 silver. The Neon Tetra sells for twice as much, despite being in a way safer place to fish (jungle), and you don't need to get a specific fishing rod to catch it. Right now, this thing only exists as selling fodder, and it's worse at it than a fish that requires way less effort to catch.
Make the acid rain event faster to complete
If you want to fight the old duke you have to complete the acid rain event, but it takes a very long time to complete. Me and my 2 friends where fighting enemies in the event for a good 15 minutes with Zerg potions and we still only got it to around 75%, and on top of all of that my game and my friends games where lagging like crazy, which made it even longer. Im not sure if we where doing something wrong but if we were not that is absurd on how long it took us.
Add an indicator for where Aureus Spawns are going to teleport
When the number one thing killing me against Astrum Aureus are his Spawns because they just love teleporting into my projectiles, there are some (many) unfair deaths behind the absolute tank of a boss Aureus already is.
Have Mimics be detected by Spelunker effects rather than hunter effects on Death mode
I feel a change like this would make sense considering how many mechanics have already been added. This could force players to take caution while mining by making these enemies just a bit more of a threat.
FOR THE LOVE OF GOD PLEASE nerf yharon and let people actually have fun finishing the game and be over with.
Make Heat Prevention gear work against lava geysers (Death Mode)
The reason for this suggestion is that it just makes sense for heat prevention gear to protect the player from lava geysers (since it's really hot matter).
Although it makes sense for heat prevention gear to protect the player from lava, the reason would be that the lava geysers can be really obnoxious sometimes while mining, building or fighting; nobody wants to be hit by something that shouldn't even logically damage them if they have a protection for that type of thing (in this case, heat).
However, since this suggestion could nullify the threats of the Underworld in Death Mode, the lava geysers should still be able to push the player up.
Add a summoning accessory for the Earth Elemental, and perhaps add it to the HotE
I feel this would make a lot more sense, as currently we just have brimmy, a siren lure, a cloud elemental and two sand elementals. It could also give just another additional reason to fight Earth Elementals
A drop for the Nuclear Terror, cause right now it's just a fancy sprite with no purpose other than progression fuel, but maybe it could have a summon weapon that works similarly to the Spider Staff as a drop, or a flamethrower/staff/spell-tome that fires that green smoke it gives off.
Can u make it possible to put the animal Piggy in a Terrarium he needs to be contained
DoG is a much harder jump than Yharon and Supreme Calamitas. Buff Yharon and Supreme Calamatis.
Make it so the color your hearts and mana stars change to upon using permanent upgrades like Blood Orange and Comet Shard depends on which upgrade you use instead of how many you've consumed already.
When I looked through the permanent power-ups page and saw the different colors my hearts and mana stars can change to, I thought about which color I wanted them to be in the end and was surprised to see that, when I actually used them ingame, Elderberry (a blue fruit) turned my hearts green (I deliberately skipped Miracle Fruit and planned to use it last so my hearts could be green in the end).
I think, with so many other things pertaining to your character being fully customizable, from the hairstyle to the color you want your Slime Mount to be, being able to determine the color of your hearts/mana stars after consuming all permanent upgrades would be a nice addition. Also, as mentioned above, Elderberry turning my hearts green doesn't make much sense.
"You could just not consume all fruits and your hearts will be the color you wa-" no ma'am, this is not how you calamity.
I don't know if this is already in, but I'd love the option to select more music tracks for the title screen. So many great ones to choose from.
Make Calamitas invincible while any of her brothers is present in Rev/D Mode
Currently Calamitas can be damaged during the brother's phase, which makes it annoying when she keeps on blocking the player's projectile that is aimed at the brothers, prolonging the fight and making it a bit frustrating sometimes
Profaned shard is too expensive, 10 plat for 3 luminite bars is ridiculous
Remove the Great Sand Shark and relocate its drop.
The Great Sand Shark serves basically no purpose and seems like an enemy that was hastily added in just because it seemed cool. The fight is boring and mundane, and it ends up becoming more of an intrusion on the sandstorm rather than a fun challenge. Its drop could very easily be a rare drop from regular Sand Sharks if the GSS were to be removed.
Add life regen to the Deific Amulet. Currently it has none, but it actually looses the 0.5 regen from the Charm of Myths used to craft it. I think adding 1 or 0.5 to the amulet would be fair.
The Normal mode Boss Material Drop Cap Amount should be increased in order to Match that of Expert mode Drop caps
Reason:
-I find it unnecessary for bosses to drop lesser amounts of mats when Normal mode is enabled, as opposed to Expert. Just keep the Cap for Normal mode the exact same as Expert mode, there is no need for to replicate all vanilla features... First of all The calamity mod is a content mod that expands upon the game and fixes issues after all? One of these issues is the Mats Cap when killing bosses, why is this a issue you say? I will explain shortly, secondly Calamity offers a pretty challenging roster of bosses, like Dog, Yharon, Scal etc. some of these bosses remain challenging even in Normal mode.
-The amount of mats you acquire when you defeat these bosses is pretty dreadful as well, especially when you worked so hard to get to the Climactic moment... The moment where the boss gets defeated, now i would expect you to make the following statement "but no one plays normal mode". You are Wrong you cannot make such a statement, there are people who play normal mode out there and they have to deal with the reduced drop mats cap, and since they picked normal mode they are most likely amateurs aswell, Meaning they'll have trouble with the mod.
-This change can also apply to Vanilla bosses if you desire dev team, i would not imagine a change such as this to be difficult to program into the game
Further information: Even if this Sugg gets dropped, there are bosses in the mod that are not affected by this and have the same Cap for both modes.. One of these bosses would be Provi, she drops the same amount of Divine Geodes regardless of difficulty mode (10-15)... Apologies for rambling on and on, this is a required change in my eyes.
To improve the cleanliness of #suggestions-voting and replace the ineffective ❕ system: Separate the #suggestions-voting channel into two new channels: suggestion_posting and suggestion_display (or similar names)
Details: The public would only be able to post into the sugg_posting channel. There's no voting here. Suggs must be officially given the "go-ahead" by a moderator and then either the bot or the OP (somehow) would repost it into the sugg_display channel, where it would be voted on, and the sugg_posting post would get deleted. If not approved, the sugg_posting suggs would automatically get deleted after a day or so (therefore the channel is almost always near-empty).
Reason: This would make the suggestions channel (now suggestion_display) a lot cleaner and it would force people to actually read the rules and listen to mods, if they care at all about their suggestion. Currently the moderation review system indicated by the ❕ reaction is not very effective: the reaction doesn't signify anything concrete, suggesters don't pay much attention to it nor even know what it means sometimes, and moderators aren't always the best at removing it. Problematic suggestions may persist in the channel, never fixed and never deleted.
By making it so suggestions need to be approved before even having a chance at delivery or permanence, the quality of posted suggestions would improve drastically. (And the "ding-dong-ditchers", who post their sugg then ignore any pings or feedback, would be utterly destroyed).
Killing acid rain before goblin army makes progression feel weird, make the acid rain event start after killing the goblin army or allow the goblin army to start while the acid rain is going on
Make vanilla and calamity music boxes craftable
Reason: For those collectors out there like me who like getting every banner, trophy, mask, vanity set or music boxes always faces the prob of getting music boxes for all soundtracks, so far the only way of doing it is by having an empty music box in an accessory slot and waiting for it to record the current playing theme. The problem here is that it also includes boss fights, and the chance of the music box recording the theme can be really low.
Solution: perhaps make music boxes craftable, using materials and blocks of the fitting theme, other ways to fix this are letting the bosses drop their respective music boxes at a certain chance, or just having an NPC sell them no chance of that so whatever.'
Make the Gamma Slimes projectiles brighter. Right now they are barely visible on their own, but the rain and other shiny projectiles from Nuclear Terrors and friends makes them nearly invisible
And they hit hard aswell
A litlle nerf for the executioners blade
So this weapon is really powerful, i was able to kill yharon phase 1 in like a 1,5 minute with good buffs and equipment (it was all pre-yharon), and phase 2, without the healing part in a similiar time.
I even considered it on a similiar level with celestus or supernova at some points.
It really only takes that litlle, to have something that powerful. I think it should be a litlle nerfed. Not too much tho, otherwise it'll go the opposite direction and make the weapon useless
Old One's Army Boss Rush
This one is pretty simple - killing hundreds of etherian goblins waiting for a dragon, to get my 1% legendary drop - Isn't fun. I propose some kind of Old One's Boss Rush. With just "Old One's" bosses instead of the usual cannon fodder. The event is kinda cool, I guess, and has some niche weapons, but they are kind of a bore to obtain. Just let me fight 30 Ogres at once while being scorched from above.
For ideas on how this would be implemented, an endless wave mechanic could trigger after wave 6 on a Tier 3 event, spawning bosses at an exponential rate until the crystal is destroyed.
I'm really not sure about this suggestion but i'll try anyway: make fuel cell bundle (and maybe virili) synergize with plague hive, as in "make the mini plaguebringer (and some of virili's attacks) count as bees or wasps and be empowered by the plague hive". these minions aren't really that weak but they're largely overshadowed by a lot of other minions (some obtainable even before PBG) and making them stronger while equipping the plague hive could really give them their time to shine, even if it's only for astrum deus and moon lord. Plus, it would be accurate lore-wise since plaguebringers and their variants are just armored bees!
Bumblebirb’s smaller birbs should get a resprite
Okay, so we know when you fight Bumblebirb it makes smaller, juvenile birbs to fight you. I feel like the juveniles should actually look like... well, juveniles! The small birbs should get their own sprite that actually look like younger birbs. Take Mothron for example the thing that Birb was based on, when it spawns its baby Mothrons they actually look like baby Mothrons. Bumble should get something like that
Why?
Because right now, the Bumblebirb juveniles are just shrunk down sprites of the adult making it look like the birb is spawning smaller adults rather than young birbs which I don’t think looks right
pronoun roles
ie. react to a certain message in #info or something to get a role that corresponds to the pronouns you identify with
would prevent confusion and accidentally offending people and stuff
Add More Phases to the DoG Fight
(either adding more phases to his blue/purple cycle or adding independent attacks as his health decreases)
DoG is meant to be one of the most powerful bosses in the game, part of a trio of the end game bosses with SCal and Yharon. However, he is nothing more than just a big worm who charges at you and occasionally fires laser/fire. As such, I think that adding different phases to DoG’s fight could help with providing variety and more difficulty in fighting DoG. Since DoG relies on the fact that he has consumed the essence of powerful beings, I’ll focus on that for these new phases.
Statis is a master assassin and rogue, and DoG would probably absorb some of that power in the form of portal travel. Since Braelor is a jungle leader and warrior, summoning cosmic minions could show that DoG has command over far more than what we see in the Sentinels of the Devourers and the Cosmic Guardians.
One last note, this is not the precise guide for what DoG should be. Exactly how these phases are executed is really up to the devs, but the current execution of DoG’s fight doesn’t force much challenge or learning on the player, so giving him more phases distinct from his originals helps make sure that DoG is a memorable fight in a playthrough.
configurable option to remove melee speed cap.
It is invasive as a feature, if there cant be any way in the main game to remove the cap then an option would be appreciated
edit: ive given reasons as to why i feel melee speed cap isnt the greatest in the past, kinda not even bothering anymore
Reasons: Initial reason was to prevent it from breaking yoyos, it doesnt do that anymore, 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.
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
Pogger like Calamita emote. The only pogger like emoji in this server it's a GIF(that means that only very few people can use that emoji) and it's not Calamity related.
Revert the crit chance nerf on the accesory modifiers and instead nerf the crit chance given by accesories or the weapons themselves
Well heres the deal [math done with unnerfed modifiers], all lucky accesories (which can be a bitch to get thanks to your money drain also know as tinkerer) gives you 28% crit chance, the weapon reforges can add up another 5%, and a lot of weapons have the default 4% crit chance (which can be lowered)
All of this barely adds up to 39% crit chance, which all things considered, its not half bad for all it implies, adding up the other 61% crit chance to reach 100% (basically the reason why they were nerfed) is solely up to what crit chance the weapon got set to and how much accesories give
TL;DR: I dont feel its fair to nerf the thing that gives barely 28% crit after spending lots of money when the real issue is the more than 50% the other elements give
Note: Someone said lucky is useless post ml which makes the matter even worse cuz holy crap how much crit does the items give
Nerf the damage of the sand blasts done by Desert Scourge.
Since the sand blasts only fire in Revengeance or Death mode, they are supposed to be an extra challenge, but a quick swing by the wiki lets you know that they do 60 damage base. Even with a full Platinum set (a reasonably defensive armor with 20 armor) damage done by the blasts is upwards of 40+. Keep in mind that this boss is intended to be fought before the Eye of Cthulhu and a player at that point would have around 200 hp on a reasonable playthrough so a few lucky potshots can end the battle there. I'm not against the sand blasts as a whole, they are a good extra challenge and prevent just sitting still the entire fight, but the 2 smaller scourges that move faster are already enough of a challenge boost, so having a projectile that's dealing early hardmode damage is absolute overkill. I say nerf the damage of the blasts to 25 and increase their speed, or to 40 and keep the speed as is.
Add player sprites for aquatic emblem, iron boots and ocean crest
Just makes more sense for them to appear on the player. The aquatic emblem and ocean crests are necklaces after all, and all the other boots have already got player sprites
(Sorry if you've already got this one but thought i should bring it up anyway)
2 Small Crystyl Crusher Improvements
Currently, the Crystyl crusher has the beam for its primary fire and the pickaxe for the secondary use. If you are building something and want to select your pickaxe to get rid of something, you would use auto select to select your pickaxe. However, if you use the crystyl crusher’s primary fire on purpose or by accident, even if the beam doesn’t come out, auto select doesn’t see the crystyl crusher as a pickaxe. Therefore, if you forget that it’s not a normal pickaxe and won’t work like a pickaxe when you left click, then you have to manually go to your pickaxe and use the secondary fire to make auto select work again. To fix this, the crystyl crusher should still count as a pickaxe even if you last used the primary fire.
The crystyl crusher has the use of a normal pickaxe again because of the update. However, currently the crystyl crusher, used as an actual pickaxe breaks blocks slower than a luminite pickaxe or blossom pickaxe. This makes absolutely no sense as both of those pickaxes are used in the crystyl crusher recipe. To fix this, the crystyl crushers speed should be reverted to what it was or at least be made as fast as a blossom pickaxe.
Rename the Chaotic Puffer
The whole chaotic theme has been revamped, our puffer boi should have a name similar to the scoria themed items to better suit it's propriety of dropping scoria ore and the new sprite
... maybe you should consider adding deep outer space? and have us explore some big planet that isn't the terrarian planet.
show the boss debuff indicators above the boss bar as well as the sprite
depending on how you play, some bosses aren't even on screen for most of the fight
The One thing i think the sunken sea is missing is loot, especially early game, which is why i'd like a unique chest to spawn accross the biome, to give that incentive to explore.
Improve yharon's nadoes to appear faded at the start and become darker later to signal that they start damaging the player
Currently, once yharon's nadoes are placed down, it will take a few seconds before it will start damaging the player. However, we do not know when exactly it will start to do so and it is weird to just suddenly get hit/die while chilling and aiming at yharon inside the nado he just placed. Having the nado to turn darker to signal that it starts damaging the player will be both more visually appealing and make it more obvious to the player when he should avoid the nado immediately.
Some kind of npc/hologram/boss' ghost/variants of boss summons than can be used to train with a particularly hard phase of a boss, i.e. duke fishron/yharon's last phase
A lot of bosses have a easy-ish initial phase and a omfg please end my existence and don't let me reincarnate phase
To go to the harder phase, one must beat the easier phase first, and it's a bit grindy and frustrating.
For example, when I was beating DoG, i sucked at the laser wall phase first.
It took me 1-2 minutes before I could defeat the first worm and its three sentinels before reaching that phase
So I lost patience and spawned with Hero's mod the second worm
Yeah it takes some of the difficulty out of the battles but this item doesn't really make a boss less difficult, it improves the player's skill.
Make it so that only one abyss miniboss can be alive at a time.
Reason: farming enemies down there is really annoying if you have to fight a reaper shark and an eidolon wyrm at the same time, especially since the eidolon wyrms can toss you around for no reason other than "screw you". Farming for reaper teeth or The Reaper is awful because of this. If only one were alive accidentally aggroing another boss and making your life miserable would not be an issue.
Either allow rogues to benefit from an existing early hardmode armor (Frost, for example) or add a new one for them.
Rogue lacks an upgrade from statigel until cryogen is down, unlike every other class, which can lead to difficulties in early hardmode
I'd like to suggest a clentaminator upgrade, maybe give it some extra range, or perhaps a wider spread? Maybe also the option to toggle different ranges? (the default one kinda sucks)
Nerf Rev Skeletron Prime's final phase
The probes are the main problems with him. He summons a decent amount and within seconds he respawns even more before we get a chance to defeat all of them. If we do defeat all of them we won't have enough time to attack him because he summons even more. He needs a longer cooldown on that move.
Add in a Life Crystal equivalent to the Enchanted Starfish:
This would give the player an alternate method of obtaining Life Crystals besides exploration, just like the Enchanted Starfish provides an alternate method of increasing your mana.
Make bodies of water conduct lightning for a few seconds after lightning hits it. Why? Water is conductive
Add an secondary fire to the Cosmic Discharge
Why?: Simply for consisteny and its usefulness, the Cosmic Discharge is the only legendary weapon without an secondary fire and on top of that its primary fire is, for that point of progression (post DoG), pretty weak against anything but the pumpkin moon and frost moon and it's really risky to use against yharon as it requires the player to get nearly in true melee range of him. So it would be nice if it got an longer range secondary fire as it is an legendary weapon and should be useable for a bit longer than two events as you likely will have to farm it if you want to get it.
Rework The Enforcer and Stream Gouge into true melee weapons.
❔
True melee has always been treated very strangely in the Calamity world, despite being the intended focus of melee (well, until shit like Vamp Knives and Daybreak happened), and has always been on a rollercoaster ride between excessively viable and not viable at all. Perhaps the biggest anomaly for its viability comes right after the Devourer of Gods, where the player receives an enormous boost to true melee weapons with a mighty +50% true melee damage...
...at precisely the point where you stop getting true melee weapons that function. Giving these two some true melee focus would not only perhaps help them stand out a bit more as weapons amongst the oversaturation of projectile melee post-DoG, but would also help to give DoG's lore item renewed purpose in the grand scheme of things, even if only for a short time.
add a crafting recipe for the bone welder. my suggestion is bones, wood and stone.
partially for consistency, since stuff like the sky mill and ice machine have their crafting recipe.
but also on the rare occasion that a world spawns with no bone welders in the dungeon. yes, that is what happened to me.
Either remove the boss debuff GUI on Brain of Cthulu or give it to all the clones because it easily reveals which brain is the real one.
Add some sort of way to make bosses their Boss Rush variants after beating it or Supreme Calamitas
The Boss Rush is a really fun event and currently is the only place to test the weapons dropped by scal. However, it is the only content where using the dev weapons might actually be appropriate, and I also think that you should be able to take on said buffed bosses on there own because each one can be a very fun twist on the original fight. You could implement this post-boss rush or post scal, with the scal option meaning you figure out a strategy to effectively take down later bosses in the run, as dying there can be quite frustrating sometimes. I think the item that triggers this should be a toggle and should be a drop from scal herself, only affecting her after you beat her on boss rush as she is the only boss nerfed in boss rush iirc
Give the statigel armor it's own double jump that isn't just the tsunami jump
In harder challenge modes like Death and Armageddon, mobility is crucial, and even outside the extra double jump is nice. The thing is, the jump doesn't stack with the tsunami in a bottle. This causes the problem of making the set bonus a lot more obsolete, because normally it's a big help, but it does absolutely nothing if paired with the pink horseshoe balloon. This has been an apparent thing in a few of my runs now, and I think it should be improved.
Add some form of upgrade for the Staff of Regrowth.
❔ On higher difficulties, potions are not optional; they are essentially required. However, due to the sheer amount of potions you're inevitably going to need, farming potion ingredients/plants quickly becomes a chore. Therefore, adding something to cut down on the grind would be welcome.
(While yes, stuffed fish and blood orbs are a thing, stuffed fish are fish; farming for them essentially turns a waiting game into a grindfest, which is arguably even worse. Blood orbs are sweet, but until you get bloodflare armor, good luck getting them in large enough quantities to make up the difference.)
Give the Gravity Globe the effects of Gravity Normalizer potions.
I think that this would be a buff that would give the Gravity Globe more of an effective use in battle, and the fact that the Gravity Globe is an item that should give the player full control over gravity itself.
let the brimstone crag lore item give you immunity or highly weaken the debuff "searing lava".
why?: because searing lava blocks the player from getting more important loot that currently exist in the crags, the charred ore for example is at many times berried in lava and can not be gotten by digging around to it, another thing to add is that there are chests in the crags that their houses are berried in the lava lake of the brimstone crag forcing you to forget about these chests at large.
Make the Martian Saucer 'uncheesable' in revengeance
Everyone's done it: beat it by standing under solid blocks. However, due to Calamity's nature of being 'uncheesable' especially in modes like reveangance and amount and value of the loot the saucer drops, I think it is necessary for there to be an AI change. Additionallyy, Calamity consists of a content overhaul to vanilla terraria, including the introduction of more weapons that phase through walls. This makes it more easier than ever to cheese and not only takes out the fun and thrill of completing the fight, but also takes away the risk from the reward.
the layer 3 abyss' chests feel out of place and pointless, by the time you can survive down there for a decent period of time the loot is pretty much useless. biome chests, maybe?
Effigies should be able to be toggled manually and through wire.
Make a pet drop for the Hive Mind. Reason: Hive Mind doesn't have a pet drop unlike its counterpart.
Grant fountains the ability to temporarily change the biome.
❔ Fishing is something rather tedious. It's slow, grindy, and you can't do anything else while you're doing it. On top of that, you have to either travel to one of many fishing ponds, or put down enough blocks to change the biome manually in one pond; blocks that aren't safe and will probably infect the biome you put them in. This change would fix those problems, and retain most of the hazards associated with fishing in dangerous areas.
Improve rev+ Skeleton Prime's fight to make it fairer
It is known that Prime is a tricky boss fight for its tier; however much of this difficulty is brought by certain issues. Here are some examples along with suggestions for solving said issues.
First, Prime's limbs suffer from a rubberbanding issue, as in they can lag behind when the head moves around, only to catch up later by moving at a very high speed. This often leads to cheap hits due to having almost no time to react to the retracting limb. It could be solved by giving the limbs a maximum distance from the head and/or making them return more slowly, without the laser/cannon shooting from offscreen.
Second, this fight is too chaotic for its tier. In your average fight you have several threats: five boss entities which mostly act on their own, two (or three) of which can simultaneously shoot spreads of projectiles while they all flail around. This is too much to handle; all this chaos gives the fight an element of luck, which is unacceptable. To solve this, one could reduce the amount of hitboxes flailing around by removing contact damage from the laser,cannon and head (1st phase only for the head). The fight would still be challenging, posing a threat to players at any distance, but now reasonably so.
Third and last, the boss has a habit of coming at you in an unpredictable manner when spawned, which often results in cheap shots right off the bat. This could be solved by making it unable to damage or be damaged for a few seconds after spawning.
On a sidenote, the rubberband-hands issue also happens with regular Skeletron, leading to a similar issue.
Add a config to disable the generation of Planetoids
When playing with other mods that generate structures in the sky, they tend to overlap planetoids. I find that they can also get in the way while making large-scale arenas. There’s also the fact that everything that generates in planetoids can be obtained through other means.
How about new loot for Skeletron? He has so less loot for such an important Boss.
Make DoG faster/more aggressive in expert mode
Right now, DoG is is the third to last boss in the game, and if what I've heard is true, it's a very difficult fight in rev+. As an expert player, however, I found it to be pretty easy. Stats like HP and damage were fine, but I felt most of the fight was just me chasing him with a scythe so I could hit his head or tail. Even when he did charge me, it was pretty simple to dodge, he's only slightly faster than a player w/ angel treads. I really feel like one or both of these stats need buffs, it's still a really fun fight, but the difficulty was just kind of anti climactic, especially since I got whooped by Old Duke just minutes before killing DoG.
Crabulon has such a nice soundtrack. But I think the Boss is kinda easy. How about making Crabulon harder/stronger? Like mini-creatures like the worms from the Preforator.
Give ranger some prehm and early/mid hm accessories
Its the only class that has almost nothing worthwhile aside from its emblem (and maybe magic quiver) until post golem.
potion that increases yoyo length
in certain stages of the game yoyos are really helpful to fight powerful enemies and bosses, and sometimes this fact is a lie because the lack of yoyo length can kill you. ruining the helpful aspect
make jellyfish necklace craftable as it can at many times be difficult to obtain
Kinda a repost but I really think the devs should make a calamity quality of life mod that just adds quality of life addons from calamity it would be super helpful in my opinion
Give Desert Scourge a projectile that can go through walls or greater maximum height that it can charge to above the ground. the boss can be easily killed by builing a platform from dirt above the desert with no connecting blocks. Currently cheesing Desert Scourge can give unlimited money early game because of this, so giving it some way to counteract such easy wins would be good.
For the Asgard's Valor, Elysian Aegis, and Elysian Aegias, could there be some other way to toggle the dash?
Currently they're toggled through visibility, which can be a little bit annoying if you want to use it, since these shields are absolutely massive and cover up the entire front of your character (including some of your face.) Maybe it could be toggled through a button on your inventory screen like cell phone stats or grand design ruler?
Increase the speed of Old Duke's dashes and projectiles if the player is too far away (resuggestion)
Reason: Currently, Old Duke has a pretty small threat area. His dashes have long gaps between them and his projectiles like the Tooth Balls are too slow to be a threat. This makes him easy to outrun, especially if you use things that can quickly get you out of his small threat area like the Normality Relocator or the jelly bean mount. Because of this Old Duke is made easy to despawn, to try and force you to stay in his threat area. Even with him being able to be despawned easily it's still not that hard to just outrun it without staying far away for too long. Instead of making Old Duke easier to despawn, I think it would be a lot better to fix this issue by letting him and his projectiles catch up to you, similar to Yharon. For being a post-Polterghast boss, it shouldn't be avoided this easily by running away, and it needs faster charges and projectiles to be able to keep up with the player so they can't just run away for most of the fight.
Can you buff the mage class pre hardmode (Pre-Perforators specifically) and nerf it post-slime god because it's outclassed by almost every class before you get aeralite. After slime god however, the eldritch tome is clearly the superior option to other weapons. You can buff or nerf these items in any way you can.
Make Nuclear Toads drop Frog Leg
Currently the only way to obtain this accesory is through catching 10 frogs in the Jungle which can be very slow during pre-hardmode and hardmode. This definitely give more accessibility to the accesory in both modes.
Add more Town NPC quotes to guide new players on boss progression and etc.
For instance, a new player after beating DS could be like, "wtf is the sunken seas trembles," and never know that there is an unlocked biome under the desert. NPCs like the merchant could have a new quote to hint the player that there is something under the desert that they should visit.
Make it so that Bounding Potions can be made using Frog Legs as well
Latergame, it is definitely not easy to catch frogs, especially in Death mode. However, there are better fishing rods later on that can make it easier to catch frog legs instead to make the bounding potions. Maybe the player could be able to make >1 potions per frog leg.
An app on mobile devices dedicated to the wiki
I think it's self explanatory, browsing the wiki on mobile is god awful due to fandom not being entirely mobile friendly, an app to use for the wiki rather than destroying your cpu with a bunch of chrome tabs open would be amazing.
The option to fight boss rush variants of bosses outside of the boss rush
Whether it would use a seperate spawner, have some sort of location requirement, or something else aside, the ability to fight any of the boss-rush buffed bosses by choice would be a nice addition to post-Supreme Calamitas Calamity, and would probably open up opportunities for extra content in the future. Adding to it, it would also allow for practice on bosses that players are rather lackluster on to improve chances of success without lowering the difficulty.
A Dodo pet
We only have one bird pet (the parrot) and it would be nice to see another bird in the game.
How to obtain: you could get it like the amber mosquito but more common than the amber mosquito.
It would be funny to just have a dodo follow you around
Add the rest of the minibosses to the Boss Checklist.
As of right now, only the Giant Clam and the Great Sand Shark are visible in the boss checklist. Perhaps some of the others, such as the Abyss minibosses, the Acid Rain minibosses and the Armored Digger could show up as well. There's no reason why they shouldn't be there; they're just as much minibosses as the others.
Easter Egg for hydrating the Desert Scourge
As per the lore of the boss, it's a husk of its former self due to the loss of its primary water and food supply. As a water gun (and many other sources of transporting water) exist in Terraria, it would be nice to add an Easter Egg if you used the water gun (or another source of water) on the Desert Scourge enough times, like an exclusive item; maybe based on the old, less dried-out sprite of the Desert Scourge.
Add some loot for the Dark Mage.
Killing the Old Ones Army in Pre-Hardmode isnt very motivating. I think its because the loot. You can´t get a lot of loot but the Army is a perfect "preset" for making some cool Pre-Hardmode weapons.
Make the Sentinels of the Devourer drop Treasure Bags
Currently there's no efficient way to farm them, unlike other bosses (where we can use arma) or mobs (where we can use candles and potions). Since they have rare drops (cough guidelight of oblivion cough) it'd only be fair to provide an option to increase the chances of getting those drops. So I suggest making them drop Treasure Bags, so they get affected by Arma.
Add a recipe for the bat hook.
This is currently a super good grappling hook that's out of most players reach due to its seasonal time frame, and if the hand warmer can get a recipe.. Why can't the bat hook? Could make it use a dual hook and a broken bat wing from vampires in the solar eclipse perhaps? This would give a strong hook option till post ml where the lunar hook becomes available. This would also ease a lot of bosses, namely pbg and Duke fishron with a stronger grappling hook than the dual hook at their disposal to fill the gap between dual hook up to lunar hook.
Add a new Summoner Weapon that can be made using Auric bars
Currently, Summoners only get to make 1 weapon out of Auric bars, compared to the other classes (rogues get 2, mages get 3, rangers get 4 and melee gets 6). Adding another weapon will give summoners more choices and more incentive to mine more auric. Perhaps a new Sentry weapon? The last one is from Old Duke, which is Pre-DoG. That will give summoners more things to do during boss fights (summoning towers near bosses).
If not planned already, give Baby Flak Crab its own Terrarium/Cage.
Currently, the precious baby boy(s) currently can only be picked up with a net and set back down again. They serve no purpose right now other than to serve as a critter in the Sulphur Seas, rendering them basically there just to exist. Seeing as every Terraria critter has its own terrarium, bottle, or cage, it would stay in line with the base game.
make the Gaze of Crysthamyr have infiite flight time
for how hard it is to get it only stays in the air for 12 second and it is an end game mount
Possibly have a tool to mine Demon/Crimson altars for replacement elsewhere? It would be nice to have a demon or crimson altar next to all my other crafting stations. It's a chore to have to go to the crimson or corruption every time I need to make something from them, so having them in a more convenient spot would be nice.
make yharon's kindle staff only deal contact damage if it has found a target. reason: it kills lunatic devotes, not by targetting them but just peacefully running past them and now u gotta deal with pillars and earth lord.
Give the Dark Spark a red beam. I couldn't tell what was off about it at first, but the problem is no red. It makes it look wacky. The Dark Spark is based off of The Dark Side of the Moon by Pink Floyd, and that album has a red beam coming from the prism. In fact, both the weapon and the album cover have SIX different beams. That means it would be an easy fix.
Album has normal rainbow: Red, orange, yellow, green, blue, purple
Calamity weapon has a weird almost-rainbow: Orange, yellow, green, blue, pink, purple
So close, but just "off" enough to be weird. Get rid of the pink beam and make it red, and possibly even change the order of the beams to match the red/orange/yellow/green/blue/purple order of the album cover.
Give Astrum Aureus a different hit sound effect because when you hit him repeatedly it makes an extremely annoying sound like he is repeatedly moaning or something. A metallic or ceramic sound would be much better as it sounds just fine and even satisfying the more you hit it
Change some of Moon Lord's attacks.
- Make his Eyes not do contact damage while they are still in his hands.
With the amount of projectiles and attacks that are going on, this can reduce dodging options and force you to take some hits, either from the Eye itself, or other attacks - Make Phantasmal Spheres not do damage for a while after being spawed.
This can cause quite a few cheap hits on player while trying to fly upwards when being in the middle of ML's hands.
Reason for this: You can't really outrun ML, with only way I know of being flying diagonaly up or down. And even if you manage to put some distance between you and ML, there are still a lot of projectiles that can hit you, not counting the Death Ray. If you are positioned between his hands, or close to them, the amount of projectiles requires sheer luck to dodge, and these changes could IMO change that.
Make obsidian skin potions provide resistance to fire themed attacks and debuffs as a mirror to the warmth potions
As of now obsidian skin potions are fairly useless, lava waders are easily accessible and provide complete immunity to deadly lava for long enough to grab hellstone. In addition, calamity adds several different fire themed bosses and enemies which would give it much more use.
Buff biome mimics in revengeance
Thought that they could make for a more interesting fight in revengeance mode because right now they just kinda hop hop hop like a discount king slime
change the minion that comes out of the statigel summoner armor set bonus
currently, this set bonus gives you (beside the usual effects) a "new" minion a mini "slime god"
this slime god junior act just like every other slime summon in PHM: jumping around and doing damage.
the big problem is that there are 2 different slime staffs gotten at the exact same stage, they look and act the exact same way and they don't have any big damage difference making the slime god summon just a waist of a potion slot.
farther more post the wall of flesh this summon is hardly useful.
there are a bunch of ways to fix this problem and i will lay most of them out for the devs to decide which way is the best to act on:
- change the potion buff ID to match the ones with the normal slime summons's buff ID to remove the major down side.
- change the summon it self to make it unique and more useful in EHM and cryogen.
- remove the minion entirely and add a bigger buff to all normal summons and sentries.
make weapons like the alpha ray and face melter available earlier
there's no reason for the dark spark, which does triple the dps and has better range, to be available before both of those weapons. there's others like it that require darksun fragments, those are just the ones i can think of atm
Buff the range of the lasers the Devourer of Gods shoots in the first phase.
Why? These lasers are possibly the most pitiful projectiles in Terraria, outclassing projectiles like the infamous wand of sparking in sheer irrelevancy. These projectiles, are so weak that if shot directly at a stationary object at point blank range, would fizzle out and dissipate before doing anything at all, and even if they did, would have about no effect as they do about as much damage as the aforementioned wand of sparking projectile. Also, I’m not a god at the game who has never taken damage before but even still, I can’t recall a single time when I’ve ever been hit by them, they are nothing but a flashy light in the first phase of the Devourer of Gods, and because of this the only thing that can actually kill you is contact damage from dog or Cosmic Guardians. They’re a joke and should have their range buffed at least to a point when once in a blue moon they might hit you. At least make the lasers on par with normal mode destroyer.
I think Galileo Gladius is OP, because... it's normal that pre-DoG weapon deals 30-35k+ DPS on DoG? I think it should get some nerfs.
Make Aureus spawn's slower in rev+(idk which modes have them)
Theyre too fast in right now and keep costing me the Aureus fight, they're too fast and even if I manage to dodge them I get hit by one of them seeking blast. Too OP pls nerf
Make it so that instead of summon damage being nerfed when using another weapon, do the reverse: Non-summon damage is nerfed when using a summon (in Rev+).
As it stands, there's really no reason not to have a few summons out all the time. They're just free damage. If you're a summoner, you are punished for using other weapons, but if you're another class, you're not punished for using summons. That's a little backwards.
Supreme Brothers are very hard to kill with the Rogue class , it isnt very consistent as the other classes , and Celestus seems to be a pretty punishing weapon but it takes too long to defeat the brothers
You should be be albe to use rare variants in the crafting that the normal variant is used in. For example bloody edge is used to make true bloody edge, furthermore into the terra edge. If someone gets the Carnage you should also be able to craft with it. Same goes for all weapons/accessories with rare variants.
not sure if this breaks the no specific weapons rule, but some kind of Auric Tesla spear to make a spear playthrough somewhat possible. I tried Nadir against SCal. It wasn't pretty.
make Ravager fist punches much longer. In the first phase they cannot even touch you, because you always keep your distance from this boss.
Ravager summons arena block like SCal.
It will make fight against him harder in my opinion, because this boss is so weak that you just farming him even in DM pre-Cultist
Make the Flippers craftable. Reason: The Flippers are used to make the whole Abyssal Diving Suit chain of accessories (in fact, they're right at the start), yet the only way to currently obtain them is through Water Chests. While this is fine in vanilla, where diving gear is not needed much, exploring the abyss is one of the most important parts of Calamity, and not finding a set of Flippers in the ocean water chests can mean missing out on much-needed equipment till you get lucky in late hardmode with a random water chest underground.
Add an internal cooldown on reaver armor
If you attack too fast while wearing this armor you will pretty much always lag out, losing the fight
Turn down the volume of Soma Prime
Reduce the rate at which aureus fires its clusters of projectiles and/or its total health pool
Aureus is a hard boss for its tier. While some classes have the damage to nuke it (rogue with duststorm for example), other classes can struggle quite a bit more as its health pool is extremely large (more than double golem's cumulative health). The rate at which it spams projectiles is pretty insane when lower on health and between the aureus spawns and the homing fireballs it genuinely reaches scal levels of bullet hell at times. Its significantly easier to fight golem and come back with stronger gear than to attempt to fight aureus at the intended point in progression, which seems like a problem to me.
Make spider biome cooler.
Spider biome is really lame with only two enemies, could have more variation and more loot.
Add a rogue and summoner variant of the early hardmode armors(cobalt, mythril, adamantine and their counterparts).
For people playing through using only the rogue class, there’s no armor choice for them before defeating cryogen besides the mollusk armor which is held back by its movement speed. Summoner has options but why exclude it if you’re giving rogue a variant.
Although it’s less essential, it would also be nice to have rogue and summoner variants of hallowed armor
Change ||Dragonfolly||'s name back to ||Bumblebirb||, or find a better fitting name
||With the recent rename of Bumblebirb, I feel that the name "dragonfolly" is simply too odd and not very iconic. Bumblebirb was an incredbly iconic name which did fit the former sprite although I still believe it does not fit the current sprite. In my opinion, if the cost of a bumblebirb resprite is losing its iconicness due to a name change, then the resprite is not worth it in ultimately improving the mod. I think two suitable solutions would be to resprite dragonfolly again, but to better fit the name Bumblebirb, or alternatively to search for another different but iconic name to both fit the sprite and remain interesting enough to stay iconic. Resending the poll but without the option to keep the name the same will give the opinions of those who voted against renaming it, getting a potentially more accurate and better perceived name from the community.||
Make Voidstone explosive-proof
Frankly, it just seems stupid that Abyss Gravel is explosive-proof while Voidstone isn't, and Terraria as a whole is more than somewhat lacking in explosive-proof building materials.
Make Blood Moon Lore cause blood moons every night while in the inventory.
As a drop from Lunatic Cultist, this currently useless lore item is quite late game. Blood Moons get buffed post-ML, which is right around the corner, so why not give this lore item a very fitting and useful function as a permanent upgrade to Blood Relics?
Make Brain of Cthulhu more resistant to knockback in Rev+
Brain of Cthulhu is and always been a bit of a pushover, even in higher difficulties, which I believe to be largely due to the fact that he's very passive in his first phase, and rarely able to hit you in his second phase if your weapon deals any consistent form of knockback. This is rectified a bit by Rev+'s special attack that ignores knockback, but by that point in the fight he's fairly low on health. Weapons like the Hyphae Rod, Arkhalis, and any other fast weapon completely invalidate him as a boss, which is why I suggest he should have increased knockback resistance.
Add a wulfrum upgrade
Similar to how thorium's thorium bars can be upgraded to thorium cores to make even better armor post plantera, you could add wulfrum essence or something so you can make even better wulfrum armor
Wulfrum is kind of lame right now it's only used for a few very very early prehardmode items. would make it more interesting
Make the Ice Ruffian set bonus "wings" show when worn as a vanity set
Ice ruffian set is very visually appealing, and the gliding wings really add to the already cool set. Would be pretty epic if they showed up even when in the vanity slot, but are purely visual
Add a crafting recipe for the Honey Dispenser. Other crafting stations have some, and it would just be nice QoL.
Harpies to drop Essence of Sunlight
Harpies clog up everything and prevent other rarer spawns (which drop the essence) from spawning more frequently. To better facilitate the farming of essence of sunlight (essence of eleum and chaos take way less time to farm a set amount), essence of sunlight should be added as a drop from Harpies as well.
Make the Ancient God Slayer Armor (vanity set)
To be dropped in a different way instead of defeating e.g. signus a lot of times in order to get the full set.
Make it so that the head is dropped by the Ceaseless Void(or other boss)
The chestplate from Signus(or other boss)
And the leggings from Storm Weaver(or other boss)
This makes it better and more fun
And when there are three Sentinels and three parts, makes it even better for the players because it's more fun.(already said that sorry)
Add the Armageddon to the loot bag item when u create a character
All the other "difficulty increase" items are inside of the loot bag, but for some weird reason armageddon isn't. I feel like for consistency sake it should be in there as well.
It (Astral Monoliths) is not part of the Any Wood recipe group and therefore cannot be used in recipes requiring wood.
Why not? I mean, they were trees before this, so why not?
Add summoner/ rogue helmet variants for vanilla armor sets.
Every armor in calamity I’ve come across so far (I might be wrong don’t @ me) has had 5 different helmet types, one for each class. Some of the vanilla armor sets have something similar, but with only ranged, melee, and magic. (Noteable cases include most vanilla hardmode armors, like titanium, hallowed, etc.) Maybe add some new helmets for armor sets so all of the armors have the same level of customization options as the calamity variants.
Make the new Adrenaline/Rage/Stealth bars scale with UI scale
Better minion ai is definitely needed. They are either overly aggressive or cant navigate the terrain.
Add Sniper Scope to the Elemental Quiver recipe.
Reason: Currently, the Elemental Quiver uses only the Daedalus Emblem and the Magic Quiver. Because of this, EleQuiver inherits the bonus bow damage and arrow speed.
This seems unfair. The ultimate ranger accessory favors bows over other types of weapons. (yes, I know it's a quiver. honestly I believe that should be changed too). Adding the Sniper Scope would help smoothe this out, potentially also giving guns additional bullet speed or decreased spread. Furthermore, that'd also expand the EleQuiver crafting tree, which as of this moment is very lacking.
Rework the Astrum Deus fight on higher difficulties.
❔ Astrum Deus is a very.. polarizing fight on death mode, and that is mostly owing to its speed. On the one hand, yes, death mode fights are supposed to be hard; and Deus is hard, because it's so absurdly fast that without proper prep, it is impossible to go faster than it, and unlike Yharon, it's not something you can really dodge by being agile because it wasn't designed with the idea that you could never go faster than it. However, all that changes if you actually do go through the trouble of getting all the accessories you need to be faster than it, and if you make an asphalt skybridge. If you do that, suddenly, Deus ceases to be hard in any way and tips like a cow, even on death mode. This doesn't really seem like what a fight on death mode should be; it's either impossible, or so mind-numbingly easy it shouldn't be mentioned. I'm not sure how the devs would fix it, but I still think it needs a solution.
TLDR; Astrum Deus needs to be reworked because a late-game death mode fight shouldn't be either nigh impossible or a cakewalk by virtue of you building a really really long platform.
https://gyazo.com/4d35a5f261ac7ad4d10f8ecfa83b50b1
Increase boss despawn range so they don't despawn when you teleport 80 blocks away. It might just be skeletron but it's a problem.
Nerf post Devourer of Gods Summoner, its dmg is ridiculous: Especially Endo Hydra Staff
Edit: Easily hit constant 300k dps on yahron while my friends did max 150k
Make Supreme Calamitas' Brimstone Monsters move at the same speed, and make them a bit slower.
A few updates ago, the Monsters were made to no longer clip into each other, meaning a monster would get bumped away from another, which causes them to take up more space. However, because they have varying speeds, that also means the faster one will keep bumping the small ones, causing them to move overall faster. Changing directions just became a lot harder, and now you're forced to move a lot faster. However, the bumping causes them to be a bit unpredictable, meaning they could be given a small bump at any time, which can cause them to swoop right into you suddenly. Their overall speed is a bit excessive, having almost the same speed as the player's falling speed. This means if you have to stop moving down to dodge a projectile, the moons are gonna catch up to you very easily. With all these things in mind, this is why the moons should have the same speed and be made slower.
Add wings for the God Slayer and Bloodflare armor. Silva and Tarragon have wings, and Silva, Godslayer, Bloodflare, and Tarragon are kinda a quartet within the mod, being components of the Auric set and being the primary post-moon lord armor sets. I would say that then you could turn those four wings into Auric Wings, but the Tracers already exist. Maybe just add them to the recipe?
In the DoG fight in death mode make him give you the chaos state Debuff while the laser wall is active, many people dodge this attack by just running to the side and using the normality relocator, but making you not be able to teleport makes you dodge this how your supposed to. Maybe even disable teleporters on this fight too because I’ve also seen a lot of people cheese this fight by regenerating health by waiting for him to get to the other side of the map
After the first phase of the devourer of gods, while the sentries of the devourer are there, the background devourer appears over the player, invisible, as in the laser phase, with a pattern similar to that of the storm weaver while you are on the ground
Instead of having melee variants do more damage on throwing oriented weapons, it would make a lot more sense for rogue orientated, throwing weapons to do more damage if you benefit from rogue damage, personally. I feel like it's stupid that way because rogue weapons should be better for rogues.
Disable teleporters during boss fights in Rev+
Many a boss can be very easily cheesed with teleporters when setup right, and even having them is a huge boon against the boss. Just like how the Nurse received a specific nerf during boss fights, teleporters should receive the same treatment as they can serve the same, if not better, purpose.
add a secondary channel that works exactly the same as #calamity-mod-talk - too many people talking in the same channel about different things can get confusing, specially with the amount of people in this server
I think melee/maybe ranger gets too much love, atleast during pre moonlord
The core of calamity can craft around 19 items, only two of them are mage, the rest are either rogue, melee or ranger.
The same applies to life alloy.
Alternatively the galatic signulary can craft ~27 items, 3 of which are mage weapons.
Why is this the case? I understand summoner where it's just either a moving target or a sentry where the only difference between better weapons is there sprite/damage output
but mage has so much potential too be way more, and i'm not a fan of these ingredients specifically used too craft tons and tons of melee weapons.
Maybe to differentiate from mage and ranger, diversifying the weapons even more would be cool too
Simplify how stealth generation bonuses work
A lot of the items that boost stealth generation have separate bonuses for stealth generation while moving and standing still (dark gods sheath only boosts mobile stealth generation, penumbra potions only boost stationary stealth generation at night). It would be far simpler if stealth generation was universal, and just granted a multiplicative buff by standing still (ie: "Stealth generates 50% faster while not moving").
Lets add variants to the Broken Hero Sword for every other class (Broken Hero Wand, Broken Hero Bow, etc.).
This means that everyone who isn't melee won't just avoid Mothrons other than when they need Darksun Fragments.
Things like the Terra Ray for mages can get the Broken Hero Wand added to their recipe, or have it be an entirely new item.
We just need more reaffirming that melee isn't the only way a 'Hero' can be one.
Blighted lens should make multiple mage weapons instead of what it does right now, considering it builds towards a boss that is a literal witch. Also it should not be making a ranger accessory (because of the mage thing) or an extra archery potion recipe (again mage and also seems a little pointless imo)
Ashes of calamity should make more items, considering they dont have that many uses and having more calamitas-tier weapons would make them stand out more
Add a more efficient way of farming Skeletron
Currently, your best bet for farming Skeletron for the Clothier's Wrath is to farm for a Clothier Voodoo Doll, then repeatedly kill your Clothier. This is slow, because not only do you need to get the doll, Skeletron only spawns at night, but the Clothier only moves in at day, meaning without Cosmolight (which you don't have at Skeletron-tier), you need to wait an entire day in between attempts. I suggest a way of spawning Skeletron that doesn't involve killing the Clothier, because currently Clothier's Wrath is one of the most time-consuming rare variants to get not because of the boss's difficulty, but just because of how tedious it is to spawn him, with only the Eye of Magnus being comparable.
Tradewinds doesn't shoot wind, so why is it in Death Valley Duster?
The Tradewinds spell has a Very Fast Speed and shoots sunlight feathers that go far. The Death Valley Duster has a Fast speed and shoots short range blasts of sand. How are the two connected? The Tradewinds could be swapped out for a Spell Tome and the recipe could work just fine.
there should be a place able station like ammo box and sharpening station, but for rogue. I was thinking something along the lines of face paint, or charcoal station that makes your stealth meter charge X% faster for a while. like as if you where covering your face with a mask or something. it would be sold by the bandit, because there is a rogue set that lets you explore the abyss , it could also be in an abyss shadow chest
Suggestion: change the name and crafting materials for elemental quiver. The name Quiver is misleading because it provides boosts to all ranger subclasses, not just bow users. Also, to this end, the crafting recipe should change to include an accessory from each subclass, not just a bow accessory, so that bonuses are provided equally across all subclasses and not just bows.
Buff the items recieved from Shrines
Shrines' items are some of the most difficult items to obtain in the mod. There are, in my opinion, 2(possibly 3) items recieved from Shrines not in need of a buff, one being the Fungal Symbiote and the other being the Onyx Excavator Key. Perhaps Murasama could be considered usable, but by the time you've beaten Yharon phase 2 you have better options that are much safer. Trinket of Chi is not worth the amount of time needed to stay still almost at any time in a run, Tundra Leash is outclassed by almost every single HM+ mount and a few PreHM ones, the Effigies can't cover a whole arena and give negligible effects lategame, Unstable Prism deals an absolute maximum of 45%bonus damage on single targets with large hitboxes (which is very bad lategame) and the Gladiator's Locket's damage always falls behind other accessories of a similar type. 300 base damage after DoG is borderline useless. Luxor's Gift might be fine the way it is, due to its ability to give short ranged items longer range, but I believe that some of the rarest items in the mod should actually be more powerful than their tier, and should all become better as the player progresses, much like the Community. I believe that the Shrine items should be a wonderful find, especially for new players, as it's really cool to find a small underground structure, but sucks to be disappointed when you find out the item is just... bad.
'Live bait' for drawing in/distracting Abyss creatures.
❔ This item would be added for the purpose of expanding the abyss's 'enemy detection' mechanics for a more practical purpose. The Anechoic coating lets you sneak by enemies by making yourself less detectable, but this would give the enemies something else to focus on instead. Such an item would have plenty of purposes; slipping into the lower layers 'before you should', farming, potentially escaping from the mini-bosses down there.. In addition, it'd give the more exotic Ocean fish more of a purpose; you could have Trout, for instance, craft more of it per recipe.
Give Rev+ Wall of Flesh new attacks.
Currently, this boss doesn't get anything new besides a new type of laser. I know making an arena for him is annoying, but his only threat is the lasers. The hungries and leeches are killed too quickly to be relevant, and only exist as a meat shield. The eyes could use a different attack, like a spread of demon scythes for example, so it ends up with one eye shooting lasers while the other uses this new attack, and would alternate, while the mouth gains a new attack, like a cursed flamethrower that goes straight, forcing the player to jump if necessary. Really, anything new works.
Buff Yharim's crystal or nerf Void vortex
You are 2.5x more likely to get a void vortex than a yharim's crystal from Yharon. Void vortex is about 2x better though, in mu opinion.
Void vortex removes the need to aim, does insane damage to multiple enemies and to just one. It completely destroys bosses. Even Yharon doesn't have time to attack if you just hold down left click. He switches in and out of forms too quick for him to do anything. Yharim's crystal can't even come close to this kind of damage.
Yharim's crystal is underwhelming compared to Void vortex, so I think one (or both really) need to change.
edit: Same stuff holds true for Scal. Void Vortex pretty much removes the fight portions. Yharim's crystal is a lot slower.
Rename Dragonfolly's music box
Currently the music box is called 'Music Box (Bumblebirb)'
Make the Bloodworm catchable outside of the Acid Rain event, or add the Bloodworm to the 'rare mob' list for the Lifeform Analyzer.
❔ If you want to fight the Old Duke, you either need to catch this thing, or face it at the end of a very tough event, when you are not at your best. But how exactly are you supposed to catch this thing? You can't even tell when it spawns because it's not a 'rare mob' unlike the Truffle Worm, and given you have about a dozen things that want to kill you, even if you try to look for it, you're probably not going to be able to find it.
Fix the worm banners in death mode.
Currently when you defeat a Digger, Devourer. World Feeder, or Dune Splicer in death mode, individual segments count as 1 enemy, so defeating the whole worm counts as defeating X amount of worms when the worm has X amount of segments. This can lead to an insane amount of banners. especially when in a sandstorm with increased dune splicer spawns.
Buff the Spectre Rifle, it is considerably worse than other guns/bows at the same tier and even some below it are stronger.
Either make the Cinder Blossom's projectile unaffected by gravity, or allow it to shoot with its projectiles' arc in mind.
❔
This thing tends to get a bit funky given that its projectile is affected by gravity, as it seems to have the misguided idea in mind that its projectile, in fact, travels in a straight line. As a result, the Cinder Blossom has a hard time hitting just about anything that qualifies as a normal enemy. Making one of the aforementioned changes would allow the summon to be more effective at what it does; summon competency is everything when you're playing as the class that uses those summons.
Add more to the Pre-Hardmode Goblin Army.
First of all, Lets go over the only 3 things that you get from the goblin army in pre hardmode. Warblade, A terrible weapon immediately outclassed by almost every melee weapon at that point the game. Second, We have the Plasma rod. Which isnt an awful weapon but it still can be pretty much outranked by most of the magic weapons in that point of the game. The only good thing that comes from the event is Goblin Tinkerer. A very important npc. But.. Thats it? A vanilla npc that has extended use through mods? I think that there is alot more potential here that is wasted. And yeah, You could say to wait untill hardmode. But even then there are only 2 extra items being added here. I think the goblin army should be given more items and heck even more enemies to make this event the best it can be.
Bloodstone bullets of some type should be added to the game, with the same lifesteal capacity as the arrows. This allows for more variety and playability for different rangers, as opposed to only bow-users.
Add scaling to the sizes of the rage, adrenaline and stealth meters in the config. In 4k they can be a little hard to see and read.
Soul of Cryogen should count towards the first tier of tracers. It counts as wings, and the recipe requires any wings
Nerf the Brimstone seekers
In the recent updates a new weapon, the brimstone seeker was added to the summon weapons, its dps is extremely high and comparable to post golem weapons such as the resurrection butterfly
i have fought Golem with the seekers and resurrection butterfly (post golem gear spooky amour and wings), and the seekers take 50 seconds to dispose of it even if the butterfly has more base damage, taking 1 minute and 44 seconds.
(even if butterfly and vigil take the same time killing him but lets ignore that)
Rework Fabstaff
There are currently 2 problems I find with this weapon, with the former being more significant:
-
The weapon induces way too much lag. This weapon is so laggy to the extent that it is unsable: 1 frame per 5 seconds even just from the leftover projectiles when a worm or multiple enemies appear at the same time; it basically makes your game freeze when used properly. I had a consistent 60 fps using pretty much all other weapons, only this weapon had the problem, even if all quality settings are either off or low. Since changing direct stats of the weapon will not help reduce its lag, I think reworking it is the only way to fix that.
-
This weapon is way too overpowered. This weapon works on pretty much any type of boss you can name: Fat, Agile, or Worm. An example of a comparison between fabstaff and normal dev tier weapons in action: Normal dev tier weapons take 15s on average to kill queen bee, the first boss (in boss rush), while fabstaff takes only 4 seconds; no other weapon is anywhere near its tier. And of course, it melts every single boss in boss rush way faster than any other weapon if there was no lag.
A rework which both reduce/remove its lag and makes it much less powerful will help make it more usable and less busted at the same time.
Make the alternative recipe for the Draconic Elixir use 10 blood orbs instead of 50
Reason: No one in their right mind would use 50 blood orbs instead of 1 Daybloom, 1 Moonglow and 1 Fireblossom, which are farmed much much much easier.
make ice elementals drop essences of Eleum
because why a bunch of sentient literal ice chunks who fire bolts of snow shouldn't drop the essences of cold?
is it balancing? the fact that you can farm them in the surface? just because there are already many many enemies who drop this essence?
Add a recipe for heart statues
I spent 2 hours searching for one and I didnt find it, they are not so valuable but very hard to find, and very good in an arena. I know that Calamity wants to reduce the grinding, like how they added a recipe for every item from anck shield
Make Holy Flames have a unique ability besides being a DoT(Repost)
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.
Work out overhaul support.
Reason: Having the weapons work as they do in base when you activate calamity item overhauls detracts from the experience of using those overhauls.
Suggestion for review:
Make Scal Balanced For Small Monitor Users
After trying for 50 times I decided to watch few videos as guide winning,
everyone I see can see entire arena in their fov. In my case I can't see her
and Brothers when they spawn, bullet hell phase I don't have enough time to
register and dodge it. It wasn't big problem with other bosses but here
game punishes you too much for it.
Add calamity + X mod support suggs to the Dont's list
To my knowledge, almost none of the suggestions have ever gone through, and none have been implemented. while there aren't that many of them, its still pointless to suggest them because someone will just shut it down immediately in #suggestions-discussion for one reason or another.
Please make the Bloodworm spawn outside of the 3rd tier acid rain event.
Having to defeat tier 3 of acid rain is extremely tedious to begin with, and then you're not really looking for the bloodworm during this time. It's quite annoying that Old Duke can only be summoned via a worm you catch during tier 3 acid rain, or defeating tier 3 acid rain 
Add requirements to be able to craft certain lore-based items
Some lore-relevant items in Calamity are recreated by the Player. Examples of this are the Auric Tesla Armour (Made by Draedon for Yharim), the Exoblade (Made by Draedon for Draedon), and Statis' Void Sash (Gifted to Statis, it is apparently blessed).
It seems strange how the Player was suddenly granted knowledge of how to craft these items, especially when it originally took a master engineer like Draedon to design some of them in the first place, and we're able to practically slam four armour sets together and make an exact replica of his work, albeit you do have to be at Draedon's Forge.
I think a cool change of pace from being able to craft right away, would be to have to go and learn the recipes somehow. Maybe you would have to find Draedon's notes and translate them, or maybe channel some of Calamitas' power? It apparently is possible to lock recipes behind more than just location and materials, so this should be possible code-wise.
To indicate to the player that they need to learn these recipes, there could be hints from the Guide, or chat messages after bosses to guide them the right way.
Make Astral Infection Lore Prevent Altas Spawns
Make it so the Astral Infection lore prevents Atlases (or Atli) from spawning, like The Ocean's or The Corruption's, for the same reasons the others do (to prevent boss-spawning enemies or objects from spawning).
Make it so that such lore drops from Astrum Aureus, or even some other miniboss (might be a stretch) or source (craftable, rare drop?), so that you can prevent Deus from spawning accidentally when Atli are killed by your minions, traps, or accidentally while grinding.
Add a Desert lore item that prevents sandstorms from occurring while equipped.
A means of preventing sandstorms could be useful, and it would fit seeing as the desert has lore in Calamity. It could drop from the Desert Scourge
Improve Statis Void Sash
The problem with this upgrade is that it doesnt feel like a real upgrade to statis ninja belt. It feels like the same item, with extra visual effects. The homing scythes, which while not bad in terms of damage, dont really feel like they fit the theme of a ninja acccessory in my opinion (and incidentally, also create a great deal of noise). I think it would be cool if the upgrade either further boosted agility (maybe bonus fall speed?), allowed you a deliberate dodge like counter scarf, or provided some kind of glass cannon effect that boosts your damage at the expense of survivability. I think something like this would much better fit the final upgrade of master ninja gear.
Add some kind of consumable item/recipe that requires desert feathers because it drops the entire game in abundance and you will only need at the most 17 desert feathers per world and it needs something to drain the abundance of that item into (Just like what happened to Murky Sludge)
the moon lord drops more luminite ore. Not really in order to increase 2 times, but at least so much as not to kill this boss many times
Redesign the Evil Island
This new island would be a lot less barren; it'd have the grass, trees and stone of its biome making up the ground part. The cloud part would be made entirely of Rain Clouds.
The house would also be overhauled, being made of a mix of the wood blocks/furniture and the stone brick of its biome. There would be a loot chest (the evil's wood chest?) in the middle of the room containing early-game loot and the evil's shrine item.
Below this main room would be a hidden basement/cave, containing several Shadow Orbs/Crimson Hearts and a second loot chest (the evil's Biome Chest) containing post-Plantera loot (which could include that biome's Solution or Holy Water equivalent among other things) and that biome's Chest weapon.
❔ : This covers several cases of unobtainable items in either world type, providing access to both evils' Shrine items, easy access to both types of wood, and the loot tables of both Shadow Orbs and Crimson Hearts. This last fact also makes it easier to summon that biome's first boss. The change in materials also makes it easier to spread the biome to desired locations by providing more of the blocks required to do so.
The use of Rain Clouds is mainly meant to just be a nice touch, but being able to get more of those may be considered valuable to builders.
Change the Summoner Targeting system
You know? The thing where you right click with a summoner weapon and it targets the enemy? Sometimes your summon just straight out ignores that, and it doesn't work in PvP or with passive mobs. You should be able to target any mobs and the summon should make going to the target it's top priority...
Bard Npc?
"You can hear the music too?!"
An NPC that sells you music boxes and other music related items like an add-on to boost the range you can hear it or maybe even instruments. Also provides lore explanation for the awesome music always playing.
Nerf Gaels greatsword
I honestly think that gaels greatsword is too overpowered for how easy it is to get. It does over 4000 damage and has a 2.5% drop chance from scryllars.
Using it against bosses makes them just far too easy. I think that either it's damage should be greatly reduced, or that it's drop chance should be reduced to 1/3000 at the very least.
Make Yharon drop an alternative version of the terminus
why?
the terminus' tooltip states "Sealed away in the abyss, far from those that would seek to misuse it" which really doesn't fit when dropped from yharon, as that specific terminus isn't locked away in the abyss, while it is a failsafe it could still be confusing and irritating to some players
suggestion on a fix: make an item that will function similarly to terminus (spawns the boss-rush) but is called something along the line of "Forged Terminus" or other names that will hint at the fact that it isnt the original terminus locked away in the abyss, and the tooltip could mention it was forged by Draedon for yharim, which yharim entrusted to yharon.
Make a greater builder potion. The normal buff just isn't fast enough
have an option to turn on the hit caps on Supreme Calamitis
Rework Brimmy's eye laser attack, especially on Death Mode.
❔ This attack is basically a giant 'kick-me' sign whenever she uses it. She stands perfectly still and uses no other attacks to discourage you from simply standing right beside her for a few seconds and smacking her around at will. Perhaps the brimlings could fire more than once at you, or she could release a burst or two of Brimstone Fireballs as she's aiming.
Suggestion to change 'daemon's flame'. I have been on a ranger class playthrough and recently defeated polterghast. anticipating what loot could be picked up by polterghast for a ranger class i was excited to try out the new bow 'daemons flame'. it was a complete hype killer as it had a similar shooting speed (with buffs) to a hardmode bow. it only summons the daemon flame with a barrage of 2-3 normal arrows. I think it would be better if the bow used normal wooden arrows and alter them to the blue projectiles that polterghast unleashes during the boss fight. The blue projectiles would also slightly home into enemies along with the present 'daemon flame'. this would not only count as a buff but it will be pleasing to the player to see that polterghast drops an epic bow that resembles his attack patterns EX: Bee's knees, Prism, plaguebringer weapons etc.
Make cryogen spawner require 2-3 essence of eleum instead of 5
Farming for eleum is boring. When you lose to cryogen and have to farm 5 more it takes 20 minutes and nobody wants to spend that long wandering around an ice biome looking for things to kill
Tooltip sections about Death Mode-exclusive features should only show up during Death Mode.
(If executed, the words "In Death Mode" could then be removed from them due to redundancy, but maybe have some other indication that it's a mode-specific feature like a different text color.)
Death Mode is only one of the four difficulties, and it is the hardest and least accessible one. Death-exclusive info does not need to be viewable by every player, because it will most likely never be useful to them, only serving to add unneeded clutter to the tooltips. It would be better to have that info only show up for the players that need to know it.
Maybe this is small, but it just seems like Giant shellys never spawn, even with a Zerg Potion active. Maybe it's just me? Maybe a slight increase to spawn rates or something, I'm not sure if that's even possible considering I have no experience with game-coding.
Water Fountains to match Calamity biome water
In Calamity, there are several biomes that have completely custom water colors; however, there are no water fountains that change the color to match it like the ones available for vanilla biomes. Adding these would be a great Quality of Life feature for base building, especially for biomes that cannot be replicated (Abyss) or biomes that a player may not want to be living in (Astral Infection).
Give the Bandit NPC some more attention
Reason:
The Bandit, compared to the other NPCs integrated by the mod, feels lacking and off. Their integration feels like they were just added there for no particular reason.
The Bandit is not significantly tied with with the current lore as of now, compared to Amidias and Permafrost. The services the Bandit provides isn't very good as well: The goodies they sell are almost always overshadowed by something else better that you can craft yourself. What's even worse is that the weapons they sell are exclusive to Rogue, so they are straight up useless when you are using a different class. The only truly useful thing they have is the refund ability.
Again, compare the Bandit to the three other NPCs. Amidias gives hints to the player about progression and sells some pre hm stuff that are actually good. Same with Permafrost and Cirrus; one sells good early HM items and the other provides some helpful beverages. The Bandit? Kinda mediocre due to the reasons already stated above.
Make the Bouncing Eyeball more common. It's a very early game weapon and quickly is replaced even if you do find it, but it's drop chance is so low it's highly unlikely you'd ever be able to get one to use at the stage of the game where it would still be useful.
make it so you CAN turn off the rain without beating the Acid Rain.
And make it so the rain doesnt loop 24/7. because for a person like me who had no idea what the acid rain is, it was quite annoying.
Rename the consumable caustic tear into the caustic droplet. Why? Both of the caustic tears (consumable and nonconsumable) are named the same, and can get annoying to remember which is which. It is also an item that came from rain drops in the sulpherous seas, so it makes sense.
Make the lead core easier to get
I spent 2 hours just sitting in the sulphuric sea waiting for an acid rain event to happen and when it did happen, the lead core never even dropped. It took 3 more events for the item to drop. in conclusion, it’s way too much just for 1 item in an armor piece.
Make it so the caustic croaker staff can be placed on platforms because it would be alot more useful if you could place it on boss arenas and vanilla sentries can be placed on platforms so i dont see why calamity sentries can't be.
Make Meld Fragments drop from all Pillar Enemies, but lower the drop rates to compensate
❔: Meld blobs currently drop from the Mage themed pillar, which makes zero sense. changing the way of obtaining Meld Blobs from just Nebula Pillar enemies to all Pillar enemies would make it less strange and probably be less confusing to new players who are trying out rogue.
Make aero slimes spawn in space around floating island altitude, instead of underground.
It would much better fit the theme of the ore, add some new variety to ore slimes, and be an all around cool change. It would also be convenient, as you need to collect clouds/sunplate/feathers for aerialite items as well, meaning it would grant players a bit more ore while collecting those items.
Suggestion: hardmode ore slimes should spawn in the biomes that their ores spawn in. It is a little bit strange to have perennial slimes spawning in the jungle, where it is extremely unlikely for there to be any ore generated, or bloom slimes spawning in the caverns away from actual uelibloom ore, where again there is almost no chance for their to be uelibloom there. It would be a little bit more continuous if you still had to go to the correct biome to get the ore you are looking for, regardless if it was from the slime or the ore itself.
Rework the Brimstone Elementals brimstone ray in Rev+
Whenever she uses her brimstone ray, she is extremely vulnerable, this is especially noticeable in death mode where she using the ray almost immediately upon summoning. It takes the challenge out of the fight because you usually kill her before she even has a chance to get to her bullet hell phase. Maybe you have her cocoon herself like she does in Phase 3, that way she actually has a chance to send projectiles at the player.
make stormlion staff summon be able to go through 2 block holes
reason:going down to the sunken sea right after DS in summoner can be a bit of a pain because the summon youre most likely to be using at the time cannot go through 2 block holes and doesnt fly until youre like 50 blocks away so if you get jumped by a cnidrion or dune splicer right after tunneling you can be killed without being able to do anything about it and i personally think that being killed by something you can barely see nearly instantly is quite unfair.
[ #suggestions-voting is getting reworked! The channel is closed for the time being. More details soon. ]
[ The suggestion system has been reworked! Users will now post their suggestions directly into #suggestions-posting for mods and other users to review, and then it will get reposted by a bot into #suggestions-voting once it is deemed acceptable. As a result, ❕ no longer exists! Stars and the other reactions will still function as they always have. Remember to always include a reason with your suggestions, stick around in #suggestions-discussion for feedback after posting, and stay hydrated. ]
[ Suggestions posted prior to this message will still operate under the previous system. ]
As of now we still have plenty of animated emote slots.
It's recent and related to the new acid rain event, and overall is a good replacement/alternative to mushrave.
@west zodiac
@paper bramble
Statement: As of right now, there is no way to craft a Living Loom. In the wiki, it says that some items were added to help reduce grinding or help away with dumb world generation. You should make a recipe for a living loom, with a similar recipe to regular looms, though maybe requiring the Guide to Plant Fiber Cordage (to give it a better use) and vine-rope.
Reason: Some worlds don't generate with living trees, and even less generate with living trees that go underground. Living Looms make unique, custom items for the Living Tree style of building items. It could help out builders who don't want to constantly regenerate and create new worlds.
@warm coral
@paper bramble
As it stands, the only reason to go back to the biome after early hardmode is solely for the sake of the enjoyment of the biome. This is not the case for any other biome in vanilla or Calamity; every other Calamity biome has at least some use Post-Moon Lord.
Adding to this, even the vanilla Crimson/Corruption biomes have use post-Moon Lord due to blood relics being vital for convenient grinding of potions and the like.
@drifting ledge
@steep oracle
They last so long that shooting at a normal enemy can make them hit the larva in the hives
@barren creek
@paper bramble
The idea behind this suggestion is to create another "challenge" item, similar to Draedon's Remote.
It would be interesting to see how all 3 of the bosses' attacks overlap, because it's practically impossible to do so normally, considering how both Storm Weaver and Signus's summon locations are on opposite sides of the map. The enrage mechanic wouldn't be a problem because you just have to turn them off like in the boss rush. The item could be called something along the lines of Cosmic Revive, considering that you already killed them in-game. This challenge could be available after beating Phase 1 Yharon, but the balancing would need to be tested.
@grave sedge
@paper bramble
When i hear the words mana overloader i imagine the item either let you throw all your mana in a single burst or for it to function like a mana battery that lets you have more mana than max for a short period of time, it does neither, it acts more like a polarizer for your mana and hp gain
I believe polarizer is a more appropiate term since the item makes having high mana a slow death and having low mana gives flat out life steal, so theyre esentially opposite poles
@open owl
@paper bramble
Yharon is an enigma. One of the most polarizing fights of an average player's playthrough, either this fight is relatively harmless or an absolute pain. I, for one, believe a review of Yharon's fight is in order. The fight is beginning to show some age. It overall lacks polish, and with how frustrating he can be sometimes, it's hard to enjoy the late game of Calamity. This suggestion is intended to spark a discussion of Yharon's fight, and to hopefully improve the fight to make it more interesting and dynamic.
Rather than ask that specific parts of the fight be changed, I have collected a list of troublesome attacks and abilities that Yharon currently has, in this document. It's more for the developers than anyone else, but if you are on the fence to vote I invite you to read. The hope is that the developers will gain important feedback that they can use to improve the Yharon fight for the better.
https://docs.google.com/document/d/1ZzbT0Fl88h90-G-CCScWDIVyFOJrJvDV3jmVayBHVX8/edit?usp=sharing
@oblique topaz
@steep oracle
Reason: It gives the Sulphur Sea lore item some utility, one similar to the other biome lore items: preventing bosses from having a natural means of being summoned after said boss has been defeated.
@spring breach
@paper bramble
All of the Living-Fire block variants from Vanilla have an associated torch for the set they are a part of, and so should the Calamity Living Fire blocks. These torches would allow for more building options for the player just like any furniture item, as well as provide new lighting options for players builds
@oblique vapor
@paper bramble
While Plague isn't too fiery by concept, it does bare similarities shown with The Syringe and Blight Spewer. Additionally, vanilla has ichor fire blocks which isn't exactly fiery either. More building options can't hurt and many people enjoy building.
For the someone who always ends up asking why suggest as a dev, I suggest to gauge public opinion.
@weak cedar
@steep oracle
In the last two runs I’ve done, my meteor has smashed into planetoids or living trees. This is incredibly difficult to access at the point of the game you’d need meteor armor, barely just after defeating EoC. Gravitation potions are not easily accessible, and harpies are a hard enemy to take down.
Tldr, having meteor spawns on inaccessible or tiny parts of land could really screw you over, and it’s incredibly frustrating to deal with. (Esp if something lands on a planetoid in death mode)
@lean mist
@paper bramble
Using the MOAB feels clunky and strange. you need to spam space 3 times before you gain speed. this seems like a waste of potential. If they 3 jumps were in at the end of the sequence it can provide more skill expression for how you use your last 3 jumps of flight. with this change the MOAB can provide much more options in the air. You can drop, hold space to glide or use one of your 3 jumps. this can allow skilled users to time there jumps to dodge incoming attacks.
@uncut dock
@paper bramble
❓
Reason: Meteorite (Biome) and the Astral Infection are pretty similar to each other in one way or another, Meteorite fits the whole theme of the astral infection, it derives from the depths of space. And both of them have their own biomes, crash sites and the such. Certain Post-Astrum Deus items that require Astral bars ALSO require meteorite Bars as part of their recipe... I can't tell you the amount of times i ran out of Meteorite when i tried to craft Astral Armor or the Ethereal Core, its pretty aggravating to look for a Meteorite crash site in order to acquire the material... Maybe it can be added to the Astral Crate item pool Post or pre-Deus, or maybe Post Wof? This will make it easier to acquire Meteorite in Bulk, or in substantial quantity...
TL;DR: It does not make sense for Meteorite to be missing from the Astral Crate item pool, i always wondered why it was this way during my PTs. This change will make Astral crates even more convenient and improve the Meteorite economy.
@naive shadow
@paper bramble
Currently the blood orbs do not get the alchemy table reduced usage by 33%. This is very strange in my opinion, since they are potion ingredients like everything else.
Seeing as they are a bit more difficult to come by until Hardmode, at which point you have the blood relic or multi-lure rods for fishing xerocodiles (blood orb fish), and also considering how expensive they are to be used in potions anyways (10 for vanilla, 20-50 for calamity, which takes quite some time to farm for) they should be conserved the same way as any other potion ingredient.
@timber acorn
@paper bramble
There are already enough hives in the jungle, and they are in such an abundance in space that it's just annoying to find one, not to mention fighting it is just a death wish because it will become enraged instantly if you try and fight it properly.
@blissful trellis
@vague flame
The Planetoids essentially add nothing to the game other than a means to explore the space layer by foot. They aren’t unique, they don’t have any unique findings, and they don’t pique the player’s interest for more than a couple of seconds. The concept of the Planetoids offers a lot of potential for unique ores, enemies, and loot, but they only serve to be miniature biome circles. I suggest that Planetoids are given a bit more love. Treat them like you would treat any other biome. Give them something that makes them worth the effort of exploring.
@austere veldt
@vague flame
I don't know why you can only disable buying vanilla summons, but if you wanted to restrict just buying summons, why only restrict half the boss summons from being bought?
@blissful trellis
@vague flame
why?: well it's easier to fight then queen bee underground (for more then one reason) and idk about you but when you get something enraged you would think it's gonna be harder then if it's not angry at you.
@novel sapphire
@vague flame
After defeating her it would be a nice addition since it is really annoying to randomly get invaded by queen bee. Once I prepared fighting Hive Mind in Death Mode and for some reason a Queen Bees Larva must have been broken and made the fight literally impossible at that stage of the game. Making it not possible to spawn her from Larva makes it less annoying and you can buy Abeeminations after defeating her anyway.
@spice atlas
@vague flame
Reason: Basically, with the addition of new Sentries to post Moon Lord tier, I think sentries also deserve chances to shine at most times but there are no accessories aside from the OOA accessories, which only boost sentry slots but as you progress, most people choose to prefer stronger accessories with more use other than just Minion damage and +1 max sentry.
So, I suggest to add increased sentry slot(s) to all post Moon Lord armor with Summoner bonuses. Here is my recommendations of how much slots needed for each armor:
+1 slot: Stardust, Tarragon, Bloodflare, Omega Blue
+2 slots: Godslayer, Fearmonger, Silva
+3 slots: Auric Tesla
+4 slots: Demonshade
With this QoL addition to these Armors, Summoners can use their Sentries more efficiently as the minions aren't efficient enough to deal that much DPS in my opinion at some fights.
@coral hornet
@steep oracle
Sometimes it's not clear whether enemies are inflicted by a debuff or not, and having an indicator really helps with telling what debuffs they have. Due to it being a config option, the config could be turned off to reduce screen clutter. Possibly, this could be a separate config from the current boss and miniboss only config.
@timid veldt
@paper bramble
Right now, HotE is one of the best accessories in the game solely because of the incredible stat boosts it provides all around. It remains one of the most powerful accessories in the game even post Scal with the elementals hidden. It is pretty much a better version of The Absorber with elementals hidden, and rivals the power of even The Sponge which is post DoG. It should be more focused on its most unique aspect: the elemental summons.
The elementals are often skipped because of the massive slew of stats you get by turning them off, and because classes other than summoner can't make very good use of the elementals. However, even for summoners the opportunity cost of not disabling the elementals is quite high, with all the stats you miss out on. Additionally, the elementals create a huge amount of visual pollution that makes it harder to dodge attacks from bosses, which makes many players dislike them.
So to make the elementals (which should imo be much more important to the accessory) better, I would remove the stat bonuses granted by disabling them, and also look into ways to reduce their visual pollution. For instance, reducing the size of their sprites, or reducing their opacity. I think the sand tornadoes especially could do to clog up the screen less and might work a lot better with reduced opacity. The cloud elemental also has a tendancy to block the actual boss's hitbox so you cant see them clearly, so maybe reducing her opacity while charging.
@safe estuary
@summer finch
Geode farming for Tarragon armor is a pain, and is often acknowledged as such. Many will merely beat Providence on a fluke, or just not want to go through the fight again directly afterwards. However, the Profaned Guardians are directly associated with Providence, and many will simply find the style of the fight less overwhelming and easier to deal with--however, they should be buffed enough and drop few enough Geodes to make Providence an equally viable option.
@gaunt birch
@paper bramble
❔ Lunar Fragments are a material that you'll need a surprising amount of throughout the game, however, the only way to get them is via farming events/bosses. This is odd, given that similar materials (souls of light, night, essences, etc) can be caught through fishing. So, it would be consistent and helpful to add fish that give you lunar fragments. They could be caught in the sky after triggering the Lunar Events at least once at similar rates to the Fish of Light/Night, and provide similar amounts of their respective fragment.
@brazen girder
@rigid scarab
It would give the Amalgam an unique theme, similar to its counterpart, the Core of the Blood God. The minion could also get unique stats of its own, as the fungal clump isn't that useful post-DoG, what with its speed, range, and healing orbs nonsense.
@bitter mirage
@paper bramble
The enemies King Slime are vastly superior sources of souls, as they can be killed with little to no effort with King Slime spawning around 30 slimes each fight. This is a borderline overpowered strategy as there is no need to continuously fish or kill hardmode enemies if you only need to instagib slimes for a sizable amount of souls a pop.
@rigid scarab
@paper bramble
Don't we all love an arena? And we can mine at ludicrous speeds. But unless you use cheat sheet to plop down huge structures, actually building something is severely hampered by your block placing speed. There's very little (One measly accessory and one potion) to mitigate that in the base game and to my knowledge, Calamity adds so far nothing that makes block placement faster. An accessory (or an entire line thereof) that boosts placement speed dramatically would be great not just for arena building but everything else building related as well.
@amber basin
@paper bramble
The current recipe is a little difficult to complete until Post-Golem (With Spread Rod being unlocked and Sunlight 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 very 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
@oak cradle
@paper bramble
With basically everything pertaining to your character being fully customizable, from your hairstyle to the color you want your Slime Mount to be, I think that being able to determine which color your hearts/mana stars will have after consuming all permanent upgrades (instead of them always being light blue/purple-ish silver, respectively), would be a fitting addition.
Furthermore, the colors your hearts can change to appear to be linked to the colors of the fruits (Blood orange turns your hearts orange, Elderberry, a blue fruit, turns your hearts blue etc.), but then, if you decide to skip or you forget to consume one of the fruits, the colors are mismatched (e.g. Elderberry will turn your hearts green if you skipped the Miracle Fruit), which doesn't make sense.
Lastly, me wanting to choose a color for my hearts or mana stars should not result in me having to miss out on HP or Mana upgrades in the end, as I may have to refrain from using some of them, depending on the color I want.
@rotund radish
@paper bramble
Skeletron can feel very erratic and frustrating at times, and I believe there are two main causes for this: the inconsistency of his arms' speeds, and his probe-spawning move.
His arms move at different speeds, particularly the cannon arm, but all can lag behind offscreen, then zip back towards the head at very high speeds, to the point where reacting to them is nigh impossible. I suggest that his arms cannot go a certain distance away from his head, to ensure that they don't get stuck offscreen then slingshot back on.
His probe-spawning move is annoying for two reasons, those being the probes themselves, and the circle he does during it. The probes are annoying simply because they are extra clutter, though I do not believe they're that big of an issue. The bigger issue is that it's incredibly hard to hit him while he's spawning them, and the frequency at which he does the move. I suggest that he does the move far less, in order to lengthen the windows where you can reasonably hit him.
@unborn ore
@paper bramble
It has a lot of vines in it's recipe which with thia amount of vines you could craft a ''whole'' jungle armor and when vines are kinda hard to get it's a waste of time.
As I already said you can otherwise buff it because it's effective only on enemies and not on bosses.
@mighty cave
@paper bramble
For the amount of lightning there is, the rain is much too common, and happens extremely often when you first start off. This makes lightning a huge pain in the beginning. Even after lightning isn't really a threat to the player anymore, the amount of lightning is still incredibly annoying. It's not realistic by any means, and it's honestly just irritating. I like the weather effects, I like the lightning idea. I love playing death mode, and I think the idea of lightning is great! I just think that the lightning needs a little bit of tuning in order for it to be more fair for early game, more fun to play, and add a more realistic kinda feel, in that it has real events, but like its still Terraria and anything can happen. I love the weather effects besides this though! 😄
@safe jasper
@paper bramble
currently, it becomes really annoying when farming on weaker bosses. The fargo's mod boss summoners allow you to spawn many at the same time. This is a godsend for farming. I really wish it could extend to bosses like Cryogen and Dragonfolly, and even Yharon and D.O.G for fun and challenge.
@dawn minnow
@paper bramble
Reason: Golem's lore item may be the most useless of them all, giving 10 defense to the player if they stand still while not attacking. Nobody is going to actually stand still and not attack during a boss fight, event, or in any other situation. The player is trying to avoid getting hit, and giving the player slightly increased defense when they leave themselves wide open is pretty pointless, so pointless it's not really even worth the inventory slot. Along with this, the defense increase is 10, which isn't that good or noticeable for being post-Golem tier. The bonus Golem's lore item gives seems really useless, especially when put in comparison to other boss lore item bonuses, and I think it should be changed to be at least worth the inventory slot you use up.
@turbid berry
@paper bramble
Because there is no other way to find one under the billions of projectiles and mobs you're trying to fight
@subtle rock
@paper bramble
The bloodworm only spawning during acid rain basically nullifies what it was meant for because it's supposed to be an easy alternative too refight the boss. Like how the rune of kos or cosmic worm are not consumable, you can refight those bosses after you die. The circumstances in which the bloodworm spawn completely defeat this kind of approach on fighting bosses, I don't think it's fair to make players especially ones with less skill spend a long time doing an event only too fight old duke at half health and trying too despawn enemies, sure you can use nurse BEFORE the fights begins but if you still die you cannot retry that easily compared to DOG and his sentinels
@subtle rock
@paper bramble
then you can make your character glow any color you want and i think that would be beneficial for a lot of roleplay and vanity lovers
@sand dock
@paper bramble
I think that this would be a buff that would give the Gravity Globe more of an effective use in battle, and the fact that the Gravity Globe is an item that should give the player full control over gravity itself. An example of where it could be useful would be in the storm weaver fight, where the entire battle takes place in space. It'd let the player choose on if they want to chug potions every time they do the fight or if they want to use an accessory slot.
@empty crane
@paper bramble
Basically, make it so that killing the cultist does not set the celestial invasion in progress after you killed the moonlord. Either de-couple natural spawns or eidolon tablet spawned LCs from the invasion, either works.
Having to go through the invasion every time makes farming this guy for trophy / mask / eidolon staff / thorn blossom a pure chore of tediousness
By removing the trigger for the invasion after the moonlord kill you can farm him effectively without being bogged down by the other stuff.
@amber basin
@paper bramble
The amount of times i've been hit by one of theese because it surprised spawned on top of my face while running on my platforms to get to the end of the world to fight WoF is way too much, and i don't see why there shouldn't be one as every other environemental effect has a warning sign.
@night tree
@paper bramble
❔
These things are far and away the most aggravating Abyss miniboss to fight. They spawn exclusively in the layer that has multiple debilitating ailments to the player and has blocks in the way of everything, they have nigh-invisible splitting(?) projectiles, they have a funny instagib latch attack that, if it somehow doesn't instagib you, obstructs your vision and prevent you from properly existing until you die, and they overall drop a grand total of one (1) thing post-Polterghast for a class that has arguably the worst time in confined spaces such as those you're supposed to fight the Squid in. Reworking this enemy to be less of a total frustration to fight against and allowing it to spawn in layer 4 would not only improve the quality of The Summoner Experience™️ and the post-Polterghast experience in general, but it would also bring the Squid in line with the other Abyss minibosses that already spawn in both layers.
@sour hornet
@vague flame
I know that the 3rd layer isn't supposed to be explored until defeating the Moon Lord, but I feel like even when you have Moon lord equipment, they can still be quite difficult to defeat, and I believe they spawn way too often in the 3rd layer, even with a Zen Potion active. These Minibosses feel like they belong a lot more in the 4th layer where it's just open space, rather than the 3rd layer where there's hardly any room to move to defeat these things.
@snow coyote
@vague flame
Every other biome chest in the dungeon doesnt have it on the treasure radar, so why does astral? It also gets in the way incase you are looking out for normal chests in prehm but its interrupted by a chest you cant open until much later
@blissful trellis
@vague flame
Carnage has the same issue as vanilla terraria does with the Meowmere, where there is a sword that is a combination of many other swords and is harder to get and very satisfying to finally craft (Nights Edge/Terra Blade), but an enemy/boss just drops a 5x better version out of nowhere. The Carnage should be an alternative to the other two final pre-hm swords, not outrival them completely. It is extremely anti-climatic to craft this new crimson version of the Nights Edge, only to realize that there is a 10x better version that drops from a slime/zombie. The homing blood bolts are also very strong, so that will make up for the lower base damage.
@blissful trellis
@vague flame
So critters are a pretty atmospheric thing in Terraria. Some of them have legitimate uses, sure, but for the most part, they're cosmetic. If they're so cosmetic then why the fuck can't I find a glowing snail for my zoo, I swear to god if I can't find one I'll-
ahem Let us craft critters. Taking a few souls of light and coaxing them together with a catalyst (along with some clay or mud) at a magic ball should let you mold a critter to life right before your very eyes. For instance; bunnies. I take a soul of light, some clay or mud, and an extra catalyst to determine what the creature will be; in this case, I was thinking cloud blocks (Soft, like rabbits, right?). Boom, bunny. Scorpions could be conjured with antlion mandibles, frogs with a bit of moonglow or jungle spores, birds using some feathers and dye, et cetera. The catalyst is not consumed during the recipe, only the requisite souls and mud. Golden critters cannot be crafted in this manner, due to them being sort of a rare collectible you'll have to invest time in if you wish to get all of them, and critters such as Piggy, the Bloodworm, or the Truffle Worm cannot be crafted either for balance due to their exceptional strength.
Now about butterflies. I don't know what do for these lads. The Enchanted Butterfly light pet relies on catching one of each breed of butterfly, and I don't want to trivialize obtaining it. I'm sure the developers would manage to balance things, whether or not that involves making butterflies uncraftable, or adding extra materials required for them to preserve difficulty. My suggestion would be to include the breed of butterfly you wish to craft in the recipe itself: One Monarch Butterfly along with one or more souls of light would make two Monarch Butterflies. This ensures you actually have to catch all of them at least once, removing the issue of a pathetically easy-to-craft Enchanted Butterfly.
@fresh pilot
@vague flame
Crimulan blight slimes can drop it, and since the fact that blood zombies can too means that it isn't a crimson-exclusive weapon, it stands moderately reasonable that carnage should also drop from the other type of blight slime.
@uneven lintel
@vague flame
In fact, we do not need to go in this biome. Only if you don’t need some weapons from mobs. Why not add, for example, more mobs, some crystals like in the Hallow, which will be materials? Or instead of an astral comet, after killing an Astrum deus, an astral ore spawned in an underground astral biome. In any case, in 9 out of 10 cases, you do not need to go to the astral biome and this should not be.
@little sparrow
@vague flame
This is in order to let people who aren't ENTIRELY sure where to fish with it know exactly where to do so. This would also add a bit of flavor. Something like 'the sulphurous waters stir eerily' would work, but it could very well be something else. Some people might swing their nets wildly, and accidentally acquire one. This helps those people.
@tight fog
@paper bramble
Quick heal automatically uses the healing item that heals the most in your inventory, but seems to completely ignore these two in terms of which priority they belong to. They do work with it if you have no other healing items in your inventory, but just a mushroom in it will make you heal 15 HP instead of 240 HP when using the hotkey.
This could be due to those two giving the player an extra status effect apart from potion sickness (which would be understandable if that makes them stop classifying as pure "healing items", despite still working with the hotkey...?), but if it is possible, I don't really see the reason why it shouldn't be done.
@hollow bobcat
@paper bramble
This could be accomplished with an invisible entity right on the edge of were the tornadoes can touch, and having that entity appear on the map.
In Boss-checklist treasure bags appear on the map making them easier too find, the same thing should happen with Yharon's border tornadoes.
The reason for this is Fighting Yharon becomes really problematic because people with bad computers don't know where the tornadoes are exactly, for example, I run on a low resolution and that results in my game being really zoomed in. I cannot zoom out and am forced to use a boss-cursor mod to counter it, this really makes me struggle when understanding the tornadoes are located because if they appear on my screen, it doesn't take much for me to accidentally dash or just simply fly into them.
There are many people out there who play calamity and unfortunately run on a really low resolution. So this would help levitate the burden people have when fighting him, and make the playing ground more fair, as well as not making the fight too easy because players with better computers are more zoomed out due to a higher resolution
This would also prevent people from blaming there shitty computers for not being able to kill Yharon 
@subtle rock
@paper bramble
In my opinion finding an item in early pre-hardmode by complete chance that you continue to use for the rest of the game takes away from the rewarding feeling of slowly improving your loadout over time and combining accessories together into better ones. Finding an item like Luxor's Gift effectively removes one of your accessory slots for a significant portion of the game and leads to overpowered item combinations, like the Luxor's gift projectile and Eldritch tome's quick cast time being able to kill deathmode wall of flesh in a few seconds. The Fungal Symbiote, Unstable Prism, and Luxor's gift also take away from the uniqueness of weapons, with the same projectile coming out of every single weapon you use for dozens of hours of gameplay.
Accessories shouldn't be good enough at the start of the game to keep for the rest of the game, they should be swapped out, combined and improved over time.
@cedar cape
@paper bramble
My opinion make for every weapon it own stealth requirments per throw and incerease a bit it recharge speed while moving
@twilit python
@vague flame
The Yoyo bag can be made as soon as you enter hard mode and remains as the yoyo masters best friend for the rest of the game. The yoyo man needs and upgrade so he can keep on yo-ing. Somewhere in post moon lord would be the prime place to get a good yoyo upgrade.
“I want to be a yo yo man!”
“MAKE ME A YO YO MAN!” he cried.
But the Yo yo master did not answer....
he just kept on yo-ing.
@uncut dock
@vague flame
Make Zombies break down doors during blood moons in death mode
I think this feature should be added otherwise people can just place things just as work benches in front of doors and grind enemies.
Suggestion Author: @Cyberguard#8710
My reason for suggesting this is twofold. First, it seems much more logical for the giant flower to drop a "bloom stone" than a boss associated with a plague (which presumably causes death and decay). Secondly, plaguebringer goliath is further along in progression than any other boss that drops a HotE component, making her much more annoying to farm for a semi-rare drop once you get to the point of being able to craft HotE. Plantera would be much closer to the difficulty level of the other bosses that drop hote components.
@safe estuary
@steep oracle
Like many other vanilla accessories, the flippers are needed for late-game accessories like the Abyssal Diving Gear and Abyssal Diving Suit, which I have found to be almost essential in my playthroughs. However, the flippers are one of the only pre-hardmode accessories that cannot be crafted. If you can't find any in the existing ocean chests in your sea, it would come down to a grind to find another one underground. I think it would only make sense to include the flippers among the craftable pre-hardmode accessories.
@frozen forum
@steep oracle
The Odd Mushroom buff is used only once, being from consuming the odd mushroom. The buff makes bosses who are bullet-hellish much more difficult and a crazier challenge.
- Plus Crabulon is a giant crab covered in and possibly made of shrooms.
@dry fractal
@paper bramble
Don't get me wrong, I love the sprite as is. But I think that it is a little bit discontinuous considering its materials.
Elysian wings, which are yellowy-orange colored, are required to craft the tracers, along with seraph tracers, cosmilite and phantoplasm. I get the purple/pink color scheme for the cosmilite and phantoplasm, but why is it that the elysian tracer wings bear no resemblance to the actual wings in the recipe? They're purple and blue, when its crafting requires completely different colored wings, and they bear no physical resemblance to the elysian wings at all.
Celestial tracers still use the Drew's wings colors for its wings, as well as the entire sprite. This is why i feel like the wings should be the same as how they were crafted -- i.e., yellowy-orange, and with the actual look of the elysian wings.
This is obviously nonessential to game progression, I just think that it's a little strange to use such different wings in a crafting recipe that doesn't utilize its sprite, or even colors, at all.
@timber acorn
@paper bramble
Have you seen the size of its explosion? That is a lag trap waiting to spring out at lower-end devices. Doing this means that lower-end players aren’t handicapped by not being able to appreciate their rare drop from the Devourer of Gods.
@feral talon
@paper bramble
This would be a reference to the bandit's dialogue "Don’t tell [Name of Merchant], but I took some of his stuff and replaced it with Angel Statues".
@wicked sequoia
@vague flame
Reason: It's much more reliable to show killtimes and DPS on bosses when proving a weapon needs a buff or nerf. Testing weapons for the purpose of balancing is usually done with standard on-tier equipment without Rage or Adrenaline, looking at killtimes mainly. Along with this, some weapons like Submarine Shocker will do massive DPS on dummies because it's made for stationary targets, or risk and reward close range weapons like Stellar Striker will do more DPS than other weapons at its tier. Weapons that are more reliable to hit like homing weapons are expected to do less DPS than close range weapons. Dummies don't operate under realistic circumstances and testers don't balance around them because testing weapons on bosses is much more reliable when it comes to balancing things.
@turbid berry
@vague flame
They have a large hitbox, deal a good amount of damage, are fast, spawn often and are hard to kill. It's very not fun to fight them off while trying to build something.
@spring vigil
@vague flame
If the enchanted sword has a recipe then the enchanted boomerang should have one too in my opinion. It is used to craft an important rogue item and usually most of those types of weapons follow a pattern of the weapon ingredients being craftable. I personally sold my enchanted boomerang because it sells for one gold which is a pretty good deal. The enchanted boomerang is needed to craft the flam-a-rang which is needed to craft the equanimity which is needed to craft the terra disk which is needed to craft the elemental disk.
@thick sundial
@vague flame
Skyline wings are nice for some players who don't like bundle of balloons, but there ultimately isn't enough of a power difference between the two to justify bundle being pre boss and skyline being post skeletron. Even post skeletron, a lot of people still prefer bundle of balloons. I doubt that skyline wings being available pre skeletron would be a balance issue.
@safe estuary
@vague flame
Reason for this suggestion: As of right now, we still have open emote slots. Yhadios would be a funny way to announce that someone is going offline, or it could also be used when someone has managed to defeat a boss or in similar situations. It's also currently relevant to the mod, being themed around the upcoming Yharon resprite.
@barren berry
@paper bramble
As it stands right now the calcium potion just kinda is part of the potions that completely invalidate accesories, like water walking potions making water walking boots barely relevant, in this case the calcium potion just blows all over lucky horseshoes and skyline wings, the calcium potions just acts like an akward design choice that i dont think is neccesary nor was it really requested
@open owl
@paper bramble
Hydrothermic armor and Fathom Swarmer both give the same amount of minion slots, however, Fathom Swarmer gives more damage despite being a post-clone armor set versus a post-Golem set (59% vs 50%). This practically makes Fathom Swarmer, an armor set earlier in progression, better than Hydrothermic armor. On top of this, Fathom Swarmer still gives 7 more defense than Hydrothermic, with better damage.
While Hydrothermic does have the armor set head summon (the summon that floats above your head), I feel that being three to four bosses apart should at least show some raw damage difference between the two armor sets.
@dapper sluice
@paper bramble
I have been fighting against the Old Duke in DM for a while now and its a pretty fun boss. However there are two things that hold it back in my opinion. First, how the Sulphurous Sharkrons can inflict the Feral Bite debuff. The extra damage can come in handy but the problem here is confusion, at this point in the game there are little answers to confusion that are worth while. Confusion is impossible to predict and to account for while fighting the boss, it appears so suddenly and by the time you know what's going on, you dashed straight into the boss taking loads of damage and ruining an otherwise decent run. This makes the player choose to decide between a dice roll of rng that you don't get confusion or limit your character in someway to avoid a debuff that only has a 16.7% chance of happening. I wont mind a bit of rng but confusion is too punishing if you are unlucky. You can make it where the Feral Bite debuff isn't in the fight altogether, make the Elysian Aegis grants you the same immunities as the Ankh Shield, or remove confusion from the pool of debuffs you can get from Ferial Bite.
Second the Sulphurous Vortex's draw range/suck range (however you describe it) is a bit unclear and is a bit too large without any form of clarification. Maybe put a ring around the edges so you know if you are going to be affected by it or not with a bit of particles getting sucked into it for some added flair. Or you can just add in a bit of particles without the ring so you see a vague representation of what's going on. It can be a bit hard to tell if your wings are gonna be cut short especially when your above or below the vortex when a good bit of the vortex is off screen. Knowing your wing time and speed is important especially with a boss as aggressive of the Old Duke where avoiding his dashes is key.
@clear compass
@paper bramble
The overlay additions to certain bosses, especially post-ml, have a variety of colors that help establish their theme. Having the Terrarian able to have those colors on any equipment they want would help those that love vanity and customization to have more options when making their character.
@pine kestrel
@paper bramble
i don't know if it is just me but i often forget the lore items lmao, it would be helpful in case you forget
@cunning turret
@paper bramble
A cooking pot/cauldron is related to potions in fiction and it would be a cool aesthetic addition to the lab. Also, there doesn't seem to be any type of potion-making crafting station in the lab other than a bottle so this could also be useful for explaining the potions on the platforms.
@thick sundial
@paper bramble
This would be a great and simple change really. There is little progression incentive to go to the Abyss floor even post-Polterghast, only Reaper Teeth are currently enticing players to go down there. Acid Rain Tier 3 is far too chaotic to collect a Bloodworm, compared to collecting a truffle worm in a mushroom biome. By spawning Bloodworms on the Abyss Floor instead, it would benefit the stealth theme of the Abyss greatly, and establish the biome as a point in progression a lot better.
@fierce vine
@paper bramble
When you get the elemental disk, you expect it to be a powerful weapon but its dps is really weak. The utensil poker deals ~2x more damage than the elemental disk and its easier to get. The elemental disk should atleast be stronger than the utensil poker.
@thick sundial
@paper bramble
mimics are a uncommon enemy which can make getting these items take either a short or a long time to obtain.
these items are used for crateing the deific amulet which is another reason why it should be speed up instead of stalled.
@fringe adder
@paper bramble
It's quite annoying to farm ML with the one minute wait time between the boss being killed and then summoned again. This would make farming ML much more efficient, and would help decrease a lot of annoyance since Luminite is so prevalent in post-ML crafting.
However, due to the nature of the Celestial Pillars event, the one minute timer should be kept there, giving players time to teleport to their arena and get ready after defeating the pillars.
@lean mist
@paper bramble
This allows people who don't enjoy large amounts of boss dialogue to not see it. Things like pbg phase transition would still appear and other things that are useful information. This would also be good for people who play in multiplayer so things like DoG don't end up cluttering chat. Similar toggles already exist in other mods such as mod of redemption.
@night veldt
@paper bramble
When prime's arms are down, he takes a frustratingly long time to kill. This isnt due to him having a particularly huge HP pool, but rather due to how calamity makes him frequently become near invulnerable (good luck hitting him consistently during probe circles), and his massively boosted speed. His head has a very small hitbox compared to most other bosses proportional to his mobility, and on top of that calamity adds probes which block a lot of shots that could otherwise hit prime. He becomes exceptionally frustrating largely because of how inefficient it is to deal damage to him. Non-homing weapons struggle significantly to deal good damage to him. Prime can win almost by attrition because of how long he takes to kill without homing weaponry. He really needs to be addressed
@safe estuary
@paper bramble
In the post-moon lord mode all the bosses have a summoning item which is either not-consumable or is easy to craft, but the bloodworm is not possible to be crafted and is very difficult to obtain good amount of them. So my suggestion was if is possible to make a version of the bloodworm which is not-consumable like what happens with the caustic tear or the profaned core of providence. This would be a way in which we would have to pass through the acid rain event tear 3 to catch the bloodworm but we wouldn't have to farm them every we fail to defeat OD.
@steep hearth
@paper bramble
In the current state of the mod, the Sunken Sea doesn't do very much for the player. Based on the wiki, the only content in the Sunken Sea is an optional miniboss, enemies, Amidias, and a few useful drops for crafting. While the Sunken Sea has a decent amount of items, comparing it to the other biomes Calamity adds puts the Sunken Sea in a bad light. The Brimstone Crag has its own ore, a boss fight, its own set of loot, and continues to be useful post-Moonlord; the Sulphurous Sea has an event and multiple bosses, not to mention being connected to the Abyss, an area with incredibly high impact on the gameplay. Lastly, the Astral Infection has two bosses and a Meteorite-style ore. Based on the amount of content that these biomes offer, I believe there should be more available content in the Sunken Sea. There's a number of ways to interpret "more content", but I'm not gonna suggest anything that would require commitment, just the idea of making the Sunken Sea more impactful.
@sterile lotus
@vague flame
The -25% damage to summons when a non-summon weapon is out was put in place to discourage just using summons as extra damage while maining another class, but it doesn't do that. It's works less than it would otherwise, but it's still extra damage that has no downside, currently only punishing summoners who use an offclass weapon. I propose that when a summon is active, non-summoner weapons deal 25% less damage in order to more effectively discourage using summons off-class.
@unborn ore
@vague flame
Yesterday, I was peacefully fighting enemies, and when the set bonus activated, I dropped from 40fps to 0-1fps. Yes, I don't have the best of computers, but a slight reduction in the frequency in the for loop would be nice.
@opal furnace
@vague flame
If you are in a fight which needs fine movements having too much speed can be bad. While you are wearing the sponge/absorber, if you get hit you get shell speed boost. This increases your speed by 90%. This could be a death sentence as you may not be able to control your movements.
@twilit ledge
@vague flame
They're minions of Providence, so why don't they drop Unholy Essence? It seems inconsistent otherwise.
@glacial timber
@vague flame
What do I mean with this? Simple, a block which you are able to pass through like if it wasnt nothing but you can put things on it.
Reason: well imagine you are making an arena for a boss fight and you want to put heart lanter but you are afraid of getting stuck with the block of the heart lanter while you are dodging attacks, or you want to put statues, candles, etc. in the middle of the air in your arena but you dont want to be stoped by a platform when you pass through that part. A block like this could solve this problems. And the crafting could be something gel related with the crafting table that gives you slime god
@steep hearth
@vague flame
It's kinda annoying to hear the sound of the shards falling on the ground and breaking.
@mighty cave
@vague flame
the reward could be of any scale from unique items, extra treasure bags or even a simple acknowledgment in the form of a special trophy. This could encourage players to experiment with the non-linearity aspect of calamity.
@vestal tree
@vague flame
The Spirit Flame is needed to craft astral defeat, and given how sometimes the underground desert will spawn on the hallow side of the world instead of corrupt/crimson, it can be very inconvenient to acquire. You can clentaminate it then farm desert spirits, but this takes quite a while and is generally a timesink.
@safe estuary
@zenith relic
A lantern is usually held by the hand, not swung like a sword. I think the use animation would be better as the player holding out the weapon, not swinging it. This could be done for other similar weapons, just to avoid the goofy look of swinging a lantern around six times to summon a powerful minion.
@cedar maple
@balmy barn
❔
The three classes respresented most by vanilla receive drops from this god-forsaken bird, but not the two classes Calamity tries most to expand upon and give proper progression to. Why not grant summoner and rogue a reason to fight this thing before Provi as well?
@sour hornet
@balmy barn
As it stands, the Ice Tomb is quite literally a giant block of ice in the middle of the snow biome that holds nothing to its name but some snow-themed loot. It should be changed to something more unique— this could be through giving it unique generation that isn’t just a pyramid, but made of ice, reworking it into something like Daedalus’ Lab, or giving it something else to make it feel like it’s not a giant snow biome shrine.
@zenith relic
@steep oracle
(The Mechanical Boss summon item recipes that already exist can be made cheaper if it is absolutely necessary that the Mechs be easier to summon.)
❔
The Mechanical Bosses are notoriously annoying to fight in Calamity, but it's no secret that their summons aren't exactly difficult to farm out. With that in mind, there is no necessity to grant even more ways to obtain an already simple-to-obtain item trio when there are other more annoying summons that could stand to be made cheaper. Plantera smells and you know it.
While I won't go into specifics about what other uses Enchanted Metal could be given, it does bear repeating that it needs to be either given some sort of other purpose or removed entirely in order to perhaps either give more content to the point you get it or simplify the material progression at that point a bit, depending on which route is taken with it.
@sour hornet
@paper bramble
By that, I mean things like Hive Mind could actually release its roots from the ground and jump into the air. This would flesh out the feel of the bosses and doesn’t just make it a spin to change. Makes the bosses feel more like actual machines/organisms
@feral talon
@paper bramble
They're both available at the same tier, and since Calamity already makes it possible to obtain many items from the opposite world evil with additions such as the items the Dryad sells and the Evil Island. It would allow players to have access to early Hardmode items like the Cursed Capper, which is necessary to craft Aeries, Dodu's Handcannon, and the Pride Hunter's Planar Ripper. It would also let players have access to the Golden Gun and all other ichor-based weaponry, but still at the appropriate tier. I think this change won't affect the game too much, since world evils in Hardmode don't affect your playthrough as much as they do in pre-Hardmode. It would be great to be able to choose the kind of experience you want for pre-Hardmode without having to limit your choices for equipment in Hardmode and post-Moon Lord.
@frozen forum
@paper bramble
The unconsumable Profaned Core is currently an immediate upgrade from the consumable counterpart and takes no effort to get, so what's the point of it existing in the first place? The Guardians dropping a consumable version feels like a trap for new players who didn't notice the "Material" tag on a boss summoning item, and the punishment for not noticing this small detail is extremely aggravating as needing a new core every single time you want to fight Providence is a nightmare. I see no reason why it wouldn't just drop from the Guardians, removing the gameplay bloat added by needing to farm to make the item what it should be in the first place.
@balmy barn
@zenith relic
It's a Symphony of the Night reference, and frankly it's one of my favorite weapons ever in that game, especially when double wielded. I don't feel like the vanilla version of it quite lives up to it's actual effectiveness. It just doesn't have the range it should to be an effective offensive weapon, but it's defensively pretty good. Something about it is just lacking when I'd rather pick up the enchanted sword, so it needs a little improvement.
@late shadow
@paper bramble
❔
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 with even just one or two of many potential augments (e.g. mid-air flip, increased fall/jump speed when gravity is flipped, Grav Normalizer Potion effect, etc.) 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.
@sour hornet
@zenith relic
There's a lotta moments where you just gotta let someone know that, you two are in fact, gud, and wegud is the perfect emote for that. It's funny, it's cute, it's bound to be used fairly frequently and at the end of the day, who doesn't want wegud?
@balmy barn
@balmy barn
Currently, the only way that star cannons are usable lategame is if you save up stars for the entire game or spend hours grinding in the astral biome. This is because these weapons have high fire rates, and you can only bring your ammo conservation up to a certain point. I'm using the norfleet right now, and three full stacks of stars barely lasts me through the acid rain event once. It took me fourty five minutes with zerg potions to grind out those stacks, only to have them wiped from a single event. Adding another way to easily get stars, or reducing the cost/grindiness of the existing method, would make star cannons much less frustrating to use throughout the game, especially given how many other recipes fallen stars/stardust are needed for.
@glass glade
@proud olive
During the time when this feature was removed, scal had also receieved reworked brothers and did not attack during this phase as she used to. However, with current patch scal, she now has faster and smarter moons, a more tightly packed bullet hell 5 that is less reliant on rng, and no way of abusing death mode rippers on her (as they have been brought back down to rev level). The method of using blocks and her arena to pop abyssals could have been seen as "cheesy" back then, but scal has so much more at her disposal now that once moons come out at bh4, she can start firing a chain of up to 5 or so abyssals, all of which will end up in the arena too. Moons are already her main for of area denial, abyssals when stacked with moons is just overload and there is very little counterplay. Bringing back breaking abyssals will not only allow for more strategy with how you maneuver her moons, but also isn't really even that cheesy in the first place. Barely any weapons at the tier are even able to pierce tiles, let alone do consistent damage through them, so bringing this back would bring back a fun facet of the fight that was lost during older rework patches.
@lime pollen
@steep oracle
❔ This is not a 'magnum'. It does not shoot bullets. It shoots pellets of purple energy and goes 'pew pew pew'. It doesn't make sense for it to be called a 'Magnum'. Call it a 'Target Marker' or something. It doesn't even shoot Magnum Rounds, and does not have similar effects to other 'Magnum'-class weaponry.
@brazen girder
@vague flame
Currently, there are almost no guns in base game or calamity that do something interesting with bullets themselves, certainly not compared to bows or magic. Almost every gun either replaces its projectiles with a specific type of projectile entirely, shoots very fast, or shoots something out in addition to its bullets that behaves very much like a bullet.
It would be nice to see guns that have effects similar to what some of the other classes/subclasses have - creating a hail of bullets from the sky like Daedalus Stormbow or Red Sun, causing projectiles to fly in from off-screen like the pumpking's sword line (I know hyperius bullets exist, but it's not the same as having a unique projectile to the weapon home in from offscreen), etc.
This isn't really an issue of balance, but currently bullet guns are just plain boring and unsatisfying to use for a massive portion of the game, and the few that are interesting don't let you use all the cool bullets that you collect and craft throughout progression. There's just a massive amount of potential that could be explored there that just isn't.
@glass glade
@vague flame
I have a few complaints about how Meld Bars work, so here goes.
-
Meld blobs drop from the nebula pillar. Why? If they're supposed to be the 5th lunar component (for rogue), then they shouldn't be attached to another pillar. I believe they used to drop from LC, which in my opinion was a much better system since LC is neutral in terms of class, rather than the mage pillar.
-
Why do you have to craft the meld blobs into bars before you can use them? If they're supposed to be the rogue lunar component, then they should function similarly to how the other fragments do, right? I.E. you use them as is, without a bar to craft with.
-
Why can you make non-rogue items with meld bars? It's supposed to be the rogue armor set right? If we truly want these weapons to be in the game, I don't understand why they can't be made with fragments from their actual corresponding pillars.
@timber acorn
@vague flame
By that I mean more summoner weapons should be like the Dormant Brimseeker, where when you release one while you have full minion slots, it does something. It'll mean that the summoner has more things to do other than dodge and set a sentry.
@feral talon
@vague flame
AFAIK at this point in time, there is exactly ONE hybrid weapon, which is aether’s whisper, a magic/ranged hybrid. (Not counting melee/rogue variants bc they’re separate weapons)
I feel like this is a really cool concept and we should get more of these types of weapons that are not just melee/rogue variants. For example, the cosmic rainbow could become magic/ranged, same with storm surge. Meteor fist could be ranged/rogue. Obviously these are just suggestions but I think it’s a really awesome mechanic that has a lot of potential but is currently not utilized in the game atm.
@timber acorn
@vague flame
After a long session of fishing, it can be kind of a pain in the ass to sit there right clicking through each and every one. Or even if you right click them as you catch them, that's still extra work and it ends up costing two inventory slots while fishing. It would be a lot easier if there was an item that you could hold down a mouse button on to rapidly convert these fish into their respective materials.
@normal harness
@proud olive
Make the Brimstone Elemental to Shoot brimstone flames at the enemies in a quite high rate.
The Cloud Elemental to Shoot Lighting bolts(just like Zues from Greek mythology)
Reason:
These attacks (ramming into enemies and deal damage) are quite weird and it kinda doesn't make sense.
They are Elements so they should use their true powers of nature to protect the player.
@mighty cave
@proud olive
The pygmy necklace is an acc that adds a single minion slot. This is directly worse than the voltaic jelly, which is a pre-hm, post-DS item. The effect of the pygmy necklace is just disappointing, compared to many other summoner accessories obtainable both at the same time and even long before it.
@timid veldt
@zenith relic
Nuclear Toads spawnrate is incredibly high in the Post EOC Acid Rain event. There are so many that hardly any of the enemies that drop useful items spawn, such as the Radiators. During the entire event, i killed 2 radiators and 1 Acid Eel, and the rest of the enemies were nuclear toads. Because they do not drop anything, i defeated the Acid Rain event without obtaining a single item besides the toad's banner.
@vapid badge
@proud olive
This would give rouges a unique way of acquiring their lunar fragments independent of the other pillars. Astrum Deus already drops the other lunar fragments but doesn't drop meld blobs which feels like an inconsistency.
Additionally meld blobs could be dropped by astral enemies while the lunar event is ongoing. but killing Deus would drop however much a pillar would.
@vestal tree
@proud olive
They're very easy to confuse with Cryonic Bars (so much that the wiki mentions it) and there's no reason for them to be ingots if they come from a boss and not an ore (I know Hallowed Bars are the same but I'm putting vanilla aside since it's hard to just change).
I'm sure there's a lot of other things they could be, so why pick bars ?
@hoary valley
@zenith relic
❔
It's a dumb accessory that makes balancing yo-yos for Hardmode and beyond a total headache in its current form, and adding any sort of upgrade for it would only make that issue worse.
@sour hornet
@zenith relic
Reason for this suggestion: When you want to state your appreciation for something, you usually have three options: :Hyperfailure: , :hellyes:/:pogfish: or :hahayes:. :Hyperfailure: is mostly fitting when you show that you like something ironically, :hellyes: is more used when something is really cool, :pogfish: applies to the same conditions as :hellyes: but is only available for people with Nitro, and :hahayes: is most suited for situations where you're saying you like something nice. This is a good variation of emotes to have, but i feel that the list of ways to show you like something is incomplete.
It is for this reason that i am suggesting to add :wedragud: to complete the "i enjoy" emote list, serving as a Calamity-themed way to show that you think something is cool, and while it may not be the best, it's good enough. It can also serve as a way to show that while you may not seem like you're doing good at the moment, you are, in fact, gud.
If no emote slots happen to be open and this suggestion is accepted, i am proposing to replace :wedragud: with :brimsus:, as its purpose is already essentially served by :hyperethanjudge:, and it has only been used 253 times throughout the history of the server. Compare this to an emote such as :feelsgreat:, which is also not used immensely frequently, but has been used a total of 1,827 times throughout the server's history.
@barren berry
@hoary marlin
Throughout many of my runs, I find Earth Elemental doing way too much damage for when you get into hardmode. I understand that this mod is meant to be difficult, however going to mine or even farm in the Cavern and having to teleport back or die due to an Earth Elemental that's extremely difficult to kill is not a good idea for difficulty, instead just tedious and annoying above all else. The nature his AI uses to attack makes him extremely difficult to avoid, especially in a rugged area or else.
I suggest nerfing either his health/damage by half total, and then making him scale both those stats as you defeat bosses. There's nothing wrong with having strong enemies to disrupt your errands, however, you should have a fighting chance at the very least.
@willow breach
@paper bramble
(If Aeries is a concern, have the Phoenix Blaster craft into it directly.)
❔
Crimson world summoners get a way to inflict Ichor for free. Why not give Corruption world summoners a similar way to pull that off with Cursed Inferno?
On top of this potential solution to the lack of a counterpart to the Golden Gun, the Cursed Capper isn't really that memorable at the moment, as other weapons outshine it in both uniqueness and performance. Making it into a classless wep would give it renewed popularity and usefulness particularly amongst summoners for being a way to actually let summoners do things aside from relaxing as their summons eat everything.
@sour hornet
@proud olive
Summoners could always use more variety in weapon types and allowing them to adopt a more active play style has potential to be fun. A few of these already exist such as the Borealis Bomber or the Caustic Croak Staff, but they're not usable for very long. Perhaps more could be added ?
@hoary valley
@proud olive
Same problem as with the Golden Gun. A world without Adamantite makes things more challenging for a ranged class. I know crates are a thing but again with the Golden Gun crates are an option there too, just a very obtuse one. I think for thematic reasons the Adamantite version should fire arrows of some sort to mirror the gun version that Titanium has.
@unkempt flume
@proud olive
As much as a joke the saxophone itself is, it would be cool to have it play real jazz classic songs, little tunes, or just a shitty version of boss themes and such that change the rate of fire the mage weapon is normally at.
@gray topaz
@proud olive
Currently we can buy unsafe dungeon backwalls from the Clothier to make dungeon mob farms, a Polterghast arena, or for the far more niche use of making a custom dungeon or challenge map. I think we should have other back walls for other mobs that need them to spawn such as spider den back walls which could be sold by the Stylist. I'm not entirely sure what other mobs need walls to spawn but I'm sure there are some. It would make farming spiders easier and make it so I could make my own spider zone and force my friends to fight through it.
@unkempt flume
@paper bramble
Having to look through my 10ish buff icons to look for the one that looks like a shellfish to be able to change summons or ressumon them in the right place in the middle of a bossfight is realy tedious and can often get you killed (esspecially if you don't like having big UI elements and have it set to smallest possible), a hotkey or an item to do that to all minions could eliminate that porblem and also would really help in preHM when you don't have a lot of minion slots and have to manage them constantly to not get overwhelmed
@night tree
@zenith relic
❓ As it is, this thing has two purposes; inflict shadowflame on enemies hit by minions (which does 15dps), and craft Statis' Curse. ... Except, uh, these days we have the Voltaic Jelly and its upgrades, which not only inflicts a better debuff (electrified, 16 DPS if enemy is moving), but also has a minion slot tagged onto it. The difference is that the Voltaic Jelly is post-Desert Scourge, and the First Shadowflame is a Hardmode drop, and is therefore superior in every way despite being way earlier in progression.
@brazen girder
@steep oracle
What little reward doing the Martian Invasion gives you is overshadowed by the fact that almost all the loot isn't worth getting. Wingman, Laser Machinegun, Influx Waver, are all overshadowed by other weapons at their tier, meaning the Martian Invasion is entirely not worth doing, especially considering the annoyance it can cause. Summoners would only get the Xeno Staff for it's Post-ML upgrade, but the staff itself is worse than Resurrection Butterflies. I propose that Martian Invasion is made more worth doing, be that through new gear or buffs to pre-existing ones.
@unborn ore
@vague flame
A box appears around Providence's loot. The whole point of the box is to stop the loot from falling in the lava. why cant brimstone have a box.
@uncut dock
@balmy barn
The polterghast mines have some major issues. They are extremely awkward to use, requiring exceptionally precise positioning even for a class that has to play around putting it's minions in a position to deal damage. Even when you do manage to use it properly, it just isn't very rewarding.
They don't really match the theme of Bloodflare that well either, and could be reworked to something a little closer to the blood/life/fire theme of the set.
@safe estuary
@vague flame
For summoners the Golden Gun is a very important tool. Having it be nearly impossible to obtain in corrupt worlds and having no alternative seems like a bit of a problem.
@unkempt flume
@vague flame
Post-poltergheist acid rain feels like a chore because nuclear terrors spawn faster than they can be killed and they clog the sulphurous sea, preventing the other enemies from spawning. Making them spawn at a slower rate, or making them easier to kill, would make the event more enjoyable as a whole.
@left lake
@vague flame
Although I do think it's cool that there are wings with the armor set, there's no way to wear it and have wings show. The grey wings just show over the other ones, which remove customizability. It makes even less sense when you consider that they only allowed gliding instead of actual flight, but they still show over normal wings.
@dawn minnow
@zenith relic
The town NPCs can generate speech bubbles over their head that show things, such as hearts, anger, skulls and bosses. There aren't any Calamity related speech bubbles though, which is a strange inconsistency. Having Calamity speech bubbles such as bosses and possibly biomes would also help to make the NPCs feel more alive, with them being able to show they're aware of Calamity stuff, such as bosses or the biomes.
@timid veldt
@zenith relic
There are plenty of people who were already mid-playthrough when the Sulphurous Sea generation rework was introduced, and the fact that they literally can't check out the new terrain (and are forced to spend extra materials to obtain the same items other people get with just a lockpick). Realistically, they should have equal opportunity.
@tight fog
@zenith relic
It's an easier way to obtain this item since she is a steampunker and sells mech summons after their death.Also, is kinda annoying to farm Armored Diggers in cavers when you have tons of enemies hurting you so it would be an alternative way to obtain this item.The remote has also to do with the mech bosses which is the reason why the Steampunker should sell the Remote.
@mighty cave
@zenith relic
Vile feeders can be VERY awkard to use, especially in confined areas, because of the fact that they cant deal direct damage to the target they latch to, and just fire off projectiles. The projectiles summoned dont work in small spaces and often they'll end up latching to the target and doing nothing, and the only way to force them to unlatch and attack a different enemy when they are stuck like this is to unsummon them and resummon them. Example:
@safe estuary
@zenith relic
Many other event summoning items like the caustic tear and torrential tear have a non-consumable version crafted using other materials. I think the sandstorm would be a good event for this to be added to, seeing as you need it for many items in prehardmode, hardmode, and post moon lord.
@coral tulip
@zenith relic
Armageddon already speeds up the respawn rate of the player while no boss is alive, so I think a theme of the item speeding certain aspects of Terraria up would be nice. Plus, it would make Old One's Army farming so much less of a pain than it already is.
@rain wagon
@zenith relic
❓ The current indicator of which enemy your minions are targeting is three tiny spinning things of particle effects. Very tiny. In a late-game fight, those are going to be immediately and obviously overshadowed by the zillions of other particle effects all over the screen. Therefore, a more obvious indicator would actually let summoners see what they're targeting.
@brazen girder
@zenith relic
The Tracer line (Seraph-Elysian-Celestial) is visibly a bunch of boots with wings extending from the back à la Hermes's sandals, and the boot designs take up more of their sprites than the wings — yet only the Seraphs have an overworld sprite. Every set of shoes up to that point (Hermes through Frostspark, Angel Treads, and the Seraph Tracers) have foot sprites, but not the Elysian and Celestial Tracers.
So, for consistency in design, give the last two Tracers sprites on the player's feet.
@regal verge
@balmy barn
Most vanilla NPCs drop items upon death like the stylist's scissors or the painters paint gun, so calamity should do the same. Calamity even aknowledges these items with an upgrade to the paint gun, the Speed Blaster.
@sullen ginkgo
@zenith relic
Right now, The Dragonfolly doesnt drop any summoner items and efflugent feathers dont make any summoner weapons. The only reason summoners fight it is for the feathers to make a dragon egg and silva gear.
@feral talon
@zenith relic
Many extra enemies spawn (especially from king slime) and they add up to give you more banners. When grinding boss rush a lot of your inventory space just gets taken up by banners, heres an image of some of the banners in my inv. Getting rid of them wont help bc more slimes will continue to get killed and the banners will appear again
@austere vigil
@zenith relic
are we gonna get a Yharim vanity set?
Like for the fan made sprite, it could be Called “Jungle Tyrant Poser” or something a long those lines. The reason for this is because i doubt we will be seeing Yharim for a long time in game so a vanity armor could reference him until them. It could also have tool tips on the armor for some more backstory or foreshadowing
@old vector
@hoary marlin
It's just an annoyance, really, as to anyone in hardmode with the right accessories it poses little to no threat. My poor hellbridge is suffering
@rancid badger
@proud olive
The photovis takes gel, like all flamethrowers. However, it already has a 90% chance to not consume ammo, and by the point in the game that you get it, you probably have an absurd amount of gel anyway. Having it require any at all is basically a means to an end, that just requires you to fill up an ammo slot with a stack and never worry about it again. Since there aren't different types of gel, there's no nuance to this decision, it's just a mild inconvenience. You might as well just make it not consume any ammo, which would also give it more of a place in other loadouts, as now, rangers have a reason to use it while still keeping 4 ammo slots, and even other classes can have it as a sort of sidearm for crowd control or debuff-setting. It would make the photovis stronger, but only slightly, and really it would just make it more convenient and versatile.
@normal harness
@zenith relic
As the title suggests, I believe it would make farming more convenient if you were able to collect essences from all enemies in the biome. Just like souls of night and light
@frail idol
@zenith relic
It doesn't make sense to me that despite no accessory giving immunity to holy flames in the crafting recipe, Asgard's Valor does provide immunity to it, and since you can make this as soon as you kill plantera, it feels like this immunity is way early for the stage at which it shows up most prominently -- Providence and the Profaned Guardians. With immunity to HF, you basically negate the most important part of the Providence/Guardians fight, and it happens so early on.
A possible fix for this is that either HF immunity gets removed from Asgard's Valor entirely, or that AV gets HF resistance instead (lessening DoT from HF), while only elysian/asgardian aegis get full immunity properties, meaning you have to actually kill the boss that inflicts the debuff to get immunity to it. These are just suggestions, but either way the HF immunity is completely out of place for its tier.
@timber acorn
@zenith relic
Currently the HoTE is crazy overpowered for the stage in the game it can be crafted. Mostly due to adding a ton of buffs to the player that makes them much harder to kill. I think the item should be reworked to be focused more on the elementals as opposed to the stats to shift it's usefulness more as an extra offensive tool instead of both that and a crazy good defensive option.
Personally I would buff the Brimstone and Cloud elementals to both act in the same way. Dashing into targets while also shooting at them. The Brimstone elementals attacks inflict Brimstone flames, so the Cloud Elementals attacks can inflict Electrified. Beyond that the Sand Elemental should throw out tornadoes with increased size, frequency, and the ability to go through blocks. The Rare Sand Elemental should heal the player directly, rather than tossing up healing blobs no one can actually ever use. The water elemental should shoot homing shots that can also go through blocks.
In exchange for the buffs to the elementals the HoTE should provide no stat bonuses to the player except for the ability to grow plants on dirt.
@unkempt flume
@zenith relic
❓ How on earth are you expected to damage him as a pure summoner if your minions refuse to target him past 30% HP?
@brazen girder
@zenith relic
My computer is relatively good. However, on certain weapons, like the dragon pow, the effects often reduce me to 15 fps, sometimes even lower when combined with the effects from bosses (such as yharon's flamenados). It would enhance the experience when this lag doesn't occur by just being able to switch effects off or to reduce them.
@pseudo gyro
@zenith relic
It is always annoying trying to find the main worm of Astrum Deus when it is far away from you, and all of the worms having the same minimap sprite doesn't really help. If the main worm had a different sprite, it would be a lot easier to tell which is which.
@shadow rivet
@summer finch
It seems like it would be a way to cheese DoG, even if it is a 1hp heal. i feel like this is unfair because if you almost die then you could be back up to full if you keep usig RoD / normality relocator so you can keep your distance and you might end up winning because of this cheesy unfair strategy (maybe it doesn't work in rev/death, because of nerfed lifesteal, but i did it in expert and thats how it worked)
@shrewd ingot
@vague flame
A message like "Your body isn't suited to this temperature..." would work great for indicating you are freezing or burning to death, it just pops you if you stay in there for too long. Just think it would help save some people a unlucky death
@subtle badge
@balmy barn
This would allow the building of houses out of sulphuric sand blocks without having to worry about the strong mobs that can easily kill npcs (like trashers)
Maybe make the Sea King sell it after Aquatic Scourge
@quartz juniper
@hoary marlin
Currently, if you shoot this weapon, it has to keep shooting for 30 seconds. I really like this concept, but this means that if you accidentally fire it when you don't have your endless musket ball pouch in your top ammo slot, it'll burn through your almost all of your actual bullets, with no way to stop it from using them all. I think you should have to hold the click to "heat it up" for a second before it starts shooting so you don't accidentally expend all of your bullets.
@fluid sequoia
@zenith relic
...Like the snowman cannon. There are Rockets III and IV, both of which do the same amount of damage, however the latter destroys tiles. Since Scorpio requires the snowman cannon in its recipe it would only make sense if it was able to destroy tiles with rocket II and IV.
@somber bough
@zenith relic
After defeating Devourer, almost nothing changes in world. No new enemies, no new structures. Only noticeable thing is buffed moons (which are just blatant stat boosts) and Yharon. Only thing to do is upgrading your powerful gear into something even more powerful, while enemies cannot do anything to hurt you.
There is nothing to do anymore. Only grinding. Yes, you can build, but it's possible on any point of progression. Player is too powerful. One enemies that are capable of fight with you is Yharon and SCal. Other enemies are simply too weak.
Please, add something remarkable to this stage. Make feeling, than presence of DoG matters. With moons being resource farms, it feels like DoG and his friends are not really important to this world, it will be same regardless of them being alive or not.
@queen linden
@zenith relic
The debuff from icy water is called "Frozen Lungs" which drastically reduces your breath time. That makes sense, but why would it affect a helmet? The diving helmet literally does nothing to it, which makes no sense considering the debuff is supposed to be affecting you, not your gear.
@subtle badge
@zenith relic
Buffing them is reasonable for death mode, but death mode blood moons are SO powerful that the player is essentially forced to hole up in their house and bar all the doors with the sheer number of spawns and wait the event out. Its no longer a "difficulty boost" so much as a forced night of waiting. Especially given that they can occur so early in a playthrough and without prior warning, the player can also be caught out in positions unfavorable to them and made to die over and over with no possible method of counterplay until the night is over.
Death mode should make things harder, but death mode blood moons are literally unmanageable until the player is WELL into pre hardmode or hardmode outside of simply hiding away in a blocked off area and waiting it out.
@safe estuary
@zenith relic
Currently, it is very easy for new players (especially on blind playthroughs) to completely miss the sunken sea "story arc", and never encounter the desert scourge or rescue Amidias. Even then, it is not always clear that he functions as a guide in this mod. A simple fix for this would be adding a couple of quotes to the Guide NPC that point you towards the desert scourge, and then the sunken sea. Once Amidias has been rescued, the guide could then mention that "you should go talk to that merfolk, he seems to know a great deal about the enemies you'll face." Or something along those lines.
My first time playing through calamity I was very confused about what to do, and had to rely on external sources (such as the wiki) to find the vast majority of the mod's content. Everyone I've played calamity with has been equally unclear on the mod's intended progression. Having some clear direction from the vanilla portion of the game that points players to the modded content would improve the experience of blind and first time playthroughs, both for solo players and for groups that don't want to rely on the wiki.
@glass glade
@zenith relic
Sometimes when I make arenas, I have died multiple times because I couldn't see the lightning bolt indicator on the ground, and there's no way to tell if you are a couple feet above in the air. If only the bottom third of the actual lightning strike does the damage, it can prevent cheap deaths from a lightning strike you couldn't see coming
@snow coyote
@zenith relic
I killed her 4-5 times on the surface jungle before I found out that she enrages above ground, so then I checked underground with the same weapons and I didn't even notice a difference.
Enrages should make the boss fight substantially more difficult to encourage staying in the right area, but PBG's enrage is completely negligible. The fight above ground is almost easier because there's more room to maneuver, and the amount of extra projectiles and movement speed that PBG gets does not make up for it at all. If a player can't even tell that the boss is harder than it should be, then its enrage is not strong enough.
@timber acorn
@summer finch
Oftentimes in multiplayer we'll have a situation where multiple people are doing separate things, and sometimes that means one person is trying to farm while another person is fighting old bosses for cash and loot. Boss Zen can get really annoying here.
I would say boss zen should only be given to players within a certain radius of the boss. I don't have exact numbers but 200-400 blocks is probably about the right range.
@dreamy void
@summer finch
First of all, these two invasions are the events least expanded upon by Calamity. All other events turned into either an integral part of the game's progression (Frost/Pumpkin moon and Solar eclipse) or added a whole new optional miniboss that gives you the chance to unlock new items if you want to go for them (Sandstorm and Rain, with Great sand shark and Cloud elemental respectively). More additions to both Goblins and Pirates definitely wouldn't hurt.
Secondly, I feel like adding different optional branching paths as to where you want to get your equipment from at that point late into the game could add some interesting decision-making depending on what content is added, especially if upgrades to those invasion "tiers" happen at some point after Moon Lord's defeat (Because a ton of new things open up already right after beating it). It would still need to be tied to Calamity's milestones, though. Maybe Pirates could power up after Providence dies to also steal the Rune of Kos? Or Goblins could upgrade after Polterghast with some new summoning/necromancy shenanigans? (Just giving ideas here pls don't kill me for being too specific aaa)
Lastly, apart from the fact that there's no reason to fighting them that late into the game, if you ever do fight them (For, say, the Greedy ring from the Pirates) it becomes a cakewalk as you're far above in terms of power level. The Acid rain does a great job at remaining unique and challenging during the progression, with 3 different tiers with new enemies and drops. I mentioned adding new enemies or an optional miniboss to Goblins/Pirates + new drops, but I can see that being tons of extra work, and I think a lot of people would be happy just to see a great reason to re-fight those invasions again on the late-game, even if it's just new drops from them.
@hollow bobcat
@hoary marlin
Okay, so i did some testing with this thing versus Aeries and Clock Gatlignum (all post-Plantera weapons) with regular bullets on Golem. The gear I used was shroomite with the gun helmet, mothron wings, angel treads, asgard's valor, void of extinction, statis' ninja belt, and deific amulet. Here are the kill times as follows:
Spectre Rifle -- 1 min 16 sec
Aeries -- 58 sec
Clock Gatlignum -- 30 sec
Why on earth is Spectre Rifle's killtime so goddamn slow compared to weapons of its same tier? The Gatlignum is arguably less expensive (since gatligator drops from trashers relatively commonly and venus magnum is pretty easy to get also) and it absolutely shreds golem compared to SR! Aeries is probably a little bit more expensive than SR, but it heals a decent amount of damage per hit which makes the fight much easier, plus it fires pretty fast for a decent kill time.
SR is positively awful for boss fights in comparison. Sure it's homing, but when it comes to Golem, it's not super hard to hit him anyways so its pretty unhelpful for that. Not to mention, SR isn't even autofire which means you have to be constantly clicking, which IMO is a big annoyance in a boss fight and deters a lot of players from using it, considering autofire is the standard at this point in the game. Please buff Spectre Rifle so that it can at least compare to the rest of its tier.
@timber acorn
@open owl
The fact that Deus drops the rest of the fragments but not Meld Blobs just makes it inconsistent.
@lean mist
@open owl
You know those cute little inaction figures that Chad’s Furniture Mod adds for vanilla bosses? We should have ones for calamity bosses too. They’re cool and are a great decoration piece, much better than the standard trophies.
Here are what the vanilla Inaction™ Figures look like, courtesy of Chad’s Furniture Mod
@humble junco
@open owl
Either through buffing the thing itself or its accessories, stealth should be buffed. Its extremely weak right now and only a few specific weapons even come close to gaining dps through stealth strikes. For a class-defining mechanic, it should be far more relevant than it currently is. It has been nerfed to the point where its not just weak but completely unviable at many stages of the game. It needs help.
@safe estuary
@vague flame
the reason for this suggestion is that this summon isn't exactly the viable type, if you go underground to fight bosses like planterra or golem with it you most likely won't manage to see the blades in the first place
@novel sapphire
@balmy barn
Playing in Crimson worlds in Calamity is easier than playing in Corruption worlds for a wide variety of minor reasons. For one, the Crimson's terrain is generally easier to navigate than that of the Corruption. The Crimson's bloodletting essence is also easier to obtain than the Corruption's fetid essence, since bloodletting essence drops from enemies which spawn on the surface whereas the Corruption's essence is dropped from underground enemies, and even into hardmode, this remains the same. In my opinion, the Perforators and Brain of Cthulhu can also be considered notably easier than the Corruption's bosses, the Hive Mind and Eater of Worlds. The Crimson also has a powerful rare-item-variant of the ichor spear, however the Corruption's rogue weapon, the cursed dagger, does not have such. In hardmode, Ichor is also a much more desirable debuff to use against bosses and enemies than cursed flame.
I propose that the difficulty of the Crimson should be increased, and along with that, the value in choosing a Corruption world. There should be a rare-item-variant for the cursed dagger to be consistent with the Crimson, and the Crimson bosses should be buffed in some way to make the Corruption bosses equally desirable to fight. Perhaps a buff to cursed flame debuff which would make it more effective could also help.
@half steppe
@balmy barn
Even if it is for some odd reason that a player decides to fight the opposite evil first (as the evil island does exist, as do other, non-calamity means), right now, they currently drop the lore item of your selected evil, which is to say, a boss such as the Eater of Worlds is defeated in a Crimson world, it will drop the Brain of Cthulhu and Crimson lore, instead of the EoW and Corruption lore. This should be changed for consistency's sake.
@zenith relic
@vague flame
This is a super cool mechanic, in my opinion, and a really interesting way to deal damage. However, there are two issues that I feel like need to be addressed.
-
The flames are decently camouflaged by the orange background and tint, since they are also orange. Obviously I know you can turn that off in settings but if I want to do the fight how it's meant to be done, I want to actually be able to see the projectiles that I'm getting hit by. This also holds true for the actually-healing green flames, which are difficult to differentiate between the orange ones in the heat of battle. A clearer difference with the tint applied would be appreciated.
-
There are barely any indicators for when you get hit by the negative-health flames, other than getting the health sign above your head, since it's technically a healing move. The problem I have with this is that normal damage causes the player to make a sound, which then draws your attention to that. I have been told that there are sounds when you get hit by the flames, but I honestly cannot hear them over the general boss fight noises. There have been multiple times where I was fighting Providence, she went off screen, I went closer to see what happened, and got instantly murdered by the flames that I couldn't see for reason 1 and didn't know I was getting hit by until it was too late. As such, some sort of aural indicator that stands out from the noises of the boss fight would be appreciated. (A possible suggestion would be like how one can always hear the noise of adrenaline maxing out during a fight, something piercing like that noise could work)
Like I said, negative-health damage is super cool and a really awesome mechanic, but in the Providence fight I feel like it could use some work, for the reasons above.
@timber acorn
@zenith relic
The Microwave yoyo has a great thematic sound effect. But I expected some sort of "finished cooking" sound when I finish using it. Instead I got nothing.
I pitched this idea to some friends I'm playing calamity (multiplayer) with, and they all loved it. If it's not too much effort to implement, I think it would be the detail that completes the theme of The Microwave.
@lusty night
@zenith relic
@dry plank
@vague flame
Minions will not target or even hurt the piggy, the tankiest critter in the game, which makes it a ton more painful to practically switch classes to get the rewards. Sorry for this being so short, just have nothing else to add.
@subtle badge
@vague flame
Adding the ability to disable the movement of info meter bars was a great addition, but right now you just can't click in the area they take up. This should be changed. Example of this being annoying: I decided my stealth bar would look cool hovering above my head (as many others have concluded) but then it was difficult to open my storage as the meter would block my right clicks! I also noticed that hovering over rage and adrenaline still cancelled my current click. It should be made so that meters no longer block clicks in of any form in any way.
@wicked sequoia
@open owl
Three summons can carry you through the entire of pre-HM; Belladonna Spirit, Vile Feeder and Herring. I feel like that’s way to little for beating everyone from King Slime to WoF. Just feels like more variation is needed
@feral talon
@open owl
In vannila, Moon Lord and Cthulhu are seemingly the same entity, so the name "True Eye of Cthulhu" holds up. However, in Calamity, they're both entirely different entities, with Cthulhu being the Crimson, so this name just doesn't make sense for an enemy spawned during the Moon Lord fight, so I feel that they should definitly be re-named. Perhaps a new name could be something like "Lunar Watcher", "Stellar Eye", or "Celestial Seer"
@proud olive
@open owl
There are currently four total new accessories that Calamity adds for Mage and Ranger, and of the four from each class, only one of the accessories is in pre-Hardmode. Ranged has the Rusty Medallion, a post-EoC Acid Rain accessory that usually isn't worth using, and Mage has the Mana Overloader, and while it is a good accessory, it's dropped by Slime God, a boss that is right before the Wall of Flesh. After these accessories, the next Calamity-added accessory for each of these classes are post-Golem and post-Cal Clone (for Ranged and Magic respectively). While in Hardmode, there are many vanilla accessories that can bridge this gap, in pre-Hardmode, there is a large gap between post-EoC and post-WoF for Ranger, and between pre-boss and post-Slime God for Mage.
@dapper sluice
@balmy barn
Currently, boss health scaling is drastically reduced in multiplayer, and the more players that are in the game, the more this is reduced. In certain parts of the game, this holds up alright, but in the vast majority of cases this just makes every boss laughably easy, especially in revengeance. With four players, boss fights that were anticipated to be extremely difficult were complete pushovers, and throughout the entire playthrough the only three bosses that actually killed us were Eye of Cthulhu, the Perforator Hive, and Cryogen. Every other boss was beaten on the first try. In most cases, nobody even died, and two of our four players had never even touched terraria before.
Bosses such as Moon Lord, the Twins, and even Plantera, who are normally fairly difficult even on multiplayer, are complete pushovers and require no effort at all to beat because they melt so quickly. This problem is heavily exacerbated with the mod's new bosses as many bosses are not designed with multiple players in mind, and thus the mechanics that would normally make them difficult (yharon's constant dashing, DoG's laser walls, brimstone elemental's lasers, perforator's worms, etc.) have very little impact on the difficulty of the fight, even moreso when players can easily abuse respawn cycling in later fights.
Reducing the health scaling decrease on bosses for a high number (3+) of players to, say, 0.75 and keeping it there for four or more players would go a long way toward improving the late game multiplayer experience.
@glass glade
@open owl
The idea of having a miniboss spawn on the seafloor would be cool if it werent for the fact that underwater is the very LAST place you want to be with at least a dozen enemies on your screen attacking you from all directions and water leeches after your blood. Additionally, he despawns a lot and its generally frustrating to farm him. His current design just doesnt work.
@safe estuary
@open owl
The pink projectiles that come from your ranged bloodflare armor set bonus activation, and the pink projectiles that final phase DoG shoots at you, look too similar for a fight that chaotic. I often find myself running into DoG's projectiles thinking theyre my own
@lapis fern
@open owl
Currently, the only changes made to the buffed events are some small changes to the main bosses’ AI’s (Pumpking, Ice Queen, Mothron), and ridiculously buffed damage and health. The purpose of health buffs is to ensure that you don’t instantly obliterate the enemies, so the 32.5x multiplier for Solar, 6x for Frost, and 7.5x for Pumpking make sense. However, the flat 200 damage buff for all enemies in the Moons, and 250 for Solar feels incredibly ridiculous. It’s very easy to get hit twice and die by any boss, since most of them naturally have damage in the 100-200 range.
My suggested change would be to reduce the damage dealt by enemies in the buffed events, but give them more challenging AI changes. This would help the buffed events feel less unfair and make them a more interesting experience for the player than just the same moons but you die infinitely faster.
@pine kestrel
@zenith relic
It would let us customize it to fit our aesthetic.
@vivid pike
@vague flame
I get that minions can be an overbearing damage source in a mixed class, but by declawing summoners, it changes the feel of the class entirely, as well as limiting the player's control over their minions' AI. Moving the damage reduction to the non-summon weapon, and leaving the minions at full strength, would allow the player to position enemies and protect themselves with knockback and lesser damage.
@timber latch
@zenith relic
Reason: For being obtained after DoG, it's currently very weak compared to the other accessories you can get and isn't really worth using. Unless you're flooding your entire arena in water or lava, the only good bonus is the 15% damage increase, and most people won't go through filling their entire arena with water or lava just to make this one accessory good. The fungal clump minion is kinda just there and doesn't keep up with Yharon at all, the brimstone fireballs that randomly drop from the sky are unlikely to hit anything and even if they do the damage isn't that noticeable, confusing enemies when struck really doesn't seem useful at that point, and while the poisonous seawater can actually do some pretty good damage when it does hit, it's very close ranged. For comparison, the seawater has less range than Murasama, so unless you're using Purified Jam, it's not that good. In comparison to other post-DoG accessories like Rampart of Deities, Core of the Blood God, or The Sponge, The Amalgam seems to be the weakest, and I think it deserves some kind of buff to compete with the other accessories and be a worthy option.
@turbid berry
@vague flame
The Normality Relocator was supposed to be an upgrade to the RoD by providing four new features: Ability to use it through keybind, 10% increase in flight time and fall speed, and the momentum preservation effect after teleport.
All of these are good indeed, but sometimes the momentum can be uncontrollable particularly in some boss fights (Providence and SCal). Add the fact that the 10% fall speed increase also stack with the momentum, so you're gonna be falling fast. In some cases, maybe too fast.
Adding an option to deactivate the momentum effect could be nice (perhaps by right clicking on the item while in the inventory)?
@versed dew
@balmy barn
There should be an upgradred version of these, zen and calming doesnt really work well. This would improve farming a lot, the Zen potion could be named Isolation Potion or something like that (make the Zen upgrade slightly buffed or make it not let anything spawn). Zerg potion could be named Chaotic Potion, Multitiude or something simillar (Zerg upgrade is slightly buffed too). An upgraded Zen would help out a lot in farming for ores and Zerg would help farm rares enemies such as Sea Snails. These could be post-moon lord since most potions are unlocked there. Candle upgrades could be a good addition too!
@shut hawk
@zenith relic
This thing has five different 'modes', except the only way you can tell which 'mode' it's in is to actually see it. This makes it a pain to tell what it's actually doing, especially if you want to change the mode mid-fight. It only makes sense to change it so that you can actually tell what it's doing.
@brazen girder
@steep oracle
I know that it is a legendary weapon that drops rarely from a boss, but:
- The radius AND the damage output are insane, i think the left click attack deserves at least a severe nerf to the radius
- The plasma explosions might cost a lot of mana to create, but this becomes completely irrelevant when fighting hordes of enemies, as the mana stars that the battlefield becomes rife with can sustain any price as long as the kill count is on the rise. Mana cost is only a situational nerf - sorcerers sometimes get to cast their spells without interruption, no matter the mana drain.
@frank hinge
@zenith relic
This attack is just way too easy to dodge. It makes her easier at low health, because she just sits there letting you get free damage on her. The attack is completely negated by just not standing still given how telegraphed it is. Some possible ideas to make it more threatening would be letting her do a quick sweep with it or making her move/teleport around while aiming it.
@safe estuary
@zenith relic
I was scrolling through the wiki for cosmilite to see what's going on, and I see a soul piercer. I think to myself, 'ah yes, a spear, fits my playstyle perfectly.' But alas, I was wrong, it's a magic weapon. So then I go back, and I see the stream gouge. 'Well this must also be a mage weapon, right? After all, it's a trident looking thing like the unholy trident...' Wrong again, it's a spear.
To me, the name 'soul piercer' sounds more like a spear, and 'stream gouge' sounds more like a magic beam weapon, since you're casting a stream of magic, or directly piercing your enemies' souls with a spear, if that makes sense? The sprites for each of these are pretty ambiguous as well IMO, since the spear looks similar to an unholy trident in design, and the soul piercer could function as a spear by the look of it. IDK, just a minor thing to think about.
@timber acorn
@zenith relic
A change that's primarily for consistency with vanilla's enemy banners, as Calamity's enemy banners do give players a bonus against their respective enemies. It could also potentially inform a newer player that the banners do have a use past being decorative.
@spring breach
@zenith relic
It doesn't feel like a rare variant item at all. The two have the same stats, only difference being the Conference Call firing two more shots from the main blast. I suggest giving the Conference Call its original effect; that is, having bullets fly perpendicular from the shots it fires. That way, it makes the gun feel more unique from its base item while also making it fit the title of the True Conference Call.
@deft lotus
@vague flame
The Miasma is not a weapon that suits any situation well, but its a bit too good at what it does. It spawns a lot of projectiles each time it's fired, and each is capable of piercing enemies nine times. It does great against hordes and, from what i can see, guarantees the player the Destroyer takedown.
The weapon's description seemingly describes the weapon as it used to be several updates ago: the clouds, if not met by an enemy, continue flying quite a long way and dissipate while moving, never reaching full stop.
Perhaps, another mage "sentry" weapon like the Nimbus rod, from which the Miasma is crafted, can be made out of current state Miasma - i imagine that's what it once was, back when the Duke dropped it.
@frank hinge
@open owl
I came to this discord for one reason and one reason only, I want the abyssal diving gear to be wearable on the head, the wiki says it can be used as vanity, yet if you wear anything on the head slot then it doesn't show up, I just want this to either override head vanity or be wearable on the head, i just wanna look cool with a beautifully designed diving gear.
@lusty furnace
@open owl
Sandgun is unique weapon, than features good firepower with drawback of world maintenance.
Although the one flaw hurts this weapon: the lack of ammo variety. You have regular sand, than falls after hit and infected sand, than infinitely pierce enemies. But there is a lot more types of sand for use!
I suggest to add unique effects to Calamity sands while used with Sandgun (and possible Sandstorm, but I don't like the lack of consequences, which makes this weapon just a launcher than consumes sand).
Possible ideas:
- Sulphurous Sand and Eutrophic Sand are enough heavy and hydrated to stay in air. They could act as AoE "rockets" with slow movement speed.
- Infected sands could inflict their respective debuff to enemies.
- Sandstones could act as high-damage, high-velocity blocks, but shattering into several pieces of falling sand on use.
@queen linden
@open owl
The abyss minibosses aren't designed to be fought in groups, but often another will join in on the fight and ruin things for people trying to get resources there. If abyss minibosses inflicted boss zen, then other minibosses won't interrupt the fight.
@timid veldt
@open owl
The Stat Meter displays stats, right? But only in the tooltip. What if you want to see your stats in an SCal fight?
Making the Stat Meter a component to the PDA will give the players who want to see their stats mid-boss fight a chance.
Also, please can you make the Level Meters components to the Stat Meter? You can combine the Level Meters together at a Tinkerer's Workshop to make the Stat Meter, which only shows proficiency. Then, combining it with the GPS, R.E.K 3000, Goblin Tech and Fish Finder to make the PDA (to make the Cell Phone).
@lost geyser
@open owl
Reason: While other classes are expanded on from vanilla, rogue is made from scratch. This means that it requires a lot of weapons to fit in with the rest, and not just in hardmode (pic related).
A very important thing to remember is that variety is good. The current amount and type of rogue weapons contradicts this - or atleast in pre-hm, as over 80% of your possible choices are either boomerangs or daggers.
@fathom hedge
@zenith relic
In my opinion, DoG is probably one of the best bosses, in thematically and the fight in general. Notably, I'm a big fan of how DoG's theme starts a little bit before his second phase spawns in. This is awesome and really adds to how cool and awesome the fight is. And, after listening to a lot of the other bosses' tracks, I realized many other themes have the same effect, such as Return to Slime or Interstellar Stomper.
It would be awesome if it was somehow implemented that the bosses' theme would kick in shortly before it spawns, similar o DoG. Why does only he get to be so cool? If this is annoying for grinding, it should be able to be toggled via a music box.
@willow breach
@open owl
Since the healing depends on the damage done, when combined with weapons like aether's wisper, you can get about 80 hp every 1.5 seconds, which makes the fight with DoG drastically easier without even using anything from Polterghast and the Old Duke. Introduce a cap for the maximum hp gained.
@somber bough
@open owl
Every other event has some new thing that drops when it gets harder. Frost Moon has Endothermic Energy, Pumpkin Moon has Nightmare Fuel, Solar Eclipse has Darksun Fragments, etc. But I have yet to notice any changes in drops when the Blood Moon gets harder whatsoever. It just kind of feels out of place that the event gets (marginally) harder, but then nothing else comes of it. I think a 10% increase in drop rate for a total of 20% chance (60% with bloodflare/auric tesla gear) is fair, because it enough to be noticeable but not so drastic as to break the entire blood orb system. (Feel free to remove this post if I'm missing something and there actually is change in drops after the Moon Lord. I just haven't noticed anything nor have I found anything on the wiki for it)
@snow pendant
@open owl
Abyss weapons are important for prehardmode progression, but sometimes the weapon for whatever class you're playing as will be too deep in the abyss to access or be fully encased in voidstone. If this happens, then the weapon is effectively unobtainable prehardmode. This could be fixed by making abyss weapons drop from abyssal crates. Also, accessories from the abyss already drop from crates, so why not the weapons?
@mossy violet
@open owl
Seeing as the Ravager no longer has any connection to the Lihzahrd temple, it feels kind of odd for the medallion to still require temple materials to make. Solar tablet fragments can also be a bit of a pain to farm for if you run out of the ones initially provided within the temple chests. If Ravager is changed to no longer be dependent on another boss, it would add just a bit more non-linearity to Hardmode.
@livid sail
@summer finch
Currently there are 3 bosses (DoG, Yharon, SCal) that cannot be killed by using another mod's butcher function, I don't see a reason for this at all other than maybe DoG's as it's a reference to another game. The only reason I can see this being a feature is to avoid people devaluing a boss fight, but if they already have a mod like Cheat Sheet and want to kill a boss with no effort, they'll just cheat in endgame gear, or put on God-mode, or install a super broken mod just to do it.
Removing butchering these bosses doesn't stop people from devaluing fights and doing them without needing to learn them or try, but it does cause more pain for the people who just want something like a world with all the bosses killed, who have to butcher every boss, and then put on god-mode, grab endgame gear, and then kill the last 3 bosses by hand for no reason.
@balmy barn
@open owl
Currently, the determination breaker is incredibly useless : It takes up an accessory slot, only serves as a weird challenge item that's only obtained after defeating skeletron compared to the others being accessible at any time, the challenge it provides is incredibly niche, and the way it works doesnt feel like the sans fight, which it references. I have yet to see anyone actually use this item.
My proposed rework would be to keep the immunity frames removal, but to also make all damage taken tick down over time, just like how the karmic retribution works in the sans fight (Maybe based on a percentage, so you can only loose x% of your max HP per second). This would turn it into a useful accessory, that is a better sans reference instead of a challenge that ends up not really feeling like the sans fight because of the lack of the ticking health to counteract the iframe removal.
@crude carbon
@zenith relic
This would play into its ability to infect everything, organic or otherwise. It would also provide more reason to explore to under ground astral biome. Almost every other block gets converted, but all the ores remain untouched, which looks out of place. Given how far the astral infection appears its unlikely that the ore it replaces would be needed anyway.
@vestal tree
@paper bramble
These torches benefit from light levels more than regular torches in the sense they cover a wider range and are brighter with more light levels. Having an option to buy these without praying for travelling merchant RNG would be a great QoL change for everyone playing deathmode.
@modern prawn
@open owl
Cataclysm and Catastrophe currently spawn at an angle when they show up in the SCal fight, being the top right and bottom left, however, this causes a problem where they cannot hit the player if they stand completely still for quite a while (only the 4th skull fired by Cataclysm will hit the player if they are standing still when they spawn).
This is a problem as there are a few weapons on tier for SCal that deal insane damage if they land directly, this is counteracted by the fact that they can be hard to aim or having to pay attention to the enemy and not the projectiles (Hadopelagic Echo and Photoviscerator are examples), but being able to stand still and aim at an enemy that moves in such a predictable pattern for so long can lead to a brother dying way before even the first Brimstone Barrage comes out.
Brothers are already a fairly weak part of the fight and this doesn't help, making them appear to the direct left and right of the player will cause them to have to move asap, making aiming far harder and making the section as a whole harder. After they appear. they can begin moving to the spots they appear to currently, following the same movement pattern they do now.
@balmy barn
@vague flame
the two items used to make the Astral Arcanum, the astral bulwark and the arcanum of the void, both have have rare variants (hide of astrum deus and the evolution), however you are not able to combine the two rare variants to make a stronger version of the astral arcanum. the same can technically be said of the absorber as well, as two of its items also have rare variants.
@plain prism
@balmy barn
In Calamity, damage is generally emphasized more than survivability. Two sets that demonstrate this greatly are Brimflame for Mage, and Plague Reaper for Ranger. Both are incredible armor sets that sacrifice survivability for greatly increased damage, and out-dps any other armor until post-ML. However for Rogue, Melee and Summoner, no such set exists. You could argue Spooky is a "glass cannon" set compared to Valhalla Knight/Hydrothermic, but all it really sacrifices is defense. Brimflame and Plague Reaper both put you in very risky situations, and as a reward you get a huge damage increase. This would increase playstyle variety at this stage of the game for all classes, and overall increase consistency in the armor sets available at this stage.
@unborn ore
@vague flame
Simple reason: the boss is intended to be fought underground vs on the surface as:
1: PBG starts enraged
2: The summon quite literally says "The boss enrages in the open air of the surface"
3: If you think about it, PBG should be in the heart of the jungle, so you would see it in the depths vs the surface if you take a logical standpoint, as its just a plagued queen bee of sorts, so the hive for such would be underground like the rest.
@urban carbon
@vague flame
Bones. It's the bones potion. It's literally a bone.
The Calcium Potion is a small headache balance-wise, completely invalidating the single most dangerous early-game threat and one of the mechanics that defines pre-hardmode boss fights. What previously took an entire accessory slot to negate now takes a buff instead, and pre-Hardmode you'll have a lot of free buff slots.
So, apart from the Bones™️ consistency, I reckon the Calcium Potion should be moved to post-Skeletron where the player's first wings are available so as to not cheapen early gameplay and fit in better with the available items (the Skyline Wings and, probably, the Bundle of Balloons).
Boneus points if the bone requirement is really high or they are consumed at a flat rate rather than being memed on by the Alchemy Table's 1/3 non-consumption rule.
@regal verge
@vague flame
Currently, if you have either of these candles placed in your inventory before torches, Auto Select (left shift by default) will choose chaos/tranquility candles over torches.
Why remove the Auto Select functionality?
Auto Select is supposed to be used with items that you constantly use as you explore (pickaxe, axe, hammer, torches, glowsticks), however, chaos/tranquility candles are not in that category, and having these candles in Auto Select will just force you to rearrange your inventory in a way that you don't like.
Furthermore, Auto Select doesn't do the same with normal candles or water candles
@bronze quail
@zenith relic
Here are some guidelines for testing before posting a balancing sugg:
- Make sure it's not bugged in any way, shape, or form.
- For weapons, use it to defeat 1-3 bosses on par with the weapon. Comparing it with other weapons of the same tier is good to do.
- Test in Revengeance Mode but do not use Rage nor Adrenaline
- Try to use the item to its potential before concluding. Items that are harder to use should definitely be better, but by how much is up to your thoughts of the item in question.
- Gear can not be hard to access unless said tested item is one itself (If a tested item is rarer then it should perform better than the others of the same tier). Don't use something like modifiers, goblin-combined crafts, etc on earlier stuffs like Pre-Boss. Consider using harder-to-obtain buffs such as Wrath and Rage later as well.
- Godmode is allowed as long as it doesn't affect the outcome of the test
- Always expect a weapon to do worse if it has healing or homing. The better the healing/homing, the worse it should be.
I think they should be implemented in a new paragraph in the dont's document as this type of suggestion is pretty common and also rarely aproved, this would help bring down the amount of them and also help people who might want to do testing to do it right the first time.
@night tree
@zenith relic
When I first heard about quick breath-loss in the Expert Tundra biome, I was thinking, why? Why would they lose their breath so quickly? And then came Frozen Lungs. That made a bit more sense to me, but I'm still not content with the function.
I had an idea where if you turned Frozen Lungs off, you'd be Chilled, as usual. But, if your breath ran out, you'd take damage far quicker. It's your call.
@lost geyser
@zenith relic
Reason: They are all weaker than Statigel Armor, which is a Pre-HM armor set. I really don't think that 4 different Hardmode armor sets should be weaker than one Pre-HM set, it just doesn't make sense.
Suggestion: If outright buffing the sets are out of the question, then maybe giving special abilities to them would work. For example, Palladium could be centered around life regen and the other sets could have other defensive/offensive abilities. This would give a reason for people to make these armors instead of going straight to Adamantite/Titanium.
@neon sonnet
@zenith relic
Currently, this is the only mana potion (apart from lesser) that cannot be crafted. Instead, you have to buy them from the Wizard. This means that any regular Mana Potions you have are completely useless, as they cannot be upgraded to a higher tier, unlike with healing potions. If this was implemented, it would make inferior mana potions able to be upgraded, and still serve a purpose.
@unkempt lichen
@zenith relic
Every other main Calamity ore has a slime that drops it, as an alternative to mining it. Scoria technically does not have a slime, but still has enemies that drop it. The only main Calamity ore that doesn't have a slime is Auric. While Auric does spawn in huge quantities, it is finite per world, and adding a slime would add an alternative way of getting the ore, in addition to making it an infinite resource for more convenient use.
@unborn ore
@balmy barn
Current orbs are inconsistent and can put you in situations tight enough where you're forced to rod, and there's no telegraph for when or where they're gonna speed up.
I guess the main issues I can spot are just:
Old orbs' speed didn't dictate the pace of which you're supposed to circle around the arena, but were still able to give enough of a threat that it makes it extremely difficult to turn back at points, Current orbs are.. quite a bit different. They force you to go at a pace that's incredibly fast while also dodging scal, there's much less freedom to move and less room for error due to it's inconsistency caused by: Not knowing which orbs are fast, and which are slow, making it hard to predict when which moon is going to speed up, And even more so because of their fat sizes which already take up quite a bit of space on their own. But since they're unable to stack anymore, it's a bit.. too much.
It didn't change how you're supposed to move or anything, it's literally just the same circle but you have to go around the arena alot faster, dodging current orbs along with projectiles is literally just hell and it doesn't make the fight more interesting. It's just more difficulty even though old orbs were difficult enough to get around on and do their purpose.
@hoary marlin
@balmy barn
Reasoning: Calamity makes great strides to make potion building a lot easier for the player. Fishing is a lot easier to get crafting material fish for potions and later on in progression you can simply just farm for Blood Orbs, making fishing and herbs pretty much unnecessary. And yet, despite potions being far less important than a proper arena, progression for tile and wall placement speeds stops before you even get to Hardmode. I think that that should change.
@finite token
@zenith relic
Honestly it makes sense. These 2 are practically evolved Hornets. The lack of reliable Stinger enemy drops gets more obvious in Hardmode when regular Hornets barely spawn anymore because those damn Hardmode jungle enemies are everywhere. This is especially worrying when you're trying to farm pre-Hardmode weps that you forgot to make like 2 Blades of Grass for Night's Edge/Caustic Edge, Spore Knife for Night's Stabber, etc. Hell, maybe even when crafting Plaguenades, which need a lot of Stingers if you want to utilize plenty of them. Making either or both a reliable source of Stingers for Hardmode would be preferable.
@vague flame
@balmy barn
I find that the Rod of Discord and Normality Relocator are extremely convenient while building and navigating the world, and having to wait an entire 10 seconds between uses often feels less like a balance decision and more like a tedious waste of time. Although it makes sense to have such a long period between teleports in a boss fight context (as it would be a very powerful dodging tool otherwise), while outside of a boss fight, it's hard to imagine a scenario where a 2 or 3 second long chaos state debuff is overpowered. Several other mechanics already come into play with a "while a boss is alive" clause, so this sort of thing has a precedence in the mod as is.
@normal harness
@summer finch
Im preatty sure that there will be a lot of people who will be against this but I think that is something that is need in the mod. I have to reasons for this:
1-The implementation of the Old Duke: Until the recent implementation of the OD you will go to fight DoG after defeating polterghast and the 3 Sentinels of the dervorer but now between the 2 of them there is the OD. The case is that the OD is a much more harder boss than DoG and his loot is in general in a lower tier compared with the ones of DoG, so while you gave a reason to defeat every other boss in the mod+vanilla, this could be loot, materials or that it unlocks some kind of events, etc.; there is not a real reason to go to kill OD beacause you could perfectly kill DoG with the weapons and armor from polterghast, centinels and abyss semibosses and is much easier than going to kill OD.
2-This may be a little subjective but with the pass of the time I notice that this 3 last bosses are becoming easier to defeat comparing then to what were before, but I admit that the changes that were made were something great to make their fight a lot more entertaining. But improving the fight against this bosses and make it difficult arent 2 oposite things, one can make a fight that is difficult as hell and at the same time enjoyable. This 3 bosses are the last challenge (till the date) that the mod has to offer and from a lore point of view they are titans compared to the other challenges that we face before in the playthrough (we are not counting providence), so defeating them so fast is a bit disappointing if you where expecting a real challenge that will put all your ability to the limit. And yes, I know that a lot of you will say that there is the death mode, but Im firmily believe that this 3 bosses should be a true challenge comparing them to the rest of the bosses that you have fought regardless of the difficulty mode that you are playing.
@steep hearth
@zenith relic
So i feel that the hive mind item is sort of unbalanced since consider that the corruption tends to be more of an annoyance than anything and the fact the spawn rate is decreased isn't really a downside if it's considered to even be one which based off the wording it is. And you get a effect to your weapon attacks this is mostly a buff and only a buff and it seems that these boss items seems to be more of upside and a downside so i feel that the "downside" should be changed like perhaps the corruption enemies become stronger overall
@bold plaza
@zenith relic
And by giving it some care i mean both fix the chat spam bug and improve the quality of the dialogue, because as it stands right now, the dialogue is treated like a joke that isnt exactly funny.
It just throws any form of seriousness from the fight out the window and keeps the player wondering if the thing is bugged and wtf are these edgy lines, rather than have it be impactful or make the actual fight more meaningful
TL;DR: In its current state, the dialogue does nothing but turn the feeling of the fight into a bad joke
@open owl
@zenith relic
It's honestly just annoying to see someone advertising that they need some more votes for their suggestion, and it doesn't add anything to any conversation in the server either.
@empty crane
@zenith relic
Eye of Cthulhu's first Rev+ dash, where he lines up with the player, always comes from the left. This is an issue in my mind due to the fact that when running left, this dash will normally come from directly below you as the Eye doesn't have the time to get around you if you have decent momentum, this will likely lead to a hard to dodge and confusing dash that kills the player's momentum with knockback before EoC starts charging, which combos into it.
This doesn't seem fair, a new player would be completely thrown off because the fact that it came below them will not tip them off about the dash's actual mechanic, where it's always from the left or right, and it's up to the luck of which way you're running to dodge it. Make it come from the side that EoC is on, so if they're on your right, it's from the right. Or, give a higher delay between the dash and the charges so that the crazy stunlock is removed, at least for earlier levels of hp.
@balmy barn
@zenith relic
Reasoning: The projectiles are already kind of slow, and when you get Phantasmal Fury, you're on Old Duke and DoG, 2 fast and furious bosses. Look, I know that the weapon fires other homing projectiles, but their net DPS against Old Duke and DoG... shameful. Plus, the Spectre Staff's main projectiles have homing, so I feel like its upgrade should too.
@wide night
@zenith relic
It is currently possible during the acid rain or an invasion to place down a super dummy and heal from the omega blue set bonus tentacles. This shouldn't work as you can easily heal up to 100% using abyssal madness by standing near the dummies.
@twilit ledge
@vague flame
Low end PC's can struggle a lot with late game content, most of the problem coming from projectiles that cause light and an abnormal amount of dusts. It would be nice to have a toggle to reduce or disable dusts completely (although it might cause some problems due to some projectiles only being visible with dusts), to reduce the lag it may cause. light from projectiles can alsocause this problem, some projectiles dont need to have light at all, like the DoG laser wall. this becomes even more relevant in multiplayer where players will lag intensively on these bosses, without any way to come around it. Sometimes frameskip doesnt work on multi, thus not giving those players the "slowdown" they usually have.
@dusk thunder
@placid escarp
Many other "thrown" weapons have both melee and rogue variants. Several of them even upgrade from melee weapons. Why doesn’t the Daybreak, a melee weapon that is part of a Melee oriented set, have melee variants of the upgrades?
@bitter mirage
@zenith relic
While The Old Duke's "gimmick" is interesting and thematically fitting, I do find it to be a little odd. The idea is that he's generally extremely resilient, but has these bouts of "exhaustion", where his defense/DR goes down drastically for a little bit, and you're meant to slam all your attacks at him during this.
However, the problem arises when there's still no reason to not attack him while he's resilient. It's significantly reduced damage, yes, but it's still just that; free damage. So if perhaps he got angry or more aggressive due to being attacked while still having "stamina", there would now be definitive incentive to stall him out and actually wait until he's exhausted.
This would also make the fight more interesting if you still choose to attack him regardless. While it'd make it harder, due to constantly making him angry, it would give a very clear risk-reward situation for the player that is completely optional, thus giving the fight more intrigue and freedom on how you can go about it.
@hazy void
@hoary marlin
The main problem right now is that it's way too good as a utility weapon, and can constantly spam the light of its falling stars to reveal caves around the player.
This is because when the player grabs it, that player will just constantly abuse its utility without even needing to use any strategy or timing whatsoever, which makes it somewhat of a braindead utility where you just constantly spam the attack button in certain areas, like in caves and even on the surface with how easy it is to use.
Even with the nerf that will be applied in the upcoming update, as stated in the changelog, it will still be susceptible to having its falling stars be abused constantly, and should at least have a tradeoff for a utility that can be potentially game-breaking early on in pre-Hardmode, and even Hardmode.
One idea for the nerf is to have it cost mana, similar to how the old Starfury was like, back before it got reworked from a magic weapon to a regular melee weapon with an additional gimmick applied to it. That way, the Starfury will still keep its utility, while still feeling overall balanced as a weapon with it requiring mana so that its stars don’t get spammed or abused as much, and require more startegizing from the player’s part.
@half notch
@hoary marlin
He is very easy for a boss that is between Providence and Old Duke, both of which are significantly harder. With a decent arena, he poses very little threat if he is just circled. Polter is a major progression boss with a lot of powerful armor and weapons locked behind him, but his difficulty level isnt nearly high enough to justify all that. He could really be an iconic boss fight like provi, yharon, etc but he is often forgotten due to how easy he is. He deserves a buff to bring him in line with other post ML bosses.
@safe estuary
@zenith relic
Why keep traps non-renewable? I mean, if you want multiple farms going on, you don't wanna destroy your entire farm and move it somewhere else. That would be a nightmare! So, making the Bandit sell traps not only saves time, it also makes sense. Bandit? Traps? You get it.
The Bandit can sell Spikes, Dart Traps, Boulders, and Geysers upon enter, and begins selling Lihzahrd Temple traps post-Golem.
The prices are up to you (though don't make it too expensive or cheap)!
@lost geyser
@zenith relic
My suggestion is to add a minimap icon for Yharon's flarenadoes, because while playing on a little screen it's hard not to teleport inside them with a R.O.D.
@odd torrent
@zenith relic
reason for that being that it can't break it currently and it is a post moon lord mount, that is made with Luminite and a lot of other metals
it just doesn't make sense that a lunar pickaxe can break it but the Drill' can't
@dim temple
@zenith relic
Pre-resprite, the Plaguebringer visually was just a smaller Goliath, which is fine. But now that the Goliath's sprite was updated, the miniboss just isn't visually consistent with it.
@unborn ore
@zenith relic
Calamity is great in content, it’s so diverse and has so much to do. One thing I would love the see is decorative items that highlight some of calamity’s key components. Things such as paintings depicting biomes or fights would be a nice item. Of course paintings are just one of the few items that can be implemented. If this does get put into the game I think that building is going to get a lot more love and Calamity is going to be noticed for its building components. Journeys End is going to be released soon and with some effort put into other aspects of the game, Calamity might be the mods that delivers the most similar experience to vanilla Terraria.
@radiant pine
@zenith relic
During this phase, players are free to just stand there and heal all the health that was lost in the fight and wait for cooldowns of revives and potions to disappear. This means that the player can start with full health and revives for Yharon. This makes the last two bosses of boss rush trivial as you are going to be able to start the fights as good as new. Removing the Acceptance phase would make the player have to continue the boss rush with whatever health they have left.
@twilit ledge
@placid escarp
I really do like the idea of charging energye and the realising a boosted zttack but the thing is that, right now i don't find it too practical.
Considering that rogue is highly based on fast attack speed. Si staying still (not being able to dodge obviously) for in the end a not so interesting damage output isn't really woth it, wich i find really sad for such a cool mechanic.
Personally i see two options in changing this, either dummy buff the boost that stealth gives or change the stealth gaining system that will center around moving rather than staying still, at that point i didn't really thought of something that would replace the current way of gaining stealth. Overall to conclude i still think that up until late hardmode (and sometimes beyond) the usage of stealth strike is very rare due to the difficulty, or rather the time it takes, to charge stealth.
@pure gust
@lucid drum
One of the most painful things in a pre-hardmode and maybe even early hardmode run is having a cnidrion slam onto you at maximum speed, having a sound like a worm digging would not only make sense but give it some indication to when and where it might happen too.
@subtle badge
@lucid drum
It would really help those with lower resolution screens in fighting, say cryogen or DoG. This could be enabled by it just being in your inventory, by holding down rmb or by button toggle.
@deft lotus
@zenith relic
one of the issues with the astral infection as although it has decent lore, creepy enemies, and a fantastic atmosphere, it has no effect that matches the lore, the abyss crushes you when you take in air, why doesn't the very toxic air of the astral infection cause you to choke,? this could be mitigated by a hazmat suit accessory that could be eventually combined with the abyssal diving suit and make the ultimate hazardous environs suit
to modify my original idea, a debuff that reduces the stats would work better as it would make exploring less of a pain for those who don't have the suit yet
@tawdry forge
@zenith relic
Hardmode does something like this, buffing existing enemies and then adding a lot of new ones. I fully understand that a hardmode level of new content would be overwhelming to add, but could existing enemies at least get a buff? Ideally, exploring would still pose some challenge to the player so it takes longer and alleviates some of the "boss rush" feeling of post ML
@safe estuary
@zenith relic
I just found out that although the tooltip says that it explodes on enemy hits, the Mantis Claws' explosions are purely visual. This is very misleading in my opinion, since any player who sees this would automatically assume that the explosion does extra damage.
Therefore, the fix to this situation is that either a) the line in the tooltip gets removed and the explosion is just an extra visual effect that doesn't need to be mentioned in the item description, or b) the explosion is given damage so that the tooltip is actually relevant.
@timber acorn
@zenith relic
This weapon can be easily overlooked because it doesn't have any data about its special abilities in the tooltip. The fact that it uses 20% of your missing health as extra damage is really unique and powerful, and it also does lifesteal for a decent amount, but these effects are not advertised and therefore this weapon will most likely go into storage without the player knowing about its actual abilities.
@timber acorn
@zenith relic
In part 2 (when BoC teleports and moves towards the player, the phase before it starts circling and dashing) BoC seems to teleport completely randomly, sometimes it's far away in the opposite direction of where you're running, and sometimes it's directly in-front of you, the player at this point has no knockback resistance so if it does this, it's going to lock the player in its hitbox and hurt, the fact that it can teleport so close to the player feels unfair as you would need a split second reaction with pre-hm gear to even have a chance of not getting stunlocked by them. This honestly makes P3 feel even easier than P2 due to BoC being at least a little further away. They should teleport further away from the player so that there's a reasonable amount of time (at least for a pre-hm boss) to dodge them at all.
@balmy barn
@summer finch
The Mycelial Claws are almost functionally identical to the Mandible Claws. The only difference between them being slightly higher knockback, which in the case of claw-type weapons, is potentially a bad thing. The fact that this post-Crabulon weapon is debatably worse than a pre-boss weapon of the same category is something that should be fixed. The simplest fix in my mind would just be buffing the damage.
@unborn ore
@summer finch
I’ve seen people complain in the past about the nature of boss zen in the context of multiplayer games. By making it a cancellable buff similar to one that appears with a pet, players can choose to not use it if they want to farm enemies while their friend is farming a boss across the world.
If you tied the application of the buff to the actual spawning or aggregating of the boss, rather than whether the boss is alive, and made it a limitless buff that is manually removed by the code after the boss is no longer in the world, that would theoretically work from a programming standpoint.
@chrome comet
@summer finch
When you start up the fight, you look at the chat and it says that 3 Desert Scourges have awoken. Since these are different enemies from the real scourge, with different health and sprites, they should have a different name. Maybe something like "Desert Burrower" or something idk.
@shadow rivet
@summer finch
Bosses are a thing to worry about when their music starts playing, to put it simply. You hear the music, then it's fight or flight for you. Maybe change boss zen to only affect players who are in range of its music? In range of problems (understatement: you know how cruel Terraria bosses can be, even King Slime, for god sake)?
@lost geyser
@vague flame
Reason: They heal, which is cool, however the method in which they heal is so stupidly tedious, the orbs are thrown in the air away from the player in inconsistent locations, this elemental also never sits in a locked position like the minion summoned by the pearl of enthrallment, so the orbs are always randomly tossed out. I am aware that the heartreach potion helps to give the player the orbs, however... 1: the orbs track the player after the cast which takes up their lifetime, 2: they do not move very quickly, so if you want them, you are standing completely still, which does not help when fighting bosses or stuck between enemies, the main time the heal would ever be used. Lastly 3: The orbs are sensitive to collision and break on blocks, this makes using this minion underground near useless as the orbs are tossed up and out of reach before they hit a block.
I have a few rework suggestions to these orbs a little more helpful in all situations:
- to be a lesser heal output but with more consistency, such as creating an aura around each orb to heal 25 hp over 1.5-2 seconds.
- Give the orb a sprite and larger hitbox so it does not make catching it difficult or tedious, additionally remove collision so it can travel through 1-3 block pathways.
- Make it a timed regen burst (EXAMPLE: healing 10/second for 3 seconds, passive cooldown for 25)
- Give the player a higher reward for catching the orbs and make the orbs less frequent to accomodate, gives the player a better risk/reward ratio.
@urban carbon
@vague flame
Just a small thing I've noticed during my run. Plaguebringer is meant to be a mechanized weapon, and the multiple exclamation points doesn't really suit the boss. Instead, replace the exclamation points with a simple period. That way, it fill feel much more like something a robot or an AI would say, instead of multiple exclamation points, which don't read as well or fit the Goliath.
@willow breach
@zenith relic
this stuff is way too common and like fills my inventory like nothing else, someone has to have miswrote something but theres no way this is 20% drop chance and even then if it is, it should be lowered, jellyfish arent really hard to find or farm especially since they're in the ocean, and when im farming other things its a bit annoying to have my inventory filled with that, the others have a bit more merit to stay as high as they're not as common to find but the life jelly is far too a common drop
@elfin mauve
@zenith relic
A large number of post providence weapons (like, almost all of them except for cosmic kunai) are underwhelming compared to options other classes have at that point. Utensil poker Stealth Strike outpreforms nearly everything until post polter, the only competitive option really being cosmic kunai's powerful sustained dps. Utensil poker should not be this strong as a post ML weapon, but most post provi weapons are also too weak against bloodstone bosses/sentinels/polter.
@safe estuary
@zenith relic
Having more than one player per world when both/all are playing the same class puts the other players at a distinct disadvantage and is frustrating only being able to obtain one set per world, especially because of later crafting progression, so adding a Post-Plantera crafting recipe would alleviate the need to make multiple worlds for one playthrough.
An example of what Post-Plantera materials the crafting recipes could contain are a Crimson Key and Cores of Chaos for the Vampire Knives, or it could be dropped by Raveger at a low (say 5%) drop chance. Other keys could also be used for thier respective chests.
@frosty vessel
@zenith relic
The Psychotic Amulet is fine I guess, but the original accessory is only meant for two classes, so it doesn't make much sense to adapt into the others. More operatively, however, granting buffs based on standing still rewards the playstyle of simply standing in place and attacking outward, a style that is not terribly enjoyable to play as for many classes (some would argue all), and moreover, a strategy that is almost completely irrelevant in the only boss fights that you use Auric Tesla for (SCal, Yharon grinding, and the Rush), meaning that the effect rarely comees into play in the first place.
Good replacements imo could be the Astral Arcanum or Rampart of Deities in my opinion, although those could be too powerful, perhaps the Old Die would be better. I would say Unstable Prism or Gladiator's Locket, but those being shrine items could make them suboptimal for auric tesla armor, as you may want multiple helmets, especially in multiplayer.
@normal harness
@zenith relic
They're cool and all, but they're pretty obnoxious when farming for stardust. There have been instances where I've been farming with ultimate battler from luiafk, and i've ended up with like, 6 titan arms and 4 astral blasters, etc. At the end of the day, you really only need one of each, but 1/7 chance almost guarantees that you're going to get many more than that over the course of your playthrough, which is why i'd prefer the drop chances to be lowered.
Maybe it could be lowered to the rate of the abandoned slime staff, which is 3% and 5% with DR, but that's just a suggestion. Or the drop chance could be lowered after defeating Astrum Deus, since they're basically irrevelant by that point
@timber acorn
@zenith relic
The inclusion of obsidian makes no sense, as obsidian is not linked at all to the high-tech and bee theme of the plaguebringer golaith. The inclusion of obsidian in the recipe also makes the summon more inconvenient to get for no reason.
@dire anchor
@summer finch
At the moment the aureate booster wings are better than the hadal mantle, the wings from the next ore tier. The reason? Aureate boosters have way higher mobility and are therefore way better at keeping the player alive. Sure, hadal mantle might have that 10% dmg bonus when you wear the appropriate armor set, but compare that to aureate booster's vertical speed, slightly higher horizontal speed and then the 15% increased movement speed with the reaver armor set, makes it so that the aureate boosters are WAY more viable than the hadal mantle. Making the aureate boosters high vertical speed only work as "high vertical speed" when you wear the reaver armor, would make the wings more appropriate for the tier you normally craft it in, without making the hadal mantle basically a vanity item.
@viscid scaffold
@zenith relic
Not much needs to be said really. The event is completely pointless, and while the lack of content could be attributed to it's seasonal nature, this could be circumvented by making snow globe craftable without presents. Expanding upon the Frost Legion event would make an entirely pointless event at least worth considering.
@unborn ore
@zenith relic
The background is the same or very close to the background that all debuffs in vanilla terraria have, this makes it look like a debuff, but it's not. It's just inconsistent with normal buff sprites
@dawn minnow
@zenith relic
That way we don’t have to wait to grow trees and stuff for builds, or just for faster wood/herbs/whatever.
@stoic pumice
@zenith relic
Old duke just doesnt fit where he was added. Polter tier weapons already do very well against dog, so another boss between them doesnt make a lot of sense. On top of that, his difficulty level is off the charts, especially in death mode. His incredibly fast movement renders weapons without homing capabilities almost useless, and his charges are timed perfectly to murder you right after your iframes expire. I would go as far as to argue that duke p3 is harder than yharon sub8 by a significant margin, and it lasts a third of the fight on rev and half on death. He is just way over the top between his projectile spam, crazy fast charges, and vortexes. For a pre dog and post polter boss, he is way beyond what would be expected difficulty-wise.
@safe estuary
@zenith relic
The whole point of the Scales is that it increases your stats if you are under the effect of a damaging debuff, so why make it provide immunities? Removing these will make the item stronger and actually make a little more sense.
@timber acorn
@vague flame
Fragment wings are available only post ML, but Xeroc Wings (which are comparable in power to Solar) are available pre ML. Make them require Luminite for consistency and to give the Hadal Mantle more time to shine before being outclassed.
@short blaze
@vague flame
Was fighting Yharon and the Cosmic Shiv made that fight way too easy, basically a joke.
Difficulty: Death
Gear:
Silva Set, Elysian Tracers, Asgardian Aegis, Elemental Gauntlet, Ambrosial Ampoule, Dark Sun Ring, The Amalgam, Bloody Worm Scarf
Kill Time:
3:48
@merry garden
@vague flame
Signus' mines are very small, but have a massive invisible hitbox that makes them hit you, this is fine because if the hitbox was the projectile size, it would be too small, but please add some form of vortex, or glow, or anything to define this hitbox because right now you just get hit by an invisible explosion radius
@balmy barn
@placid escarp
Mothron wings are available earlier and they give more bonuses in addition to +10% damage, fishron wings are much faster and are available on the same stage
@gilded kraken
@zenith relic
While it’s not a big change, it would be nice alternative for summoners since they don’t proc the summoning penalty. Plus considering that they essentially function as weapon-like support items for your minions (lunic eye, golden gun, etc.) it doesn’t make sense why you can’t reroll them.
@jade bone
@summer finch
This item is super effective for too much of the game, to the point that it can be considered an effective trade for a post DoG accessory. during the fight with Yharon I could tell that I was considerably less tanky. So I just tossed Amalgam in the trash and used vampiric talisman for the rest of the game.
@uncut dock
@summer finch
The further you go, the most useless stealth attacks are for all rogue weapons that aren't slow firing. To make it so people would actually give a shit about them, I reccomended that a stealth attack would consume a specific amount of stealth, based on progression(for example, scourge of desert stealth attack would trigger when when have at least 20 stealth). This would arguably make stealth way more useful
Also, to balance this you could nerf a bit the stealth strikes
@full oak
@summer finch
It is really annoying when playing a summoning playthrough and have to wait for your minion to travel to the monster instead of teleporting it on them. I am not sure if it is intended but if not I think it should be fixed
@proud lava
@summer finch
Heat and Cold is difficult to overcome in the early stages of Deathmode, and protection against the effects is only readily available in Hardmode and onward, so I suggest allowing the Meteor armor to protect against Heat and Cold for a short amount of time. This could help alleviate some of that pain of exploration being restricted while not negating the challenge of Deathmode temperature effects. The Meteor Set is also made of a giant space rock that burns, so it makes sense to grant resistance to cold and heat.
@pine kestrel
@zenith relic
Providence's huge fireballs look scary, but then they slightly tap the ground and pop into a couple of tiny fireballs. It just doesn't look right, it seems so anti-climactic.
Gif:
https://cdn.discordapp.com/attachments/465195069406707722/708105124853186590/SmartSelect_20200507-195642_YouTube.gif
@dawn minnow
@paper bramble
Seraph Tracers provide something genuinely unique and cool compared to Angel Treads. You gain flight for the first time through a boots accessory. Its a highly anticipated upgrade and often one of the first crafts after defeating moon lord. Angel Treads are a big upgrade over Frostspark Boots because you gain all the functionality of Lava Waders, letting you explore the world much more freely.
Considering this, Elysian Tracers and Celestial Tracers are a bit of a disappointment. Of course, they provide cool new visuals and powerful flight and movement increases over the previous upgrade, but they dont gain something truly new like Angel Treads and Seraph Tracers. It doesn't have to be something big, but a noticeable upgrade beyond just stats for each of these would be really cool. Just things to make the upgrades feel unique, like you're actually getting a new item and not a slightly better version of an old one.
For example: the Flying Carpet could be moved from Auric Tesla armor to Celestial Tracers, making them a bigger and more satisfying upgrade. Perhaps Elysian Tracers could provide something like the fast fall from Gravistar Sabaton. These are just examples, but I hope you see what I mean.
@safe estuary
@lucid drum
Currently, a majority of the bosses in the mod only require a summon item to spawn, which generally requires grinding to craft said summon. While this a straightforward and effective method to summon a boss, there could be more variety to this process. You could put summon items in the crag's chests, make enemies drop summon items for their respective thematic boss, or maybe allow more bosses to passively spawn in their respective biome similar to the Aquatic Scourge. This could not only provide alternative ways to summon a boss rather than constantly grinding materials, but it could also allow for new unique ways for encountering bosses to be introduced into the game.
@spring breach
@lucid drum
No one likes the goblin, yet everyone relies on him and his stupid rng. And with calamity weapons being so pricey to reforge sometimes, espiscally lategame gear. It takes over a platinum per roll, even if you get something like keen during late game. Reducing this by like.. 10-15% perhaps would help reduce the amount of time players spend cash farming and spend more time enjoying the mod.
@modern prawn
@zenith relic
I can't tell if it's just me but I couldn't see any of his projectiles when fighting him, it's dark and there's particles all over the screen thanks to the Blizzard he summons. It's much too hard to keep track of everything, especially when he throws them at you from the edges of the screen, where it's darkest. I shouldn't need to use something like the Omnniscience potion in order to see what my opponent is throwing at me.
@vapid sorrel
@zenith relic
When you summon Slime King you get the roar...Bit strange sure, How about Eater of world's....oh the same roar ? Ok whatever, Brimstone Elemental.....Wait the same roar ? Ok well how about Yharon.....Scal ? Ok so why don't bosses have a custom summoning roars ? Yharon should at least give a screen shaking roar when you summon it, Why doesn't Scal laugh at you, Given when bh1 is over she taunts you asking "I don't know your you're bothering" Heck why don't the mechs have. Metalic roar or something, Maybe Destroyer makes the sound of Earth being moved or an Earthquake.
@solar jolt
@paper bramble
would be useful for testing dps against big enemies, as using multiple regular dummies doesn't give accurate dps because of their separate iframes.
@hallow marsh
@paper bramble
I really don't understand why this weapon is even in the recipe. It's a ranger weapon, in the recipe for a melee/rogue weapon. It's a flamethrower, in the recipe for knives. Empyrean Knives don't even get any properties of the Empyrean, except for the name, I guess. I literally see no reason for this weapon to even be in the recipe, it would make more sense if it were replaced by something else or removed altogether.
@timber acorn
@paper bramble
The only thing this accessory does is give minions the Shadowflame debuff, and while somewhat helpful, is really not worth an entire accessory slot. The only purpose this accessory serves is being crafted into Statis' Curse. A buff to this accessory, be that through minion damage or minion slots would increase the viability of this accessory beyond a crafting material.
@unborn ore
@paper bramble
Currently, there is only a few weapons that summoners can use (excluding other class weapons). These are classless weapons and the Borealis Bomber. These are great to use, especially with friends. There should be more classless weapons that either support, or more summon weapons that don't summon minions (i.e. Borealis Bomber).
This would add more variety, and would balance summoner just a tad more. Even further, with friends, more support-ish weapons like the golden gun would be great to have. These classless weapons could just inflict debuffs that aid your minions/friends in battle. This would expand the summoner class and make it more than just "Use rod of discord" or just holding the summoning tool.
@full forum
@paper bramble
Reason: The concept is fine on paper - make an upgradable set bonus minion. It stands out. However, there are a lot of problems with it, mainly:
- Because you upgrade it with the SotM, the minion isn't unique (like all other set bonus minions).
- Without any upgrades, the mechworm is pretty much useless, even when compared to other set bonus minions.
- Upgrading it costs minion slots, and even when fully upgraded the mechworm does less DPS than weapons like the Cosmic Viper and the Corvid Harbringer.
- The mechworm AI is... okay, at best. It either ignores the enemy, tails behind them (but not close enough to do contact damage) or circles them (and it starts from far away, so you need to wait for it to get close to deal damage).
@fathom hedge
@paper bramble
Fighting a Paladin is hard enough, but the drop rate of a Paladin's Hammer is very low and it is very annoying to try and farm. The recipe should be at least be a post-golem recipe or post-planterra. The Defiled rune only adds a 5% more chance of dropping and using a battle or zerg potion in the dungeon would easily overwhelm and get the player killed very quickly.
@quiet obsidian
@paper bramble
Clamor Noctus is like a Sky glaze/Wyvern's call style weapon, and it's post polterghast. Sure, it does moderate damage, but that's if you can aim with it. Against Old Duke, this is extremely painful, plus you have weapons like Thunderstorm, Aether's Whisper, and Venusian Trident that are way better options. Against DoG, this weapon is 0% viable, and is outclassed once again. This weapon really doesn't have a purpose for where it is in the game. There are 4 options to change this.
Option 1: Give it a rework to give it a purpose for where it is in the game. If this weapon was like a combination of Divine Retribution and Wyvern's call and all the projectiles homed or something like that, then Clamor Noctus would be a decent weapon.
Option 2: Keep the mechanics as they are but tier-shift the weapon with respective nerfs/buffs.
Option 3: Combine options 1 and 2. Tier shift the weapon with respective buffs/nerfs, and change the mechanics a little.
Option 4: I'd assume Options 1, 2, and 3 are all preferable, but another option to do something about the weapon is to entirely remove it due to it being purposeless for where it is in the game.
@tranquil herald
@paper bramble
Consistency is really the only reason, plus rogue can put up even more of a fight VS other normal class options
@blissful trellis
@zenith relic
I mean, they're clothing right? It makes sense for them to have a sprite that's visible on the player. For example, Ocean Crest and Aquatic Emblem are necklaces, Yharim's Gift is a medallion, Abyssal/Lumenous Amulets are (obviously) amulets, iron boots are (again, obviously) boots, Sand Cloak is a cloak, etc. These are just a few, and I'm sure there's definitely more accessories that are articles of clothing, and so should have a sprite on the player model.
@timber acorn
@paper bramble
Unlike vanilla living fire blocks, it can’t be attached horizontally or vertically next to one another without another supporting solid block.
@sullen raven
@zenith relic
As I've hung out in this server often, I've noticed one common issue: when someone starts spamming or breaking a rule that requires immediate staff attention, it becomes a fumble as people ping random staff members, and they don't respond right away, and another staff member comes in, notices it, and takes action. There's no system in place.
Thus, here's a simple system: any staff member, from trial moderator to administrator, can volunteer to have the pingable Staff role, which would allow them to be pinged anytime immediate staff attention is warranted. Yes, there are obvious issues like people spamming the role for no reason, or pinging the role for the wrong reasons, but the spammers can be punished and a section can be added to #rules explaining the usage of the role.
@split hound
@balmy barn
I was fighting SCal, and through testing I found out I was able to spawn in bosses during the fight, and SCal is the the Final boss and the hardest, so other bosses shouldn't be able to spawn and kill you while your off-guard. I know no ones spawning in Yharon and SCal but still it is a small flaw.
@indigo vault
@paper bramble
her hit box is just one giant box, that go well beyond her sprite and while that means more weapons can hit her easier, that is also a nerf for the rogue and melee weapons the elemental disks who has trouble splitting apart (on providence) because of said giant hit box, making them useless against her.
@novel sapphire
@paper bramble
It may be a minor thing, but it still kinda bugs me nonetheless. How are you able to catch Seaweed in, say, underground tundra? Or sky islands? It just doesn't quite make sense, and it would make more sense if you could only catch it in the place seaweed realistically grows, the ocean To my knowedge, unless there's some hardcoded stuff with it, there shouldn't be too much of a problem in making this change. I do suppose you could ask this about things like Old Shoes, but Seaweed is the one that sticks out the most to me.
@proud olive
@balmy barn
At the moment only bows get the benefit of having arrowtypes from pre-dog and pre-yharon, whilst guns have to deal with their best type of bullets being pre-Providence
I think adding bloodcore-and cosmic bar-made bullets would add some consistency for rangers.
@viscid scaffold
@balmy barn
Absolute rage (formerly Heart Attack) is no longer a debuff, as it gives an increase in max hp, can be cancelled, and therefore should not have the appearance of one
@subtle badge
@balmy barn
I've always loved the fact that you guys recycle vanilla content, such as the Pumpkin Moon, Frost Moon, and Solar Eclipse (After the Devourer of Gods and Yharon's first phase has been defeated). With this in mind, I was thinking that buffing the Old One's Army sometime after Moonlord would be a good call as well. The Old Ones Army has always been an extremely fun concept, but it only gets buffed after one of the Mechanical bosses has been defeated, and once again when Golem has been defeated. You end up beating Betsy, and that's it for the Old Ones Army for the entire game. This is why I think it should be buffed a third time, and even made mandatory (Possibly by making it so Betsy drops a needed material like how the Pumking drops Nightmare Fuel). It would give players more to do and something else to get ready for while forcing new players to try out Terraria content that they may have missed in their vanilla playthroughs.
@proper marten
@balmy barn
A lot of this mod is about choice and we should be able to choose whether or not we want buffs and nerfs in our playthroughs that the Calamity Mod adds in. For instance, if you just want to add Calamity's content to your game as DLC, rather than a revamp of the entire game, being able to disable vanilla changes would do this.
i.e Toggles for:
- Defense and DR Changes
- Damage changes
- Melee Speed hardcap
- Minions being weaker when used by non Summoners
- Modifiers changes seen in the Vanilla Changes page on the wiki
- A net toggle for the Armour Set nerfs Spectre, Beetle, Meteor, Vortex, Nebula
@outer quest
@balmy barn
There should be a Yharim vanity item that is very rare. This would be Cool for a number of reasons, for starters its a cool helmet and it would let people who make they're characters look like Yharim have an accurate helmet to work with, though rare rewarding for some.
@indigo vault
@balmy barn
I love these two guns, the skullmasher especially. The former is a very good option for Yharon's first phase and is a blast to use, and still even takes a decent amount of health away from SCal. However, the thing I've noticed with these two guns is that most of the extra projectiles summoned on a crit miss because of the angle they fly in from. Even on a stationary super dummy the extra projectiles miss. With the angle they come from narrower, I think that the extra projectiles should hit much more often and make these two guns more reliable.
@deft lotus
@zenith relic
Its a drop necessary for abyssal diving gear and deific amulet, but extremely rare. Some kind of crafting recipe would be appreciated to make it more consistent to get
@safe estuary
@zenith relic
It's not called the "Astral" Biome, after all. Plus, the tooltip the way it is now just sounds... off.
@thick compass
@zenith relic
Melee has a lot of options for Post-ML to Post-Providence, but while I find Plague Keeper one of the cooler unique ones (especially because The Plague Hive is almost needed for it to do anything) it just doesn't do well, it kills guardians okay-ish except for the healer one, which it struggles to hit, and with a high damage setup I can't get a sub ~6 and a half minute kill.
(Deathmode)
Gear: Solar Armor, Legendary Plague Keeper. Seraph Tracers, HotE, The Plague Hive, Fire Gauntlet, The Absorber, Mechanical Glove, Asgard's Valor. All Menacing.
Buffs: Shattering, Holy Wrath, Profaned Rage, Yharim's Stims, Calamitas Brew, Well Fed, Tipsy.
@balmy barn
@zenith relic
Most vanilla bosses in Revengeance Mode force the player to change their strategy from the base game, whether this be through discouraging hiding from the Wall of Flesh or adding a new phase to Skeletron Prime. However, Queen Bee's only new feature is spawning hornets (which can be killed in a short period of time); her other changes are more aggressive versions of her original attacks. Adding more attacks to her Rev+ arsenal would make her more interesting and potentially difficult, and could also allow for a harder enraged form.
@spring breach
@zenith relic
This is one of the only wings that don't have an added effect, the only other one being Betsy's wings but those are a pain to get. It's sad to since these are the best wings pre post ml and possibly better than seraph tracers. The only downside to using fishron wings over another wing at that tier say.. Steampunker. Is that you lose out on a lot of stat boosts for the best pre ml wings so their ignored entirely since you can buy steampunker wings as soon as golem is killed. Adding a calamity boost to this would hopefully keep these wings relevant and useful since there's no reason to use fishron wings over steampunker as it stands right now.
@modern prawn
@balmy barn
such as the mechworm from god slayer/auric tesla, the stardust guardian.. i just think it would be a good qol option to choose from, sometimes those minions can annoy more than help
@drowsy schooner
@hoary marlin
It's not an attack and doesn't deal damage, so it just wastes your stealth.
@sudden hearth
@summer finch
**As of now, each lead tomahawk can be sold for 2 silver. That means, a stack of 950 lead tomahawks can be sold for 19 gold. The materials required are only 19 lead bars and 19 wood. In my rogue playthrough, I've noticed this is an unbalanced way to obtain easy gold. I'm not sure if this was intentional, but I suggest reducing the price to match what their materials are worth. This may apply to other rogue consumable weapons, but I haven't checked yet
@midnight cove
@proud olive
While #changelogs does provide a vague overview of new changes to the mod, there's no way without testing yourself to see what certain changes are. The "Recent Changes" page of the wiki can be difficult to navigate, and many people do not even know it exists. I suggest that changes listed in #changelogs are made to be more specific in the future, or if this is not possible, somewhere on the server where changes are described more in depth.
@unborn ore
@steep oracle
So Murasama is currently usable after beating Yharon. The main challenge after beating Yharon is SCal, yes? Well the issue is that due to SCal's untouchable nature, it's essentially impossible to use it for the fight. On the other hand, if it was move to post-DoG tier, that would make it usable for Yharon, allowing high amounts of DPS with the risk of taking damage, which seems more fair.
@crimson gale
@placid escarp
Currently, Supreme Healing Potions are available right after Moon Lord, which is near the same tier as its predecessor, Super Healing Potions. As the former heals for 250 health and the latter 200, there is almost no use for Super Healing Potions except for upgrading. Moving Supreme Healing pots would give its predecessor more use in the mod.
@spring breach
@zenith relic
- Unlike all other classes, there aren't any rogue items you get from the Sunken Sea in hardmode, so locking Prismalline behind the hardmode Giant Clam will give Rogue players a reason to go to there in Hardmode
- I feel that mollusk husks should have more uses and shouldn't be used solely for crafting a single armor set
- All of the early-Hardmode items themed around the sunken sea require you to actually go there in early-Hardmode, and I don't see why this should be an exception
@turbid berry
@zenith relic
Currently, the Drill Containment Unit is only useful for mining, which at that point you shouldn’t have that much of an issue, but it can’t even mine Uelibloom, which the Lunar Pickaxes can.
An upgrade for it would give it more use so it can drill Post-Moon Lord ores, Uelibloom and Auric or even be able to break blocks that it normally can’t.
@magic latch
@zenith relic
Let the player get further away from Old Duke without the boss despawning mid fight
@solar jolt
@summer finch
Right now, it's just utterly ridiculous. He nearly immediately starts to go at massive speeds which makes it almost impossible to outrun him, which means it's almost impossible to keep the fight going for much longer, resulting in a melt-or-be-melted situation. This is quite unfair, especially considering the fact that his head is an instakill and he is the final boss of Boss Rush, meaning that to get back to that point, the player needs to go through Boss Rush all over again.
@crimson gale
@summer finch
When the Laser walls from DoG appear, Disable the RoD to stop a player teleporting past one that are a little tricky, This will make the boss more difficult with more focus on learning how it works
@solar jolt
@summer finch
Because of a few small issues in Polterghast’s design, revengeance mode can arguably make the fight easier than in expert mode. This is especially notable in melee, where the player is able to circle around the boss with ease and swiftly kill it with one burst of adrenaline while tanking contact damage, making for an unsatisfying boss fight. A solution to combat this could be to increase contact damage from the boss by a significant margin so that tanking contact damage is unable to be achieved with pre-polterghast gear
@merry tartan
@summer finch
I find it a bit odd how every other astral enemy, including the Astrum Aureus has custom sounds, yet Deus does not. I feel this should be implemented for consistency.
Perhaps the main worm and lesser worms could also be given separate sound effects it better distinguish them as well.
@livid sail
@summer finch
This weapon's actual niche and performance is definitely overlooked. When I ran actual tests with this weapon, against Astrum Deus, it did around 2.5-2.6k against the main worm (Flairon could do 2.8k+ against main worm), and if you can get many small worms to gather (which isn't easy because of the new patch!!!) then solar eruption can clock around 3.4k+ DPS. Other classes can definitely do 5k+ against this boss, so to me Solar Eruption seems a bit weak for its tier. Against ML, it could only do from 2.2k-2.5k. To top this suggestion off, Solar Eruption should be able to do 5k+ against Deus, and probably 3k+ against ML as well.
@tranquil herald
@summer finch
Currently, Aquashard Shotgun and Coral Cannon share the same sound effect for their initial shot. This is especially notable since they are obtained around the same time, and are much more significant than say a Post-Slime God weapon sharing a sound effect with a Pre-Boss weapon. Changing one of them to be different would help differentiate the two weapons and help with consistency.
@pine kestrel
@summer finch
the Photoviscerator gives 6 debuffs when you can only have 5 on an NPC at once. it would be better to remove "on fire!" and either replace it, or just remove it from the weapon.
@ruby reef
@balmy barn
The Terra weapons have the Hallowed weapons in their recipes for the most part. And the Valkyrie Ray is basically a Hallowed ray weapon. The Terra Lance has Gungnir and the Terra Blade/Edge has Excalibur. The other Terra-tier weapons include multiple weapons to upgrade, while you only need the Carnage/Night's Ray and a few Living Shards. It just feels lazy. And with the recent addition of the Valkyrie Ray, it's the perfect opportunity to make it a bit more grindy like the others.
@dry plank
@placid escarp
Most of Yharon’s fight is having enough space to dodge his attacks, but the nadoes really limit you, and make Yharon a lot more brutal since you’re refined to a certain amount of space that if you cross without RoD it will kill you instantly, and the arena nadoes really make Yharon seem a lot more difficult then he actually is, so instead of instakills, an arena for Yharon right before the enrage parts are like SCal would be much better.
Giving an arena would give newer players more time and space to learn his attack pattern and adapt, without the constant fear of going too far and having to come back and potentially getting heavily punished for going too far. An arena can do what the arena nadoes do and better, as they won’t be punished for something they didn’t know or ask for, instead, they have limits, which could even make them more warmed up with the SCal arena which might be a shorter arena but there’s an arena they can’t leave, so they’re used to it.
@magic latch
@balmy barn
It's honestly really annoying to see someone advertising that they need some more votes for their suggestion; it also adds nothing to any conversations that are relevant to #suggestions-discussion or any other channel either.
@empty crane
@balmy barn
In Revengeance, a large number of enemies are changed to inflict two debuffs, being Horror and Marked. Horror, as a Rev+ debuff, is very detrimental and dangerous, and considering its incredible widespread usage among enemies, has a specific accessory, the Laudanum, that counteracts it. I would argue that Marked deserves the same treatment considering it's equal status in usage and it's arguably more dangerous effect, that being a flat reduction of your damage reduction by 50%. Due to Calamity's calculations including dr and how the debuffs apply their effects, being inflicted with Marked will often remove all if not most of your dr. This is especially dangerous late game where high amounts of dr are necessary for some builds and is used in making sure that more than 3 hits are survivable. Considering it's equal, if not more dangerous, status alongside Horror, I would like to see either an accessory be added specifically to counter Marked or an existing accessory, such as the Stress Pills or Heart of Darkness, be changed to do the same effect.
@vital ice
@balmy barn
This would make the iron heart more enjoyable in multiplayer, if someone wants to punish themselves by having iron heart. But other players dont, then it would be nice if it was saved individually instead of per game. It would really change the way people play, and one could even do some special challenges.
@dusk thunder
@zenith relic
The Tinkerer's Workshop is essentially the accessory crafting station in the base game, crafting almost all craftable accessories (some exceptions being wings and yoyo string). However, it loses most of its uniqueness in Calamity, with a majority of accessories being craftable at an anvil. Moving these recipes to the Tinkerer's Workshop gives it back its 'gimmick' and gives it more relevance.
Note that some Hardmode accessories (e.g. Bloody Worm Scarf) might need a change to their recipes to keep them in Hardmode.
@spring breach
@zenith relic
To avoid getting an epilepsy attack or a seizure while your buddy is trying to play rogue 😉. Though in all seriousness it's not just a rogue issue. Projectile clutter is a pretty big issue when trying to play with more than yourself. A simple slider would be wonderful, but a full clientside toggle for ally projectile visibility would still be nice.
@tired scarab
@zenith relic
It is very annoying not knowing whether you are using up all your minion slots up at once and it would be helpful for bosses boss battles instead of just having to try and add up all of your minions.
@silent hinge
@summer finch
Right now there's no reason for this item to be in the game, since it just summons all mechs at once with more stats. This is such a rare item, seeing as Armored Digger barely spawns and it's a 1/3 drop rate, but at the moment it literally just lets you fight all of them at once a bit stronger, instead of using three summons to get an easier fight, which is why most people don't really care about it or would try to actively farm for one. I feel like something unique added when you defeat the mechs would be a good way for people to actually want to actively search for this item.
@timber acorn
@summer finch
Currently, the Lunarian bow claims in it’s tooltips that it's shots are bouncing, when they instead slide along walls. I suggest this change mainly for consistency and to be realistic about what the weapon does.
@pine kestrel
@summer finch
Farming sandstorms for Elementals can be hard enough, but they’re just plain annoying if you factor in Great Sand Shark spawning in every few minutes depending on how fast you’re killing enemies. Would just be nice to have some sort of option to prevent spawns.
Could be a lore item, could be something you keep in the inventory idk, just something would be super nice and would help make farming for elementals in a bottle less annoying for characters at the level of GSS (and in general).
@lean mist
@summer finch
The non-consumable Profaned Core isn't difficult to obtain, since profaned enemies spawn frequently and the player can boost that spawn rate. Raising the amount of unholy essence required would make the player work hard for a non-consumable version and also make the Profaned Guardians' an alternative way to obtain a summon for Providence.
@spring breach
@summer finch
When fighting Yharon, one of the main reasons the fight it hard is the limited space for dodging. But this can be bypassed by spawning the boss as high as possible without leaving the jungle for too long, giving you a lot more room to fight him even if he one shots if you go too far away from the original spawn point.
@crystal zinc
@summer finch
It looks cool, it has a nice amount of damage, everything seems good except for its attack. It's a better version of the Arkhalis, and it really isn't good for much like boss fights or anything since it has very little range and doesn't shoot projectiles. Maybe the damage is a bit much compared to the other post-moon lord swords, so maybe tweak that a bit but the main problem is how it attacks. Its cool and everything, but it's not very good for much.
@sudden python
@summer finch
All of them have just increased item grab range. It's pretty much useless. All bosses have a good, useful lore effect. Look at the Cryogen one. A Dash at the cost of reduced defense. I don't care that I have less def, cause I can equip an accessory in place of the dash accessory and compensate the -10 defense penalty. Or look on the Calamitas Clone one. More minions at the cost of reduced max HP. All of them are really helpful. Increased grab range is something that is easy to get with other mods (Luiafk adds an item that sucks all of the items in the world. That is a WoF drop. Notice that Lui as extremely popular and often used with clam) But I didn't come here to talk about other mods. Even in calamity there is something to get higher item range. The ceaseless hunger potion. If you want to keep those effects, then at least buff them a bit.
@rancid hinge
@summer finch
For now, Electrician's Glove's 1 hp stealth strike lifesteal is completely useless like the glove, that was upgraded up to Electrician's Glove. So I suggest to increase that lifesteal, minimum because that's an upgrade of Bloodstained/Filthy Glove.
@livid tapir
@summer finch
To explain, many weapons and accessories are locked in progression by needing Souls of Sight, Might and Fright to be crafted, requiring all 3 mech bosses to be defeated. By making an item that's a combination of the souls, it would make it more obvious which items should be made after the mech bosses. I also think it would make crafting less confusing, similar to why Auric Tesla Bars were added.
@unkempt lichen
@summer finch
We already have
and we seem to lack any other form of pog emotes anyways, not to mention we have a surplus of emote slots. So if we get a pog, this should work ig
@west zodiac
@summer finch
think about it. as a rogue or summoner, would you go out of the way to kill Dragonfolly pre providence, just to get absolutely nothing useful out of it? i understand, you need its feathers, but you only need them post DoG. pre providence, there is absolutely no reason to fight Dragonfolly as a rogue or summoner
@crimson iron
@summer finch
This is mainly for consistency: all the other slime god drops are evil biome-themed, while all the purified gel weapons have the same statigel/blue-and-pink-slime theme of the overloaded blaster, and since these are at the same tier, moving it for consistency wouldn’t even mean worrying about balance.
@brisk anvil
@vague flame
I love the lore of the calamity universe. Its amazing! However it isn't really accessible inside the mod itself. Sure there are lore items, but they really don't provide much closure. Say someone wants to play the calamity mod completely blind. No wiki help, nothing. They would certainly have fun but I don't think they'd have as much feel for the world because they don't know its story. Without lore the siren and leviathan are just a standard boss without any depth, the devourer of gods is just a third upgrade to the eater of worlds. I think having lore inside the game would be awesome! I think the best way would be to wait until journey's end comes out, as then there will be that section where you can read the description of every mob. You could easily add the bosses lore to those slots. Furthermore perhaps some in game items such as tomes or books? Personally I believe the former is the most realistic, but the latter would be pretty cool. Either way I just want the lore to be out there in the game, it'd be really fun, and give the world a nice feel to it.
@heady canyon
@paper bramble
why am i aking this? it's simple. the main mechanic of being a summoner is to stay as far away from enemies as possible. fungal clump prevents you from doing this pre DoG and makes it so that you have to get up close to said enemies because of the short range the lifesteal travels. either, buff the range of the lifesteal, or remove it and give fungal clump slightly more damage.
@crimson iron
@paper bramble
Why? Because it's just too overpowered. Yes, I know that it's a post-SCal weapon, but you are pretty much able to heal to full life during your i-frames after taking any amount of damage. You could instead give it a more offensive boost instead of healing insane amounts of health per second.
@rancid hinge
@paper bramble
Reason: Ceaseless Hunger is quite a simple potion yet requires very late-game items. I believe it is a nice, quality-of-life item that can be used to vacuum up fragments that you left at the pillars, or lore items you forgot from bosses. I would also suggest that the recipe be less expensive because it is currently a very expensive item for what it does.
@raw moth
@paper bramble
Reason: Sentries are the only real sub-type weapon summoner has - and, given the fact the player starts out with 1 sentry slot, all of them are balanced around that. This, however, makes things that add sentry slots (see: OOA accs and armors) absolutely busted when combined with calamity sentries (like Spikecrag Staff).
There is a quite good answer to this (although not neccessarily easy): Balancing sentries around having multiple of them at a time, depending on what tier you're at. If this were to get implemented, the Valhalla/Spikecrag combo would no longer be overpowered, while not absolutely nerfing the weapon/armor to the point of being unusable.
A thing that is worth noting is that there's only 9 sentries added by Calamity. That's a very small amount (compared to other weapon sub-types, atleast), meaning rebalancing wouldn't take that long.
@fathom hedge
@paper bramble
From what I've seen, there isn't an option in the configs or settings menu that allows you to bind the dash action to a specific input. This makes it difficult to make precise movements on challenging bosses that can punish you heavily for both not using the dash mechanic, and slipping up the dash even slightly. Adding this option to either the configs or settings menu will open a wide variety of horizontal movement in bullet hell-like scenarios previously discouraged due to the risk of an accidental dash. The option to bind the dash action could be implemented by either adding an option to bind the dash effect in general, or by adding the option to bind specific items that have a dash mechanic to a specific input (e.g. bind asgardian aegis's dash to: ___). My proposed dash key bind should work depending on which direction the player is facing, so you don't have to input the direction key while inputting the dash key (there may be a better way of doing this but it's just an idea).The default input for dashing (i.e. double tapping movement keys) should be kept as a "no input" default option for the binding, similar to how vanilla binds certain actions (like the map scroll wheel).
@hard schooner
@zenith relic
Most players will fight Providence in the Hallow since her hallow-exclusive attack is easier to deal with. The only issue is that the Hallow is a very short biome, basically forcing you to actuate Hallow blocks in your arena if you want any vertical mobility. I’d suggest changing her enrage outside the Hallow so that fighting her the way you prefer isn’t so tedious. If she no longer became invulnerable, but instead became more aggressive, you wouldn’t be absolutely forced to fight her in the Hallow at all times.
@unborn ore
@lucid drum
currently theres no official place to discuss the soundtrack. even if its just debate about which theme is the best (which i dont think it will be) there should still be a place to talk about it that isnt in general or cal mod talk since it can interfere with discussions, or be drowned out by said discussions (the more likely option). since dokuro isnt here i cant ask him about it but if other people can answer questions about certain things in the soundtrack it would have a much better chance of happening if its not drowned out in other conversation.
@hard nymph
@paper bramble
The Relic of Ruins is an early hardmode weapon that is completely broken, albeit it makes the game fun it can ruin progression.
This weapon literally carries you until Plantera and for a weapon you can get the moment you start hardmode, it's broken. Especially when paired with the Mana Polariser, it's basically free heal. I would recommend to ad souls to the crafting because up against Plantera and Calamitas, it's great but you can easily find a replacement weapon like the Terra Ray.
Bosses like The Twins are so easy because of the punch the weapon packs. It takes at least a minute to defeat Twins in expert. Revengeance is around the same time. Like I said, the Mana Polariser + Relic of Ruins completely shread bosses. Skeletron Prime is another boss that is usually difficult but gets completely shredded from the Relic.
Long story short, nerf Relic of Ruins because it's OP for an early hardmode weapon.
Also I'm really enjoying my first playthrough on the mod, thanks for making a great mod for a great game.
@dry cradle
@zenith relic
Ravager has a rare item drop, the Corpus Avertor. It's expert mode exclusive and a 5% chance. However, it's up to chance whether you get the melee or the rogue variant. This means that, for that 5% chance, you only get the correct version half the time, balancing it out to 2.5%. I believe this is the reason why the chance is 5%, but this is a poor workaround in my opinion. Grinding for a weapon you want and then having it be the wrong class once you finally get it is annoying and unfun. I enjoyed grinding for the Quasar and the Malachite, but I'm not as excited to grind for Corpus Avertor because there's a good chance I'll get the wrong version once I finally do get it. (By the way, this very same situation happened to Gungnir in his rogue playthrough. He was grinding Ravager for a longg time before he finally got the Corpus Avertor... and it was the wrong version and he was super disappointed and he gave up farming for it.)
Simply allowing us to change the damage type easily (hopefully not so easily that one may accidentally do it, though) would be a perfect workaround. Many mods already have this exact same feature for certain weapons it applies to. Calamity should too... at least, for this item.
@torpid yew
@zenith relic
EoW and BoC are not insanely overpowered or anything, but the way you summon them is exceedingly odd; either break their respective orbs three times, or use their respective summoning item. The orbs have more properties to them other than summoning just those bosses, so they are considerably more important, and are understandably limited due to this. But the summoning items for these two are extremely tedious to obtain - requiring 6 of a mushroom that only grows in their biome and is completely random, as they have no seed type at all - and 15 of a material that some of the enemies there might drop. Because of the nature of these two ingredients and the volume you have to collect them at, it can take a whole real day just to get another shot at the boss.
@hazy void
@vague flame
There are some bows that are far worse on lower resolution, being able to move the camera with them would help out a lot of players with using them and add an extra skill level to using the weapon, examples would be weapons like the Clockwork Bow and Planetary Annihilation. These weapons require you to have your cursor on/near the target, much like the Conclave Crossfire line of weapons, which are far more useable on low resolution due to the existence of Sniper Scope items.
@balmy barn
@zenith relic
Being related to the sun and all, it’s only fitting that Providence would enter into your world with a bright flash of light. Also, the visual presentation of bosses in the calamity mod is severely lacking. I feel like starting small with the visual presentation of boss battles would be a smart step in the right direction
@solemn kiln
@zenith relic
Cosmolight makes sundial look like a joke the moment you can get both, so it doesnt make any sense as a utility tool, not only that but it has a week long cooldown and its exceedingly rare (5% in golden crates)
making it pre-hardmode would give it some occasional utility and spotlight instead of being completely overshadowed by calamity counterpart.
@olive bolt
@vague flame
At the point you're using elemental axe, you have a considerable amount of summons (~20 or more depending on build). There's zero reason to have it be slow when you have to call in that many of them, one at a time.
@near acorn
@vague flame
Every other vanilla potion (to my knowledge) is able to crafted with blood orbs. For an unknown reason it seems that you are unable to craft recall potions with any amount of blood orbs. This causes problems when using it against bosses, or in any other capacity, requiring tedious farming that blood orb crafting is meant to remove.
@livid hazel
@vague flame
I'm trying to do a death Armageddon playthrough, but its really annoying how when I die to a boss, sometimes I don't know what I died to. I wanna be able to tell what I died to so I can know what to watch out for the next time. However, it just says, "I failed the challenge at hand."
@safe jasper
@paper bramble
I know that it is quite hard but it is quite cool to see what weapon you used to kill it (also good for copper shortsword) . I just think it would be a cool little feature for bosses to have death messages.
@silent hinge
@paper bramble
For those of us who want to have all their options for potion crafting in one place and don't use magic storage, it would be nice if anything that can be used in a potion got a little tag in their description similar to the Material tag.
@unkempt flume
@paper bramble
There are many weapons for each class, that have abyss theme and mostly of them inflict Crush Depth debuff, but not for Ranger.
So, that's fair to suggest make some of abyss ranger weapons inflict that, because there are many of them, such as Triploon and Megalodon, so why do not make them and their upgrades inflict that debuff? Or, at least, make Abyss bullets and put them in some place in progression, for example, after Calamitas or DoG.
@livid tapir
@paper bramble
Currently, with the amount of geodes dropped from Providence you would have to kill her a maximum of 3-4 times depending on difficulty to get an entire set of tarragon armor. Even more if you want to craft weapons. Killing providence with the gear at her level of the game is a task on its own, but making it so you have to kill providence 4-5 times just to get her tier of gear is extremely tedious and is the only time in the game where grinding for materials from a boss is this repetitive. As it is right now the amount you have to grind Providence seems like an artificial roadblock in progression. Increasing the amount dropped would decrease the amount of times you would have to kill Providence to get her tier of gear and remove a seemingly meaningless roadblock in progression.
@pliant pelican
@vague flame
Currently, the Bloodfire Bullets are only available through the Claret Cannon. The Claret Cannon acts similarly to the Arterial Assault, in that they both turn ammo into a Bloodstone equivalent that grants 1HP of lifesteal to the player. However, the Assault's arrows are craftable, while the Cannon's bullets are not. This means that the player can use any bow and still get lifesteal, while gunslingers have to use the Claret Cannon for any lifesteal. Therefore, to keep things even between ammo types, and seeing as they already exist in some form, the bloodfire bullets should be made into a craftable item.
@timber acorn
@vague flame
That's a pretty good buff, but with one thing: it works for 10 minutes, while you don't get hit by smth. That's means until you take any damage.
That's because nearly nobody use this buff and that's quite sad, because it's can be very useful for exploring Abyss.
For example, when you mine ore or something in the abyss the blocks, that was mined, need to be filled with water. Without it, you will instantly get a massive amount of damage. And, of course, it cancels the buff and it makes this just worthless. So I suggest to make buff independent from this effect and make it disappear after 2 hits or something like this.
This will make that buff very useful, if you have a little battle skill in the Abyss.
@livid tapir
@vague flame
There are multiple difficult bosses in calamity where it takes multiple ingredients to craft the summon item required for the boss. For instance, brimstone elemental, cryogen, aquatic scourge all have summon items that require multiple ingredients. This means that beating those bosses requires a lot of grinding in multiple different areas in order to do each attempt. This leads to a big time sink for just grinding for items.
On top of that there are other difficult bosses in calamity that have reusable boss items, creating some inconsistency. I suggest either making NPCs sell the consumable boss items after the first summon of the boss, or making the boss summon items reusable. This way we could cut down on the grinding necessary in order to fight and defeat each boss.
@full prawn
@paper bramble
The Shifting Sands is a great Post-Plantera weapon, but it carried me all the way to cultist. This is as you can stack the controllable projectiles on top of each other, and if it has a cap, its ridiculously high. This enables it to deal ridiculous amounts of dmg in seconds. In a test I did with post Plantera gear, I beat Siren and Leviathan in 2 mins (give or take a second). In addition, it can easily carry through Cultist and it's still viable for Moon Lord. It only becomes irrelevant at post ML, when Last Prism can be gotten. So, this weapon should be nerfed as it is a post Plantera weapon that can carry you up to ML.
@warped crane
@paper bramble
Reasoning: It's supposed to be crafted in hardmode after getting the hardmode anvils, and, as many people know, a lot of the accessories get crafted there when you get into hardmode, therefore I think the recipe should move from the Tinkerer's workshop to the hardmode anvil, it'd feel smoother.
Not to mention that you would need Scoria bars to do the crafting so it supports more the reasoning to move it there (since they need to be found/mined in hardmode.)
@bitter shale
@zenith relic
Reasoning: this small tweak will bring Calamity's items up for inventory/storage sorting algorithm and Magic Storage, and also slightly highlight them in world.
Why only post-Provi? Early post-ML can be compared to lunar drops, so Red rarity is alright for them.
@queen linden
@zenith relic
Why?: The armor set literally says it "Provides protection from all forms of frost and flame", but then at the end of it's description just says "Cold protection in Death mode." This also isn't a typo or something, because according to the "Temperature Protective Gear" list, Fearmonger does indeed only provide cold protection.
@hazy void
@zenith relic
Why?: This sounds specific and dumb, but absolutely no summon at this point in the game's progression can catch up to this thing reasonably. At best you'll get one or two hits off every 5 seconds. The Core both moves insanely fast, but also teleports around. Summoner actually does really well in this fight, too, because Herring Staff beats up the two Giant slimes and the Imp Staff can beat up the Core. But the instant the Core enrages, this entire fight becomes insanely slow - literally to the point where in my fight, it took me a Blood Moon starting and ending to beat it.
@hazy void
@vague flame
The Bonebreaker is crafted using javelins, described as a javelin, thrown like a javelin, and looks like a javelin; javelins are a class of rogue weapons in Calamity. I know that Acid Rain T2 does have a bit of a rogue weapon glut but having this have variants a la scourge of the cosmos could keep a melee option while still giving javelin consistency
@brisk anvil
@zenith relic
In 3 days (May 26th, 1AM EST) the Star ⭐ requirement for suggestions will be raised from 120 Stars to 170 Stars.
The recent implementation of the new suggestion system seems to have brought in a large influx of new voters, and as such the average number of stars for suggestions has skyrocketed. At the moment, over half of all suggestions posted are reaching the current Star requirement of 120, and therefore getting delivered to the dev server.
With the overwhelming influx of suggestions being delivered, the devs have agreed that the star requirement will be raised to 170. A public poll will not be hosted on whether or not this raising should occur, as the devs have deemed it unnecessary. It should be raised, and statistics of recent suggestion Star counts found 170 to be a reasonable new requirement.
Thank you for being such avid voters! We'll see you in 3 days.
At the moment, any Brimstone Darts that happen to be in the arena are completely obsured by the monsters, meaning that while circling the arena, a death trap is more or less what awaits at the top/bottom. Changing them so that they are semi-transparent would allow players to see projectiles that would otherwise be hidden by the monsters, thus preventing this.
@crimson gale
@paper bramble
An alternative approach would be to swap out the Aerialite in its recipe with, for example, Rain Clouds or Sea Prisms/Prism Shards.
❔
Not only does the weapon's design lend itself thematically to the idea of it dropping from the enemy it so very much resembles, but honestly it may serve better as an early-game option that doesn't necessarily require ammo and has more unique properties. As it is right now, it may often end up being overlooked in favor of other ranged weapons that are obtainable earlier and are more appealing or more powerful --- such as the Bee's Knees, the Galeforce, and the Shadethrower.
@sour hornet
@zenith relic
Currently the Sulphurskin Potions don't really do much. I see how if you were to do that the later armor would not be as useful, no stacking and such. To balance this out, the effect time should be reduces from 2 minutes to maybe 1 minute. Kind of like the Gills Potion. It would make the potion make a lot more sense, because to get the armor you have to grind a lot of sulphuric scales, and having the potion buffed, as well as the effect time reduced, would help them make more sense
@opaque glacier
@vague flame
Since the boss health modifier only affects bosses, it'd be nice to have one for minibosses too, such as those spawned by pumpkin/frost moon events, and so on. That way we can make them even more challenging once we get all the end-game items. Affects the likes of Santa-MKI, Pumpking, Mothron, and more.
Good for really pushing ourselves to truly having the best of the best setup and making it extra satisfying to kill them.
@marsh bramble
@weak cedar
Why?: Clone, when alone, now charges twice in it's attack cycle, which makes it genuinely more threatening. However, there's a glaring error in Clone's attack pattern logic where if either brother is alive, she'll continue doing her "I'm hovering over you and shooting a few fireballs" and "I'm hovering on the side of you and spamming fireballs", and if you happen to kill her brothers during the latter, she'll immediately charge at you since she considers it to be fair because it is the next thing in her attack pattern. This allows for some "technically" fair cheap shots, but they are cheap shots nonetheless, since the player can easily have zero time to react to what is basically a background enemy suddenly becoming the charging main enemy.
@hazy void
@paper bramble
It's weird that Crimson's material has a (kind of) original name (Tissue Sample — Blood Sample), but the Corruption's material doesn't.
Tag: Repost.
@sturdy oar
@paper bramble
as of right now the profaned guardians are a pretty repetitive fight, giving the main/secondary/all profaned guardians new attacks that depend on the place they are in (like providence herself) can really change up their pattern of charge with projectiles at the end, make the fight more difficult, and maybe it will make the guardians a
more of an enjoyable fight.
@novel sapphire
@paper bramble
If you try to place this sentry on a platform, it just falls down and lands on the first solid block it hits. Can't place it in the middle of a platform based arena.
@lapis fern
@weak cedar
Is having the game vomit that message at you 11 times every time you spawn it really necessary? Not to mention rather disruptive in multiplayer considering it would cover any past chat in a text wall.
@cloud tundra
@balmy barn
Reason: Let’s say i want to fight the Slime God at daytime. If it is dark or nighttime, I would want it to be bright for the fight. By using the Cosmolight, I can set it to daytime, but I would still have to wait a couple minutes for it to be completely bright. If we can set it to noon, then it would be bright enough and I can go about the fight instantly without having to wait. If I want to farm the blood moon for only a couple of minutes less instead of the full course, i can set it to midnight in order to only fight it for about 5 minutes. Or just for completion’s sake.
@plush kayak
@paper bramble
Reason: It makes sense that an idol, used to worship, should be crafted at a station of occult power rather than some weird turquoise/pinkish anvil. Plus, many other boss summons are crafted at an altar.
@delicate summit
@paper bramble
Every class has one in vanilla so it would make sense that the new class in Calamity gets it's very own, it could have the effect that the camper already does when holding a rogue wep for consistency.
@night tree
@paper bramble
There's certain important changes in 1.4 that haven't happened yet in Calamity and having a place to discuss them after the spoiler chat is archived would be nice. Once Calamity is updated to 1.4, it'd serve as a nice place to discuss vanilla without the traffic of calamity_mod_talk or the other server. It's a low effort change that'd help out tremendously.
@clear barn
@paper bramble
Why? Currently the Desert is stated to be a dried up ocean, as stated directly by the lore and indirectly with the connection to Aquatic Scourge and Desert Scourge. However, they don’t share any real connection for the desert being a scorched Ocean aside from Cnidrion sharing some slight oceanic theming. I think that adding dried up versions of Ocean enemies to the Desert would allow the connection to be more easily made, and to just be stronger in general.
@pine kestrel
@zenith relic
I've seen many suggestions asking for some means to craft the remote or otherwise obtain one easier than searching for Armored Diggers. As much as I like the idea of it being a semi-secret item only found from one semi-obscure source it does make challenging the triple robot bosses a bit of a pain and if you fail you'd need to spend a long while searching for a new one. Also it would allow for us to farm Hallowed Bars and their souls much easier than any other method assuming you are in the late game and powerful enough that the bosses aren't really a threat, as you could kill them, craft a new remote from their remains if you are playing in expert, then go at it again. Plus it would give a use for extra copies of the materials after you've made one Mechanical Cart, as usually after that they are entirely worthless.
@unkempt flume
@zenith relic
Why?: These have the lowest flight times of any of the wings, but their stat boosts are really good for how quickly they can be obtained. Demon Wings grant you extra damage with absolutely no limitations, and the Angel Wings give you a variety of defensive buffs. Personally I think Demon Wings should just be toned down in stats, but also Angel Wings really don't need extra health, given that Fairy Wings are on the same tier and basically do just that.
@hazy void
@weak cedar
Sometimes the sound and extra projectiles can be annoying or just plain distracting and unneeded. Having a visibility toggle should fix this.
@west zodiac
@weak cedar
I really love the SHPC, but something that really irks me is the way it works. Every other legendary weapon, or any other weapon with multiple attacks, has a fast-hitting but lower damage main attack, with a powerful right-click attack. Take, for example, the blossom flux, and the scorpio. When you start to use a lot of these weapons, which pretty much all gets going at around the same period of the game, mid hardmode, you develop a muscle memory for these kind of weapons, and it enables you to use these weapons quickly and effectively. However, with the SHPC having this commonality completely reversed, it throws off everything with the weapon's use. I absolutely love the dual-attack weapons, the SHPC definitely included, but it's really irritating when the SHPC doesn't follow suit. Please just change this to align with other weapons for consistency's sake.
@slow stirrup
@weak cedar
The Star (⭐) count required for suggestions to be delivered to the Dev Server has now been raised to 170.
(Any suggestions made prior to this message will still only require 120 Stars.)
After you beat the boss rush for the first time if you decide to do it again Xeroc should say something else then calling you a new contender as beating the the boss in his own words is "a remarkable feat enviable by even the mightiest of the gods". He should call you the champion or something similar as he would remember someone who has overcome such a difficult task.
@hushed gull
@balmy barn
Currently, the balls of death that Leviathan spits out are named Meteor Globs, and have somewhat of a color scheme similar to a meteor. However, Leviathan doesn’t really have any connection to Meteors, as they are unlikely to land in the ocean. So I recommend changing the attack to be based on some other material, so Siren and Levi’s theming is consistently about the Ocean.
@pine kestrel
@balmy barn
As it stands, it is hard to tell if a 168 damage hit from a prehardmode boss is intended, so adding a critical hit indicator, maybe the same as when you deal one, would make it easier to tell and not be as confusing as to what is normal and what is not.
@subtle badge
@balmy barn
The Perforators is a pretty simple boss fight, now, simple is not bad, but, the boss could use some new tricks as the fight progresses to stop it from being so repetitious. The hive part of the fight is fine but the worms could use some diversity from each other that isn't just "I'm the last one, but bigger", a few ichor related moves would be perfectly in style with later worms, so they could work around that.
@balmy barn
@summer finch
The Void of Calamity is essentially just the Void of Extinction with -30% DR. You would expect an upgrade to be better, but the materials for the upgrade are available from before you even get the Void of Calamity, which leaves the Void of Calamity in the dust as a crafting material. Through either giving VoC a buff over VoE, or distancing the VoE from VoC progression-wise, the Void of Calamity should be made to no longer serve as a direct downgrade that can be instantly upgraded.
@unborn ore
@summer finch
These 4 walls in the crimson (https://media.discordapp.net/attachments/529759163060846609/715062255611281448/F7xKpFyQAAAAAElFTkSuQmCC.png), for me at least, add extra depth and personality to the biome. Currently the astral biomes only have the standard stone wall, which alone looks pretty boring, its just a mess of purple with some blue and red speckles. It does the job, but the underground is kinda lacking in visual variety.
@snow zinc
@summer finch
While the vanilla jungle shrines are also asymmetrical, trying to keep it consistent doesn't make sense. While it would be a very small change, making shrines symmetrical would just look a lot better and little details can matter. Heres a picture of a shrine: https://imgur.com/a/ksTS5oV
@royal mist
@summer finch
Why?: This thing is cool as a decoration, because of the 30% pickaxe power. A copper pickaxe breaks stone blocks in 3 hits, yet the Spadefish takes 4. The Spadefish has a usetime of 4 frames less, which is why it's better than copper (except for the obvious -1 range copper has), but other than that, it's on par with a tin pickaxe. In fact, a tin pickaxe mines generally faster because it still takes one less swing for basic blocks. I understand the Spadefish is sort of a joke (it's a shovel, not a pickaxe), but seriously, this thing is pointless.
@hazy void
@weak cedar
Why?: Draconic Elixer's are strong stuff, so it makes sense that they would cost so many Blood Orbs, but the main ingredient is still there in the Blood Orb recipe. This directly implies that a daybloom, moonglow, and fireblossom are worth 50 Blood Orbs in this instance, despite that making zero sense.
@hazy void
@vague flame
Abyss Gravels have a mining resistance of 1000%, meaning it takes 16 hits with a Nightmare Pickaxe for a single Gravel to be broken, or a whopping 4 seconds without mining speed bonuses. With this in mind, an enclosed Abyss Cabin could take 24 seconds or more to breach into. Needless to say, this is pretty excessive and if the player hasn't destroyed a block in the first 5-6 hits/2-3 seconds, it's really easy to assume that said block is unbreakable with their current pickaxe especially considering the pressure of the Abyss's breath loss system.
@unborn willow
@vague flame
Currently, boss death timers in multiplayer are extremely low relative to base game - around 10-12 seconds. This is fine for two players, but creates severe problems in 3+ player worlds, as bosses almost never kill all three players at the same time. In many cases, it becomes difficult even to deliberately die to boss fights. This is true even when the bosses drastically outscale the players' current state - one of my friends accidentally summoned slime gods pre-Hive Mind, and we ended up just killing them because we literally could not lose, even on purpose.
This is really unfun, as bosses provide no actual challenge to groups of more than 2 players, and if somebody summons a boss that's way ahead of your current progression, you either have to butcher it through cheatsheet or just log out, since it takes longer for the boss to kill players that are trying to die than it does for the players to respawn.
Increasing the boss death timers to a minimum of 20 seconds and a maximum of 30 (depending on number of deaths in the same fight) would fix several problems that currently exist in calamity multiplayer.
@glass glade
@zenith relic
Sepulcher is one of the most troublesome and most random parts of the fight; although it depends from where it spawns, causing various scenarios ranging from completely non-threatening to completely unfair due to his kind of slow movement and special abilities (and being attacked by Scal or chased by the moons/brimstone monsters while trying to destroy the hearts which may be blocked by Sepulcher's current position). Although placing a ton of walls might solve it, it doesn't solve the problem of making Sepulcher a pushover. The idea is to make it always spawn on a certain position of the arena so that it can be a threat, but also not unfair to deal with specially during the last 10% of the fight where it usually depends from Sepulcher's spawing position if it mess you up badly or is completely anhilated by rippers.
@tacit arch
@zenith relic
With how important the frost barrier can be, it does not make sense for it to be completely RNG dependent. You can go an entire playthrough and not have the travelling merchant come on a full moon. Making it an ice chest drop would keep it rng, but would make it much harder to go an entire playthrough without seeing it
@radiant igloo
@balmy barn
In Death, most other environmental hazards have some sort of solution or workaround to mitigate their effects, such as equipping certain accessories or placing campfires. Although lightning is telegraphed, providing a means to neutralize or redirect it, like a lightningrod or something similar would make sense, as there is nothing for mitigating lightning’s effects.
@zenith relic
@balmy barn
It's a mildly annoying thing when playing throwing (particularly in pre-hardmode) to have like 20 million little dagger things on the floor from a recent boss fight or event. Making it so that these items either had a chance to not be consumed on throw would be a pretty decent QoL change. Alternatively, making so that they only last about 5-10 seconds on the ground before automatically going into the player's inventory would also help (if the former idea conflicts too much with certain armor/equipment bonuses.
@fleet vessel
@paper bramble
reasoning: The Old Duke is a difficult boss that requires the player to develop a strategy to avoid his charges and projectile attacks effectively (not to mention his unforgiving enrage when taken out of the biome, which most players may chalk up as being part of the OD's regular attacks until they figure out they have a patch of overworld biome in their arena). The only problem is, that can take anything from a couple attempts, to more than 50. The only way the player can summon the OD is through completing the acid rain event, which takes a considerable amount of time, or fishing in the sulphurous sea with bloodworms, which are an uncommon truffle worm-like mob. Adding a non-consumable bloodworm will reduce the pain of having to grind bloodworms for the boss, and will make it so that the player can attempt the boss as many times as necessary without worrying about having to obtain more worms after grinding the materials deemed necessary for the non-consumable summoning item.
@hard schooner
@zenith relic
In lore, Plaguebringers and their goliath forms are infected versions of bees and Queen Bees, so it would help for world-building if the Abeemination summoned Plaguebringer during the height of infection. Plaguebringers also have two major drops in addition to the plague cannisters, the Plague Fuel Pack and Plague Caller, which are fairly rare in addition to their naturally uncommon spawns. Allowing the ability to spawn them naturally would make the farming of these items less painful. If this suggestion were to be implemented, I would suggest adding some indication to the change, such as in the status message popup after Golem.
@pine kestrel
@zenith relic
Why?: Shrines are cool, and are rare, as they should be. But only one of each spawning feels unnecessary, especially when some of them are actually useful. Both Onyx Excavator and Luxor's Gift are all-class accessories, and in prehm are actually really useful for anyone, yet only one spawn per world. And that's not even counting how difficult it is to find the Onyx in the first place.
Along with this, the Marble and Granite chests are nearly impossible to find, since they can spawn anywhere in the world that is not the surface or hell. Trinket of Chi and Onyx both are slightly more limited in their spawn, but are still incredibly hard to find, and the Mushroom Shrine is almost in the same boat as Marble/Granite. Even if they are supposed to be "optional and rare", they are so rare that most people will only find them in HM - where almost none of them serve a purpose anymore next to HM accessories, that are way easier to obtain.
@hazy void
@zenith relic
If possible, I'd really enjoy if the random boss spawns could be enhanced with an option that allows bosses to continue spawning even after you've beaten them (either with a decreased or unchanged spawning chance). I feel it'd help maintain a level of light chaos and interest throughout any Death Mode playthrough. You could be in the middle of fishing at night when suddenly Skeletron Prime decides it wants a rematch. Or you might be preparing to fight the Hive Mind but now the Eater of Worlds is charging at you. I'm aware that having a boss spawn after you've already defeated it might seem pointless (EoC in Hardmode is pretty laughable), but while they might not pose as much of a threat as they did before it'd still make you less inclined to go on auto-pilot. I know some people would find this annoying which is why I suggest making it an optional config.
@trail oriole
@zenith relic
Currently, Aerialite is all over the place. It’s a post-evil boss (Perfs/Hive Mind) ore that generates anywhere underground, yet it still has a sky theme and requires sky island materials. Changing Aerialite to generate in Sky Islands and Planetoids would allow a more clean and easy way of both acquiring the ore and the materials to craft that new ore into usable weapons and items, help solidify Aerialite as a sky based set, and just make it more unique from the variety of ores that just pop up underground when a boss is defeated.
@pine kestrel
@zenith relic
Until now i really didn't know that the lethal lava config also controlled the obsidian skin nerf, i think a single line in the config's tooltip could really help make that more clear.
@night tree
@balmy barn
One of Photoviscerator's ingredients is Halley's Inferno, which uses a Sniper Scope as an ingredient and has the Sniper Scope effect.
@lapis fern
@balmy barn
Why?: This thing hurts to listen to, and is so loud that you usually can't hear actual sound cues while using it. The volume isn't even the problem - it's how loud it is compared to everything else in game. There's also no reason for it to sound like this other than "It's a meme", because the actual Soma Prime from Warframe doesn't sound anything like it.
@hazy void
@balmy barn
When I beat SCal a few days ago, when she got to 1% health she floated outside the arena, about 30 blocks away, and settled there. Thankfully I had Dragon Pow to hit her, but it seems like this shouldn't happen to begin with IMO. Even if the player has a teleportation item or a weapon that goes through blocks, having her go outside the arena is a little weird considering the whole point is that you are supposed to stay inside it. It would also be frustrating for first-time players who are just beating SCal for the first time and then cannot because she floats outside the arena and they don't have the aforementioned items.
Some possible solutions to this could be:
- Making SCal teleport to the middle of the arena at 1% health.
- Destroying the Arena Blocks at 1% health so the player can roam around freely to get her.
- Making SCal not be able to go through the Arena blocks at all.
@timber acorn
@balmy barn
Most vanilla changes have config options (such as lethal lava and expert chilled water), but for some reason, this doesn't. Aside from that, some people would prefer the vanilla option for Chaos State because it's what they're used to.
@spiral mica
@balmy barn
A number of existing sets; like the Hydrothermic, Daedalus, and Reaver sets; get bonuses from using their respective wing item, and several vanilla armor/wing combinations were given unique set bonuses; like the Frost, Spectre, and Shroomite sets. This might also encourage people to keep upgrading their wings over the course of the game or use different wings for different classes and not just use the ones with the best universal set bonuses for their tier.
@inland current
@balmy barn
In Revengeance, Eye of Cthulhu gains a charge that goes parallel to you, to punish you for just running in a line the whole fight. However, this has the downside of giving you a huge window to attack it, something that expert EoC doesn’t have in its last phase, as it launches into a relentless storm of charges. This means that oftentimes Rev EoC can be easier than Expert if you have any form of mobility accessory to avoid the parallel charge. The last part of Revengeance+ Eye of Cthulhu should be made harder so that it isn’t easier than Expert EoC, as Revengeance is intended to be harder than Expert.
@unborn ore
@paper bramble
These little spirits are quite powerful early-game summons and are a good reward for venturing into the Underground Jungle as an early character, but they have a problematic aspect to them. Their aggro range is ridiculously massive, comparable to that of a Stardust Dragon, except on a Pre-Boss summon. This means they will chase and kill off screen enemies very frequently, destroy every pot or vine in a huge vicinity with their petal bursts, and sometimes even leave you the player completely defenseless while chasing an offscreen enemy. I think it would be better if they stuck closer to the player like the Wulfrum Droids do instead of zooming to some off-screen slime, serving as useful bodygaurds and not wiping out biomes without you knowing it.
@placid arrow
@paper bramble
❔
The current system presents problems largely if a player wants to have the equipped sprite of an accessory visible on their character without the effect that comes with it, or vice versa, forcing them to either have the effect but ruin their look or keep their look but lose a major functionality of the accessory. Sure, it's largely for vanity purposes, buuuuut that's really the whole point of an option to toggle accessory visibility in the first place. It doesn't make too much sense to tie that to player ability where it ain't necessary.
@sour hornet
@zenith relic
For what it is, it's not that good, there are better items at the stage of the game, it feels super underpowered, sure it ignores immunity frames, but there are better items that do more damage that actually are good items, for the point of the game you get it, it's super underwhelming you can take any of the moonlord drops/items and they are all better except from the Celebration,
Sure the Gilded Proboscis heal's you by 1 health point, but when is that useful? Plus it's not even that good, by the time you use another item again, their immunity frame will just get reset with any other item. There's not a chance for you to properly use this to your advantage, it's pretty much like any other item in the game,
I think it should be changed by making it faster, and stronger and heal a bit more health.
I think it's damage should be buffed by a small amount faster by quite alot, and heal you for more when you use it, but I think it should be rarer, or have a rare version of it,
Seriously it's just a joke to me, whenever I get it in my playthroughs, I always just end up refighting the boss for a better item, it's honestly a terrible item.
To Summerise: The Gilded Proboscis is a bad item at the point you get it at the game, It should either get buffed damage, and made faster and heal you more , or should have a rare version of it,
@languid hawk
@paper bramble
the soul of cryogen is, in my personal opinion, a bit too loud and annoying. whenever you fly you just start constantly hearing shards falling and breaking. and it gets annoying after some time. and yet, it's one of the best items at that stage of the game. there should either be an option to remove the sound (maybe by making it Hidden or in the settings?) or it should just be removed overall, in my opinion. or at least tone down the volume, because it genuinely hurts my ears and turning off all sound from the game or losing out on damage for auditory reasons is, in my opinion, a bad idea.
@stray mirage
@paper bramble
Both are slime themed and make slime furniture, yet the statigel refiner cannot make solidifier recipes despite being at a higher tier. It doesn't make sense that a crafting station of the same theme that is higher tier cannot craft items from a crafting station of a lower tier than it. It could also be a decent idea to make statigel refiner crafted with solidifier and purified gel since that makes more sense.
@winged steppe
@vague flame
Crystal Shards, as materials, are basically in the same league as Ichor and Cursed Flames. Each of these three items can be crafted into rather powerful spell tomes and ammunition. However, while there are Ichor and Cursed Flame flasks, there is no such crystal-related item that benefits Melee players. This isn't inherently a huge problem or anything, but why shouldn't Melee players be able to utilize Crystal Shards? As it stands, there is no reason to use any flask besides Ichor.
@languid cradle
@paper bramble
The terra edge is an alternative to the terra blade, with lifesteal on true melee hits and the ability to inflict ichor. However, the ability to inflict ichor is incredibily boring, with tons of weapons using it or similar defense-reducing effects. Not only is the effect boring, but you can also just use an ichor flask to do the exact same thing. Giving the terra edge a unique ability would not only make it more interesting, but would give you a more valid reason to use it over the blade.
@dire anchor
@zenith relic
Right now these bosses drop decently strong melee/ranged/magic weapons at the stages of the game you can fight them at, as well as offering sentries and summoner armor sets. Meanwhile, there isn't really any incentive to do this event for a rogue. I think adding a drop for these two bosses would flesh out the rogue class a bit further and add a reason for rogues to do this event.
@brisk lance
@zenith relic
Ah yes, the Nano Purge line of magic guns. These weapons are functionally very similar to each other, really only differing in numerical stats and aesthetics. Although they're balanced just fine, I feel like they're similar to the point of staleness, as even going through the tiers they have nothing unique to really give. I think it would be better for all of these weapons if each machinegun had more unique abilities than simply the ones presented by the initial weapon. For instance, firing a spread of powerful lasers every few seconds, or increased accuracy over time while firing. Something like this could make this set of weapons more desirable.
@oblique topaz
@zenith relic
Plague cell canisters sell for a gold coin each. For a somewhat common crafting material, 1 gold is an insane price. You could get a ridiculous amount of platinum from just farming the post golem jungle and selling the materials you gain.
@twilit ledge
@vague flame
'the regenerative durability of a living fortress' is said in the Ravager lore, so why not grant the Ravager minor regenerative abilities? It could make the fight more distinct from Golem's as well as add some difficulty to the boss.
@jagged steppe
@zenith relic
You already did it for the majority of them but some of them you still have to farm for, which is really annoying. HOWEVER, maybe do not make the fishing accesories craftable, because you already gave us the option to farm the desert and aquatic scourge for them, which is decent enough.
@young flax
@zenith relic
This is a weapon that (if you don't skip parts of the progression) is intended to be obtainable Post-Golem, and as it is right now, it simply does not have the base dmg or firing speed to compete with weapons from earlier stages in progression.
Some examples of these are:
-Razorpine: Obtainable Post-Plantera, has about the same dps (or higher, depending on your build), while being much earlier in progression.
-Ion blaster: A weapon you can make right after defeating Skeletron Prime, has about a dps of around 2500 with minimal mana micromanagement, while also inflicting brimstone flames AND dealing dmg in a small area.
-Lazinator: A weapon obtainable after all mechs have been defeated, has a dps of around 2000.
All these weapons were tested agains Plaguebringer Goliath, while attacking only at the boss itself, and non of its minions.
After investigating the Terraria wiki, I found out that in vanilla it has a base dmg of 60, while in Calamity it has a base dmg of around 40, making it basically unusable, specially when there are weapons of its tier, or even lower tiers which easily match its capabilites, while its only redeeming quality is its "low" mana cost.
@vale thorn
@zenith relic
Traveling Merchant’s entire existence, loot, and timing is random and a roll of the dice. Every day he has about a 1 in 5 chance of spawning at any time in the day, with what he’s selling being completely random, with some arbitrarily rarer than others.
Roughly estimated, there’s a 2% chance to get a necessary component for a ranged weapon (Tiger Skin for Handheld Tank), and a 3% chance to get a component for a melee weapon (Katana for Omniblade) each 1 in 5 roll. There’s also some gear that is so rare yet needed that Calamity adds recipes/alternate obtaining methods for them. This would be Celestial Magnet for Sigil of Calamitas/Celestial Cuffs at 1.2%, and Gatligator for Clock Gatlignum at 1%
(Methods for calculations in this google doc https://rb.gy/eyjvnt)
This is the most egregious chances for what really just amounts to normal gear in Calamity, and the entire random nature of the Traveling Merchant just makes him a pain if you have any plans for using something from him. As such, I recommend adding some kind of hard to get, consumable summon, so that the player still has to repeatedly work to get the Traveling Merchant, but can actually get these pretty damn rare components for otherwise usual items.
@pine kestrel
@zenith relic
Currently, many items found only in chests have recipes to provide an alternative method for getting them, such as the cloud in a bottle, hermes boots, magic mirror, star fury, etc. However, there are still many items for which this is not the case, including the band of regeneration, flare gun, enchanted boomerang, shoe spikes, etc.
The reason I suggest this is that it can be frustrating to locate dozens of golden chests, and find that there is no band of regeneration or flare gun, when other items found in exclusively in golden chests such as the magic mirror and hermes boots have crafting recipes added.
@neon pecan
@zenith relic
Something among the lines of "This is the mode this mod is intended to be played on, but feel free to play other modes"
Its mainly because if someone is playing the mod then sees that virtually every weapon deals extensive amounts of damage to their foes they may start to wonder if theyre actually playing the way its intended to or not, so it would be nice to let people know "hey, this is what we were balancing weapons on, this is where youre supposed to be using your stuff so it doesnt kill everything extremely fast, but you can always play on easier or harder modes if you wish"
@open owl
@zenith relic
Calamitas is at first seemingly an important fight in the mod - you find yourself fighting the brimstone witch only to discover it was just a clone. However, Calamitas herself isn't the most memorable or difficult part of the fight. Dodging most of her attacks is relatively simple compared to other bosses at her tier and her brothers take up the majority of the fight, their combined health in most modes doubling Calamitas's. Her most threatening attack is her rev+ charge, which is not often encountered as she doesn't use it when a brother is alive. Changing her fight to be somewhat more focused on her as a threat and different from Retinazer would make her more significant and unique in her fight. (Perhaps draw inspiration from SCal for potential new attacks.)
@spring breach
@zenith relic
❔
It's enormous, takes up a ton of space, and spends entirely too many words explaining things that, to be blunt, most people are not going to care too terribly much about.
An example of a more condensed, easier-to-skim-through tooltip can be seen below.
(Rage and Adrenaline tooltips/explanations can be moved to tooltips on their respective bars; this also allows for dynamic expression of damage boosts and build rates and such.)
https://docs.google.com/document/d/1-rlyvDPUcpjLhrwOmse3Owfdp19ILlLFNmmGeSvxh14/edit?usp=sharing
@sour hornet
@zenith relic
All other bars (including life alloy, frigid, meld, and even auric and shadowspec) along with the non-bar ores (sea prism and exodium) are used in at least one accessory, with astral bars as the only odd one out. Just a bit of a consistency thing, as the other ores/bars each have weapons, Armor, accessory, whereas astral doesn’t fit that pattern.
@brisk anvil
@zenith relic
The glove of precision simply doesn't give nearly enough boosts to justify taking up an accessory slot. 12% damage and crit is nice, but the 20% decreased firing speed cancels out most of this. Considering that you already have damage and crit boosts, these 12% boosts will actually improve your dps by less than 12%, meaning that using it could lower your dps if you have enough damage and crit boosts stacked otherwise. For example, if you had a 150% damage/crit boost, the glove would put you at a 162% boost. 162 divided by 150 is 1.08, meaning that the boost actually gave you an 8% increase in damage output. The increased velocity does make aiming a lot easier, but it doesn't make up for the poor or negative damage increase from the acc.
@dire anchor
@paper bramble
Reason: The Bloodstained Glove's bonuses are pretty weak compared to other accessories you can get at this stage in the game and from my experience with it I can say it's not worth using, being one of the worst accessories you could pick. It's outclassed by other rogue accessories that are earlier and easier to obtain, and the Filthy Glove is also better in every aspect. It gives increased armor penetration on stealth strikes, and will heal you for 1HP if you land a stealth strike. Only 1 point of health per stealth strike is barely noticeable at all and seriously underwhelming, and is so bad even the Band of Regeneration can heal you more reliably than it. The +10 armor penetration on stealth strikes is really the only good thing to come from this accessory, and that's not even that good compared to bonuses you can get from better accessories. For being obtained at this stage in the game where accessory slots start becoming more competitive, the Bloodstained Glove seriously falls behind. Buffing this accessory will allow it to be actually viable and make it possible to use instead of something else like Raider's Talisman, Ink Bomb, Feather Crown, or the Sand Cloak, along with letting it compete with the Filthy Glove.
@turbid berry
@paper bramble
Right now, the raiders talisman gives increased damage when you crit, the boost never goes away unless you leave the world or die. You have to crit 150 times to get the full boost. This forces you to attack many enemies to gain crits in order to maximize the effect of this accessory. An accessory shouldn't make you attack lots of enemies before facing a boss to get the full potential of the acc, because it wastes time and is annoying to do.
@dire anchor
@zenith relic
The bee is an accessory that gives buffs when you're at full hp, including a damage boost and 50% independent DR. This kind of accessory seems to be designed for people that are skilled at dodging and thus are often at full hp. However, the damage boost from the accessory scales off of damage reduction, a defensive stat. To make this accessory fit better, I suggest that it give a simple damage buff or scale off of a non-defensive stat.
@dire anchor
@paper bramble
It's the only non-auto regular summon in the mod. This change would make it more consistent with other summons while making summoning multiple minions with it slightly less annoying.
@cloud tundra
@vague flame
It is very annoying when u have defeated the Ravager and are going to collect ur items and to still be attacked from the homing nuke.
@silent hinge
@vague flame
With the addition of the Old Duke, he will need to be added to the boss rush, and I’m proposing a way to help the boss rush and include him.
The boss rush has been the ultimate challenge for quite a while, which almost everyone tries at least once. Since its release in calamity mod 1.4, which came out in Nov. 2018, there have been countless updates to bosses' AIs, including the death mode overhaul and the current update with changes to ravager, providence, OD and DoG, birb’s recent rework, not to mention that 1.4 also completely reworked astralegon into aureus, which was put in the place of the former without any regard for its difficulty. Rebalancing the boss rush would give new members such as me a chance to vote on the hardest bosses and get active within the community, and would give the boss rush a better feel of difficulty scaling up.
@vestal viper
@vague flame
Apparently, he was made easy to despawn because when he was first released you could simply run away with him with an artificially extended biome.
That doesn't work anymore - Duke enrages when you get too far from the naturally generated ocean area, so you can't just run away from him anymore.
At this point he despawns far too easily - I've even had an instance where he's been barely off-screen yet despawned. This is extremely annoying given he isn't the easiest boss in the world to summon in the first place, making him despawn less would result in less attempts wasted for little discernible reason.
@cloud tundra
@paper bramble
Moon Lord already drops them in 1.4, so it should make sense a boss right after him would be able to drop them too, even if Calamity isn't updated to 1.4 yet. Besides, Greater Healing Pots have little to no use at that point when there's no reason to not use the 2 better upgrades, Super and Supreme.
@vague flame
@paper bramble
Auric ore is the only calamity ore in the game that only has a finite amount obtainable per world as all others can be gotten through killing enemies/crates/crafting so it would help with consistency and you need around 8000 ore to craft every auric/shadowspec item.
@steel viper
@paper bramble
World Feeder and Dune Splicers have 1000 HP by default, and in Death mode each segment of these enemies retains this HP count, leading to a monstrosity of an enemy able to have well over 20,000 total HP that spawn frequently in biomes which are explored in the very early stages of hardmode. Even with piercing weapons these enemies take an unnecessarily long amount of time to kill, and should have the HP of their individual segments reduced.
@placid arrow
@paper bramble
All the time when I fight bosses it takes me several minutes to find the loot or i have to refight the entire boss. Having a boss marker would get rid of that issue. There are also many floating boss drops that can be difficult to find. I had to fight Calamitas twice just because i couldn't find the loot. There are also many bosses that can have attacks that dash them or teleport them off the screen, making it hard to find their loot if you don't know exactly where they died. However, it has to be different than the player death symbol and should only display the last killed boss.
bosses that should not have the marker: any boss minions/mini bosses or phase changes
(as that would cause screen clutter and would not be useful to the player)
(it could be a skull, different colored map marker or custom ones for each boss, whatever you choose)
@lone panther
@paper bramble
The boss rush, which is intended to be the hardest challenge the calamity mod adds to terraria (so far), the first parts are always just mindless flying away while using DPS memes like nanoblack reaper to beat the earlygame AIs. The 2nd hardest challenge, Scal, is different than most other bosses in that she doesn't start out as an easy fight, but rather a bullet hell that will easily kill an unprepared player. Thus, I suggest that rather than having the bosses one after another, they could be doubled or tripled up to make it much more of a challenge. This would primarily be for the earlier bosses, because they are typically subject to being melted, however, past tier 4, the bosses should stay on their own, becuase that is when it gets considerably more difficult. Some examples of this would be grouping bosses by biome/type, or just putting bosses together in a way that it keeps the difficulty balanced. This could include mecha mayhem, queen bee and PBG, perforators and BoC, or could be random, with the exception of the last 4 in the typical boss rush, since they are very difficult on their own. This would easily give it much more of a challenge feel, although it could be difficult to balance.
@vestal viper
@paper bramble
Feeling pretty similar to how Death Mode Cnidrions used to be, these are dangerous enemies which can ambush you as you are underground in early Hardmode, and the current speed which Earth Elementals travel at makes them pretty much near-guaranteed Death if you don't have a large underground space to fight them in. I would suggest making them move slower the closer they get to the player, to give you more breathing room when they spawn in and not get instantly trampled.
@placid arrow
@paper bramble
Not only it is a generic spin transition, but it makes her uncessarily invunerable/stop attacking for a period of time which honestly feels uncessary and only existing for aesthetic reasons, since it doesn't new attacks or makes she do anything she didn't do before (it also might make your adrenaline use unefficient). She could either start the fight already using her phase 2 sprite or just switch in the middle of the fight as she already does, but not become invincible/stop attacking the player.
@analog light
@paper bramble
I appreciate what calamity did in terms of giving this armor the love it needed, but it's gotten just a tad to strong. Let me explain my reasoning, it drops from hoplites which spawn pre boss and those can be farm relatively easily before any boss. This is where things get a bit.. Wow. The set in total has 16 defense, then +5 from the set bonus. That's 21 defense, which outclasses every armor up till molten/staigel in terms of raw defense. And in prehm defense is your best friend. Oh and it also gives rogue boosts, which up your damage. Having the set be this strong completely removes the need for others armors till post evil biome bosses if you're not going class specific.
@modern prawn
@weak cedar
Since the item is itself a reference to Enter the Gungeon, I feel that this would solidify it's connection with the source material, and make it more recognizable to anyone who actually plays Gungeon.
@wispy walrus
@weak cedar
Reason for this suggestion: At the moment Meld Blobs drop exclusively from Nebula Pillar enemies. This doesn't make much sense, as the only similarity between the Meld set and the Nebula set being that they are both purple. Making them drop from all Pillar enemies would also ease farming for them, as currently on average you'll get way fewer Meld Blobs out of one Lunar Event than you'll usually get Fragments out of one Event unless you grind the Nebula Pillar or fish for Astral Crates, while with this change one wouldn't have to grind the Nebula Pillar and could rather just fight the other Pillars normally.
@barren berry
@paper bramble
There are no armour sets that give sentry bonuses in the very late game and the armour sets that do exist have weapon specific set boosts which is eh if you want to use the shiny new sentries
@novel gazelle
@zenith relic
The Mycelial Claws are obtained from Crabulon, yet are functionally identical to the Mandible Claws, a pre-boss weapon of the same category. They deal the same amount of damage, with the same speed, with the only differences being that Mycelial Claws are larger, which granted is helpful with claw weapons but not enough of an upgrade, and increased knockback, which is irrelevant against bosses. The Mycelial Claws should be buffed so that they are no longer nearly identical to the Mandible Claws, despite being 4 bosses apart.
@unborn ore
@zenith relic
Alright so, you can fish these up at night and get a mana crystal. I love that alternative way to get mana crystals, but the use for it is extremely narrow while the fish you can get during daytime fishing (stuffed fish) have way more use allowing you get every herb and even pumpkins. Since mana crystals only get you so much mana, even mages stop fishing for these eventually. Now let me bring my second point, you can usually get more fallen stars by walking about than the amount of these fish you can get up in early game, further limiting their relevance. However if your trying to use stuff like the star cannon or star in a bottles for arenas, a source of fallen stars is all but nonexistent until hardmode, in which Astrum aureus and craftable fallen stars exist. So I feel like making these fish yield fallen stars (similarly to stuffed/gem fish) would allow for more use and less hours spent farming fallen stars via skybridge for potions/ammo.
@modern prawn
@zenith relic
Currently, Inferno Potions are difficult to obtain in large amounts, especially in the earlier stages of the game. Although its ingredients can be obtained using blood orbs and the slurper pole, the potion is still quite tedious to craft. My suggestion is to allow Inferno Potions to be crafted using Ashes of Calamity. This will make the potion more accessible and will encourage its use in the middle stages of the game. Additionally, this change will fit well with the brimstone elemental lore buff (giving Inferno Potion brimstone debuffs), fitting with the theme of Calamitas.
@tropic smelt
@zenith relic
❔
Shellfish Claps, a debuff from a much earlier summon (the Shellfish Staff), gets a pass because of the debuff being the primary way that the summon deals damage. So why, pray tell, does the Celled debuff from Stardust Cells not get this treatment? As a bonus aside from consistency with another similar case, this would also make Stardust Cells much more viable against Astrum Deus, a.k.a. one of the two bosses you're most likely to try using Cells on --- at the moment, coupling the immunity to Celled with Stardust Dragon doing a grand total of nothing, there is no reason whatsoever to make a Stardust set weapon until you're fighting the man in the moon himself, rather than prior to fighting Deus.
@sour hornet
@zenith relic
Summoners have a very annoying time against Slime God for one reason: The herrings are just too slow, and cannot keep up with the Core. This can lead to the core phase alone taking upwards of 2 minutes. If the speed of the herrings was buffed to the point where they could properly keep up with the core, summoners would have a much less tedious and frustrating time against Slime God.
@unborn ore
@zenith relic
The warding modifier gives you +4 defense and +1% DR at the beginning of the game. When you defeat the WoF, this increases in effect by 50%, and another 50% after defeating ML. However, the ironskin potion does not scale with progression. I mean, 8 defense from the potion is hardly anything to scoff at, but making the potion scale with the modifiers would make sense, and make the potion a little more effective.
@languid cradle
@zenith relic
The Ion Blaster can be made as soon as you kill Skeletron Prime, and is super powerful towards bosses and makes them almost laughably easy until Plantera+ as long as one has money to afford mana potions to fufill the more-mana-more-damage effect. I'd say add Calamitas' crafting material to the recipe for that reason to limit its unbalance, along with the fact the Ion Blaster inflicts the brimflame effect.
@jovial bolt
@zenith relic
Reason: Legendary items are very powerful, but they can be incredibly annoying to obtain. Since it’s entirely based on RNG and their drop rates cannot be increased in any way whatsoever, a person can try for hours and still not get the item. This is very unfun and tedious, so in my opinion, there should be an alternative way to get them.
My idea would be to get them after completing a boss in a certain way that makes the boss fight harder, such as beating Cryogen without movement keys, or beating The Destroyer without touching the ground.
@delicate summit
@zenith relic
Every other ranged ammo type has different variants that give certain effects. Extending this to flamethrowers, especially with the number of flamethrowers added by calamity, would allow for some variety and customization when using a flamethrower.
@neon pecan
@zenith relic
I've been messing around with builds for a while and i've noticed that the ability to hover would be very useful for endgame builds and such, especially for wiring. In my opinion the hovering ability should start from the Seraph Tracers adding the Hoverboard as an ingredient to it's recipe. Any other changes can be made, the general idea is to implement the hovering ability as flight time similar to vortex booster since it's annoying to keep a vortex booster in my inventory at all times.
@steady dust
@weak cedar
❔
Just because QB is designed to be fought underground doesn't mean PBG is, and most people didn't even realize it is an enrage prior to the bit in the Abombination tooltip being added to mention it. This simple change would probably solve a lot of the current annoyances with PBG, which tend to revolve around a lack of time and space to react to her attacks without a huge arena. Furthermore, allowing the player to set up a simple arena on the surface also means they can reasonably reuse it later for Dragonfolly and Yharon, eliminating more player frustrations especially given the obscene arena requirements of the latter.
@sour hornet
@steep oracle
Considering it is a boss summon item the fact that it has no description of what it summons is kind of confusing, especially considering it summons a vanilla boss earlier than typical progression, which many players may or may not want to capitalize on. The description should also mention the limitations the item has (cannot be used during lunar events or while dungeon cultists are alive).
@placid arrow
@zenith relic
It may be a simple change but it's straight up criminal to not have this in the mod when you can get both of the other slime god masks. You can combine the masks with a crafting station or it just drops from him at some point or however else it could be, that decision is yours to come up with.
@austere fossil
@paper bramble
Adult wyrm has a similar design to the dungeon guardian in that its meant to be an almost invincible enemy, not killable by normal means, DG has the bone key for killing it and wyrm has actual, useable drops, doesnt make much sense to me. Maybe some sort of mini wyrm pet or something as another small flex reward for killing this thing.
@sick lynx
@zenith relic
Enemy-inflicted Abyssal Flames come from the same enemies that inflict Brimstone Flames (Brimstone Elemental and Supreme Calamitas), and deal the same amount of damage over time as the aforementioned debuff (8 health per second). The only difference in this case is that A-Flames reduces your defense by 6, not a significant amount at all.
Player-inflicted Abyssal Flames, on the other hand, is significantly stronger than Brimstone Flames (67.5 vs 20), but barely anything inflicts Abyssal Flames in the first place. Additionally, Calamitas Brew is obtainable after the Queen Bee, and yet provides a substantial amount of dps for the following fights after. Replacing it with Brimstone Flames in this case would do no harm and may even help with balancing out Cal Brew.
TL;DR Abyssal Flames isn't needed, can be easily replaced with another debuff (Brimstone Flames), and all it seemingly does right now is increase burden and generally does harm.
@unborn willow
@steep oracle
Currently for a summoner, killing those to summon the boss is a pain because the summons are not able to target the stationary enemies. This means that a classless weapon has to be used to kill the stationary enemies which takes very long since they have a low damage output. Allowing a way for summons to target stationary boss summoning enemies would help greatly for summoners trying to progress. as currently it can take over a minute to kill a boss summoning enemy. One way of doing this is by making the summons aggro when a classless weapon is used on the enemy similarily to abyss enemies.
@winged steppe
@zenith relic
There's never a reason to pick up any of the drops aside from hearts, mana stars, and the post-DoG material drop (nightmare fuel and endothermic energy for the frost and pumpkin moon respectively). This would make it a lot more valuable to do so, especially if they dropped from the minibosses (as only the Ice Queen and Pumpking are relevant in any way to the post-DoG buff), and new pumpkin and frost moon-themed items would be really interesting around that tier, although some existing weapons (like hypothermia and penumbra) could be added to the drop tables as well.
@gaunt birch
@zenith relic
Exoweapon recipes are usually meant to be made up of weapons of the same subclass as the exoweapon itself. However magnomaly cannon still has a magic gun in it's recipe despite the presence of more rocket launchers that could be added to replace it.
@inner furnace
@zenith relic
imagine this: You just beat the moon lord and your all happy then you die and the moon lord despawns, making you lose all of those drops, making you have to refight him again. There isn't really a reason on why this exists so might as well get rid of it.
@lone panther
@zenith relic
For being post-DS, this weapon is much too strong against higher-tier, 'crowd-control' bosses such as the EoW and BoC. An infinitely-piercing, shard-producing beam weapon is much too effective against these bosses -- for EoW, the whole boss fight (1:49 with Empress vs. 2:00 as standard guidelines), and for BoC, the creeper phase (0:22 with Empress vs. 0:30 as standard guidelines) -- compared to other weapons at pre-EoW/BoC tier.
Possible solutions could include a) simply nerfing damage, or b) reducing the shard count or chance of shards spawning.
@timber acorn
@balmy barn
Similar to the evil biomes, the Astral Infection is a 'corrupted' biome: being a hazy infected terrain filled with alien creatures. It's a small change which would show that the NPCs acknowledge how dangerous the Infection is in lore.
@spring breach
@paper bramble
❔
They don't really do anything at the moment and just act as a source of free ore aplenty --- this makes it almost too easy to farm out everything you need ever just by using a Battle Potion and Water Candle in the Cavern layer and obliterating everything that comes within 5 miles of you. It really wouldn't hurt to have the ore enemies do even just a little more so you need to put at least a little effort in to get your ores without mining.
@sour hornet
@paper bramble
The sound it makes at the moment is extremely obnoxious (when it shoots off) with the high pitch. Please turn down the volume or change it to a lower pitched sound.
@wet holly
@paper bramble
Unless you are literally standing on the ground right next to a boss it feels as if they never attack them, flying and moving away at all (a.k.a. playing the game) makes them stop attacking entirely. This combined with how mediocre Plantation Staff is means post-Plant summoner is mostly relying on Sentries and summons from Pre-Plantera, not for damage (though they do fine damage) but because they actually attack bosses like Aureus and Leviathan consistently instead of doing nothing. In my summoner playthrough I have been forced to use Brimseekers for these bosses against my will and I'm not enjoying it.
@placid arrow
@paper bramble
Right now, every Thorns-like effect besides Demonshade's 100x damage reflection make very little difference, Turtle Armor seconds it with 100% damage reflection and every other effect is pretty non existent (Thorns Potion is 33%, every other effect is 25%).
Considering you need to get hit by contact damage for these to trigger, something you shouldn't want to happen many times in a row most of the time, and that even when they do they inflict so little damage it gets instantly buried below other damage sources so it may have as well not happened, I think it would be better if they packed more of a punch.
@oak cradle
@paper bramble
I keep killing my super dummies that I place down and I does get really annoying and also I am not on a multiplayer world so it seems that end game weapons can kill them and I don’t like switching my super dummies to the Fargo’s one
@alpine hull
@zenith relic
Entropy's Vigil is a weapon you get right before Plantera and immediately after killing Plantera it gets crafted, making it not make much sense as a material. You also might want to use Entropy's Vigil to explore the buffed Dungeon but making the Plantation Staff means you have to farm for two of them. Replacing the Vigil with Belladonna Spirit Staff would make more sense thematically (both are tied to the jungle) and would be more convenient for summoners looking to try out a variety of summons.
@placid arrow
@weak cedar
I’ve found it really odd that the magic staff equivalent to Night’s Edge/Bloody Edge doesn’t follow the same rule set for how it’s thematically crafted. I know that the purified gel included makes it so that it can’t be obtained too early and be totally busted, but for the four weapons involved, I feel like it should closely follow the same formula as it’s melee equivalents. Replacing the amber staff for flamelash would make it so that the staff follows the rule of “having a hell variant included in the recipe.” Wand of sparking also is weird because it isn’t a jungle themed staff, but requesting one is best saved for another suggestion.
@solemn kiln
@weak cedar
Reason: The Bloodstained Glove's bonuses are pretty weak compared to other accessories you can get at this stage in the game and from my experience with it I can say it's not worth using, being one of the worst accessories you could pick. It's outclassed by other rogue accessories that are earlier and easier to obtain, and the Filthy Glove is also better in every aspect. It gives increased armor penetration on stealth strikes, and will heal you for 1HP if you land a stealth strike. Only 1 point of health per stealth strike is barely noticeable at all and seriously underwhelming, and is so bad even the Band of Regeneration can heal you more reliably than it. The +10 armor penetration on stealth strikes is really the only good thing to come from this accessory, and that's not even that good compared to bonuses you can get from better accessories. For being obtained at this stage in the game where accessory slots start becoming more competitive, the Bloodstained Glove seriously falls behind. Buffing this accessory will allow it to be actually viable and make it possible to use instead of something else like Raider's Talisman, Ink Bomb, Feather Crown, or the Sand Cloak, along with letting it compete with the Filthy Glove.
@turbid berry
@weak cedar
As it stands right now, Spikes literally serve no purpose in the game, aside from dealing damage to yourself if you're "memeing" or to players going through the Dungeon that are too careless, which makes them completely worthless once you mine them and disarm the trap. There's literally nothing you achieve from mining them, aside from making the dungeon slightly easier to traverse, compared to some of the other traps currently in game, such as dart traps and pressure plates, which you can possibly use against regular enemies/events/bosses.
What I'd suggest is for the Dungeon's spikes to deal damage to both the player and enemies if it's placed down by a player to give dungeon spikes at least some viability instead of having them do pretty much nothing aside from acting as some kind of hazard in pre-Hardmode or early Hardmode.
However, this can prove to be somewhat troublesome, as the code may be cumbersome to work with in order to differetiate player-placed spikes and world gen-placed spikes. So I'd like to suggest a workaround for this, where the player can craft player-made spikes from the Dungeon's spikes to make spikes a viable trap for players to play around with in terms of traps.
This same suggestion should also be done with the Lihzard Temple's spike traps, but they deal more damage to both the player and the enemies.
@half notch
@weak cedar
This is so annoying, when you trying to beat the boss with world size arena and Lunatic Cultist makes some sort of surprise to you. For example, my Dungeon is in Hallow and I needed to kill there Providence, but I can't, because every time there was that Cultist, and he was making a lot of troubles, like celestial pillars after his death, which was really undesirable.
@livid tapir
@weak cedar
I don't remember it being this crazy in Vanilla, I'm noticing saucers spawn literally one after the other. I imagine it's really helpful for grinding weapons, but when you're doing the event just for the first time or for anything other than saucer drops, it gets pretty oppressive, especially since it's locked into it's expert mode pattern so it takes twice as long to kill and is hardly survivable if you don't drop everything to focus it in phase 2. Once you hit 50% it's hard to do anything but fight it. Not just that but even if you can multitask it you get a lot less of the other drops, and it can be hard to avoid it killing your NPCs in the meantime. I suggest either lowering the spawn rate a bit, at least enough to give a little bit of breathing room between each spawn, or adding an item acquirable after event completion that helps to limit or prevent saucers from spawning.
@lyric brook
@paper bramble
All of these summon weapons occupy a non-1 amount of minion slots, but do not mention this in their description, which is inconsistent with other summons that mention how many minion slots they cost if it isn’t the default cost of one. Including this information in their descriptions would be easy to implement and be useful to newer summoner players.
@placid arrow
@paper bramble
many new people get confused by the fact that the music box is called "Calamity", and they think that it is the only way to get the calamity boss music/etc. to work. Being renamed to "Title Theme" would help, but that wouldn't fit the theme of the other names. Bottom line is, "Calamity" is too misleading for new players, and it should be changed.
@peak peak
@paper bramble
Sometimes boss drops will be stuck in the underground, summons will kill enemies offscreen in caves and have their drops be unseen and unobtained or having items fall to the ground when fighting in space, it would be nice to have some summon-like creature which just flew through blocks to grab the items and put them in your inventory. Ceaseless Hunger is very lategame and the lore drops are very miniscule, Sparks is the closest thing that Calamity has to this idea but its not very useful due to the short range.
@grand elbow
@paper bramble
Reason: There are times you may want to disable lore items (for example, Eater of Worlds lore item if you need to regen), but the only way to 'disable' them is to throw them out of your inventory temporarily, making them only enabled when favorited allows easy disabling of lore items when they are not needed.
@barren creek
@weak cedar
It upgrades into the terra disk, which can be crafted both ways, and one of it's crafting materials has melee and rouge variants, so it should too. Also, both of it's components deal melee damage
@flat hinge
@paper bramble
Since most players don't understand what life regen actually means in terraria, it's easy for a player to assume that +1 life regen grants them a point of hp a second, since that makes the most sense. In reality, +1 life regen is equivalent to .5 hp/sec. Because of this, players could be misinformed about how good an accessory actually is, thinking that it gives them twice the amount of life regen that it actually gives.
@dire anchor
@zenith relic
Currently when you are killed in Armageddon, it simply says "<player> has failed the challenge at hand". This can be annoying as in Armageddon you die in one hit, so it's more important to know what you were hit by, especially when it can be difficult to know what exactly hit you when there are multiple other things to focus on during a fight. The death message should reflect what you were killed by, like it does with Armageddon off.
@unborn ore
@zenith relic
Melee is a class that emphasizes high dps and rewards you for getting close, at the cost of increasing the risk of the player. Melee armors combat this risk by offering higher defense or special abilites compared to the armors of other classes. However, the armor variants for melee in phm don't offer any special defense abilites, and barely have more defense than the sets for other classes. This makes getting close more difficult, and is also inconsistent with vanilla, where melee armor variants always have much greater defense than the other variants. For example, the melee version of titanium armor has 63% more defense than the mage variant. In contrast, the wulfrum melee set gives 30% more defense, victide gives 30% more defense, aerospec gives 25% more, and statigel gives 17% more.
@dire anchor
@paper bramble
Currently, The Cnidrion is one of the most powerful creatures the player can encounter pre-hardmode. However, Despite it's large size and strength, It is extreamly easy for it too get a drop on the player due to it's ability to phase through blocks silently. This makes them incredibly un-fun to encounter.
By giving it a Glow, you're allowing the player to know where it is ahead of time, making it feel much more fair to be attacked and (probably) killed by the creatures, As opposed to it just falling on your head while you're trying to get too the sunken sea
@stoic beacon
@paper bramble
Why?: These are post-EoC weapons that can be a bit of a hassle to obtain, since Acid Rain isn't really friendly to earlier players even in Tier 1, and because of how random trees are in the Sulph Sea, sometimes forcing you to grow trees just to craft them. But along with this haphazard trickiness to obtain, they're both worse than many pre-EoC weapons. Burnt Sienna does more base damage than the Basher, swings faster, is larger, and heals you, all while being easier to obtain than the Basher and also being pre-boss. All the Basher has going for it is that it inflicts Irradiated, but the debuff isn't really worth it when you could just do that DoT damage instantly with the Sienna's vastly superior base dps.
The Toxibow is a bit better, but is still really questionable; slow arrows that explode upon hitting anything, along with a chance of inflicting Sulphuric Poisoning. But because the explosion only deals 50% of the base damage, and the base damage is 8, you'd just be better off using the Barinade, since it literally does the same thing without any of those downsides, and is earlier in progression. The only thing that the Toxibow has going for it is the Sulphuric Poisoning bit, since a 90 damage DoT in PreHM is pretty meaty, but it only applies it for half a second, and is a chance to inflict it. This makes the Toxibow extremely hit or miss, since you'd be constantly rolling the dice for a sudden 45 damage from a slow moving projectile.
@hazy void
@paper bramble
Similar to the wall of flesh and other bosses, let the brimstone elemental’s, (and possibly signus) loot drop in a box, this is so that if it won’t fall into lava and people who don’t have something like the lava charm would be able to get their loot. It could just help a little bit to any of those players who are unfortunate enough to have their loot fall into a deep pit of lava.
@rugged rune
@paper bramble
Calamity adds quite a few powerful sentries. However, many of them see limited simply because of how inconvient they are. These sentries fall through platforms and can only be placed on solid blocks. This makes using them a massive pain, since you have to add blocks floors to your arenas, and you have to deliberately stay near them in order to get good dps from them. Allowing them to be placed on platforms would greatly increase their utility and save the player time.
@dire anchor
@paper bramble
Simple enough, some people like me like to prepare ahead for Hardmode during Pre-Hardmode and build a full world skybridge, and it's a bit annoying that you HAVE to make room for the meteor to land beforehand. Fairly certain that it should be easy to code in as well (I know nothing of code so I could be wrong), something along the lines of doing the same as the regular meteor and just put "Astral" before it.
Disclaimer : this is not a suggestion for Calamity 1.4, I'm well aware that's half a year of work (or more, I won't mind) I'm using the 1.4 bit as reference to the fix, which is essentially to let Astral Meteors spawn regardless of whether there's platforms in the sky or not.
@frank lantern
@paper bramble
While I like how Summon, Mage, and Rogue Luxor's works, Melee and Ranger completely draw out the original sounds of the projectiles (if there are any) and are extremely disruptive of the gameplay process.
Using Multiple-Projectile high-fire-rate ranger and especially melee weapons creates a lot of white noise. Biggest contestants on the amount of noise, by far, are yoyos, boomerangs with multiple projectiles, and fast machine guns like P90 that still have the Luxor's buff.
Shooting a melee projectile inbetween a short space (2-5 blocks) makes them bounce rapidly for a long time, and if you accumulate enough of them the noise can be very loud.
The Ranger Luxor's is also even more complex and loud than that of Melee, making some weapons very loud.
TL;DR Melee and Ranger Luxor's are too loud. I would like to see a complete mute of their sound like it is with the rest of the classes.
@stray mirage
@paper bramble
auric ore can only be mined right now while others can be found with other methods like killing enemies and crafting. There could be some slimes or mobs that also drop auric ore or new ways of crafting.
@tropic lance
@paper bramble
It causes FPS drops on low end computers like me and decently limits my weapon choice because some weapons(fabstaff for example) generate enough shots that my fps is too low to play with them consistently
@faint fern
@paper bramble
Currently Auric tesla armor is a copy of the previous main post ml armor sets mushed together with little added benefit. Not only does this not really make sense, (In the lore and in general like it's kinda op as well but thats not the point) it's also kinda dissapointing. Auric tesla armor should have a seperate set bonus to differentiate from what it is made of to give more incentive to use it and to make it more interesting. (for instance, instead of all the revives and the regen buffs and the invincibility it could give you boosted damage based on concecutive hits or something)
@swift wharf
@paper bramble
If you've already mastered the first parts of the fight, then there's not really a point in having to do those parts again after you die. All it really does is make the fight take much longer to win, especially with her invulnerability phases. I feel like it would make SCal a much better boss if you were just able to start at the parts of the fight you already know how to do. Also, perhaps add an item that makes her start at 100% HP again if this is implemented.
@covert estuary
@summer finch
We know it's possible in TMod. As it is, the song just sort of fades out and the intro starts playing again. Not only does the intro serve a purpose, playing before DoG even appears, but the fact that it doesn’t have a loop point kinda ruins the point of an intro. It should only play once, then the rest of the fight, you never hear it again.
@spiral mica
@summer finch
While there is indeed a wiki page detailing its stats at each point in progression, it'd be a nice QoL thing to allow players to directly compare the stats of it to other accessories ingame themselves without having to look up the information from the wiki, and as such be able to better and more conveniently decide when they should use it. If this will result in a too big of a text wall, the bonuses could instead be listed all in a single line, rather than separated into many different lines like the stat meter.
@placid escarp
@vague flame
Literally every other arrow points down, except for the Icicle Arrow. It's not like there's a reason to specifically make it point up, so for consistency it should be pointed down.
@timber acorn
@paper bramble
Melee/rogue variants add nothing to gameplay except make some parts of the playthrough stale if you've played the other class before (like using Elemental disk with both classes against providence).
Also many of the melee/rogue variants do not thematically fit with the theme of the class. Such as Corpus Avertor having a melee variant, and the hammer weapons having rogue variants.
In some cases, only one of the variants gets an upgrade. This means that if you're a rogue, then, let's say, elemental disk is later used in Celestus, but if you're melee then it's the end of the crafting tree.
In other cases, a crafting recipe will require a weapon from another class, e.g. equanimity (a rogue weapon) being used to craft the terra disk (a melee variant weapon) In genera, the variants are just from a past version of the mod that don't nesesarilly have a reason to exist in current version
@proven ruin
@balmy barn
Currently, one iron/lead bar and one wood can be crafted into a stack of 50 fransiscas/tomohawks, which sells for 1 gold. One iron bar is worth 3 silver and one lead bar is worth 4.5 silver, so I think the profit is too high.
@rose anvil
@balmy barn
Aether's Whisper is a unique weapon that has 2 damage types that are on the left and right click. However, holding down right click can be weird and this feature doesn't make sense because all other left/right weapons are one damage class and have completely different types of attack. Instead, the weapon is more like the melee/rogue weapons like Fallen Paladin's Hammer and should be made like such, where you can craft 2 different versions, one magic and one ranged.
@royal mist
@balmy barn
Bows have vanquisher and bloodfire arrows late game and bullets have holy fire, but that’s about it for post moonlord. The sudden halt in progression is a bit weird how you get all your ammo types with quite a few bosses still left in the game especially for guns. the overall idea here is just getting to shoot cooler things out of a gun and bow late game.
@foggy drift
@zenith relic
Most people have no clue until they look it up.
@final folio
@paper bramble
Every other class who needs a weapon can get one from the beast, why not the summoner? Summoner's entire point is making an army of little ones, just like a Dragonfolly.
@final folio
@paper bramble
Currently, golem fists do almost nothing if you if you have a weapon that can attack rapidly or has homing like p90 and astralachnea staff. The chance for fists to be deflected could decrease based on the damage/usetime of the projectile/sword.
@dull topaz
@paper bramble
You will see that all of the other elemental weapons except the blaster have an endgame variant (elemental eruption, elemental shiv, elemental disk, elemental ray, augur of the elements, elemental axe, elemental lance, planetary annihilation, and ark of the elements). The elemental blaster and the elemental dye are the only two “elemental” items that do not have a variant, one of which is not even a weapon.
@minor cloud
@paper bramble
Defiled rune already affects the drop chance of depth meter from cave bats, which is an enemy more commonly encountered than the enemies that can drop the compass, with the possible exception of piranhas. However, defiled rune also affects the drop chance of hooks from piranhas, which was already more likely to be dropped (3.3% vs 1.33%).
In addition, the majority of items that have a <5% drop chance to drop from enemies are affected by defiled rune. Doing this would maintain the consistency of its intent to increase the drop chance of rare vanilla items from enemies.
@neon pecan
@weak cedar
This item pretty much only exists to be crafted into Statis’s Curse, as giving minions a DoT with no other changes is incredibly underwhelming for a Hardmode accessory. Making it give some small additional bonus for summoners (more summon damage or +1 minion slot, for examples) would make it be relevant as more than a material and give summoners a reason to fight the Goblin Army in early Hardmode.
@placid arrow
@weak cedar
At the intended point in progression where you're supposed to get early Abyss gear, you only have a Nightmare Pickaxe, Molten at best. Abyss Gravel takes 5 seconds to mine with the Nightmare Pickaxe, which is extremely long compared to most blocks. Considering very little else in the game takes this long to mine, many players will attempt to mine Abyss Gravel, and assume they can't with their current pickaxe. Additionally, it's not uncommon for Shadow Chest rooms to be in a position where the door is blocked, forcing you to mine through. This either leads to people assuming they just can't get the chest, or up to 20 seconds of trying to get into a room while under the oxygen and enemy stresses of the Abyss.
@unborn ore
@weak cedar
This pmh accessory gives a puny amount of max mana (20) and slightly increased mana regen while standing still. There's very little reason to use it over the band of mana regen, which gives the same max mana and some regen, or other damage increasing accessories such as the sharktooth necklace.
@dire anchor
@weak cedar
During Hardmode, the spread of the corrupted biomes are increased substantially, and this spread doesn't seem to decrease even after Moon Lord. This can cause the Jungle to become corrupted and since there is no Jungle Solution, the only way to have a Jungle would be to make a new world. Making an upgraded Clentaminator with a wider radius and/or AOE Post-ML could make it easier to purify the world and even allow the artificial spread of other biomes to be easier.
@keen dagger
@paper bramble
Sometimes you accidenly get striked by ice rain and making it difficult to go throught a snow biome.
@hardy scarab
@weak cedar
This would allow their loot to be multipled when Armageddon is enabled, making farming for certain items like the Dark Spark or Statis' Void Sash less time-consuming as well as increasing the chances of getting rare drops like The Evolution or Guidelight of Oblivion. Also, giving the Sentinels Expert mode-exclusive drops could help expand their small amount of weapon drops. Treasure bags are also convenient by keeping all the loot in one place, which is especially important for the Sentinels' loot because their drops are needed to fight the Devourer himself.
@summer comet
@paper bramble
The life jelly is a pmh accessory that gives 20 increased max life and 2.5 hp/sec life regen while standing still. The max life bonus is incredibly weak, and the life regen isn't even close to being strong enough to warrant standing still against bosses and enemies. Sure, it's a little helpful to have a very weak version of the shiny stone in pmh to help you recover life outside of combat, but I feel like this accessory should be useful in combat as well.
@dire anchor
@paper bramble
At the moment, the abyss feels too accessible in the early game in rev+ with the Siren's heart. It is obtainable from the immediate start of the game, and provides greatly reduced breath loss in the abyss. Combining it with other early game items such as the ocean crest and gills potion make it incredibly easy to loot nearly the entire abyss above the void stone layer the moment you get a shadow key. Fix this by either removing the abyss breath loss effect or significantly reducing it in pre-hardmode, and buffing it to its current state when the player enters hardmode (or even post Siren and Leviathan).
@uncut idol
@paper bramble
The Borealis Bomber is the perfect weapon for an active summoner playstyle where you have your normal minions in the back while you use the Borealis like a pseudo-magic weapon. However, having to spam click to use it is very taxing on the hand. Having summon weapons not be autocast is fine if you're not meant to be using it constantly in a fight, but the Borealis is not such a weapon.
@tame hemlock
@paper bramble
The Ultra Liquidator currently is the last upgrade of the Magic Missile before the Vivid Clarity. However, the Magic Missile is also upgraded into the Night's Ray, which eventually upgrades into... the Vivid Clarity. This means you need literally 2 Magic Missiles to create the Vivid Clarity. Instead I propose that the Ultra Liquidator should upgrade to The Dance of Light. The Dance of Light upgrades from a Sky Fracture, which also eventually upgrades into the Ultra Liquidator, therefore the Sky Fracture can be replaced with the Ultra Liquidator.
@bitter mirage
@paper bramble
Many of the post-DoG weapons inflict god slayer inferno. However, this ability is useless for the boss you're going to use those weapons against, yharon, as he is immune. This means that the debuff is only useful for farming. I think it should be able to be used on yharon to give it more relevance in the mod.
@dire anchor
@paper bramble
It would logical if Cold protection give protection form ice rain and cold debuffs. If cold protection give protection not only from blizzard, this is be enjoyable. In the same way Heat protection should give some resistance to fire. Imho, any item should have not only one straight usage.
@hardy scarab
@paper bramble
Sometimes you just try to dodge/teleport during cooldown and take damage because you think cooldown already ended, and die. Some people react on sound better than on 4 i-frames of dodge or debuff line. Look at line of debuffs/buff during fight is actually dangerous(you can skip attack of the boss and get damaged).
@hardy scarab
@paper bramble
I think the game needs more flexibility when it comes to multiclass armors and obviously in an earlier progression as well. As of now, we only have 4(arguably 5) multiclass armors in the entirety of the mod; Mollusk armor, Astral armor, Omega Blue armor Fearmonger armor and Demonshade armor and you can only get them pretty late game. Multiclass really lacks in early progressions even with Mollusk armor being the early hardmode option. Multiclass doesn't seem to have a consistent progression as well.
@velvet berry
@zenith relic
Currently in early hard mode, rogue users are very limited in what armor sets they can use before cryogen. Statigel is obtained in pre-hard mode making it under-powered in hard mode. The Forbidden Circlet doesn't give rogue many benefits and is more focused on helping summoner, and the Mollusk armor is a generalist armor that doesn't increase rogue velocity or give stealth meaning that rogue users don't get much benefit out of it other then a bit more damage. Adding a basic early hardmode rogue armor set that's stronger than statigel would make using rogue a lot more bearable since you're not forced to use armor sets made for other classes or armor that's underpowered. Every other class has an early hardmode armor set, adding one for rogue would make the classes more balanced.
@cloud lava
@paper bramble
Currently he's not there, and he's a boss, so it makes sense for him to be added to the Boss Rush. I believe Tier 4 would be a good placement for him as Tier 1 has 10 bosses and Tiers 2 and 3 have 9. Tier 4 has 8, so adding Old Duke would give Tier 4 9 bosses like Tiers 2 and 3 have.
@summer comet
@paper bramble
Reason: This thing is really underwhelming for being an accessory dropped from a Hardmode boss, all it does is drop a few brimstone fireballs from the sky about every 10 seconds. From my experience trying to use it, I can say it's pretty hard to actually land these fireballs, and even if they do hit something the damage isn't that noticeable and it can't be increased through any means. It's horrible for anything I could think of at its tier and I can't even imagine it being intended for early Hardmode. Now that you've just killed Brimstone Elemental, there are much more reliable ways of inflicting Brimstone Flames that don't waste an accessory slot, such as with her lore item, or with the Unholy Core weapons, and there are much better accessories at that point to increase your damage output, like your class emblem, or hell even something like Amalgamated Brain. Currently, its only real use is to be a component for Void of Extinction, and buffing it would help it compete with the other accessories at its tier and give the player a reason to want to actively get the accessory for the tier that it's at.
TL;DR These brimstone fireballs are pretty much useless because they're unlikely to hit anything and don't do much damage. Gehenna deserves some kind of buff or rework so it can compete with the other accessories and be a worthy option.
@turbid berry
@paper bramble
**
Most minions damage numbers do not matter, because of their AI, or getting stuck between rocks, and so on
(of course that between game segments they will have huge spikes between each major boss progress)
When i find a new minion staff, the first question is not ''woah, an upgrade, since this one deals more damage. time to test!''
its ''i wonder if this one hits enemies well''
I feel like some changes would be needed to turn every minion somewhat useful and becoming an exciting find, you don't have this kind of situation with other kinds of weapons like melee, magic and ranged.
@chilly onyx
@zenith relic
Some people who are using lower end computers can experience lag due to the amount of projectiles created. Adding the ability to toggle/disable it would cause less projectiles to be created and would reduce lag.
@gleaming monolith
@zenith relic
It's undebatable that Entropy's Vigil used to be in a broken state due to bugs. However prior to these bugs, the weapon was in a fine state, being strong but not overpowered. After being fixed, the weapon also received nerfs, which have crippled it beyond use. Entropy's Vigil should be buffed to a state in which it can reasonably compare with other summons of its tier. The weapon is pitiful, barely surpassing 300dps on single targets, with killtimes that weapons before its tier can beat with ease.
Killtimes on Revengeance:
Plantera - 5:04
Aureus: I couldn't be bothered to watch the entire thing, it took 2 minutes to reach 90%
Siren & Levi: 8:37
@unborn ore
@zenith relic
Bosses like Yharon often change phase when outside of the screen(it's dangerous to be near and you go as far as you can). You can easialy take damage on begining 3rd subphase. Feature like color change in hp bar when boss is invincible and/or change phase help to don't take damage when you can't see the boss on the screen. Also you will know when use adrenaline to not waste him and deal maximum damage.
@hardy scarab
@zenith relic
Hopefully it hasn't been proposed already, but for pre-hardmode rain, there could be wulfrum slimes added to the mix, and post moonlord, you might have the Life-alloy ore slimes appearing, it could possibly turn into another one of those buffed events as well. It would reduce the need to farm as well as make slime rains an interesting and usefull event after pre-hardmode !
@uncut zodiac
@zenith relic
Right now some of the projectiles it fires are direct recolours of the brimstone darts that Supreme Calamitas fires. Since the projectiles cycle through the rainbow, sometimes if the projectiles cycle to red, it is hard to tell what are your attacks and what are her attacks. To fix this, either the sprite of the projectiles could be changed to something that can be differentiated from the brimstone darts, or they could be changed so that they don't cycle through the colours during the Supreme Calamitas fight and therefore can be told apart from the brimstone darts.
@twilit ledge
@paper bramble
currently, as it stands you must have the coins in your inventory for them to move in. This is bad for many reasons, for these reasons I'll mainly focus on bandit since merchant is barely affected by any of these. For bandit you need 1 platinum after skeletron. The problem with this is the fact that carrying 1 platinum on you at any time is a very bad idea, especially considering how deadly calamity mobs are. An additional reason for this is that many calamity users use luiafk aswell which adds a money collector, meaning that getting the bandit is very weird in a way since there is no reason to take the coins out once they're in the bank.
@winged steppe
@paper bramble
Alternatively, only in death-mode
Considering that death mode revolves around adrenaline (not getting hit), if you want to be able to dodge every attack you're gonna have to practice, practicing a boss and slowly getting better over time is rewarding, and I think spacing out those bossfights with arbitrary item grinding just hurts the experience overall.
Consumable boss summons is a game mechanic that has stuck around since the beginning of terraria, and it made sense because bosses were very forgiving, and you generally didn't have to put in many attempts to beat it if your gear was up to date for that fight, but in death mode, it's not uncommon to spend like 30+ attempts on a single boss.
@chilly ore
@zenith relic
Currently this accessory is an absolute mess, with effects that are incoherent and don't make sense. The frost flare provides resistance to cold attacks, as well as immunity to cold related-debuffs. Essentially, these effects make fighting cryogen and similar enemies easier. However, this accessory also has a completely different and unrelated set of effects, that being buffs based on the player's hp. The accessory gives 10% increased damage over 75% hp and increased mobility and defense below 15% hp. This doesn't fit with the theme of giving resistance to cold attacks. Finally, the accessory also allows melee weapons to inflict frostburn and grants increased life regen at all times. The increased life regen is incredibly random and doesn't fit with any of the other effects. The frostburn effect is fine, but all classes should benefit from it. This accessory should be changed to either focus on resistance to cold-related enemies and the ability to inflict cold-related debuffs (which I would prefer), or to focus on stat boosts based on the player's hp.
@dire anchor
@zenith relic
Astrum Deus's expert drop, the astral bulwark, gives immunity to the astral infection debuff and causes you to drop stars when hit. The debuff immunity is nice for farming, but serves little purpose outside of that. The stars that drop from hit aren't useful at all, as they often miss and don't deal that much damage. This is incredibly weak for an effect that requires you to get hit to activate. The effects of this accessory should be changed so it's good for something other than farming.
@dire anchor
@zenith relic
The nebulous core causes that player to spawn floating nebula stars around them that deal high damage. However, these stars will only spawn near solid blocks. This makes this ability almost useless for yharon, as the extreme mobility required in the fight makes placing solid blocks in your arena impracticable. To make this ability more useful, make the stars spawn around the player regardless of whether there are blocks nearby.
@dire anchor
@zenith relic
Holy flames currents deal 25 dps to enemies. This is essentially useless, considering that this debuff can only be inflicted pml except from the true melee of the ark of the ancients and its upgrade and the biome blade. In pml, dps is generally over 5k, so 25 dps isn't going to make any difference.
@dire anchor
@zenith relic
Bloodstone is most often acquired by either farming Ravager bags before defeating Provi and opening them afterward, or farming Brimstone Crag enemies. Either way, this experience doesn’t provide a whole lot to the player as they either nuke Ravager, or have an uninteresting time farming the Brimstone Crag enemies that they’ve already fought before when prepping for Brimstone Elemental. Brimstone Crags enemies suffer more from this, as health and damage stat buffs don't do a whole lot interesting in providing challenge and fun to the player.
It's also a mess of theming. It's drop is caused by a sun goddess, and then is dropped by brimstone enemies, Calamitas, and Ravager. Then, the gear ends up providing health benefits, and the entire armor set needs souls from spirits in the dungeon. It leads to unconnected gear, and a set that doesn't really fit well in the lore of the world.
My suggestion would be to make Bloodstone and Bloodcore more unique by adding enemies that would specifically drop Bloodstone, so that it doesn't feel like a boring mess of theming. This would make the gear more unique, give it it's own place in the world of Calamity, and make Post-Providence mobbing a bit more interesting and not repetitive.
@pine kestrel
@zenith relic
❔
As of right now, the enemy variety for post-ML in general is...a bit lacking, with a whopping three (3) new enemies introduced to the playing field right after ML...that all more or less drop the same thing. Not only are the current profaned enemies lacking both in complex AI and proper variety (and also drops but that's another story), there's also no difference between the four states of profaned existence: pre-Provi Hallow, pre-Provi Hell, post-Provi Hallow, and post-Provi Hell are all virtually identical. Adding a wider variety of enemies to encounter themed around the Profaned Goddess, and perhaps restricting some of the existing and new enemies to certain biomes, would increase the diversity of gameplay and would help to ease the major issue of most of the post-ML segment of the game, which lies in the fact that there is very little new stuff to encounter outside of boss fights.
@sour hornet
@zenith relic
❔
The first phase of Storm Weaver's fight is incredibly simple: shoot tail, worm explodes, move on to phase 2. This is neat in concept except it makes SW incredibly boring because the first phase effectively contributes nothing and just serves as a fakeout, and the second phase is easily cleared by either circling or flying away with funny Brimbo chair mount (the second phase is basically the entire fight btw so it takes ages). A more advanced AI overhaul for our dear lightning worm and a first phase that actually contributes a little more to the fight would help them be more on the level of the other bosses at their tier, and also make them more interesting to the player.
@sour hornet
@zenith relic
currently there is no reason that the consumable profaned core should exist since it is easily upgraded within 5 minutes to the non-consumable version. Making the summoning item for the guardians use more unholy essence will do the trick of balancing the 50 essence that won't be used
@winged steppe
@paper bramble
So what I mean by light hack is, something similar to the one provided by CheatSheet and Hero's Mod, which allows you to see all blocks on screen, regardless of light level. This is same effect occurs while SCal is alive. Now, this wouldn't be a problem normally, but the issue is that if you are using an arena of thick blocks around the arena as many people do, it causes massive frame drops due to it having to process all those blocks. Removing this effect would negate this issue.
@crimson gale
@paper bramble
Recent changes make use of the mechanic, such as Death Modes underground lighting. I think this should be changed because it just doesn't make sense that some tooltips say things like "Abyss light level" (from the stat meter) while it's not Abyss exclusive anymore. Another example would be the Deific Amulets tooltip where it mentions "provides a small amount of light in the abyss".
@empty crane
@paper bramble
Duke Fishron's Sharknado projectiles should have a few seconds where they deal no contact damage. That way they offer us a few seconds to get away from the sharknado so they dont just dish out cheap shots. The sharks themselves that the sharknadoes shoot out dont have the same few seconds where they dont deal contact damage that the sharknadoes have. which results in you not getting hit by the sharknado itself but by the projectile. this gets even worse during DF's Final phase where its difficult to see where the sharknadoes go. devs, please fix.
@crisp yoke
@paper bramble
Eidolists start spawning in the dungeon as soon as hardmode begins, but most players aren't equipped to take them on until later in progression. Accidentally doing damage to an eidolist in early hardmode forces the player to teleport back home or die. If eidolists could take three hundred or so damage before attacking the player, the dungeon would be more forgiving at that stage of the game.
@tiny gulch
@zenith relic
❔
As it is right now, the Ceaseless Void has two types of phases: the parts where you can hit it, and the parts where you can't hit it; ideally, both should be of about equal importance to the battle. However, because of Ceaseless Void's asinine DR, it only takes 1 damage from anything --- which actually makes slower weapons borderline unusable for the fight as you generally want to get the vulnerable phases over with as fast as possible. On the flipside, spammy weapons such as the P90 and Seadragon, or weapons that ignore immunity frames to a point such as the Telluric Glare and the Solar Flare, make the vulnerable phases completely irrelevant because they pass in about 2 nanoseconds. Granting Ceaseless Void special immunity frames for these vulnerable phases would help to prevent them from becoming trivialized and give a bit more chance for the Ceaseless Void to actually do something during these parts of the fight.
@sour hornet
@paper bramble
❔
The Dark Energies as they stand in the fight right now are...honestly rather uninteresting. They just come at you in bunched-up groups, and they're really easy to hit all at once with anything that pierces (read: a lot of items on CV's tier). The result is Dark Energies being less than engaging to the player and being mostly invalidated by commonly picked weaponry at the tier Ceaseless is fought. Making the Dark Energies tankier and having fewer of them come out would prevent them from being invalidated as easily by piercing weaponry, while diversifying their AI would help to make the fight a little more engaging in a way that it currently lacks despite the potential that Dark Energies have.
@sour hornet
@paper bramble
Whilst grinding/farming I like to maximise my efficiency through farming both mobs and bosses, however when theres a boss present, it gives the players the Boss Zen debuff which prevents regular enemies to spawn. Many features that Calamity has added came with a toggle option in the config, to give the players the choice of toggling certain features they do not want in their gameplay (e.g. profeciency). Having the same toggle option for the Boss Zen debuff would mean players have the choice to get this feature removed from their gameplay when they dont want it.
The Zen Boss debuff is a great feature and many players wanted it, I would understand if it was a mod on its own or have a toggle for it, but having it mandatory to have within Calamity just makes it unfair on the players who never wanted it.
@upbeat linden
@balmy barn
The Young Siren Pet, when outside of liquids, hops like a fish. However, when you are with the Siren and Leviathan lore, she will behave like normally, and also give treasure detect, but with this, your defense and damage reduction are reduced. It's cool to have the little Young Siren hover above your head constantly, but the unic item that does this forces you to be always underwater so you don't have any penalty, what kinda breaks the purpouse of the cosmetic addition of the Young Siren
@valid relic
@zenith relic
If you are anything like me and prefer the Elysian Wings over the wings built into the Seraph Tracers, then this would be a blessing. Maybe the feature could be similar to the way the dash on the Ninja belt works in that toggling visibility is the switch?
@manic orchid
@zenith relic
Holy flames is a DoT debuff inflicted by many profaned themed weapons post-moon lord, many of which drop from providence. However, this debuff is basically useless since the bosses you'd realistically use these weapons on are immune to it. To make it matter more, make the sentinels of the devourer and polterghast vulnerable to it.
@dire anchor
@paper bramble
The black belt and its upgrades currently give the player a 10% chance to dodge attacks. Because this effect is so rng based, it could potenially be absurdly good for lucky players or useless for unlucky ones. It also just doesn't make sense that you randomly dodge attacks. To make the dodges more skill-based, I suggest that there be some way for the players to deliberately use the dodge.
@dire anchor
@paper bramble
Since Statis' Ninja Belt is made immediately after getting Master Ninja Gear, it makes MNG completely obsolete, especially since you're likely to already have the rest of the materials by the time you get Master Ninja Gear. Separating the two in progression would allow Master Ninja Gear to be a viable standalone accessory that doesn't just serve as a crafting material.
@unborn ore
@paper bramble
I feel it would a nice touch to have a peaceful and iconic track like ToaCW to play after the chaos of beating Supreme Calamitas. The song would play until either the duration of the song finishes or the player leaves the world.
@crimson gale
@paper bramble
In a battle VS Yharon while using the Event Horizon, Yharons roars which are pretty loud get dwarfed by the volume the event Horizon pumps out
@solar jolt
@zenith relic
The current marnite items are interesting, and are a good groundwork for further items. The whole idea of marnite is could bring more attention towards the underappreciated marble and granite biomes, which are only really useful for decoration and possibly shrines. Marnite armor could also serve as a prehardmode version of mollusk armor, as mollusk armor is useful for getting established and furthering the game so better options are available.
@final folio
@paper bramble
Hadopelagic Echo is an extremely loud weapon, which almost completely muffles down every other sound during fights. Making it a bit quieter would be preferred, so that other sounds (such as the music) could be heard without much problem.
@little socket
@paper bramble
The Fishron Wings, gotten 1 boss before Xeroc Wings, are functionally identical to Xeroc Wings with the exception of Fishron's speed bonus being ~33% less. Because of this, Xeroc Wings do not need to exist in between Cultist and Moon Lord. Additionally, Xeroc Armour is obtained after Moon Lord, yet the wings with a bonus related to that set appear two bosses prior, causing the placement of Xeroc Wings to feel disjointed in progression. Xeroc Armour is the pre-Providence rogue armor, and the wings for all the other classes' armours at that stage are all obtainable at the same time. Moving Xeroc Wings to Post-ML would help increase consistency across the classes at that stage.
@unborn ore
@paper bramble
As it stands, bloodletting essence is MUCH easier to obtain when compared to fetid essence, as the spawnrate of Face Monsters and Herplings is much higher than World Feeders and Devourers, so much so that fishing for evil crates to get fetid essence could be considered less time consuming than killing the worms, when with a crimson world you could just stand around and get it with ease from killing the incredibly common face monsters. If fetid essence dropped from EoS and Corrupters however(albeit at a much lower rate as they are pretty much the only enemy that spawns in the corruption PHM) it would make grinding for them much less time consuming and annoying, making it more consistant with how fast you can get bloodletting essence in the crimson.
@rich badge
@weak cedar
These enemies spawning in the 3rd and 4th layers of the abyss have no purpose other than to be a hazard, giving them a unique drop will not only give them another purpose, but will also give players a reason to actually want to encounter them. It's not like this can't be done or is limited to the biome's minibosses as Bobbit Worms have a unique drop post-Polterghast.
@sharp zinc
@weak cedar
Currently, Bloatfishes exist to act as a meatshield for other enemies, as seen by its very low damage and unique pierce-killing and expansion capabilities. However, since it spawns in layer 4 of the abyss, which is post-Polterghast, and because it only has 24k health, this enemy gets destroyed very quickly and doesn't really get a chance to do its job. Therefore, a heavy increase in defense and health (and DR if in rev+) would make this enemy actually be able to serve its very unique purpose.
@timber acorn
@weak cedar
At the point in the game where you obtain auric tesla, the auric carpet from the boots is usually more harmful then helpful because if your flight time runs out and scal is horizontal to you, it will usually result in you getting hit. And there is little point to having 5 seconds of horizontal flight at that point in the game too.
@dull topaz
@vague flame
After the moon lord is defeated, there is effectively no reason to ever return to the crimson or corruption, or any difference to gameplay from having one as opposed to the other. This could be remedied by revamping these areas post-moon lord, introducing more enemies and more rewards
@austere nymph
@zenith relic
Before this feature was added to Scal she was an incredibly fun fight, however they just take too much of the arena. Even in Revengeance it is a struggle to balance the monsters and keep Scal away from blasting me. You also don't know what projectiles are going through those monsters. It could be a Giga hell blast, or maybe even a tiny dart. This easily leads people into thinking that they got hit by nothing and isn't really fun. It doesn't make it difficult at all, it just gets annoying. Removing collisions will make Scal infinitely more enjoyable
@hollow latch
@zenith relic
The sword becomes pretty useless after polterghast which doesn't make much sense seeing as the sword is meant to be Yharim's sword. The buff the sword gives is undoubtedly useful but against stronger bosses it's a risky venture to go for a true melee strike, especially as a solo player. I think an upgrade for it using cosmolite or auric Tesla bars would make it much more important especially in the late game.
@vast canyon
@paper bramble
When spawned without a cyst, the perforators first diving sweep attack is super charged depending on where it spawned randomly, causing some deaths before you even get a shot at really fighting the boss
@misty roost
@zenith relic
From personal expirience with calamity bosses which i completed several times each and analyzed the battles I came to conclusion i get hit not by attacks i couldn't dodge, but couldn't spot in time, it was caused by me unable to detect these attacks soon enough, my idea would be to give each attack a sound which would indicate that it's going to happen, this problem occured to me in the most damaging way in these bosses:
-brimstone elemental (carpet bombing)
-ravager (stone pillar ejection)
-old duke (sharkron attack)
-supreme calamitas (brimstone fireblasts/gigablasts)
@regal willow
@zenith relic
Many DoTs in calamity just do damage, or just do damage and reduce defense by a bit. This makes them feel very boring and samey, and also cause them to have little effect on how you play the game, basically just being extra damage from the bosses hit. To divierify DoTs, give them more varied effects that force the player to play differently or adapt to the effect. One example of a DoT that forces the player to adapt is the plague debuff, which reduces vision. Another interesting DoT is electrified, which does more dps if the player is moving.
@dire anchor
@paper bramble
The hazy purple visual effect of the astral biome has a rather unique look to it that could be useful for spicing up certain builds, so a monolith akin to the stardust pillar ones that change the background and apply the coloured visual effects could be something that could bring some more variety to building.
@rich badge
@paper bramble
After you beat Moon Lord, there's a set armour path that almost everyone will follow, that being Lunar -> Tarragon -> Bloodflare -> God Slayer -> Silva -> Auric Tesla. This leads to post-ML feeling very constrictive when it comes to your choice of armour. The only two armour sets that differ from this path are Fearmonger and Omega Blue, the former being a summoner hybrid set with the latter favouring glass-cannon playstyles. These two armour sets are great as they offer options that aren't the default. If there were more armour sets like these two post-ML, it would allow for more build diversity at this stage of the game, along with giving players an actual choice in what they use in terms of armour.
@unborn ore
@zenith relic
OOA armors are made to be a combination of the sentry playstyle and their respective class. However, due to the summon damage penalty, people have much less incentive to incorporate sentries into their playstyle. Since the OOA armors are weaker on the whole compared to other options, people have little incentive to use them except for mixed sets. Allowing sentries to ignore the summon penalty with weapons over a certain class would make this hybrid playstyle more viable.
@dire anchor
@zenith relic
Why?: On paper this lore is fine, because increased movement is almost always good, but not only is the defense decrease kinda bad because of how important defense is in preHM, the movement and jump increase is so insanely small that I legitimately don't know if it matters. Again, any movement increase is good, I guess, but the jump increase at the point you'd get it in progression - at least from what I can tell - is a 1 pixel increase in jump height. Not only is this nearly impossible to notice, but in what situation does this help anyone?
@hazy void
@weak cedar
during my melee playthrough i got my hands on true forbidden oathblade right after killing plantera, the sword is extremely overpowered in close range as it shoots 3 projectiles in a cone shape, damage this sword deals carried me up to lunar events, during witch it was still a viable weapon, i suggest 4 ways to nerf that sword.
the issue i have with tfo is that it's not only overpowered, but also can be used in close range and long range fights, tfo outclasses multiple post-golem melee weapons (pandemic, influx waver, fellen palladin's hammer, corpus avertor, flairon)
@regal willow
@paper bramble
At the moment, the only post ml pickaxes are the lunar pickaxes, blossom pickaxe (gotten right after defeating Providence) and the crystal crusher, a post Scal pickaxe. However there are so many more materials you get during your post ml journey, and just having the use the same pickaxe for the whole thing just doesn’t feel right as there are so many other armors and weapons available. Post ml pickaxes need variety, most pickaxes just get increased speed and pickaxe power, only the crystyl crusher has a unique mining mode (to my knowledge) these new pickaxes (bloodstone, cosmilite, auric tesla) should have their own special modes, either as a right click ability or a left click ability. They could have special abilities (lore related or not)
@lone panther
@paper bramble
BoC is generally fought underground due to the crimson’s layout, where its rev+ projectiles blend into the background wall, making them harder to spot. Making them glow or changing their colour to something more vibrant (e.g. yellow like ichor) would improve the fight.
@spring breach
@paper bramble
Some things, such as rage, adrenaline, and the summoner damage buff/nerf based on the type of weapon you're holding, don't actually change the damage stat of weapons. It would be nice if the damage stat of weapons changed when these things were in effect, to let you know just how much your damage is being boosted by them, without a need for a reference. Plus, it'd be very satisfying to see just how much damage your weapons do when you use rage/adrenaline.
@dire anchor
@paper bramble
Make the stars from the astral armor set bonus hit more consistently.
The astral stars that fall from the sky from the astral armor set bonus are too slow to hit either to moon lords hands and his core. You have to force moon lord to move into them for them to actually land them. Even when you do land them, they only do 130 damage. To make them more effective, give them a buff in their ability to hit their target. An increase to velocity or the addition of homing are two possible solutions.
Suggestion by: @dire anchor
Change the Large Slimes spawn position in the Slime God fight
Actually, Large Slimes in the Slime God fight spawn in the Left and Right sides from the player, but there's a catch, Larger Slimes only appear when theres a tile below them, and also they ignore the platforms and planterboxes, that means if the player is too high or in space, the Larger Slimes dont appear, and the core will appear. My solution is to make The Larger Slimes appear with the Core, so they can appear when the player is to high.
Suggestion by: @tired zephyr
Give the Brimstone Fish a use
This fish currently serves no purpose other to be sold for a measly 5 silver. Perhaps it could be used to make Cooked Fish or have a better sell value compared to its current function, or lack thereof.
Suggestion by: @summer comet
Lock more blood orb potion recipes behind progression.
As it stands, once you beat Skeletron, you essentially have access to almost every potion in the entire game, even the ones that are normally locked behind Hardmode. While they do require quite a lot of blood orbs, the fact that i can get soaring potion or crumbling potion before hardmode seems a little strange to me, when their regular recipes require hardmode materials. So i would suggest that some potions, such as the aforementioned ones, get an additional ingredient in their blood orb recipe such as souls of flight or essences of cinder respectively, in order to lock those potions to where they're actually supposed to be.
Suggestion by: @timber acorn
Make calamity dyes a strange plant reward
I like a lot of the dyes that this mod adds, but waiting until post moon lord for them and using fairly important materials for them as well I don’t. Instead the crafting recipes could be kept, but you could also randomly receive one from the dye trader when you trade in a strange plant. This would make the cool dyes which have no affect on progression obtainable anytime.
Suggestion by: @twilit holly
Add ancient bloodflare armor(The frous one)[https://gamepedia.cursecdn.com/calamitymod_gamepedia_en/archive/4/4f/20180614232248!Bloodflare_armor.png?version=fdf49cb54eb7fe136512dcebaef528a1 ]? Like even as vanity, Loved the old version of it so much.
Reasoning: we have the ancient hallowed armor and ancient godslayer armor so why not get a little nostalgia, maybe even do it for some other armors?
Suggestion by: @foggy hedge
Make Phantoplasm craftable with Ectoblood or Ectoplasm.
Reasoning: Minor suggestion, but make Phantoplasm craftable with either ectoblood or ectoplasm (and/or other ingredients) at draedon’s forge. At the point where you obtain the forge you largely do not need phantoplasm anymore, and likely already have more than enough, but if you happen to be a little short on it this would be a good way to just make some instead of farm for it.
Suggestion by: @twilit holly
Make the DoG roar during the fight
The devourer of gods is a sick boss but i feel like that goliath wouldnt stay silent while trying to kill you, what if it made some frightening roars to make the boss more intense and make him seem more powerful? I think its a great addition to make the devourer of gods seem more like a god if you make him sound like one. maybe something along the lines of the reaper leviathan roar from subnautica?
Suggestion by: @tawdry condor
Make more bosses spawn naturally, and have status messages to accompany them.
Currently there are only a small amount of bosses that spawn without killing something or using an item for it. If more bosses spawned naturally with a status message like, say, "The Ravager is about to spawn!", it would give more of that "Oh crap!" vibe vanilla bosses have when they randomly spawn on your first playthrough.
Suggestion by: @merry saddle
Add a placeable item that makes it possible to build a base in the Abyss.
As it stands, though some biomes are harder than others, it's possible to build a base in every single biome in the game; except for the Abyss. The damage dealt by standing in air in the Abyss completely prevents building any sort of permanent base there, as well as the inability to mine the walls. In order to avoid potential cheese, a placeable item could only reduce the damage unless a town NPC or two is nearby, in which case it granted full immunity to air health drain. This would prevent you from simply carrying the item on you and putting it down whenever you needed air (though the ability to break walls would have to function on its own, to enable building an NPC house in the first place).
I don't think allowing a benchmark in the abyss where you could regain breath is a huge issue, given that you would've had to survive long enough to build an NPC house or two in the first place. Additionally, if the item was in the Abyss Shrine, it would grant a reward beyond the boss rush that most people don't finish anyways.
Suggestion by: @primal robin
on screen boss title cards
idk if this happens with the ancient awakened mod but like what if when you started a boss it would like have a text on screen as like an intro kinda like when you start a boss in zelda if that makes sense? idk i kinda makes the boss seem more important and powerful. a quick example from me could be "ancient scourge of the cosmos, Devourer Of Gods"
Suggestion by: @tawdry condor
Add hints for summoning Signus, Envoy of the devourer, and Storm Weaver.
We already have hints of the ceaseless void and its summoning in the dungeon by the guide, so why isn't there hints about Signus and Storm Weaver?
For example, There could be a new dialogue added to the tax collector to hint about Signus in the underworld, and a new dialogue from the traveling merchant for Storm weaver.
Suggestion by: @wet cipher